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Discover the Unfamiliar!

Within the pages of Battlezoo Bestiary: Strange and Unusual, you’ll find over 150
bizarre new creatures to confound and perplex players and their characters alike!
The creatures in this eldritch tome arose from the most imaginative and compelling
submissions from the 2021 RPG Superstar contest, including monstrosities like
the roiling, giggling, congealed laughter, the firefly-swarming salirus, and the two-
dimensional chiralus.

BATTLEZOO BESTIARY: STRANGE & UNUSUAL


Battlezoo Bestiary: Strange and Unusual also includes everything you need to play
with the Monster Parts system—perfect for explorers of the unusual who want to
turn all those freshly collected bits and pieces into custom items and equipment,
along with never-before-seen new imbued properties and a refinement path for
staves. The creatures in this book are eclectic, esoteric, and just all-around fun,
providing fresh new threats to encounter, allies to meet, and inspirational plot
hooks for any game. This book is a completely stand-alone starting point into the
world of Battlezoo Bestiary.

Battlezoo Bestiary: Strange and Unusual includes:


• Over 150 new monsters based on the
winning entries from the 2021 RPG
Superstar contest, including full-color art,
stat blocks, lore, and sidebars full of fun
additional tidbits of information.
• A new character archetype: the aberrant soul,
who is slowly transforming into an aberration.
• New options for the Monster Parts crafting
system allowing players to craft weapons,
armor, and magic items from the foes they
defeat.
• New imbued properties and staff refinements
for the monster part system, adding new
depth and possibilities to your games.
• And much more!

Stephen Glicker and Mark Seifter


$49.99
ISBN 979-8-9881198-0-7
54999>

rollforcombat.com
9 798988 119807
Printed in China
MONSTER AUTHORS
James Abendroth, Erica Abenti, Mark T. Adkins, Jeffrey Anderson, Daniel Aznavorian, Stephen Bandstra, Lau Bannenberg,
Lorenzo Barquín, Stephen Bendig, Ryan Bentzinger, Nathan Berg, Adan Bermudez, Mavi Biglietto, Vittorio Boemio, Aaron B. Bradford,
Andrew Braithwaite, Michael Bramnik, Dave Breitmaier, Alexander Burley, Justin Cando, Carlos H. Caro, Jake Cassar, Matt Cavanaugh,
Brite Cheney, Alexander Eldritch, Aoife Ester, Hunter Evans, Luca T. Fassari, Davide Filippi, Ivis K. Flanagan, Logan France, Alex G. Friedman,
Sebastian Garde, David Greene, Kalen H.M., Elizabeth Harris, Katrina Hennessy, Elizabeth Heyeck, Charlie Ho, S.A. Janke,
Garry Stacey Johnston, Juho Kattelus, Erin A. Keston, Gregg Kieffner, Ryan King, Kitsune Kirin, Jameson Knopp, Jason Koellner, Ben Kojis,
Ivan Kulikov, W. Brian Lane,Jesse Lehto, Nick Lucas, Jason Luke, Jake Marohl, Marty Martinez, Marceline Miller, Francois Potvin Naud,
J.M. “Django” Nogueira, Brian Nowosatka, Nicholas Potter, Michael Robinson, Julian Röth, Gabriel M.S. Santos, Gabriel Santos,
J.A. Saunders, Tony Saunders, Kenneth Schleich, Aviv Schwarz, Juniper Scott, Daniel Seligmüller, Natthan Senteni, Lucas Servideo,
Jonathan T. Sims, Jacob Sloan, Rodney Sloan, Benjamin Sulzer, Ben Tait, Vincent Thériault, Brant Vallier, Dejan Veskovic, Michael Vieths,
Nick Volpe, David Walker, Anthony Wheeler, Joshua White, Spencer Whiting, Garrick J. Williams, Nathan Wright
MONSTER DEVELOPMENT
Mark Seifter & Grady Wang
MONSTER PARTS DESIGN
Stephen Glicker & Mark Seifter
EDITING LEAD
Stephen Glicker
EDITING
Stephen Glicker, Sébastien “Aleph” Greffier, and Mark Seifter
ART DIRECTION
Stephen Glicker & Mark Seifter
COVER ARTIST
Ameur Makhloufi
INTERIOR ARTISTS
Çağdaş Demiralp, Douglas Deri, Miguel Regodón Harkness, Kaion Luong, Yugin Maffioli, Dio Mahesa, Ameur Makhloufi, Bruno Mello,
Vinicius Menezes, Marco Morales, William O’Brien, Fabian Parente, Felipe Perez, Christoph Peters, Kiki Moch Rizki, Allan Santos da Silva,
Egil Thompson, Danh Tran, Allyson Vitor; Endsheet Illustrations & Page Border Illustrations © Stefan Poag 2023
RPG SUPERSTAR JUDGES
William Fischer, Stephen Glicker, Sen.H.H.S., Vanessa Hoskins, Luis Loza,
Patrick Renie, Jefferson Thacker, Mark Seifter, Linda Zayas-Palmer
PROOFREADERS
Nathan Berg, Justin Cando, Brook Freeman, David Greene, Sébastien Greffier, Ryan King,
Dylan Tice-Carroll, Brant Vallier, Joshua White, Nathan Wright
FOUNDRY VTT IMPLEMENTATION
Ian Blackstone, Ian Hildebrandt
GRAPHIC DESIGN
Stephen Glicker
LAYOUT
Stephen Glicker
DIRECTOR OF GAME DESIGN
Mark Seifter
PUBLISHER
Stephen Glicker
SPECIAL THANKS
Erik Mona, everyone at Paizo, Inc., all who entered the RPG Superstar contest, and the Roll For Combat fans!

Open Game Content: The Open Content in this book includes the
monster names, monster statistics, monster abilities, items, and the
suggested monster parts system. No portion of this work other than
the material designated as Open Game Content may be reproduced in
any form without written permission.
Battlezoo Bestiary: Strange and Unusual (Pathfinder) is © 2023,
Skyscraper Studios, Inc. All Rights Reserved. First Printing. 16 Continental Road, Scarsdale, NY 10583
rollforcombat.com
2
Introduction
Contents 6
Monsters A–Z 10
Monster Parts 170
Quick Start Guide for PCs................................................................................................................................................... 172
Quick Start Guide for GMs...................................................................................................................................................174
The Three Variants............................................................................................................................................................. 176
Gathering Ingredients......................................................................................................................................................... 178
Refining............................................................................................................................................................................. 182
Imbuing............................................................................................................................................................................. 188
Unusual Character Options................................................................................................................................................ 198

Appendix 202
Ability Glossary.................................................................................................................................................................. 202
Creature Traits................................................................................................................................................................... 204
Rituals............................................................................................................................................................................... 205
Languages......................................................................................................................................................................... 207
Suggested Monster Parts................................................................................................................................................... 208
Creatures by Type.............................................................................................................................................................. 220
Creatures by Level............................................................................................................................................................. 221

Alphabetical Listing Of Monsters


Abandoned................................................................. Copper............................... Mark T. Adkins................................................. 10
Adada......................................................................... Copper............................... Juho Kattelus.................................................. 11
Akaky.......................................................................... Copper............................... Ivan Kulikov..................................................... 12
Amalgamess............................................................... Copper............................... Juniper Scott................................................... 13
Arrongtata Commander............................................... Silver................................. Ryan Bentzinger.............................................. 15
Arrongtata Hawk Rider................................................. Copper............................... Ryan Bentzinger.............................................. 14
Arrongtata Swarm........................................................ Gold.................................. Ryan Bentzinger.............................................. 16
Askyron....................................................................... Gold.................................. Nathan Wright................................................. 17
Atoning Spirit.............................................................. Copper............................... Michael Vieths................................................ 18
Auroplasm................................................................... Silver................................. Lau Bannenberg.............................................. 19
Ayd-rahiba.................................................................. Copper............................... Kenneth Schleich............................................ 20
Bannog Thief............................................................... Copper............................... Philip Holm-Lars.............................................. 21
Bathtub Ooze.............................................................. Silver................................. Andrew Braithwaite......................................... 22
Bell Walker.................................................................. Copper............................... Adan Bermudez............................................... 23
Between...................................................................... Silver................................. Sebastian Garde............................................. 24
Blink Drake.................................................................. Copper............................... Joshua White.................................................. 25
Bloodsport Remnant................................................... Copper............................... Nicholas Potter................................................ 26
Boe Erchitu................................................................. Copper............................... Vittorio Boemio............................................... 27
Bog Bomber................................................................ Copper............................... Marty Martinez................................................ 28
Bowlfish...................................................................... Copper............................... Mavi Biglietto.................................................. 29
Bulbekken................................................................... Gold.................................. Jake Cassar.................................................... 30
Cadavalier................................................................... Gold.................................. Brant Vallier.................................................... 31
Carnivorous Chapeau.................................................. Copper............................... Jacob Sloan.................................................... 32
Caster Detritus............................................................ Gold.................................. Juniper Scott................................................... 33
Cathartic Worm........................................................... Copper............................... Jason Koellner................................................ 34
Caxirus....................................................................... Platinum............................ James Abendroth............................................ 86
Celestial Geometry...................................................... Copper............................... Aviv Schwarz................................................... 35
Chiralus...................................................................... Grand................................ Kalen H.M......................................................114
Chosaintor.................................................................. Copper............................... Ivis K. Flanagan............................................... 36
Chronoceros............................................................... Copper............................... Mavi Biglietto.................................................. 37
Citric Evaporite........................................................... Silver................................. Elizabeth Heyeck............................................. 38
Cloaked Cadaver......................................................... Copper............................... Erin A. Keston................................................. 39
Congealed Laughter.................................................... Platinum............................ Nathan Berg.................................................. 151
Contortion Creeper...................................................... Platinum............................ Garrick J. Williams.......................................... 41
Contortion Crown........................................................ Platinum............................ Garrick J. Williams.......................................... 42
3
Contortion Swarm....................................................... Platinum............................ Garrick J. Williams.......................................... 40
Convolute Keyweed..................................................... Platinum............................ Lau Bannenberg.............................................. 95
Coppersmyf................................................................ Platinum............................ Dave Breitmaier............................................ 132
Cryptfowl Swarm......................................................... Copper............................... Jacob Sloan.................................................... 43
Crystalline Owl............................................................ Copper............................... Katrina Hennessy............................................ 44
Cunomaglos................................................................ Copper............................... Anthony Wheeler............................................. 45
Curse Eater................................................................. Silver................................. Marceline Miller.............................................. 46
Demon Shepherd........................................................ Copper............................... Lorenzo Barquín.............................................. 47
Ebirah......................................................................... Copper............................... Alexander Eldritch........................................... 48
Emperor Shark Penguin............................................... Copper............................... Andrew Braithwaite......................................... 49
Erygloid....................................................................... Copper............................... Aaron B. Bradford............................................ 50
Euphoria Ooze............................................................ Silver................................. Jake Cassar.................................................... 51
Extra Toe..................................................................... Copper............................... Jason Luke...................................................... 52
Eye Stalker.................................................................. Copper............................... Elizabeth Harris............................................... 53
False Tarrasque........................................................... Silver................................. Nathan Wright................................................. 54
Feddry......................................................................... Copper............................... Aaron B. Bradford............................................ 55
Fetchfisher.................................................................. Platinum............................ Alex G. Friedman............................................. 57
Fetchfisher Brood Swarm............................................. Platinum............................ Alex G. Friedman............................................. 56
Feth Velaunt................................................................ Gold.................................. Spencer Whiting.............................................. 59
Fethrotte..................................................................... Copper............................... Spencer Whiting.............................................. 60
Fosterkin..................................................................... Copper............................... David Greene.................................................. 61
Fragmentor................................................................. Grand................................ Kalen H.M..................................................... 112
Frenzied Trashfire....................................................... Silver................................. Mark T. Adkins................................................. 62
Furnace Newt.............................................................. Copper............................... Nicholas Potter................................................ 63
Fury Sphere................................................................. Copper............................... Nick Lucas...................................................... 64
Gasper........................................................................ Gold.................................. Vincent Thériault............................................. 65
Gastrophage............................................................... Silver................................. David Greene.................................................. 66
Gladelich.................................................................... Copper............................... Charlie Ho....................................................... 67
Goblin Circus Troupe................................................... Silver................................. Rodney Sloan.................................................. 68
Golden Coinivore Swarm............................................. Copper............................... Jeffrey Anderson............................................. 69
Goldsmyf.................................................................... Platinum............................ Dave Breitmaier............................................ 134
Golem of Wonder......................................................... Silver................................. Brite Cheney................................................... 70
Gorehed...................................................................... Copper............................... Lucas Servideo................................................ 71
Greater Fetchfisher...................................................... Platinum............................ Alex G. Friedman............................................. 58
Groundgullet............................................................... Copper............................... Aviv Schwarz................................................... 72
Guillotine Head........................................................... Silver................................. Stephen Bandstra............................................ 73
Guiltbound.................................................................. Gold.................................. Kalen H.M....................................................... 74
Gunpowder Bear......................................................... Copper............................... Tony Saunders................................................ 75
Handless Mage........................................................... Silver................................. Ben Kojis......................................................... 76
Haunting Spoon.......................................................... Silver................................. Daniel Seligmüller........................................... 77
Heat Glutton................................................................ Copper............................... Natthan Senteni.............................................. 78
Ictioctor....................................................................... Silver................................. W. Brian Lane.................................................. 79
Illiceru......................................................................... Gold.................................. Jake Marohl.................................................... 80
Imaginary Friend......................................................... Copper............................... Rodney Sloan.................................................. 81
Inkblot Ooze................................................................ Silver................................. Aoife Ester...................................................... 82
Iron Houndmaster........................................................ Copper............................... Kitsune Kirin.................................................... 83
Jadrani........................................................................ Copper............................... Jake Cassar.................................................... 89
Kawakami................................................................... Silver................................. Michael Robinson........................................... 90
Kayman Bacoo............................................................ Silver................................. Alex G. Friedman............................................. 91
Keeningreed................................................................ Platinum............................ Lau Bannenberg.............................................. 94
Kelpsteed.................................................................... Platinum............................ Lau Bannenberg.............................................. 92
Keyweed..................................................................... Platinum............................ Lau Bannenberg.............................................. 93
Kolufs Krafsa............................................................... Silver................................. Luca T. Fassari................................................ 97
Lantern Leshy.............................................................. Silver................................. James Abendroth............................................ 98
Living Bones................................................................ Copper............................... Daniel Seligmüller........................................... 99
Living Constellation..................................................... Silver................................. Hunter Evans................................................. 100
Living Figment............................................................. Copper............................... Anthony Wheeler........................................... 101
Living Origami............................................................. Copper............................... Daniel Aznavorian......................................... 102
Lorekith....................................................................... Silver................................. Marceline Miller............................................ 103
Lucent Demonsheep................................................... Copper............................... Lorenzo Barquín............................................ 104
Many Faces................................................................. Platinum............................ Nathan Berg.................................................. 153
Maramacula................................................................ Copper............................... Davide Filippi................................................ 105
Meatmonger................................................................ Silver................................. Juho Kattelus................................................ 106
Meddling Hands.......................................................... Platinum............................ Nathan Berg.................................................. 150
4
Mercurial Knight.......................................................... Silver................................. Matt Cavanaugh............................................ 107
Midnight Lily................................................................ Copper............................... Stephen Bendig............................................. 108
Mirage Crawler............................................................ Gold.................................. Gabriel M.S. Santos...................................... 109
Money-Grubber Swarm................................................ Copper............................... Francois Potvin Naud.................................... 115
Nafirus........................................................................ Platinum............................ James Abendroth............................................ 87
Odrazu........................................................................ Grand................................ Kalen H.M..................................................... 110
Owlpaca...................................................................... Copper............................... Gregg Kieffner............................................... 116
Paintbrush Fox............................................................ Copper............................... David Walker..................................................117
Plug-Tailed Wolly......................................................... Copper............................... Benjamin Sulzer.............................................118
Possibility Golem........................................................ Gold.................................. Nick Volpe..................................................... 119
Precognate................................................................. Silver................................. Jesse Lehto................................................... 120
Proselytizer................................................................. Copper............................... Alexander Burley........................................... 121
Psychic Rat King......................................................... Copper............................... Logan France................................................ 122
Psychogenic Lagomorph............................................. Copper............................... Jonathan T. Sims........................................... 123
Q-Metal Morphoid....................................................... Copper............................... Elizabeth Heyeck........................................... 124
Ribcage Vine............................................................... Silver................................. JM “Django” Nogueira................................... 125
Salirus........................................................................ Platinum............................ James Abendroth............................................ 85
Samaran..................................................................... Silver................................. S.A. Janke..................................................... 126
Savalir......................................................................... Silver................................. Anthony Wheeler........................................... 127
Scyphozoid Eye........................................................... Copper............................... Adan Bermudez............................................. 128
Secradow.................................................................... Copper............................... Garry Stacey Johnston.................................. 129
Shrieking Auger........................................................... Gold.................................. Dejan Veskovic.............................................. 130
Silkwurm..................................................................... Copper............................... Ben Tait......................................................... 131
Silversmyf................................................................... Platinum............................ Dave Breitmaier............................................ 133
Sorrow Portrait............................................................ Copper............................... Juniper Scott................................................. 136
Spellfilcher.................................................................. Copper............................... Carlos H. Caro............................................... 137
Squichlek.................................................................... Gold.................................. Ryan King...................................................... 138
Star Wyrm................................................................... Silver................................. Joshua White................................................ 139
Stick Tongue............................................................... Copper............................... Erica Abenti.................................................. 140
Stiltwalker................................................................... Copper............................... J.A. Saunders.................................................141
Susurration................................................................. Silver................................. Spencer Whiting............................................ 142
Tahagata..................................................................... Grand................................ Kalen H.M......................................................111
Telepathic Earwig Swarm............................................ Copper............................... Brite Cheney................................................. 143
Testudan..................................................................... Copper............................... Logan France................................................ 144
Thicket Urchin............................................................. Silver................................. Jeffrey Anderson........................................... 145
Thousand Skins........................................................... Platinum............................ Nathan Berg.................................................. 154
Thunderhead Willow.................................................... Gold.................................. Brian Nowosatka........................................... 146
Tidragat...................................................................... Copper............................... Garry Stacey Johnston...................................147
Time Golem................................................................ Copper............................... Gabriel M.S. Santos...................................... 148
Tree of Eyes................................................................ Silver................................. Jake Marohl.................................................. 149
Twistwere Wolf............................................................ Copper............................... Michael Bramnik........................................... 155
Unscaled Tyrant.......................................................... Silver................................. Michael Bramnik........................................... 156
Vaspertil...................................................................... Silver................................. Julian Röth.................................................... 157
Vengewhisper.............................................................. Silver................................. W. Brian Lane................................................ 158
Vile Ascender.............................................................. Copper............................... W. Brian Lane................................................ 159
Wackadodo................................................................. Copper............................... Tony Saunders.............................................. 160
Wadirus....................................................................... Platinum............................ James Abendroth............................................ 84
Wandering Plague....................................................... Gold.................................. Gabriel M.S. Santos...................................... 161
Wannabe Knight.......................................................... Copper............................... Justin Cando................................................. 162
War Tortoise................................................................ Copper............................... Michael Vieths.............................................. 163
Whorl Ooze................................................................. Gold.................................. Dave Breitmaier............................................ 164
Wildcat Gorger............................................................ Copper............................... Erin A. Keston............................................... 165
Writer’s Block.............................................................. Silver................................. Kalen H.M..................................................... 166
Xotlxotl....................................................................... Copper............................... Jeffrey Anderson........................................... 167
Zakurak....................................................................... Copper............................... Jameson Knopp............................................ 168
Zweiblade Guardian.................................................... Silver................................. Nicholas Potter.............................................. 169

This book refers to several other Pathfinder products; however, these additional supplements are not required
to make use of this book. Readers interested in references to Pathfinder hardcovers can find the complete
rules of these books available for free at paizo.com/prd.
APG Pathfinder Advanced Player’s Guide
SOM Pathfinder Secrets of Magic

5
6
Introduction
As Zara slept and Krueger’s eyes began to close, I remained vigilant while slowly reflecting on
the day’s escapades. These lands are full of the most bizarre and outlandish beasts, undead,
aberrations, and worse that the three of us have ever seen. It’s as if the gods of mischief and
grotesquerie challenged each other to a cosmic contest to create something that they found...
interesting. My hand, the one that transforms into a tentacle, began to tremble. Was there another
presence nearby? Hopefully we wouldn’t find out before morning... or at least until I finish toasting
my marshmallow.
—Xan, Aberrant Soul

Welcome everyone to Battlezoo Bestiary: Strange and Unusual, which is both a book I am excited for you
to read and use in your games and a fitting description for the journey I have taken over the past few years
getting Roll For Combat up and running. Never did I expect the first Battlezoo Bestiary to become such a
massive success in such a short period of time, and for so many others to have the same love and excitement
for the RPG Superstar contest.
As many of you probably know, the original Battlezoo Bestiary grew from my love of roleplaying games,
Paizo’s amazing RPG Superstar contest, and the desire to continue the tradition of the contest—to give new
voices an opportunity to be heard and a method for them to break into the roleplaying industry. Simply
getting the opportunity to bring back the RPG Superstar contest was exciting enough, but seeing how many
others enjoyed the contest as much as I did and the thrill and excitement of seeing the winners get their name
in print next to their monster was immensely rewarding.
Of course, right away, people were asking when the next RPG Superstar contest was going to be run and
what the theme of the contest was going to be this time around. In the first contest, there was no theme, and
people could submit any type of monster to the contest. The result was a genuine hedgehog full of monsters
of all shapes and sizes. There was nothing wrong with that, but I wanted a bit more direction for the next
contest, something that would help tie all the monsters together into a common theme. But what could
possibly do that? It had to be something simple to understand but broad enough to allow for a wide range
of creatures.
And then one night, as many people have pointed out on our Discord, I was watching Tim Burton’s
Beetlejuice when Lydia Deetz utters the classic words, "I, myself… am strange and unusual," and I knew right
from that moment that was to be the theme of the contest. My favorite monsters of all time have always been
the oddballs, the bizarre, and the truly unique creatures that you remember long after the fight has concluded.
My dream would be to have an entire bestiary filled with monsters of this kind, so the theme Strange and
Unusual became the official theme for RPG Superstar 2021.
So, with the theme solidified, RPG Superstar 2021 was opened to the public, and the response was
overwhelming!
Not only was there a significant increase in participation from the prior contest, but the quality of the
entries was significantly stronger (not that the first Battlezoo Bestiary isn’t a fantastic book, but practice makes
perfect!). In the end, the winning entries more than met the mark, and we now have this amazing volume in
your hands.
Hopefully, the creatures you find in this book will help you run memorable games for your players and
inspire you to build unique adventures from the lore and hooks of these bizarre creatures. And, of course, the
winners get to see their monsters in print, with their name and award next to each entry.
Of course, we also expanded the Monster Parts system from the original Battlezoo Bestiary. We have
included both the base rules for the system in this book as well as new rules for creating staves, multiple
new imbuements, unusual character options, and the brand new aberrant soul player option because who
wouldn’t want to play a character slowly turning into a monster?
I hope you get as much enjoyment from these monsters and the new Monster Parts options as we did
creating them!

—Stephen Glicker
7
gear that would affect its attack modifier, such as a weapon with a
Reading Creature Statistics +1 weapon potency rune, those calculations are already included,
Each creature’s rules appear in a stat block, with a structure Damage amount and damage type, plus any additional effects (this
similar to those of feats, spells, and magic items. Because entry is Effect if the Strike doesn’t deal damage).
creatures have more abilities than those game elements, Ranged 1 As Melee, but also lists range or range increment with
however, their statistics include more entries, many of traits, Damage as Melee.
which have special formatting. Spells The entry starts with the magical tradition and whether the
A creature’s traits line sometimes begins with a rarity; spells are prepared or spontaneous, followed by the DC (and attack
if the creature’s rarity is common, no rarity is listed. The modifier if any spells require spell attack rolls). Spells are listed by
next entry is its alignment, which is given as a one- or two- level, followed by cantrips. A spell prepared multiple times lists the
letter abbreviation (CG for chaotic good, N for neutral, number of times in parentheses—for example, “(×2).” Spontaneous
LE for lawful evil, and so on); these abbreviations are spells list the number of spell slots after the spell level.
listed comprehensively on page 205. Next is the creature’s Innate Spells These are listed like other spells, but can also include
size (Tiny, Small, Medium, Large, Huge, or Gargantuan). constant, at-will, and focus spells. If the creature has a focus spell
Any other traits are then listed alphabetically. The traits as an innate spell, it works like other innate spells with listed uses,
appearing in this book, including some traits from the rather than costing Focus Points. Spells that can be used an unlimited
Pathfinder Second Edition Core Rulebook, can be found in number of times list “(at will)” after the spell’s name. Constant spells
Creature Traits. appear at the end, separated by level. Rules for constant and at-will
Actions and activities the creature can use have the spells appear on page 202 in the Ability Glossary.
appropriate icons next to those abilities’ names noting Focus Spells If a creature has focus spells, this entry lists the spells’ level,
how many actions they require. A creature always has the Focus Points in the creature’s focus pool, the DC, and those spells.
the requisite proficiency ranks or other abilities required Rituals Any rituals the creature can cast appear here.
to use what’s listed in its stat block. For instance, a Offensive or Proactive Abilities Any actions, activities, or abilities
spellcasting creature can perform the Cast a Spell activity, that automatically affect the creature’s offense, as well as free
and a creature is never untrained with any of its items. actions or reactions that are usually triggered on the creature’s turn,
Some abilities are abbreviated in stat blocks and appear here in alphabetical order.
described in full in the Ability Glossary on pages 202–204.

CREATURE NAME  LEVEL Adjusting Creatures


RARITY TRAIT ALIGNMENT ABBREVIATION SIZE OTHER TRAITS Sometimes you might need to customize a creature based
Perception The creature’s Perception modifier is listed here, followed on the needs of your story as it unfolds. This section
by any special senses. guides you through some basic strategies you can use
Languages The languages for a typical creature of that kind are listed to adjust creatures. It includes quick adjustments you
here, followed by any special communication abilities. If a creature can make to a creature to alter its level. You might also
lacks this entry, it can’t communicate with or understand another need to adjust a creature’s languages or gear, or know its
creature through language. proficiency ranks in skills or Perception.
Skills The creature is trained or better in these skills. For untrained
skills, use the corresponding ability modifier. COMBAT POWER
Ability Modifiers The creature’s ability modifiers are listed here. The creatures presented in this book have appropriate
Items Any significant gear the creature carries is listed here. statistics for their levels. In many cases, you can make
Interaction Abilities Special abilities that affect how a creature relatively minor adjustments, called elite and weak
perceives and interacts with the world are listed here. adjustments, to their statistics to make them function 1
AC, followed by any special bonuses to AC; Saving Throws A special level higher or lower than presented in their original form.
bonus to a specific save appears in parentheses after that save’s Elite and weak adjustments work best with creatures
bonus. Any special bonuses to all three saving throws against that focus on physical combat. These adjustments
particular types of effects are listed after the three saves. overstate the normal numerical gains the creature would
HP, followed by automatic abilities that affect the creature’s Hit Points or make from increasing its level to make up for the lack
healing; Immunities; Weaknesses; Resistances Any immunities, of new special abilities. As such, when applied multiple
weaknesses, or resistances the creature has are listed here. times to the same creature, these adjustments cause its
Automatic Abilities The creature’s auras, any abilities that statistics to become less accurate for the creature’s level.
automatically affect its defenses, and the like are listed here. These adjustments have a greater effect on the power
Reactive Abilities Free actions or reactions that are usually triggered level of low-level creatures; applying elite adjustments
when it’s not the creature’s turn are listed here. to a level –1 creature makes it closer to 1st level, and
Speed, followed by any other Speeds or movement abilities. applying weak adjustments to a 1st-level creature gives
Melee 1 (traits; some weapon traits, such as deadly, include their you one whose level is closer to –1.
calculations for convenience) The name of the weapon or unarmed Creatures that cast spells or rely on noncombat abilities
attack the creature uses for a melee Strike, followed by the attack typically need specific adjustments to those spells or
modifier and traits in parentheses. If a creature has any abilities or abilities as well.
8
Elite Adjustments though keep in mind that such a creature should speak
Sometimes you’ll want a creature that’s just a bit more Common only if it specifically travels to or studies your
powerful so that you can present a challenge that would campaign’s world and region above others.
otherwise be trivial, or show that one enemy is stronger. The languages can be found in the Languages section
To do this quickly and easily, apply the elite adjustments of the Pathfinder Second Edition Core Rulebook and in the
to its statistics as follows: Languages section of this book (page 207).
• Increase the creature’s AC, attack modifiers, DCs,
saving throws, Perception, and skill modifiers by 2. GEAR
• Increase the damage of its Strikes and other offensive Some creatures rely on gear, like armor and weapons. You
abilities by 2. If the creature has limits on how many might need statistics for such a creature that doesn’t have
times or how often it can use an ability (such as a its gear. For example, a creature could be Disarmed, it
spellcaster’s spells or a dragon’s Breath Weapon), might be ambushed while it’s out of its armor, or one of
increase the damage by 4 instead. its worn magic items could be disabled with dispel magic.
• Increase the creature’s Hit Points based on its starting In most cases, you can simply improvise, but if you want
level (see the table below). to be more exacting, use these guidelines for weapons
and armor.
Starting Level HP Increase If a creature loses its weapon, it might draw another
1 or lower 10 weapon or use an unarmed attack. If it uses a Strike it
2–4 15 doesn’t have listed in its stat block, find a Strike entry
5–19 20 for the creature that most closely matches the substitute,
20+ 30 reduce the attack modifier by 2, and use the damage
dice for the new Strike. If the creature needs to make
Weak Adjustments an unarmed attack and doesn’t have one listed in its stat
Sometimes you’ll want a creature that’s weaker than block, it uses the statistics for a fist. If the creature loses a
normal so you can use a creature that would otherwise weapon with a weapon potency rune, you usually should
be too challenging, or show that one enemy is weaker. To reduce the attack modifier by 2 plus the bonus granted
do this quickly and easily, apply the weak adjustments to by the weapon’s potency rune for the new weapon. For
its statistics as follows. example, if the creature is Disarmed of its +1 longsword,
• Decrease the creature’s AC, attack modifiers, DCs, then you would reduce the attack modifier by 3 instead
saving throws, and skill modifiers by 2. of 2 for the new Strike.
• Decrease the damage of its Strikes and other offensive If a creature doesn’t have its armor, find the armor in its
abilities by 2. If the creature has limits on how many Items entry and reduce the creature’s AC by that armor’s
times or how often it can use an ability (such as a item bonus. If the armor has a potency rune, increase the
spellcaster’s spells or a dragon’s Breath Weapon), reduction as appropriate; for example, if the creature has
decrease the damage by 4 instead. a suit of +2 scale mail in its statistics, and the characters
• Decrease the creature’s HP based on its starting level. catch the creature without its armor, you would reduce
the creature’s AC by 5 instead of 3. If the armor has a
Starting Level HP Decrease resilient rune, reduce the creature’s saves based on the
1–2 –10 rune’s type (1 for resilient, 2 for greater resilient, or 3 for
3–5 –15 major resilient).
6–20 –20
21+ –30 SKILLS, PERCEPTION, AND PROFICIENCY
In some situations, such as when a creature is trying to
LANGUAGES Disable a PC’s snare, you need to know the creature’s
The languages listed in a creature’s entry represent the proficiency rank. Creatures are trained in the skills listed
languages a typical creature of that type knows. However, in their stat blocks. Because monsters aren’t created using
you might want to vary these based on the specific the same rules as PCs, they are untrained in skills that
creature. For instance, if a creature is interested in speaking aren’t listed. A creature usually has expert proficiency
with or understanding the people in its region, it would in its listed skills around 5th level, master proficiency
most likely know the language those people speak. This around 9th level, and legendary proficiency around 17th
language is most often Common, but you can give it a level. A creature might need a certain proficiency rank in
more appropriate language depending on where the Perception to detect certain things. Many creatures have
creature lives. expert proficiency in Perception, and improve to master
Beings from other planes are unlikely to know any proficiency around 7th level and legendary proficiency
languages from the Material Plane unless they frequently around 13th level.
travel there. If such a creature knows a mortal language, At your discretion, creatures with world-class
then that creature likely is interested in communicating aptitude for a particular skill or in Perception, such as a
with mortals. This language is most often Common, doppelganger with Deception, might have a higher rank.
9
Abandoned
Some people die long before they draw their final breath. Abandoned are
COPPER AWARD undead that felt the bitter sting of isolation in their final days or final moments,
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watching helplessly as those they loved and trusted left them behind. Their last
BY MARK T. ADKINS
moments were often filled with a deep shame and a desperate desire for revenge
against those who abandoned them.
A WILL TO KILL At first glance, abandoned appear to be simple zombies, but even casual
Abandoned prioritize revenge against observation reveals that they move deliberately and intelligently. Abandoned
those who left them behind. They’re are much stronger than a zombie shambler and have the ability to use tools and
often found patrolling homes and other plan simple ambushes. In combat, abandoned struggle to land blows against
locations associated with happier times, their foes, but they can unleash tears of loneliness and isolation to blind their
reliving memories while sobbing. Should enemies. After shedding enough tears, their vision clears, and they can unleash
they succeed in their revenge, the guilt their frustration more effectively. When an abandoned is destroyed, they often
of their victims causes them to often rise scream the names of the people who abandoned them with a final rasping
as zombie shamblers to accompany breath.
in death those they failed in life.
ABANDONED CREATURE 2
UNCOMMON NE MEDIUM UNDEAD
Perception +5; darkvision
Languages Common; can’t speak any language
Skills Athletics +8
Str +4, Dex +1, Con +4, Int –3, Wis +1, Cha –3
Blinded by Grief An abandoned’s eyes are filled with bitter necrotic tears, which slowly leak
out, leaving smoking wounds on their cheeks. This mixture hampers the abandoned’s vision,
causing it to be dazzled in most circumstances. Once an abandoned has used Malicious
Tears three times in the same 10 minute period, it loses the dazzled condition but also no
longer meets the requirements to use Malicious Tears. The dazzled condition returns after
10 minutes, as the creature’s decaying tear ducts produce more necrotic tears.
AC 17; Fort +11, Ref +7, Will +5
HP 45; Immunities death effects, disease, paralyzed, poison, unconscious;
Weaknesses positive 5, slashing 5
Retributive Torrent 5 Requirements The abandoned is dazzled by its necrotic tears;
Trigger The abandoned takes slashing damage from a creature within 15 feet; Effect
The abandoned uses Malicious Tears; the cone must include the
triggering creature.
Sorrow of Isolation (aura, emotion, mental) 20 feet. The weight
of isolation hangs around an abandoned, and enemies who draw too
close can be overwhelmed by the emotion. Any enemy that enters the
aura must attempt a DC 15 Will save, with the following effects.
Success The creature is unaffected
Failure The creature can’t assist its allies for 1 minute. It no longer grants flanking
and can’t Aid its allies.
Critical Failure As failure, and the creature becomes so desperate to restore its
sense of companionship that it encroaches on its allies’ personal space. On its
turn, if the creature isn’t adjacent to an ally, it must move until it’s adjacent to
an ally before taking any other actions.
Speed 25 feet
Melee 1 fist +12, Damage 1d10+4 bludgeoning plus Grab
Ranged 1 caustic bile +9 (range 20 feet), Damage 1d8+4 acid
Malicious Tears 2 (incapacitation, poison) Requirements The
abandoned is dazzled by its necrotic tears; Effect The abandoned
sprays a 15-foot cone of liquid, composed of bitter necrotic tears of
isolation. Creatures in the area must attempt a DC 18 Fortitude save,
with the following effects.
Critical Success The creature is unaffected.
Success The creature is dazzled for 1 round.
Failure The creature is blinded for 1 round.
Critical Failure The creature is blinded for
1 minute.
10
Adada
When convention and mandated structure crush the dreams of artists who
would otherwise become once-in-a lifetime talents, the collective frustration COPPER AWARD
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from this loss spawns or attracts a terrifying creature of meaninglessness, an
BY JUHO KATTELUS
adada. Adadas spread unconventionality and irregular artistic visions in their
wake, often causing calamitous damage as a side effect. Only the truly foolish
would think to summon an unpredictable adada by design. UNFATHOMABLE BEINGS
Adadas are not malign creatures, but
ADADA CREATURE 17 they have little to no regard for lives and
RARE CN SMALL CHAOTIC MONITOR property that they may ruin for the sake of
Perception +29; darkvision, tremorsense (imprecise) 90 feet their mission. But though their careless
Languages tongue of nonsense disregard can make them terrifying
Skills Arcana +31, Art Lore +33, Athletics +30, Crafting +33, Performance +36 destroyers, they can also become
Str +9, Dex +6, Con +9, Int +6, Wis +6, Cha +9 unconventional saviors by battling
Tongue of Nonsense (divination, divine) Even though adadas babble nonsense, all creatures who tyrannical forces trying to dictate aesthetic
can hear the adada can understand their babbling as the random sounds twist their brains into sensibilities. At the same time an adada
comprehending the meaning. Adadas understand all spoken and signed languages in the same might attract rival powers. When an adada
way, converting language into something chaotic enough to process. clashes with one of its nemeses, the
AC 39; Fort +32, Ref +27, Will +27 results are often more devastating than the
HP 415; Immunities confused, controlled; Weaknesses lawful 15, structure vulnerability emergence of either creature alone.
Aura of Illogicality (aura, chaotic, divine, transmutation) 60 feet. Creatures within range attempt a
DC 35 Will save. On failure, the world melts into a chaotic morass of randomness and absurdity,
causing the creature to become stupefied 2. The flat check from this stupefied condition to
avoid losing an action also applies to all actions using tools, weapons, or other objects, as the
equipment’s functionality sporadically becomes random and nonsensical. On a successful Will
save, the creature is temporarily immune for 1 minute.
Melt Time 5 (divine, transmutation) Trigger The adada becomes slowed or stunned;
Effect: The adada attempts to counteract its slowed and stunned conditions (using its
Performance modifier as its counteract modifier with a counteract level of
9). Regardless of whether it succeeds, it becomes quickened for 1 minute
and can use the extra action to Strike, Stride, Burrow, Fly, or Swim.
Structure Vulnerability Unarmed attacks from creatures that follow a
rigid code, such as tenets and anathemas trigger an adada’s weakness
to lawful damage, even if the creature isn’t lawful.
Speed 50 feet, burrow 35 feet, fly 40 feet, swim 35 feet;
freedom of movement
Melee 1 plume +33 (chaotic, magical, reach 15 feet),
Damage 3d10+17 slashing plus anti-poetry
Melee 1 tongue +33 (agile, chaotic, magical, reach 20 feet),
Damage 3d8+17 piercing plus Improved Grab
Divine Innate Spells DC 38; 8th teleport; Constant
(8th) freedom of movement, mind blank
Anti-Poetry (auditory, chaotic, divine, emotion,
enchantment, mental) An adada’s plume recites a sound poem on
impact, which infects their victim with scathing
and cutting satire that threatens to rip them apart,
dealing 3d6 slashing damage with a DC 38 basic Will
save. On a critical failure, the creature is also stunned 2.
De-Artifice Convention 3 (chaotic, divine, transmutation, visual)
Frequency Once per 1 minute; Effect: The adada unmakes order
in a 300 foot radius. Unattended objects without the magical
trait become broken. The area becomes difficult terrain as
the ground cracks, shifts, and transforms into formless
absurdity. All creatures in the radius 12d10 bludgeoning
damage from the sudden shift of aesthetics, with a DC 38 basic Reflex save.
Rhetoric of Violence 2 (attack) The Adada babbles strange violent rhetoric,
allowing it to make three confounding attacks as one. It Strikes three
times with its tongue, each against a different target. These count as
only one attack for its multiple attack penalty.
11
Akaky
Akakys are the souls of mortals who died from hypothermia or illness, typically
COPPER AWARD after they were ambushed and robbed of their valuables and, more importantly,
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their warm clothes during the winter.
BY IVAN KULIKOV
These spirits, filled with unspeakable hatred for the living and jealousy for
their warmth, stalk city streets in the dead of cold winter nights, only to unleash
COLD COMFORT a spectral phantasm of their own suffering upon anyone unlucky enough to
City dwellers share rumors about how to cross their path.
survive akaky encounters whenever the chill
of winter approaches. Some say dropping AKAKY CREATURE 3
a doll wearing winter clothing will distract UNCOMMON CE MEDIUM INCORPOREAL SPIRIT UNDEAD
an akaky, while others say the smell of Perception +8; darkvision
roasted marshmallows repels akakys or that Languages Common, Necril
fire will slow down an approaching akaky. Skills Acrobatics +9, Intimidation +7, Society +9
Nobody’s exactly sure as to why, to date, Str –5, Dex +4, Con +0, Int +0, Wis +3, Cha +0
none of this advice has actually worked. AC 18; Fort +5, Ref +11, Will +10
HP 25, negative healing, rejuvenation; Immunities death effects, disease, paralyzed, poison,
precision, unconscious; Resistances all damage 5 (except force, ghost touch, or positive;
double resistance to non-magical).
Rejuvenation (divine, necromancy) When an akaky is destroyed, it reforms, fully healed, at the
location where its clothing was stolen after 2d4 days. If someone willingly gives at least a piece
of its original garment to the akaky, it is permanently destroyed.
Winter Aura (aura, cold) 10 feet. The air grows supernaturally colder in close proximity to an akaky,
causing the temperature to become two steps colder. Mild cold becomes extreme cold, Severe
or extreme cold becomes incredible cold and so on. As long as this brings the temperature to
severe cold or colder, creatures other than the akaky who end their turn in the aura
who aren’t wearing winter clothing take 1d4 cold damage, with a DC 17 basic
Fortitude save.
Speed fly 25 feet
Melee 1 ghostly hand +11 (agile, finesse, magical), Damage 1d8+6
negative plus Ghostly Grab
Ghostly Grab 1 As Grab, but the akaky can Grab a corporeal
creature despite being incorporeal itself. It is only able to do so by
manifesting a fading image of a ghostly overcoat onto the creature
and then clutching onto the incorporeal coat. This spiritual garment
superimposes over any winter clothing a target might have, allowing
the akaky to potentially tear the warm clothing off the victim after
killing them. The Escape DC for victims of an akaky’s Grab is 20,
rather than the akaky’s Athletics DC.
Steal Coat 1 Requirements The akaky has a creature grabbed;
Effect The akaky rips the ghostly overcoat off and fills the target with
the freezing cold of a fierce winter night. The target takes 1d8+6 cold
damage, with a DC 20 Fortitude save.
Critical Success Target is unaffected.
Success Target takes half damage but its coat remains secure.
Failure Target takes full damage. If the target was wearing
winter clothing, the clothing phases off their body along with the
superimposed ghostly overcoat and falls to the ground in the target’s
space. Because the akaky is only able to grab the coat, not the creature
directly, this causes the creature’s grabbed condition to end, though it
doesn’t stop the akaky from using its Ghostly Grab ability again later to
manifest a new coat.
Critical Failure As failure, but the target is also clumsy 1 and enfeebled 1
until it spends 10 minutes in a warm environment.
Jealous Hatred An akaky gains +2 circumstance bonus to all its attack rolls
against targets wearing winter clothing, but its hatred for such
creatures is also ultimately its undoing. Strikes made by creature
wearing winter clothing are treated as magical when attacking
the akaky.
12
Amalgamess
Formed when a practitioner of magic has enough knowledge to summon a
fiend but not enough experience to know how to do so correctly, an amalgamess COPPER AWARD
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is the result of a summoning ritual gone wrong. Due to the failed ritual, the
BY JUNIPER SCOTT
creature being summoned was accidentally called within the summoner’s body,
causing both to become unnaturally fused together in a way similar to how an
amalgamite (Pathfinder Bestiary 3) can be formed due to a teleportation mishap. BAD LUCK BANISHMENT
While the physical fusion of an amalgamess is fully permanent and very Summoning rituals aren’t the only spells
difficult to reverse, the minds of the two entities remain partially separated. that can go wrong—banishment can wreak
The amalgamess functions as one creature, but the fragments of the two havoc too. The longer the amalgamess’s
minds each have their own agenda. The mind of the summoner desperately fusion lasts, the more the essences of the
seeks to survive long enough to someday discover a way to undo the horror two creatures intermingle. However, if an
that befell it, while the mind of the summoned fiend seeks to end its agonizing amalgamess has existed for more than a
existence on the Material Plane so that it can return to its home plane at the year and critically succeeds its Will save
cost of the summoner’s life. against banishment, the two creatures can
Reasoning with an amalgamess is nigh impossible due to its fractured rarely be restored to their original states.
minds, but an offer to cast the banishment spell on it is enough to draw its However, if they critically fail their save, the
attention, as it’s one of the few ways to end its tragic condition. result can instead be a horrific mix of body
parts, known as a greater amalgamess.
AMALGAMESS CREATURE 10 This tragic condition can be somewhat
RARE CN MEDIUM ABERRATION FIEND HUMANOID fixed by them becoming an amalgamess
Perception +15; darkvision again and hoping the next banishment
Languages Abyssal, Celestial, Common, Draconic, Infernal goes better. Or, in extremely rare cases,
Skills Arcana +16, Athletics +22, Intimidation +22 much worse.
Str +5, Dex –4, Con +5, Int +4, Wis –1, Cha +5
AC 25; Fort +23, Ref +14, Will +17, (+21 vs. banishment)
HP 165; Resistances precision 10
Banishment Restoration Banishment can end an amalgamess’s tragic state.
Despite its willingness to have the spell cast on it, due to its dual wills, the
amalgamess instinctively tries to resist being banished. If the banishment is
successful, the original summoner is returned to normal, albeit with the
possibility of some lingering eccentricities. If the spell fails, however, the
attempt is likely to enrage the amalgamess and throw it into a violent frenzy.
Defensive Scramble 5 Trigger The amalgamess is the target of an attack
or must attempt a Reflex save; Effect The amalgamess gains a +2
circumstance bonus to AC and Reflex saves against the triggering effect,
and then Strides. The amalgamess can’t use Defensive Scramble again until
it uses Endangering Lunge.
Endangering Lunge 5 Trigger A creature within the amalgamess’s
reach makes a Strike against it, Effect the amalgamess takes
a –2 circumstance penalty to its AC against the triggering
Strike and then makes a claw Strike against the attacking
creature. The amalgamess can’t use Endangering Lunge
again until it uses Defensive Scramble.
Speed 15 feet
Melee 1 claw +23 (reach 10 feet), Damage 2d12+13 slashing
Melee 1 fist +23 (agile), Damage 2d8+13 bludgeoning
Arcane Spontaneous Spells DC 26, attack +18; 5th (2 slots) hydraulic push, vampiric
touch; 4th (2 slots) fly, touch of idiocy; 2nd (2 slots) fleet step, ventriloquism;
Cantrips (5th) mage hand, produce flame, tanglefoot
Somatic Flailing 2 As the summoner uses magic, the fiend lashes out at a
nearby creature. The amalgamess Casts a Spell and makes a claw Strike
against a creature within its reach other than the target of the spell. If the spell
has an attack roll, both attacks count toward its multiple attack penalty, but the
penalty doesn’t increase until after it’s made both of them. The amalgamess can’t use
Somatic Flailing again until it uses Writhing Crawl.
Writhing Crawl 1 The amalgamess Strides up to twice, gaining a +2 circumstance
bonus to AC and Reflex saves against reactions triggered by this movement. The
amalgamess can’t use Writhing Crawl again until it uses Somatic Flailing.
13
Arrongtata
Arrongtata were once kami who forsook their wards to seek out trespassers
COPPER AWARD on sacred grounds. Abandoning their duty as kami allowed them to roam
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freely, but while they weren’t punished nearly as harshly as oni, their choice
BY RYAN BENTZINGER
still cost them their vision and most of their magical powers. To overcome
this, arrongtata bound their bodies to a shield face that they crafted from
READING FACES natural materials. Arrongtata are hostile to any creature they believe will harm
The material an arrongtata uses to craft a nature, though they get along surprisingly well with non-evil oni, as the two
shield face carries personal significance. can empathize with each other’s pasts, their choices, and the overly harsh
Most choose a material matching what punishments they’ve received. If their shield face is destroyed, they can craft
they defended as kami, though others a new one in a week, and it is sturdy enough to be used as shield material by
select something they wish to protect in those who manage to defeat them.
their new roles. Front-line fighters often
have faces made of hardy wood or metal
for better protection. Strategists have Arrongtata Hawk Rider
rock faces that channel the wisdom of An arrongtata hawk rider is an arrongtata who forms a bond with a hawk
the earth, while grass or fur faces help mount, cohesively working as one fighting unit. Arrongtata’s constant study
scouts blend into their environments. of warfare eventually led to the pursuit of aerial units in order to diversify
But the most fearsome arrongtata are their military capabilities. Certain arrongtata spend a significant amount of
those with bone faces—they are spirits time to form a bond with a wild hawk, befriend it, and train the bird to be
of vengeance with nothing left to lose, their mount. These arrongtata have fully melded themselves and their hawk
for all they sought to defend has died. allies into a single entity to ensure their success. They hang their detachable
faces around their mount’s neck, and their ability to telepathically connect to
their mount allows them to flawlessly become a single creature and look in all
directions at once.
Arrongtata hawk riders trade out the traditional arrongtata spear
for a tiny longspear and javelins. Arrongtata riders become so
connected to their hawks that dismounting them is as difficult
as severing a limb from another creature. In the rare
circumstance that an arrongtata hawk rider
somehow does become dismounted, the
rider usually dies from the fall or the
sudden disconnect. Arrongtata hawk
riders often fight alongside a number
of arrongtata swarms commanded by an
arrongtata commander.

ARRONGTATA HAWK RIDER CREATURE 3


N SMALL ANIMAL FEY SPIRIT
Perception +9; darkvision
Languages Sylvan, speak with animals; telepathy 50 feet
Skills Acrobatics +11, Athletics +10, Nature +11,
Warfare Lore +10
Str +3, Dex +4, Con +1, Int +3, Wis +4, Cha +1
Items javelin (×5), longspear
AC 18, all-around vision; Fort +6, Ref +12, Will +9
HP 45
Speed 10 feet, fly 50 feet
Melee 1 longspear +12, Damage 1d8+5 piercing
Melee 1 talon +12 (agile), Damage 1d4+5 piercing
Ranged 1 javelin +13 (range increment 30 feet), Damage 1d6+5 piercing
Primal Innate Spells DC 17; Constant (2nd) speak with animals
Air Joust 3 The arrongtata hawk rider swoops down, targeting its enemy’s eyes for two
simultaneous attacks, one each from the rider and hawk. The arrongtata hawk rider Flies up to
half its Speed, makes a longspear Strike and talon Strike, each against the same target, then
Flies up to half its Speed again to return to its original location. If either Strike is a critical hit, the
target is also blinded for 1 round. The second movement doesn’t trigger reactions. Both attacks
count toward the arrongtata hawk rider’s multiple attack penalty, but the penalty doesn’t increase
until after it makes both attacks.
14
Arrongtata
Arrongtata Commander SILVER AWARD
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Arrongtata commanders are roving spirits with artificial faces they use as shields.
BY RYAN BENTZINGER
They command phalanxes of their smaller kind to vanquish those that might
harm nature. Arrongtata commanders are militaristic, constantly honing their
skills in warfare. OFF WITH THEIR HEADS?
Common sense suggests that killing a
ARRONGTATA COMMANDER CREATURE 4 military unit’s commander would throw the
N SMALL FEY SPIRIT troops into disarray, making the arrongtata
Perception +11; darkvision commander a tempting target. However,
Languages Sylvan, speak with plants; telepathy 50 feet the telepathic connection between
Skills Acrobatics +11, Athletics +13, Nature +12, Warfare Lore +12 arrongtata adds a complication to that
Str +5, Dex +3, Con +3, Int +1, Wis +3, Cha +1 strategy. As demonstrated by the arrongtata
Detached Face The arrongtata commander’s face is detached from its body, and there is a swarm, arrongtata are more than capable
telepathic connection between the two. The face has two unblinking eyes that provide vision, of coordinating amongst themselves—
hearing, scent, and the ability to perform a Stunning Glare. All other functions and abilities are strike down the commander and another
performed by the arrongtata commander’s body. When the arrongtata commander’s body has takes its place. The correct play is to leave
its face in its possession, it perceives normally. The arrongtata commander’s face can still see, the commander alive and strike at its mind.
hear, and smell even if it’s away from its body, but it can only see whatever is visible from its It might be possible to mind control an
current position, possibly making it unable to see, hear, or smell what’s going on around it (using arrongtata commander in order to have it
effects similar to the blinded and deafened conditions to handle this). Even if its head can see its send faulty orders to its troops. However,
body from afar, the confusion from the distant viewpoint causes the arrongtata commander to be sometimes such an attempt can go wrong
flat-footed while it isn’t holding its head. and lead to the arrongtata commander
Shield Face The face of an arrongtata commander is incredibly sturdy, and acts as both a shield turning the tables by pretending to be
and weapon, though only for that arrongtata commander. When the arrongtata commander controlled.
holds its arrongtata face in at least one hand, it can use the face to Raise a Shield, Shield Block,
or Strike (Hardness 8, HP 48, BT 24). Because of their mystical connection to their head, when
an arrongtata commander Raises a Shield with their head, they gain a +4 circumstance bonus
to AC, and if their face breaks, it remains partially functional. While broken, it can no longer be
used to Strike but can still act as a shield with a circumstance bonus of +2 AC when raised. If an
arrongtata commander’s face is fully destroyed, the arrongtata becomes blinded and deafened
and can’t use Stunning Glare.
Summon Face 2 (conjuration, primal) Requirements The arrongtata commander has a free
hand; Effect The arrongtata commander immediately teleports its face from anywhere into its
hand.
Items arrongtata face, spear (×5)
AC 20, (24 with shield raised, 22 with broken shield raised); Fort +11, Ref +13, Will +9
HP 60
Raise a Shield 1
Shield Block 5
Speed 20 feet
Melee 1 face +14, Damage 2d8+5 bludgeoning
Melee 1 spear +14, Damage 2d6+5 piercing
Ranged 1 spear +12 (thrown 20 feet), Damage 2d6+5 piercing
Primal Innate Spells DC 21; Constant (4th) speak with plants
Stunning Glare 1 (enchantment, mental, primal, visual) Frequency
once per round; Effect The arrongtata commander’s eyes flash to
stun the spirit of a target within 30 feet. The target attempts a DC 21
Will saving throw.
Critical Success The target is unaffected and becomes
temporarily immune to Stunning Glare for 1 minute.
Success The target is unaffected.
Failure The target becomes stunned 1.
Critical Failure The target becomes stunned 2.
Command Troops 1 (range 50 feet, telepathy) The arrongtata
commander telepathically commands its troops to adjust their
positioning. Any lower level ally that’s both a fey and a spirit can use
a reaction to Step.
15
Arrongtata
GOLD AWARD
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Arrongtata Swarm
An arrongtata swarm is a cohesive and loyal battalion of approximately 400
BY RYAN BENTZINGER
arrongtata. The battalion works like a hive mind due to arrongtata’s telepathic
connection and rigorous military training. Arrongtata swarms are often
FORM UP! commanded by an arrongtata commander.
Arrongtata are constantly developing Arrongtata are tiny, bipedal spirits with stubby, pointed tails that hold their
and practicing new battle tactics, detached faces as shields. These faces contain two round, unblinking eyes that
including new formations that can glow on command and can be used in unison to flash brightly to weaken their
replace Tortoise Formation. enemies. The faces cover the entirety of their blocky bodies, and there is a
telepathic connection between the spirit and its shield face.
Bridge Formation The arrongtata use their Arrongtata are hostile to any creature they believe are likely to harm nature.
own bodies to build a bridge, allowing the These spirits are militaristic, constantly honing their skills in warfare. They
swarm to move across gaps as though they form battalions, and the bonds between each arrongtata in the battalion allow
are difficult terrain, provided it can reach the them to effortlessly align and rearrange their shield faces and spears to skillfully
other side in one turn. attack their enemies. Sometimes, an arrongtata in a swarm will go an entire
battle without ever holding their own shield face.
Expanded Formation The arrongtata
use an action to spread out, taking a –2 ARRONGTATA SWARM CREATURE 5
circumstance penalty to AC and Reflex saves N LARGE FEY SPIRIT SWARM
but increasing the swarm’s size to Huge. The Perception +12; darkvision
Expanded Formation remains in effect until Languages Sylvan, speak with plants; telepathy 50 feet
the swarm uses another formation or exits Skills Acrobatics +13, Athletics +14, Nature +13, Warfare Lore +13
Expanded Formation as a single action. Str +5, Dex +4, Con +4, Int +2, Wis +4, Cha +1
AC 21, (23 while in Tortoise Formation); Fort +11, Ref +15 (+17 while in Tortoise Formation), Will +11
Wave Formation The arrongtata stand HP 50; Immunities precision, swarm mind; Weaknesses area damage 8, splash damage 8;
on each other to buffet enemies in Resistances bludgeoning 5, piercing 8, slashing 5
the swarm’s space—it functions like Tortoise Formation 1 The arrongtata swarm aligns its shield faces effectively in every direction to
Tortoise Formation with the modifications protect itself. When the arrongtata swarm gets into Tortoise Formation, it gains a +2 circumstance
that the swarm and all enemies in the bonus to AC and Reflex saves. While in Tortoise Formation, the arrongtata swarm is immobilized.
swarm’s space become flat-footed, and The Tortoise Formation remains in effect until the start of the swarm’s next turn. If necessary, the
the swarm does not gain circumstance arrongtata swarm can exit Tortoise Formation as a free action.
bonuses to AC and Reflex saves. Speed 20 feet
Primal Innate Spells DC 22; Constant (4th) speak with plants
Dazing Glare 1 (enchantment, mental, primal, visual) All of the eyes of the arrongtata swarm
flash simultaneously at its surrounding enemies, forcing all enemies
within 30 feet to attempt a DC 22 Will save.
Critical Success The creature is immune to Dazing Glare for 1 minute.
Success The creature is unaffected.
Failure The creature is stupefied 1 for one round.
Critical Failure The creature is stupefied 2 for one round.
Phalanx Attack 1 Each enemy in the swarm’s space takes
2d10 piercing damage (DC 22 basic Reflex save).
Spear Storm 2 Frequency once per hour; Effect The
arrongtata swarm hurls a barrage of spears targeting its
enemies’ weak points in a 10-foot emanation.
Enemies in this area take 6d6 piercing
damage, with a DC 22 Reflex save.
Critical Success The creature is
unaffected.
Success The creature takes half
damage.
Failure The creature takes full
damage and 1 persistent bleed
damage.
Critical Failure The creature
takes double damage and 1d4
persistent bleed damage.
16
Askyron
Askyron are frightening harbingers of the end times, powerful entities meant to
break down the gods themselves in the final unmaking of reality. Or at least they GOLD AWARD
RPG SUPERSTAR 2021
were in the previous incarnation of reality. Now that their job is done and has
BY NATHAN WRIGHT
been since long before the beginning of this reality, they’re the cosmic equivalent
of guests who’ve stayed after the party is over.
Askyron didn’t intend to stay around, but while most of their number ASK YRON
returned to whatever realm they call home or dissipated back into nothingness, An askyron once visited a carnival where
a small number lingered. They found themselves perplexed by this strange new people took its name too literally. Now
reality that’s come together, distorting themselves into new forms that suit its the carnival makes most of its money
laws of physics so they can safely exist. Now that they aren’t responsible for “translating” the askyron’s ramblings for
ending everything one day, their professional menace has given way to a far those who flock to hear its wisdom.
more relaxed attitude. Most are akin to tourists or doting grandparents
examining the drawings of a beloved child as they wander and take in the
sights. Some may take up roles as sages or tyrants, though
they are ill-fitted for both given their lack of understanding
of this reality’s morality.
Askyron have a one-sided antagonism with the aeons.
Aeons view Askyron as outside elements that threaten the
systems they preserve and attempt to destroy such
elements without mercy. Askyron themselves don’t quite
understand what this system is that aeons prize so dearly,
but they find it precious that aeons care so much for it.

ASKYRON CREATURE 18
RARE N HUGE ASTRAL
Perception +30; darkvision
Languages Residui
Skills Acrobatics +35, Athletics +31, Deception +35, Previous
Reality Lore +38, Stealth +35
Str +9, Dex +10, Con +6, Int +9, Wis +5, Cha +6
Outdated The askyron treats any result other than a critical success
to Recall Knowledge or Sense Motive as a critical failure. The
exception is any attempt to Recall Knowledge using its Previous
Reality Lore skill to remember information about its past reality.
AC 39; Fort +30, Ref +33, Will +27; +2 status to all vs. divine
HP 500; Immunities controlled, disease, mental, poison,
precision damage; Weaknesses force 10; Resistances acid 10
Alien Morality When subject to an effect with an alignment trait, an
askyron is treated as whichever alignment would be worst for it when
determining the outcome.
Speed 40 feet, burrow 40 feet, fly 90 feet
Melee 1 unmaker sceptre +37 (finesse, force, magical), Damage 3d10+17 force
Ranged 1 unmaker bolt +35 (force, magical, range increment 60 feet), Damage 3d10+17
force
Arcane Innate Spells DC 37, attack +29; 10th teleport; 7th disintegrate (at will), plane
shift; 5th tongues (at will); Cantrips (9th) shield
Ancient Oration 2 (arcane, transmutation, verbal, visual) The askyron speaks in
detail about how the previous world worked with such knowledge and authority that it
briefly returns to its original form. Until the start of its next turn, creatures that see it
take 9d6 mental damage (DC 40 basic Will save). On a critical failure, they are also
confused until the end of their next turn.
Godskiller When the askyron damages a target with a divine connection, such as a creature
capable of casting divine spells or an object with the divine trait, it deals 2d6 additional force
damage; this increases to 4d6 when using disintegrate. This applies only to the triggering target,
even if the same effect would damage other targets.
Scour When the askyron casts disintegrate, it doesn’t make an attack roll. Instead, every creature,
unattended object, and force effect within a 5-foot burst must attempt a Fortitude save as
if the askyron had succeeded on its attack roll.
17
Atoning Spirit
Whether the agent of a deity, the embodiment of a holiday, or a fey spirit seeking
COPPER AWARD to teach mortals a lesson, an atoning spirit appears to those in need, whether
RPG SUPERSTAR 2021
they want its aid or not. An atoning spirit’s goal isn’t to harm their target but
BY MICHAEL VIETHS
instead to convince them to atone for their sins. They use powerful illusions and
insights into the target’s life to show their target visions of their lives that led to
FALSE WITNESS the transgressions and caught the atoning spirit’s attention.
Sometimes, when friends and family have An atoning spirit may appear in any form it likes, but they often choose
had enough of a loved one’s misbehavior, that of someone close to the target: a deceased friend or relative, or an older or
they’ll hire a caster or just dress themselves younger version of the target itself.
up to impersonate an atoning spirit in hopes A person can attract the attention of an atoning spirit either through the
of changing the reprobate’s ways. This type performance of an atone ritual or by encountering an atoning spirit and behaving
of intervention rarely has the lasting effects in a way that makes the spirit believe they’re seeking atonement. The atoning
of proper atonement and sometimes suffers spirit leaves once the creature has either properly atoned for its sins or sincerely
the awkwardness of an actual atoning spirit no longer wishes to atone.
showing up to disapprove of the falsehood.
ATONING SPIRIT CREATURE 6
RARE N MEDIUM INCORPOREAL SPIRIT
Perception +18; darkvision
Languages Common, Sylvan; tongues
Skills Deception +13, Diplomacy +15, Intimidation +15, Nature +18, Penitent Lore +18,
Religion +18, Society +15
Str +2, Dex +4, Con +1, Int +2, Wis +7, Cha +2
Know Penitent 1 (divination, linguistic, mental) The atoning spirit is able to read the
penitent’s mind, learning relevant bits of their past in order to ascertain how best to
influence them. The penitent may attempt a Will save.
Success The penitent is unaffected and is temporarily immune to Know
Penitent for 1 hour.
Failure The atoning spirit gains +2 circumstance bonus to
Diplomacy checks against the penitent, and the penitent takes
a –2 circumstance penalty on Deception checks against the
atoning spirit. These effects last for 1 hour.
Critical Failure As failure, but the circumstance bonus to Diplomacy
checks increases to +4, and the circumstance penalty to Deception
checks increases to –4.
Penitent Lore (divination) The atoning spirit is able to read a penitent’s
entire lifetime. Their Penitent Lore skill is specific to their target for the purposes of
knowing details about the penitent’s life and personality.
Show Vision 2 (auditory, illusion, mental, olfactory, visual) The atoning spirit
creates the effects of an illusory scene (Pathfinder Core Rulebook) of the
penitent’s past, present, or future. The illusions created by this ability are
interactive and react in a manner consistent with their appearance (food
has flavor and scent, loved ones behave as the target expects, etc.).
The vision must be consistent with the actions for which the penitent
is atoning.
AC 23; Fort +11, Ref +14, Will +17
HP 71; Immunities death effects, disease, paralyzed, poison,
precision, unconscious; Resistances all damage 5 (except force,
ghost touch; double resistance vs. non-magical)
Rejuvenation (divine, necromancy) When an atoning spirit is
destroyed, it reforms, fully healed, within 2d4 days, appearing in the
vicinity of the penitent. If it’s destroyed without a penitent, it instead
appears near a potential penitent.
Speed fly 30 feet
Melee 1 strike +15 (agile, finesse, magical), Damage 2d4+7
mental
Primal Spells DC 24; 6th teleport (at will, self and penitent only);
2nd invisibility (at will, self or penitent only); Constant (5th) tongues
Rituals DC 24; atone
18
Auroplasm
Auroplasms are mystical marauders of sentient gold that lust for one thing above
all others: more gold to add to their bodies. Each one has a main denomination, SILVER AWARD
RPG SUPERSTAR 2021
which they use as their face. If they absorb a significant quantity of a different
BY LAU BANNENBERG
coinage, they split off a new auroplasm to resolve the internal conflict. You can
simulate a newly split auroplasm by making it Small and giving it the weak
template, or an engorged one just before splitting by applying the effects of enlarge. AUROPLASM ORIGINS
As beings composed entirely of gold, auroplasms face both dragons and According to legend, auroplasms originate
adventurers as natural predators. But they themselves also hunt dragons for from a single incident, when a powerful
their hoards. Since they don’t care for most other treasures, they sometimes sorcerer was caught standing on a dragon’s
team up with adventurers, but adventurers with significant gold reserves should hoard and boiled alive in molten gold until
watch their backs. his fire resistance spells gave out. His fury,
frustration and greed fused with the hoard
AUROPLASM CREATURE 15 and created the first auroplasm.
RARE CE MEDIUM OOZE
Perception +23; darkvision, tremorsense (imprecise) 30 feet
Languages Common, Draconic
Skills Arcana +27, Athletics +27, Crafting +25, Deception +30, Diplomacy +27, Intimidation +30,
Society +25, Stealth +25
Str +6, Dex +0, Con +6, Int +6, Wis +4, Cha +7
AC 27; Fort +29, Ref +23, Will +26
HP 425; Immunities critical hits, fire, electricity, precision; Weaknesses base metal vulnerability,
cold 15; Resistances acid 15, piercing 15, slashing 15
Base Metal Vulnerability Auroplasms take 15 extra damage from weapons made of ordinary
metals, but not precious or special metals like silver or cold iron.
Conduct Electricity 5 Trigger The auroplasm is targeted by an electricity effect; Effect The
auroplasm changes the target to a creature in their reach that isn’t already a target of the effect.
Resolve the effect against the chosen creature instead.
Molten Mass A creature that hits an auroplasm with weapon or
unarmed attack must attempt a DC 33 Reflex save. On a failure,
the weapon or creature takes 3d6 fire damage (after dealing
damage to the ooze as normal). Thrown weapons take the
damage from this ability automatically with no save.
Radiant Heat (aura, fire) 30 feet. The auroplasm shimmers
with heat, making them concealed. A creature entering the
aura or starting its turn in it takes 3d6 fire damage (DC 33
basic Fortitude save). The auroplasm can deactivate or
reactivate this ability with a single action, which has the
concentrate trait.
Speed 25 feet, climb 25 feet
Melee 1 superheated tendril +30 (reach 10 feet), Damage
2d12+10 bludgeoning plus 2d12 fire and coin brand
Arcane Spontaneous Spells DC 36, attack +28; 8th dispel magic, horrid wilting, maze, mind
blank (4 slots); 7th crushing despair, dispel magic, fly, haste, prismatic spray, tempest of
shades (4 slots); Cantrips (8th) detect magic, mage hand, read aura, shield, telekinetic
projectile
Coin Brand (fire) When the auroplasm hits a creature with a superheated tendril Strike, it
sears the visage of its dominant coinage in the defender’s flesh. Treat Wounds or
regenerate removes this brand.
Engulf in Gold 2 The auroplasm channels its magic into the connections with
its coin brands, engulfing nearby branded creatures in gold. All creatures
with the auroplasm’s coin brand within 60 feet take 12d6 fire damage
with a DC 36 basic Reflex save. On a failure, the creature also takes
a –10-foot circumstance penalty to its Speeds for 1 minute,
and on a critical failure, it’s also immobilized for 1 round.
Lure of Lucre 1 (mental, visual) The auroplasm makes a
Feint against a creature within 30 feet. On a success
the creature is flat-footed against all attacks until
the end of the auroplasm’s next turn.
19
Ayd-rahiba
An ayd-rahiba is a frightening and implacable troop of aberrations that swarm
COPPER AWARD their victims from inside nearby walls, surrounding and devouring them.
RPG SUPERSTAR 2021
What little is known about the ecology of ayd-rahiba concerns their bizarre
BY KENNETH SCHLEICH
habitat: they prefer to live within the walls of abandoned, desecrated structures.
Their exact physical features are unknown; they are hidden within the walls,
RAHIBA ROULETTE but when they attack, ichor-coated gangly black arms burst from behind plaster
Ayd-rahibas carry the mystery of their and crack the seams between stacked stone, plucking their victims off their feet
appearance to the grave, dissolving into and dragging them back to be crushed against the walls. The entire group of
black ichor when they die. Capturing the creatures moves and attacks with an eerily singular intent and coordination.
ichor requires a container made of organic Any structure home to an ayd-rahiba bears marks of the ayd-rahiba’s presence,
material like leather—it seeps through and these marks are an adventurer’s only clue of the impending danger. The
everything else. Those who accomplish the ayd-rahiba’s arms don’t emerge from the walls smoothly like an incorporeal
task may drink it to gain the ability to wall spirit: they burst out violently and physically. When an ayd-rahiba pursues
glide, but doing so is a gamble; the effect prey, their arms rip their way across surfaces, tearing plaster or even stone like
lasts a variable amount of time per dose, paper. Survivors noted seams of oddly repaired walls prior to being ambushed,
and should it end while the drinker is inside meaning that the creatures likely repaired the damage they caused to their own
a wall… the result is quite gruesome. lair in their violent hunts.

AYD-RAHIBA CREATURE 10
RARE CE GARGANTUAN ABERRATION TROOP
Perception +19; tremorsense (precise) 60 feet, occupying structure only
Skills Athletics +22, Intimidation +18, Stealth +20
Str +8, Dex +7, Con +5, Int +3, Wis +2, Cha +3
AC 29; Fort +19, Ref +22, Will +16
HP 200 (16 squares), Thresholds 133 (12 squares), 67 (8 squares); Weaknesses area
damage 10, lawful 10, slashing 10, splash damage 5; Resistances piercing 10
Retreat into the Walls 1 (move) The ayd-rahiba’s arms all retract into the walls in
unison, leaving only gaping holes behind. This grants the ayd-rahiba standard cover
and the ability to wall glide.
Troop Defenses
Speed 30 feet, climb 30 feet, troop movement, wall glide
Constricting Drag 1 Frequency once per round; Effect The ayd-rahiba arms squeeze
and pull on all creatures grabbed by it, rolling a single Athletics check and comparing
the result against each grabbed creature’s Fortitude DC. On a success, the ayd-rahiba
deals 2d8+6 bludgeoning damage and pulls the creature 5 feet towards its nearest
space (10 feet and double damage on critical success).
Grabbing Onslaught Frequency once per round; Effect The ayd-rahiba’s
arms lash out at all enemies in the squares it occupies or within 5 feet with
a DC 27 basic Reflex save. On a failure, the creature is grabbed until the
end of the ayd-rahiba’s next turn. The damage depends on the number of
actions. 1 2d8 bludgeoning damage 2 2d8+11 bludgeoning damage
3 2d8+17 bludgeoning damage.
Form Up 1
Swarming Tide The ayd-rahiba moves with an organization illogical to
mortal minds. It can move into other creatures’ spaces, and other creatures
can move into its spaces. The spaces it occupies are treated as difficult
terrain by other creatures. When the ayd-rahiba uses Form up, it can ignore
the 15 foot limitation as long as its squares all occupy a single room.
Troop Movement Whenever the ayd-rahiba Strides, it first Forms Up as a
free action to condense into a 20-foot-by-20-foot area (minus any missing
squares), then moves. This works just like a Gargantuan creature moving;
for instance, if any square of the ayd-rahiba enters difficult terrain, the
extra movement cost applies to the whole troop.
Wall Glide After Retreating into the Walls, the ayd-rahiba moves behind
the surfaces of walls, ceilings, and floors of a structure with illogical ease
in a wet, slapping slither. The surfaces bulge obviously in ways that defy
their material nature unless the ayd-rahiba Sneaks. After emerging to
attack, the ayd-rahiba can’t wall glide until it Retreats into the Wall.
20
Bannog
Bannog are a type of aberration from the realm of dreams that take the form
of evil humanoid rabbits with human-like ears that stretch to well over a foot COPPER AWARD
RPG SUPERSTAR 2021
above their heads. Capricious and malevolent, bannogs travel from dream to
BY PHILIP HOLM-LARS
dream in small family units in order to gang up on their prey. If they find a
dream that seems especially fun or energetic, they might leave a clutch of eggs
behind in that dream to gestate. BANNOG CHARACTERS
Although bannogs look mostly harmless, believing them to be so is a mistake. Some bannog misfits spend their lives on
They produce a magical membrane over their paws that works as a touch poison the Material Plane, which causes them
that allows them to absorb dream energy from mortal creatures. While it serves to become able to sustain themselves on
as an effective defense mechanism, bannogs are usually careful about overusing normal sustenance without the need for
it for fear of ending their food supply. The souls that bannogs trap with their souls and changes the way they interact with
poison usually don’t hold much value to them, since the dreams of the soulless dreams. These bannogs sometimes become
tend to be bland and depressing and to contain inferior energy. adventurers or mischievous pranksters
Since bannogs rely on souls to survive but are relatively weak among all instead of malevolent tormentors. For rules
creatures that feed upon souls, they are deathly afraid of most beings involved of playing a bannog PC, check out World of
in the soul trade. Rather than compete, if they meet any such creatures, they Battlezoo: Indigo Isles!
often try to offer their services as a desperate act of self-preservation.
Bannog thieves are cruel thrillseekers who enjoy the risks involved in hunting
for souls. They often enter the Material Plane from an unsuspecting creature’s
dream, steal the souls of everyone nearby except a single person, escape the
scene through that person’s dream, and then expect the survivor to be blamed
for the massacre.

BANNOG THIEF CREATURE 5


UNCOMMON CE SMALL ABERRATION DREAM
Perception +13; scent (imprecise) 40 feet
Languages Aklo; speak with animals (rabbits only); telepathy 100 feet
Skills Dreamlands Lore +10, Stealth +12, Survival +11, Thievery +16
Str +2, Dex +5, Con +2, Int +0, Wis +4, Cha +1
Items thieves’ tools, replacement picks (×5), pebbles (×5)
AC 21; Fort +9, Ref +15, Will +12
HP 50
Dream Susceptibility Because they are creatures of
dream, bannog thieves are uniquely vulnerable
to magic associated with sleep and dreaming.
Whenever a bannog thief makes a check to avoid a
spell or effect with the sleep trait or a spell or effect that
would cause the unconscious condition, it treats the result
of its check as one degree of success worse than the result it rolled on the
check. Spells and effects that only work on sleeping creatures, such as the
nightmare spell, work on the bannog thief at any time.
Just a Dream 5 (conjuration, mental, occult, teleportation) Trigger A creature damages
the bannog thief; Effect The thief gains resistance 5 all (except force) against the triggering
damage and teleports up to 10 feet in any direction.
Speed 60 feet
Melee 1 fist +15 (agile, finesse), Damage 2d6+4 bludgeoning plus deep dream membrane
Occult Innate Spells DC 22 Constant (2nd) speak with animals (rabbits only)
Deep Dream Membrane (death, enchantment, incapacitation, occult, poison) Saving
Throw DC 20 Will; Maximum Duration 10 minutes; Stage 1 stupefied 1 (1 round);
Stage 2 stupefied 2 and drained 1 (1 round); Stage 3 stupefied 4, drained 2 and
slowed 1 (1 round); Stage 4 unconscious (10 minutes); Stage 5 the creature dies, and its
soul becomes trapped within a pebble in the bannog thief’s possession.
Imaginary Flurry 2 The bannog thief makes three fist Strikes (applying its multiple
attack penalty normally), then Steps.
Lucid Step 2 The bannog thief insidiously shifts itself into the dream of an adjacent
unconscious creature or into an unoccupied space on the Material Plane adjacent
to the creature whose dream it inhabits. The bannog thief can stay on either plane
indefinitely without ill effect.
21
Bathtub Ooze
Bathtub oozes are gray, aqueous blobs that consume magic. A bathtub ooze is
SILVER AWARD typically created through absentmindedness: a mage, deep in contemplation of
RPG SUPERSTAR 2021
their arcane thesis, forgets to drain the tub after bathing. Over time, floating
BY ANDREW BRAITHWAITE
skin cells infused with lingering magic cause the ooze to form, a viscous blob
of gray water held together by surface tension and shimmering with a subtle
THE FLOAT TEST purple sparkle. Abandoned and forgotten, the ooze develops a hunger for more
Bathing with a duck figurine is a treasured magic that manifests in an uncanny sense for approaching auras and drives the
tradition in many cultures, its graceful form ooze to seek out and feed on such sources, stripping the skin off enchanted
bobbing upon the surface of the water with creatures’ flesh in the hopes of ingesting their magic. Bathtub oozes are known
nary a care in the world. Coincidentally, to ambush the very mages that created them with their own single-minded
the float test is the quickest method to neglect, and they’re also a terrifying discovery for the unlucky adventurer, thief,
determine if the water in a tub is merely dirty or member of household staff who stumbles across them. Bathtub oozes are also
or an ooze sleeping off its last meal. Drop surprisingly mobile compared to other oozes, able to compress themselves to
a duck on an ooze, and it quickly sinks, squeeze through a keyhole or slide through the gap beneath a door in pursuit
pulled in by the ooze’s voracious body. of a meal. Exhibiting the same relentless focus as the mage that created them,
Drop a duck in dirty water, and it gently bathtub oozes doggedly stalk any creature if it senses magic within or upon that
floats, silently judging your poor hygiene. creature, grabbing the unfortunate prey with its pseudopod and feeding on its
skin until no unconsumed auras of magic remain. Contented, the ooze retreats
to its tub and waits patiently for the next meal to present itself.

BATHTUB OOZE CREATURE 3


UNCOMMON N MEDIUM MINDLESS OOZE
Perception +6; magic sense 60 feet, motion sense 60 feet, no vision
Skills Acrobatics +6 (+10 to Squeeze), Athletics +9, Stealth +6 (+10 to Hide
inside a bathtub)
Str +4, Dex –3, Con +3, Int –5, Wis +0, Cha –5
Magic Sense A bathtub ooze can sense all forms of magic nearby.
Motion Sense A bathtub ooze can sense nearby motion through
vibration and air or water movement.
AC 12; Fort +10, Ref +5, Will +7
HP 75; Immunities critical hits, mental, precision, unconscious,
visual; Resistances sponge for magic
Sponge For Magic A bathtub ooze has resistance 5 to physical damage
caused by magical weapons (including weapons etched with a
fundamental rune), and to physical damage caused by a spell.
Speed 15 feet, swim 25 feet
Melee 1 pseudopod +12, Damage 1d8+6 bludgeoning
plus Grab
Strip Moisture 2 (necromancy, negative, occult)
The bathtub ooze draws forth moisture from nearby
creatures, causing the creatures’ skin to dry and crack
and replenishing itself. Each living creature within 15
feet takes 3d6 negative damage (DC 18 basic
Fortitude save). The bathtub ooze regains an amount
of Hit Points equal to half the damage dealt to the
single creature that took the most damage. Creatures
with the water or amphibious trait use the outcome for
one degree of success worse than their result. Creatures
whose bodies contain no significant moisture (such as
fire elementals) are immune to Strip Moisture. The bathtub
ooze can’t Strip Moisture again for 1d4 rounds.
Slippery Trail A bathtub ooze coats any square it moves through with
a slick liquid, creating uneven ground. Creatures using an action to
move onto the uneven ground must attempt either a Reflex save or an
Acrobatics check to Balance, with a DC of 17. A creature that Steps or
Crawls doesn’t have to attempt a check or save. The slick surface
typically dries after 10 minutes, or immediately when subjected to a fire
effect. A bathtub ooze’s movements aren’t hindered by Slippery Trail.
22
Bell Walker
The parasitic, aberrant fungal spores that make up a bell walker have a bizarre
and predatory life cycle intent on propagation at any cost. First, the spores COPPER AWARD
RPG SUPERSTAR 2021
kill their hosts and infest their bodies, seizing control of their nervous system,
BY ADAN BERMUDEZ
musculature, and all major organs. Then, after the spores have taken full control
of their victim’s corpse, the various individual spores differentiate, undergoing
various transformations as they specialize and become parts of a new being. And WHAT A FUNGI
this being is the bell walker, clad in the tattered remnants of their host body. Consuming a host’s brain may transfer
The parasitic spores consume the host’s body fluids and organs and use them aspects of the original creature to the bell
as fuel for their evolution. The parasites that devour the brain steal away all of walker, such as mannerisms or posture.
the host’s intelligence in order to command the parasites infesting the rest of the Rarely, it may even pick up the host’s
body. Meanwhile, the influence of the parasitic mold dries out the host’s flesh interests and phobias.
and skin, hardening them almost to the point of petrification in order to protect
the fungal aberration beneath from any harm, like a suit of grotesque armor.
The other spores continue to work on the remains to create the perfect
vessel. The bones hollow out in order to house rubbery tendrils, threads, and
parasitic organs, extending into two major tentacles that replace the body’s
arms. A bell-like cap bursts out from the neck cavity, expanding and
contracting as if it were a giant mouth. Several additional small tendrils
grow all over the bell walker’s body.
While satisfied with almost any creature they can capture for food,
bell walkers are particularly attracted to sources of occult magic. Unaware
occultists and lesser aberrations might end up victims of the monster’s
curiosity.

BELL WALKER CREATURE 10


UNCOMMON NE MEDIUM ABERRATION FUNGUS
Perception +19; heatsense (imprecise) 60 feet, no vision
Languages Aklo; can’t speak any language
Skills Acrobatics +14, Athletics +23, Fungus Lore +20, Occultism +16,
Stealth +14, Survival +17
Str +7, Dex –2, Con +7, Int +0, Wis +3, Cha –2
Heatsense A bell walker can sense creatures within the listed range through
their body temperature.
AC 27; Fort +22, Ref +14, Will +17
HP 210; Resistances physical 10 (except adamantine)
Speed 20 feet
Melee 1 tentacle +23 (reach 10 feet), Damage 2d10+11 bludgeoning
plus Improved Grab
Noxious Kiss 1 (attack, poison) Requirements The bell walker has a
creature grabbed; Effect The bell walker’s cap extends to an almost
impossibly large size in order to cover the upper half of a grabbed creature.
The bell walker attempts an Athletics check against the grabbed
creature’s Reflex DC. On a successful Athletics check,
the bell walker successfully covers the creature’s
upper half. The creature is slowed 1, and has to hold
its breath or start suffocating. The creature takes 2d10+6
damage at the end of each of its turns. The enveloped
creature can get free by Escaping against DC
33, and it’s automatically freed if it is no longer
grabbed by the bell walker. The bell walker
can’t use its Toxic Fumes ability while it’s
using Noxious Kiss to cover a creature’s upper
half.
Toxic Fumes 2 (poison) The bell walker inflates its rubbery
fungal cap and then expels a horrific toxic cloud that deals 11d6
poison damage in a 20-foot cone with a DC 29 basic Fortitude
save. The bell walker can’t use Toxic Fumes again for 1d4
rounds as its toxic spores replenish.
23
Between
Formerly ordinary, three-dimensional people, the between are two-dimensional
SILVER AWARD beings that have had one of their dimensions annihilated in an arcane cataclysm.
RPG SUPERSTAR 2021
Twisted into malevolence by existing on a level of reality their minds are unable
BY SEBASTIAN GARDE
to comprehend, the between yearn for what they can no longer perceive. Their
interaction with the rest of the world is limited, but they are convinced that if
A FATE WORSE THAN… they were able to drag a three-dimensional creature to their level and steal one
Another outcome of an arcane cataclysm of that creature’s dimensions, they could return to their former selves.
is becoming a fixed, where a creature loses The between’s true form is difficult for a three-dimensional being to see or
the fourth dimension of time. It becomes understand, appearing as a strangely undulating wave of energy to the naked
stuck, immovable, and unchangeable eye. Occasionally, grasping arms and anguished faces form in the wave as it gets
through all of the past, present, and closer to three-dimensional corporeality, if just for a moment.
future. Mages speculate that introducing The between are typically found roaming the ruins of their former homes, but
a between to a fixed could help both, but from time to time they wander further in search of victims, leaving destruction
fixed are difficult to locate because the in their wake. Made of energy that manifests as heat in the physical world, a
universe is always moving and changing, between burns everything with a single touch.
while fixed never, ever, change.
BETWEEN CREATURE 12
RARE CE MEDIUM ABERRATION INCORPOREAL
Perception +22; tremorsense (precise) 120 feet, no vision
Languages Common
Skills Acrobatics +27, Occultism +22, Stealth +27
Str –5, Dex +7, Con +0, Int +4, Wis +5, Cha +7
Two-Dimensional Anatomy (aura, divination, mental, occult) 30 feet. The
between’s nature breaks the laws of physics,
befuddling those who glimpse it and twisting
reality. The area within the aura is difficult terrain
and creatures within that can see the between must
succeed on a DC 32 Will save or become stupefied 2
for 1 round (stupefied 4 on a critical failure).
AC 31; Fort +16, Ref +25, Will +22
HP 175; Immunities disease,
paralyzed, poison, precision;
Resistances all 10 (except force
or ghost touch; double resistance
vs. non-magical)
Speed 30 feet
Melee 1 dimensional shear
+24, Damage 3d8+11 force plus
2d6 fire and dimension rend
Ranged 1 dimensional slice +24
(range increment 30 feet), Damage
3d6+11 force plus 1d6 fire
Dimension Rend (conjuration, incapacitation,
occult) A creature hit by a between’s dimensional shear
Strike must attempt a DC 29 Will save as the between tries
to rip away the creature’s dimensions. The creature is then temporarily
immune to dimension rend for 1 minute.
Success The target is unaffected.
Failure The target is blinded for 1 round.
Critical Failure The target is drained 3, blinded for 1 minute,
and becomes out of phase with reality for 1 minute. In this state,
it can pass through solid objects as if it was incorporeal, it can’t
attempt Strength-based checks against physical creatures or
objects, its Speed is halved and it takes a –1 status penalty to
attack rolls.
Energy Suffusion 2 The between Strides, ending its movement
in another creature’s space and dealing it 10d6 fire damage, with a DC
32 basic Will save.
24
Blink Drake
Blink drakes are dragons infused with teleportation magic. Their personalities COPPER AWARD
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and behaviors vary wildly. While some blink drakes are capricious and playful,
BY JOSHUA WHITE
playing pranks and stealing as suits their whims, others are vicious and aggressive,
using their teleportation abilities to methodically assassinate their foes. Blink
drakes are small, even compared to their weaker drake cousins—barely the size MUTABLE MINDS
of a human—but their magical powers make them a dangerous and elusive foe. Blink drakes’ bodies are in constant
Those who would face a blink drake are advised to either bring force effects or flux from their incessant blinking, but
else some kind of magic to prevent the creature’s constant teleportation. that leaves their minds as their greatest
weakness. Some scholars believe that
BLINK DRAKE CREATURE 11 blink drakes are more affected by mental
RARE N MEDIUM DRAGON attacks because they had to evolve
Perception +20; darkvision mutable minds to keep up with everyday
Languages Draconic life while blinking. Others wonder whether
Skills Acrobatics +23, Athletics +21, Deception +19, Intimidation +21, Stealth +25 someone or something might have been
Str +4, Dex +7, Con +5, Int –3, Wis +3, Cha +2 responsible for originally infusing blink
Practiced Transposition A blink drake gains greater effects from teleportation magic. It can drakes with magic and if that mysterious
teleport up to twice the usual range with its teleportation spells, and if an effect would cause the entity built in a weakness to exploit.
drake to teleport to a space not of the drake’s choosing (including from its own blink spell), the
drake can instead choose any valid space within range to appear, or choose not to teleport. In
order to subvert a foe’s teleportation effect in this way, the drake must succeed at a counteract
check with a counteract level of 6 and a counteract modifier of +20.
AC 29; Fort +20, Ref +26, Will +16
HP 190; Immunities paralyzed, sleep; Weaknesses
mental 10; Resistances all damage 8 (except
force; from its constant blink spell)
Attack of Opportunity 5 tail only
Reactive Blink 5 (arcane, conjuration, teleportation)
Trigger The blink drake is targeted by an attack; Effect The
drake shimmers and blinks away. It increases its resistance
to all damage except force from blink against the triggering
attack from 8 to 24. After the attack is resolved, the drake
then teleports to an open space within 10 feet.
Warpblood 4 (arcane, conjuration, force, teleportation)
Frequency once per round; Trigger The drake takes
slashing, piercing, or persistent bleed damage. Effect
Uncontrolled teleportation magic attempts to transpose
things in unpredictable ways as it escapes the drake. Every
creature adjacent to the drake must attempt a DC 27
Basic Reflex save against 2d6 force damage.
A creature that critically fails this save is teleported 10 feet
in a random direction (similarly to the effects of Sustaining a
blink spell).
Speed 20 feet, fly 50 feet
Melee 1 fangs +24 (finesse), Damage 2d8+10 piercing plus 1d8 force
Melee 1 tail +24 (agile, finesse, reach 10 feet), Damage 2d8+10
bludgeoning
Innate Arcane Spells DC 27; 6th unexpected transpositionSOM; 5th blink chargeSOM
(×2); 4th dimension door (×2); Constant (6th) blink
Draconic Frenzy 2 The blink drake makes two fangs Strikes and one tail Strike in
any order.
Warping Breath 2 The blink drake spits a ball of barely-restrained teleportation
magic up to 60 feet that explodes into a 20-foot burst of rending micro-
portals. Those in the burst take 10d6 force damage with a DC 30 basic
Reflex save). The portals remain for 1d4 rounds as difficult terrain, and
any creature that ends their turn in the area while they remain takes 3d6
force damage with a DC 27 basic Reflex save. The blink drake can’t use
Warping Breath while the portals remain.
25
Bloodsport Remnant
Born from the broken bodies and indomitable spirits of pit fighters, gladiators,
COPPER AWARD and brawlers, bloodsport remnants are creatures that thrive on violence. Fueled
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by the cheers of a crowd only they can hear, they wander the world searching
BY NICHOLAS POTTER
for challengers capable of lasting long enough in a fight to put on a good show.
A remnant has no preference regarding how many participants it pulls into
ARE YOU NOT ENTERTAINED? a battle, sometimes even wandering into the middle of an active battlefield and
The flair and drama of bloodsport remnants challenging all creatures it can see. Its presence riles nearby creatures into a frenzy of
cause them to gain admirers. The longest violence and adrenaline, pushing both it and its chosen enemies to greater heights
lasting remnants earn nicknames and than they can normally achieve. No battle with a Bloodsport Remnant lasts very
devoted followings based on their style and long, as the fights become more and more brutal with every passing second.
personality. An enterprising organization Though the remnant retains no memories from the beings whose lives gave it
called the Worldwide Wagers Exchange unlife, the bloody, flashy combat that birthed it imprinted a natural flair for the
employs trackers to follow remnants dramatic and an innate respect for any who match its style. Against such foes, a
and report on their activities, allowing bloodsport remnant joyfully plays along with any posturing boasts.
people to bet on what the remnants
will do next and how they will fare. BLOODSPORT REMNANT CREATURE 10
UNCOMMON NE MEDIUM UNDEAD
Perception +19
Languages Common
Skills Acrobatics +19, Athletics +23, Intimidation +23, Performance +23
Str +7, Dex +5, Con +5, Int +1, Wis +3, Cha +7
AC 30; Fort +21, Ref +19, Will +17
HP 160; Immunities falling damage; Weaknesses mental 10; Resistances physical 10
Easily Provoked (emotion, mental) The remnant is unable to resist a good challenge, especially
one delivered dramatically. Any creature can spend an action, which has the concentrate trait, to
challenge the remnant to focus on them, which the remnant happily accepts. Until the end of the
remnant’s next turn, or until another creature takes an action to gain the remnant’s attention, the
remnant takes offensive actions against only that creature.
Hype Aura (aura, emotion, mental) 30 feet. A bloodsport remnant relishes escalating battles to a
climactic finish and it infuses those nearby with the hype to deal more damage but the brazenness
to expose themselves to attacks. When the remnant takes its first turn in combat, all creatures in the
aura, enemy, ally, and the remnant alike, gain a +1 status bonus to damage rolls and are flat-footed.
The status bonus to damage rolls increases by +1 for every round the remnant fights, to a maximum
of +4 after 4 rounds. If the remnant is destroyed or the fight ends, the benefits reset and fade away.
No-Sell 5 (emotion, fear, mental) Trigger A creature critically hits the remnant with
a Strike; Effect The remnant plays off the blow as if it was nothing. It attempts a
Performance check against the creature’s Perception DC, with the following effects.
Critical Success The creature is filled with dread that even their most powerful
attack was ineffective. It becomes frightened 2.
Success As critical success, but it becomes frightened 1.
Failure The creature realizes the critical hit was effective; it’s unaffected and is temporarily
immune to No-Sell for 24 hours.
Speed 35 feet
Melee 1 fist +23, Damage 2d12+13 bludgeoning
Melee 1 chest +23 (agile), Damage 2d8+13 bludgeoning
Clothesline 2 The bloodsport remnant Strides up to twice its speed, moving through one
creature’s space in the process. That creature takes damage from the bloodsport remnant’s fist
Strike with a DC 28 Reflex save.
Critical Success The creature stops the remnant’s movement before the remnant enters its
space, and the creature takes no damage.
Success The creature takes half damage.
Failure The creature takes full damage.
Critical Failure, The creature takes double damage and is knocked prone.
Mighty Leap 2 The bloodsport remnant takes to the sky with a powerful jump, Leaping up to its
Speed in any direction, even straight up. At any point during this movement it can take a single
Strike or Grapple action against a creature in its reach. If it chooses to Grapple and succeeds,
it must halt its Leap without moving away or the grabbed condition ends, as normal for the
grabbed condition.
26
Boe Erchitu
It is said that when an incredibly sinful person indulges in crimes not punishable
(or simply unpunished) by mortal law, the power of the divine takes justice into COPPER AWARD
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its own hands and curses them to become a boe erchitu under each full moon.
BY VITTORIO BOEMIO
Only extinguishing the candles on the steel horns of this white ox can quell its
fury, and only cutting the horns themselves with a single hit can free the mortal
sinner from this curse. BIDDING FRENZY
This distant cousin of the werewolf wanders the streets of its city in a bestial Priests and cultists of all alignments
rage, stopping only before the houses of other sinners to curse them as well. pay well for the candles of a boe erchitu.
Legend says that when the boe erchitu bellows three times before your home, Some speculate that dripping their wax
you are destined to die within the coming year. The boe erchitu transformation on a creature stirs a rage greater than a
lasts until dawn, and the curse can’t be spread with bites like the curse of the barbarian’s. Others think they summon
werecreature, although the boe erchitu is able to inflict a milder version with its minotaurs or maybe banish them. All that
charge, and silver still works excellently to wound it. is known for sure is that the candles have a
The rescinded horns of a boe erchitu have medicinal properties, and they are pleasing raspberry scent.
especially useful to cure liver illnesses.
A boe erchitu is sometimes seen in the company of imps or other devils,
which direct their fury towards the sinners’ houses and make sure that their
candles are always lit. Could this be a clue that the curse comes from Hell?

BOE ERCHITU CREATURE 7


RARE LE LARGE BEAST
Perception +13; darkvision, scent (imprecise) 30 feet
Skills Athletics +17, Intimidation +15
Str +6, Dex +2, Con +4, Int –3, Wis +2, Cha +4
AC 24; Fort +17, Ref +15, Will +11
HP 164; Weaknesses silver 10
Cursing Candles The lit candles on the boe erchitu’s horns allow it to curse
its targets, and grant it strength. A creature can attempt to extinguish
one of the candles with their fingers using a single action, which has the
attack trait to make an unarmed attack roll against the boe erchitu’s AC or
an Athletics check against the boe erchitu’s Reflex DC. Additionally, if the
boe erchitu fails a saving throw against a spell with the air or water trait, one
of the candles is extinguished; on a critical fail both are extinguished. If no lit
candles remain on the boe erchitu’s horns, it can’t use Bellowing Curse
and is drained 2 and clumsy 2 until the candles are lit again.
Steel Horns A creature can target the boe erchitu’s horns with a Strike
that deals slashing damage to try and cut them both in one Strike. The
horns have the same AC as the boe erchitu, and they have Hardness
9 and 36 Hit Points: if not reduced to 0 Hit Points with a single Strike,
they are immediately restored to full Hit Points. Performing such a
legendary task immediately reverts the boe erchitu to its humanoid
form, and frees them from the curse.
Speed 30 feet
Melee 1 horn +18, Damage 2d10+10 piercing
Melee 1 fist +18 (agile), Damage 2d6+10 bludgeoning
Bellowing Curse 2 (auditory, curse, negative, occult, transmutation) The boe erchitu
bellows towards a living creature, weakening and disorienting it with a partial transformation
into a boe erchitu. The creature must attempt a DC 25 Will save, with the following effects.
Critical Success The creature is unaffected.
Success The creature is briefly cursed, and its features shift slightly into a boe erchitu,
including the growth of tiny horns. They are clumsy 1, enfeebled 1, and
stupefied 1 for 1 round.
Failure As success, but the duration is 1 hour.
Critical Failure As success, but the duration is 1 month.
Charging Curse 3 The boe erchitu Strides then makes a horn Strike against a living humanoid
creature. On a hit, the boe erchitu uses Bellowing Curse on the target, and on a critical hit, the
target’s result on their saving throw against Bellowing Curse is one degree of success worse than
the one they rolled.
27
Bog Bomber
Bog bombers are huge creatures that resemble red bullfrogs with draconic
COPPER AWARD features. They are a hybrid species, a cross between a flame drake and a giant
RPG SUPERSTAR 2021
frog. Boggards found a way to breed these monsters together, which either
BY MARTY MARTINEZ
results in a nest of bog bombers or dozens of dead boggards.
Boggards use bog bombers to defend and expand their territory. They lure
FATAL ATTRACTION these monsters with juicy giant dragon flies. However, there are times when
Bog bombers are instinctively attracted these delicious meals go unnoticed and a bog bomber escapes, looking for
to other fiery creatures. Boggards must bigger prey. That is why it’s possible to see feral bog bombers in the wild.
be careful to keep them away from fire The reason boggards go to such great lengths to produce bog bombers is that
elementals lest they abandon their they make formidable allies, especially in battle. Bog bombers have the ability
masters for shinier, fierier ones, and to spit huge balls of fire at their prey. In addition, they can jump and sprint
villages near boggard territories maintain incredible distances, and they have the ability to breathe both fire and water.
straw effigies they can ignite to distract Bog bombers tend to consume their prey by lashing out with their sticky, fiery
them. Red dragons are the ultimate tongues, pulling their prey toward their gaping giant maws. Once within the
attraction for these pyromaniacs, but gullet, the bog bomber spits their prey out in a fireball and then consumes the
sadly, the dragons do not return their exploded remains.
affection. A red dragon may tolerate the If boggards continue to breed such monstrosities, they might start to conquer
presence of bog bombers for a little while lands outside their home swamps, with bog bombers leading the charge.
if it is planning to attack a city, at which
time it picks them up to drop from the sky. BOG BOMBER CREATURE 10
UNCOMMON N HUGE AMPHIBIOUS DRAGON FIRE
Perception +16; darkvision, scent (imprecise) 20 feet, smoke vision
Skills Acrobatics +22, Athletics +19 (+20 to High Jump or Long Jump), Intimidation +19,
Stealth +22
Str +7, Dex +3, Con +6, Int –3, Wis +5, Cha –1
Smoke Vision Smoke doesn’t impair a bog bomber’s vision; it ignores concealment from smoke.
AC 30; Fort +22, Ref +17, Will +17
HP 215; Immunities fire, paralyzed, sleep; Weaknesses cold 10
Frogsplosion When a bog bomber is reduced to 0 Hit Points, it explodes in a 20-foot burst at
its center, dealing 8d6 fire damage (DC 27 basic Reflex save). If creatures are inside the bog
bomber when it explodes take an additional 2d6 fire damage and a –2 circumstance penalty on
their Reflex save to avoid all burst damage.
Speed 25 feet, swim 25 feet; swamp surge
Melee 1 jaws +23, Damage 2d12+13 piercing plus Grab
Melee 1 tongue +23 (fire, reach 30 feet), Damage 2d6+10 fire plus
flame tongue grab
Fireball Breath 2 (arcane, evocation, fire) The bog bomber expels
a ball of flame to a range of 180 feet that explodes in a 20-foot burst.
Creatures in the burst take 9d6 fire damage (DC 27 basic Reflex save).
If there are creatures swallowed by the bog bomber and the bog bomber
uses its fireball breath, the damage of the fire ball increases by an
additional 1d6 fire damage per creature, to a maximum of 12d6 if
it swallowed three or more creatures. The bog bomber can’t use
Fireball Breath again for 1d4 rounds.
Flame Tongue Grab (fire) A creature hit by the bog bomber’s
tongue becomes grabbed by the bog bomber and takes 2d6
persistent fire damage. Unlike normal for the grabbed condition,
though, the creature isn’t immobilized; instead, it can’t move farther
away from the bog bomber. A creature can sever the tongue with a
Strike against AC 25 that deals at least 20 slashing damage. This
deals no damage to the bog bomber, but prevents it from using
its tongue Strike until its tongue regrows, which takes a day.
Swallow Whole 1 (attack) Large, 2d10+11 bludgeoning
and 3d6 fire, Rupture 20
Swamp Surge A bog bomber ignores difficult
terrain caused by swamp terrain features and
it gains a +10-foot circumstance bonus to its
Speeds in swamps.
28
Bowlfish
What would appear as an unassuming yet lively goldfish in a transparent glass
bowl is in fact a devious and cunning creature that feeds on those who fall COPPER AWARD
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for its ruse. The glass bowl itself is in fact a part of its body, and it’s soft and
BY MAVI BIGLIETTO
warm to the touch, but usually it’s too late for anyone to notice this fact. The
“goldfish” inside is actually the head of the creature, and it can spring forward
to bite its prey with a very large mouth filled with razor-sharp teeth, much HE’S JUST RESTING
like a piranha. A dead bowlfish does not maintain its
When a bowlfish is digesting prey, the “water” inside the bowlfish’s namesake form and resembles a jellyfish out of
bowl turns a murky red with blood as bits and pieces of its last meal swirl water, much to the dismay of macabre
around. After a few minutes, the digestion process completes, and its body collectors who wish to use its corpse as
becomes crystal clear once again. However, during that time, the bowlfish a novelty fish bowl. Some have found
is especially vulnerable to exposure if a potential witness comes across what success, however, in decapitating the
seems to be an inexplicably gory fish bowl. Thus, bowlfish try to ensure they bowlfish, reanimating its head, and
can digest their food unmolested by picking off victims who are alone, who keeping the resulting “fish” as a pet.
have become vulnerable in an obscure location, or who have entered the
bowlfish’s room at a time when few others would be likely to interfere with
their meal.
Rumors say that unscrupulous wizards created the first bowlfish to be sold as
exotic “pets,” with different shapes of bowl and varieties of fish to obscure the
truth even from those who are aware of the existence of bowlfish.
Bowlfish like to use their harmless appearance to their
advantage. They often choose a single pawn around whom
they always act like nothing more than a fish in a bowl.
This leads their pawn to keep them around as a pet, not realizing
that they’re hosting a vicious killer in their home. Less scrupulous
partners who understand a bowlfish’s true nature might use it to
intentionally murder others, inviting them into close quarters with the
creature so they can collect valuables from the dead. Bowlfish can seldom
be found in the wild, where this disguise is not very effective, and thus they
have the tendency to avoid rural settings.

BOWLFISH CREATURE 1
RARE CN TINY ABERRATION
Perception +8
Languages Common
Skills Athletics +6, Deception +7, Diplomacy +7, Intimidation +7, Performance +7,
Society +6
Str +1, Dex +4, Con +1, Int +3, Wis +3, Cha +4
AC 15; Fort +4, Ref +7, Will +10
HP 24
Speed 5 feet
Melee 1 jaws +9 (agile, finesse, deadly d8), Damage 1d6+1 piercing plus Grab
Occult Spells DC 17; Cantrips (1st) daze, ghost sound, prestidigitation
Blood Frenzy 1 Requirements The bowlfish has a creature grabbed; Effect The
bowlfish viciously feeds on its victim with its razor sharp teeth, dealing 1d4 piercing
damage with a DC 17 basic Fortitude save. On a failure, the creature also takes 1
persistent bleed damage.
Fish Dance 1 (enchantment, mental, occult, visual) The bowlfish erupts in a wonderful
and complex dance, immediately drawing the attention of all those around it to its
bizarre antics. Every creature in a 30 foot radius becomes fascinated, unless they
succeed at a DC 17 Will save. A creature that fails its saving throw against a bowlfish’s
Fish Dance ability stays fascinated this way as long as the bowlfish continues to spend
one action to Fish Dance each turn to keep dancing, without receiving any further saving
throws, although the fascination can be broken normally by hostile actions. Creatures
fascinated by a bowlfish’s Fish Dance must spend the first action on each of their turns
approaching the bowlfish, and they must instead spend all of their actions
approaching the bowlfish if they critically failed their Will save against the
bowlfish’s Fish Dance.
29
Bulbekken
Among the larger members of the gremlin family when fully grown, a bulbekken
GOLD AWARD resembles a miniature blue ogre, one riddled with bright orange boils and
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pimples, and a similarly colored pot belly that can spawn more of its kind. A
BY JAKE CASSAR
bulbekken’s diseased skin is no surprise, since the creatures’ favorite pastime
involves frolicking in urban refuse and eating the resident insects whole. They
PLAGUE CARRIERS don’t shy away from mud baths either. The boils on their skin reek of acid, and
Bulbekken skin is a reservoir for their bellies only grow larger with time as they gestate their spawn in mucus.
diseases it encounters, passing the Towards the later stages of life, one can even see the tiny bulbekkens kicking.
contagions to those who touch it. In At the end of their short lifespan, the boils and stomach of the bulbekken
the rare instances where a bulbekken explode, killing it, but birthing three new ones which remain and travel together
colony hasn’t been exposed to other as siblings until they grow up and burst themselves. The triplet bulbekkens
diseases, they spontaneously develop maintain a familial resemblance to their parent and each other, though they
their own: bulbenesis, which, if left often have completely differing personalities. One might be the quiet introvert
untreated, results in a fully grown while the other two squabble about everything under the sun, and each would
bulbekken bursting out of the victim. certainly have a unique preference for seasoning their morning beetle stew.
Nevertheless, though they might argue incessantly, a bulbekken’s family comes
second to nothing else.
The cycle of birth, growth, and bursting repeats in as little as two weeks
when the area is nasty enough, resulting in bulbekkens quickly infesting any
area they deem disgusting enough to call home. While they do quickly take
care of any insect population, no city wants an exponentially growing band
of plague-bearing bullies overrunning its garbage disposal sites and expanding
their territory on a whim.
In spite of this, bulbekkens are not impossible to negotiate with. Many an
adventurer has managed to convince a colony to immigrate to an even more
disgusting place to live. It’s especially easier to do so if the new home has
weaker creatures to bully, since these gremlins fancy themselves the biggest
threat around. Some stories even tell of bulbekkens being easily charmed
by song, but others contradict this with assertions that bulbekkens hate
any and all music. What’s certain is that their large, elephant-like ears
are as sensitive to sound as bulbekkens are about their ears’ appearance.

BULBEKKEN CREATURE 3
UNCOMMON CN SMALL FEY GREMLIN
Perception +6
Languages Undercommon
Skills Athletics +10, Intimidation +7
Str +4, Dex +0, Con +4, Int –1, Wis +1, Cha +1
AC 16; Fort +12 (+14 vs. diseases), Ref +7, Will +7; –2 to all vs. auditory
HP 70; Weaknesses piercing 5, cold iron 5
Belly Burst When the bulbekken takes at least 10 piercing or slashing damage and has
10 or more HP, it splits into three identical gremlins. First apply the damage to the
original bulbekken. Then that bulbekken splits open and dies, spawning three
smaller bulbekkens, each with a third of the original’s HP. Each of the new
bulbekken is Tiny instead of Small. All three appear in the same space
as the original and have their own uses of primal innate spells, with a
spell DC of 15 instead of 17. Tiny bulbekken lose the Belly Burst
ability and can’t Swallow Whole. After about a week, they grow to
full size, increase their spell DC to 17, and gain Belly Burst and
Swallow Whole.
Speed 25 feet
Melee 1 claws +12, Damage 1d8+4 slashing
Melee 1 strike +12, Damage 1d6+4 piercing plus Grab
Primal Innate Spells DC 17; 2nd vomit swarmAPG; 1st acidic
burst; Cantrips (2nd) prestidigitation
Pack Attack A bulbekken deals 1d4 extra damage to any creature that’s
within reach of at least two of the bulbekken’s allies.
Swallow Whole 1 (attack) Tiny, 1d8+3 bludgeoning, Rupture 10
30
Cadavalier
Cadavaliers are the twisted result of the unfettered or undisciplined use of
necromantic reanimation spells, where the divide between fallen cavalry and GOLD AWARD
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their trusty mounts is all but ignored.
BY BRANT VALLIER
Raised from bloody battlefields, cadavaliers are cultivated from the remnants
of cavalry charges ordered in vain by foolhardy commanders, haunted places
where the anguish of fallen soldiers resonates, bitter and resentful that they were DOPPELNAYERS
cut down in their prime. What emerges from these places are hollow vestiges of While one would not normally greet the
once-proud warriors astride regal steeds. They become vile mockeries of their sight of a nuckelavee with joy, the fey may
former selves, twisted into one horrible composite, and cruelly bound to ride mean the difference between life and
down their animator’s foes in relentless pursuit. death when one is being pursued by a
While a cadavalier improves upon the speed of their horse’s previously living cadavalier. Nuckelavees take offense at
form, their decomposition and cobbled-together nature often cause them to their appearance, considering cadavaliers
stumble from time to time on their gnarled hooves and twisted bones. Over to be mockeries of their own form, and
long stretches, swift-footed adventurers might be able to outpace them. become obsessed with destroying any
Though they retain some martial ability from their previous lives, when a cadavalier they encounter. Just don’t stick
cadavalier runs down their quarry at lance point, ultimately the hunger for around to be their next target.
living flesh overrides what echoes of discipline remain within their shell, and
their animalistic side takes control in a bloody frenzy of gnashing teeth and
stomping hooves.

CADAVALIER CREATURE 7
UNCOMMON NE LARGE MINDLESS UNDEAD ZOMBIE
Perception +15; darkvision
Skills Acrobatics +13, Athletics +15
Str +4, Dex +6, Con +6, Int –5, Wis +2, Cha –4
Slow A cadavalier is permanently slowed 1 and can’t use reactions.
Items steel shield (Hardness 5, HP 20, BT 10)
AC 24; Fort +15, Ref +18, Will +12
HP 175, negative healing; Immunities death effects, disease, mental, poison, unconscious;
Weaknesses positive 5, slashing 5
Frightful Presence (aura, emotion, fear, mental) 30 feet, DC 22
Speed 50 feet
Melee 1 lance arm +18 (reach 10 feet, deadly d8), Damage 2d8+8 piercing
Melee 1 hoof +18 (agile), Damage 2d4+8 bludgeoning
Melee 1 jaws +18, Damage 2d6+8 piercing plus Grab
Break Off 4 Requirements The cadavalier’s last action was a critical success on a
lance arm Strike; Effect The cadavalier’s lance arm impales its victim and breaks
off, leaving them bleeding and staggered. The target takes 1d8 persistent bleed
damage, and they are clumsy 1 as long as the lance remains within their body.
The broken lance can be removed with a successful DC 20 Medicine check,
though if the bleeding had stopped, removing the lance can reopen
the wound. Any result except a critical success on the Medicine
check causes the target to take 1d8 persistent bleed damage.
The cadavalier can’t use its lance arm Strike again until it
retrieves its arm (from the victim’s corpse or after the arm
is removed) and reattaches it with an Interact action.
Gnaw 1 Requirements The cadavalier has a
creature grabbed with its jaws. Effect The
cadavalier gnaws and chews on the grabbed
target with its jaws, dealing 2d6+6
piercing damage (DC 22 basic Fortitude
save). On a critical failure, the creature is also sickened 1 from the pain.
Grave Charge 2 The cadavalier Strides twice and then makes a lance arm
Strike. As long as it moved at least 20 feet, it gains a +4 circumstance bonus
to its damage roll.
Rearing Thrash 1 Frequency once per round; The cadavalier rears up and brings its front two
hooves down onto its target. The cadavalier makes two hoof Strikes, each using the cadavalier’s
current multiple attack penalty. Both Strikes must have the same target.
31
Carnivorous Chapeau
The result of decades of long research headed by a group of disreputable
COPPER AWARD wizards and experimental alchemists, carnivorous chapeaus serve many
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purposes for their unsavory creators. While they are often employed as an
BY JACOB SLOAN
unexpected vector or tool for assassination, they also function as torture
devices or even traps for greedy and unwary intruders who can’t resist the
HANG ON TO YOUR HAT allure of an extremely fashionable piece of headwear.
Recent attempts to rebrand carnivorous The construction and form of carnivorous chapeaus are not limited to
chapeaus as “hats no gust of wind can a stereotypical hat made entirely of cloth material. In truth, a carnivorous
take” have experienced surprising success chapeau is capable of appearing like any kind of headgear, assuming its creator
when combined with iron skull caps. chooses to construct it in that manner. The possibilities for carnivorous
chapeaus are endless, including forms as varied and disparate as a leather
cap, an iron helmet, or even a golden crown. Carnivorous chapeaus are
able to follow simple commands such as “attack when there is only
a single creature you can sense” or “attack when you hear this
word,” though more complex instructions can wind up being too
complicated for a carnivorous chapeau to understand, leading to
imperfect performance or even drastically unwanted behavior.
Few assassins appreciate it when their creation kills the wrong
target.
Although potentially lethal in the right situation, the use
of carnivorous chapeaus faded somewhat among shadowy
organizations and disgruntled nobility due to its limited ability
to pursue once a victim escapes. Although rumors insist that
carnivorous chapeaus are merely prototypes for a more
dangerous construct, their most common and traditional
use is to affix them to an interrogated creature as a
simple means of causing pain and injury.

CARNIVOROUS CHAPEAU CREATURE –1


UNCOMMON N TINY CONSTRUCT MINDLESS
Perception +4; darkvision
Skills Athletics +5, Deception +3, Stealth +7
Str +2, Dex +3, Con +2, Int –5, Wis +0, Cha –1
Snug Fit If a creature fails to realize a carnivorous chapeau’s true nature, or realizes
the carnivorous chapeau’s nature and is simply exceptionally foolish, and the creature
willingly chooses to put the carnivorous chapeau on their head, the carnivorous
chapeau Attaches itself to that creature automatically. If the carnivorous chapeau
is placed on the head of a creature that is already restrained or unconscious, the
carnivorous chapeau likewise Attaches to that creature automatically.
AC 14; Fort +4, Ref +7, Will +2
HP 8; Immunities bleed, death effects, diseased, doomed, drained,
fatigued, healing, mental, necromancy, nonlethal attacks,
paralyzed, poison, sickened, unconscious
Speed 10 feet
Melee 1 carnivorous brim +6 (agile, finesse,
reach 0 feet), Damage 1d4 bludgeoning plus
Attach
Attach 1 Requirements The carnivorous chapeau’s last action
was a successful Strike against a target larger than itself; Effect The
carnivorous chapeau attaches itself to its victim’s head. This is similar
to grabbing the creature, but the carnivorous chapeau moves with that
creature rather than holding it in place. The carnivorous chapeau is flat-
footed while attached.
Constrict 1 Requirements The carnivorous chapeau is attached
to a creature; Effect The carnivorous chapeau contracts its
form around the head of the creature to which it’s attached,
dealing 1d4 bludgeoning damage to that creature with a
DC 15 basic Fortitude save.
32
Caster Detritus
Practitioners of the arcane arts are often warned not to neglect the more mundane
tasks of hygiene and cleanliness. As they grow in power and magical energies GOLD AWARD
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begin to permeate through their bodies, so too does residual magic linger in the
BY JUNIPER SCOTT
hair, skin cells, fingernails, and toenails that most humanoids shed on a regular
basis. When a mage becomes too engrossed in their studies to bother with such
basic maintenance, these sheddings can sometimes congeal together to form an SIBLING RIVALRIES
entity known as caster detritus. A particularly unhygienic mage may
Consisting of a tangled mess of shedding in a vaguely humanoid shape, a spawn multiple caster detritus, which is
caster detritus has a complicated relationship with the witch or wizard from perhaps the origin of stories about them
which it originated. On the one hand, a caster detritus owes its entire existence duplicating when cleaved apart. These
and power to the mage that shed it, and will often go to great lengths to protect siblings see each other as competition
them, sometimes without the mage ever knowing the caster detritus exists. On and battle until one remains—a life-and-
the other hand, caster detritus often harbors a deep-seated resentment for the death struggle that goes completely
mage that carelessly discarded them from their body. The protection a caster unnoticed by their absent parent.
detritus begrudgingly gives is more to preserve their source of organic debris that Occasionally, two detritus become
makes up their form than it is out of any sort of gratitude. Secretly, many caster entangled with each other and must
detritus plot to grow in power enough to eventually overtake their source mage. learn to work together to survive. Such an
On occasion, a caster detritus might align itself with a group of adventurers argumentative pairing is called a dettin.
seeking to slay the witch or wizard, providing assistance in exchange for sparing
the source mage’s life. Ultimately, the caster detritus seeks to incorporate the
mage’s entire body into its own, functioning as a parasite with an internal host.

CASTER DETRITUS CREATURE 8


CE MEDIUM ABERRATION
Perception +14; low-light vision
Languages Common, any languages the source mage speaks
Skills Arcana +16, Athletics +14, Deception +14
Str +4, Dex +3, Con +3, Int +4, Wis +1, Cha +4
AC 26; Fort +14, Ref +15, Will +19
HP 130; Immunities bleed; Weaknesses fire 10;
Resistances bludgeoning 5, piercing 5
Burnt Hair (olfactory) Whenever a caster detritus
takes fire damage, all creatures other than
caster detritus in a 10-foot emanation of the
caster detritus must attempt a DC 24 Fortitude
save. On a failure, they become sickened 1.
Speed 25 feet, climb 15 feet
Melee 1 hair whip +20 (magical, reach 10 feet), Damage
2d8+8 slashing
Ranged 1 nail shot +20 (agile, magical, range increment
30 feet, thrown), Damage 2d6+8 piercing
Arcane Innate Spells DC 25, attack +15; 4th gaseous
form; 3rd stinking cloud; 2nd glitterdust; 1st grease (×2);
Cantrips (4th) tanglefoot
Blast Sheddings 2 The caster detritus fires a blast of
hair, nail clippings, and dander in a 20-foot cone that
deals 4d6 slashing damage to each creature within
the area (DC 24 basic Reflex save). Any creature
that fails their save becomes dazzled, or blinded on
a critical failure. Creatures must spend 1 Interact
action to remove these conditions. A caster
detritus cannot Blast Sheddings again until it
spends a full round in the affected 20-foot cone to
absorb some of the previous sheddings.
Tangle Hair 2 The caster detritus makes a hair
whip Strike. If the Strike hits, the target also suffers the
effects of a successful tanglefoot, or a critically successful tanglefoot if
the Strike was a critical hit.
33
Cathartic Worm
Cathartic worms are dragons of the fey realm that act as emotional vampires,
COPPER AWARD feeding on the emotions of those around them.
RPG SUPERSTAR 2021
Cathartic worms don’t attack most creatures on sight. Instead, they follow
BY JASON KOELLNER
their prey from the air at a distance, ensuring that their target experiences strong
emotions so the cathartic worm can feed. They don’t care what emotion or
PARTY CRASHERS collection of emotions their victim feels, as long as the emotions are strong.
Celebrations are especially tempting When a cathartic worm feeds on a victim’s emotions, they do so from a
targets for cathartic worms due to the distance, using their aura to pacify their victim and make the process of feeding
concentration of elevated emotions. Large simpler and safer for the cathartic worm. Victims rarely even understand what
gatherings in the fey realm may attract happened, often feeling calm and even-keeled after a feeding has occurred.
multiple such dragons to their periphery, Cathartic worms rarely kill their victims, since they have no need to do so,
where precautions must be taken to prevent though folk tales describe the most violent of feedings as leaving victims with
them from disrupting the event. The most their minds shattered.
effective technique is to meet the cathartic
worms away from the party and cast spells CATHARTIC WORM CREATURE 9
that elicit strong emotions in volunteers RARE CN LARGE DRAGON FEY
to distract the worms. The cathartic Perception +15; darkvision
worms don’t try too hard to circumvent Languages Common, Draconic, Sylvan; telepathy 100 feet
these defenses, for they know that such Skills Acrobatics +18, Arcana +18, Athletics +18, Emotion Lore +18, Nature +15, Occultism +15,
distractions are simply appetizers. Sooner Stealth +20
or later, the organizers will voluntarily Str +3, Dex +6, Con +3, Int +2, Wis –2, Cha –4
let them in for the main course because Cathartic Void (aura, emotion, enchantment, mental, primal) 40 feet. A cathartic worm’s cathartic
nothing says the party’s over like all the void aura manifests as an emotional emptiness that numbs all those inside. Whenever a creature
joy being literally sucked out of the room. ends its turn within the cathartic worm’s cathartic void aura, that creature must succeed at a DC
25 Will save or become slowed 1 as long as the creature remains in the aura. If the creature
succeeds at its saving throw, it becomes temporarily immune to that cathartic worm’s cathartic
void for 24 hours.
AC 28; Fort +18, Ref +21, Will +13
HP 180; Weaknesses cold iron 10
Speed 40 feet, climb 30 feet, fly 50 feet
Melee 1 tentacle +21 (finesse, reach 10 feet),
Damage 2d12+9 bludgeoning plus Grab
Melee 1 jaws +21 (agile, finesse, reach 10 feet),
Damage 2d10+9 piercing
Cathartic Gaze 5 (emotion, enchantment,
mental, primal, visual) Trigger A creature within 30
feet of the cathartic worm that can see the cathartic worm and that the
cathartic worm can see targets the cathartic worm with a Strike, spell,
or ability; Effect The cathartic worm locks eyes with the triggering
creature. The triggering creature must attempt a DC 25 Will save
or become overwhelmed with a fit of powerful emotion.
Success The target isn’t affected and is temporarily immune for
the next 24 hours.
Failure The gaze has an effect depending on the result
of a d6 below. The effect lasts for 1 round, except for the
fear result on a d6 roll of 3.
Critical Failure As failure, but the effect lasts for 1 minute, except
for the fear result on a d6 roll of 3.
d6 Effect
1 Anger: The target’s rage causes it to become clumsy 1.
2 Awe: The target’s awe toward the cathartic worm causes it to become stupefied 1.
3 Fear: The target is frightened 1. On a critical failure, the target is also fleeing for 1 round.
4 Hatred: The target’s hatred toward the cathartic worm causes it to become flat-footed
to the cathartic worm.
5 Love: The target falls in love with the cathartic worm, but this bizarre emotion causes it to
become confused.
6 Remorse: The target sobs and becomes immobilized with remorse.
Constrict 1 2d6+9 bludgeoning, DC 28
34
Celestial Geometry
Celestial geometries are ancient machines whose construction transcends both
physical dimensions and human understanding. Though very little is known of COPPER AWARD
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their origin, their purpose is clear: they exist to allow someone or something to
BY AVIV SCHWARZ
study the heavens and reveal hidden connections to various planes. It is rumored
that celestial geometries could ultimately even divine secrets about the nature
of existence and fate. ATTUNEMENT EFFECTS
The celestial geometry gains the following
CELESTIAL GEOMETRY CREATURE 14 attunement effects depending on its
RARE N LARGE CONSTRUCT MINDLESS elemental attunement.
Perception +25; darkvision, lifesense (imprecise) 50 feet • Blazing Tetrahedron The geometry
Skills Athletics +28 gains resistance 15 to fire and piercing
Str +8, Dex +4, Con +5, Int –5, Wis +5, Cha –5 damage.
Sphere Shift 5 Trigger The celestial geometry ends its turn; Effect The celestial geometry aligns • Earthen Hexahedron The geometry
itself with the orbit of a planet, choosing an option from elemental attunement, which must be gains resistance 10 to all physical damage.
different from its current choice. The celestial geometry gains the elemental attunement effect • Thunderous Octahedron The geometry
based on its choice, and can use the Geometric Evocation based on its choice. gains resistance 15 to electricity and
AC 35; Fort +28, Ref +22, Will +25 slashing damage.
HP 245; Immunities bleed, death effects, disease, doomed, drained, fatigued, grabbed, healing, • Icy Icosahedron The geometry gains
mental, necromancy, nonlethal attacks, paralyzed, poison, restrained, sickened, unconscious; resistance 15 to cold and bludgeoning
Resistances see elemental attunement damage.
Elemental Attunement A celestial geometry begins each encounter attuned to one of five platonic • Etheric Dodecahedron The geometry
solids, typically blazing tetrahedron, and it can change its attunement each round with Sphere exposes and reconfigures its core,
Shift. Depending on its attunement, it gains the defensive abilities stated in the attunement gaining 12 temporary HP and reducing its
effects sidebar, and it can use the corresponding Geometric Evocation as stated below. stupefied condition to 0 but becoming flat-
Speed fly 40 feet footed until it uses Sphere Shift to change
Melee 1 face +27 (shove), Damage 3d12+14 bludgeoning its attunement.
Arcane Innate Spells DC 37, attack +29; 7th dimension door; 6th teleport
Directive Necessity When using Geometric Evocation, a celestial geometry must target the
maximum number of creatures in range, even targeting its allies or itself when necessary, and
its emanations affect itself. When targeting itself or affecting itself with its emanation, a
celestial geometry takes an additional 2d6 force damage, increases its
stupefied condition by 1 (to a maximum of stupefied 4), and must
take the Sphere Shift reaction at the end of its turn.
Geometric Evocation 2 (arcane, evocation) The celestial
geometry Casts a Spell depending on its elemental attunement.
As normal, the stupefied condition can disrupt the spell. If a spell
attack roll is required, Geometric Evocation has the attack trait.
All spell attacks made during Geometric Evocation contribute to the
celestial geometry’s multiple attack penalty, but only after making all of
the attacks. Critical success on a spell attack deals double damage, and
a failed spell attack misses and deals no damage.
Blazing Tetrahedron (fire) The geometry makes spell attack rolls
against three creatures within 20 feet, which can’t all be in a straight
line (their positions must form a triangle instead). On a hit, the creature
takes 8d4+16 fire damage. On a critical hit, it takes 4d4 persistent fire damage.
Earthen Hexahedron (earth) Creatures in a 15-foot emanation take 6d6+6
bludgeoning damage with a basic Reflex save against the celestial geometry’s spell
DC. On a failure, the target is knocked prone, and on a critical failure it is also immobilized
for 1 round. Airborne creatures treat the result of their save as one degree of success better
than the result they rolled.
Etheric Dodecahedron (cold, fire, earth) Creatures in a 60-foot emanation take 12 fire damage,
12 cold damage, and 12 bludgeoning damage with a basic Fortitude save.
Icy Icosahedron (cold) The geometry makes a spell attack roll against four creatures within
100 feet. On a hit, creatures take 2d10+10 cold and 1d10+10 piercing damage; creatures with
standard cover or greater cover don’t take the piercing damage.
Thunderous Octahedron (electricity, sonic) The geometry makes a spell attack roll against four
creatures that aren’t prone within 40 feet. On a hit, creatures take 2d8+8 electricity damage and
2d8+8 sonic damage. On a critical hit, they are deafened for 1 minute.
35
Chosaintor
Chosaintors appear to children who are vulnerable or living in unsafe situations.
COPPER AWARD The creatures use their wide-eyed, innocent appearance to aid them in
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befriending the child, resorting to their charm spells only if needed. Once they
BY IVIS K. FLANAGAN
bond with a child, they are able to use their abilities to telepathically speak with
the child, deepening the bond between them into one of friendship. To those
FELICITOUS LEGACIES other than the bonded child, the chosaintor appears as a wide-eyed kitten who
The magical bond between chosaintor never grows, speaking only in mews and meows.
and child may break upon adulthood, but Chosaintors use the children’s stories of monsters under the bed as cover
the emotional bond remains. Chosaintors to protect their identities. All stories are rooted in fact, after all. That the
prefer creating new bonds close to their chosaintors are exactly opposite of the tales told of them amuses them greatly.
former wards and may call upon those At night, a chosaintor curls up under the foot of their bonded child’s bed
who figured out their true nature if they as the child sleeps, keeping a watchful eye on the sleeping child throughout
need aid. Some embattled communities the night. If they see someone threatening their companion, their appearance
even worship the fey as their protectors, changes to something far fiercer. Doubling in height, they typically attempt
but most simply pay forward the kindness to scare off the would-be attacker. If the attacker persists, the chosaintor then
by caring for other children or animals. launches an attack, brutally baring their teeth and claws as they tear into the
Cats are popular pets for those who threat. When a chosaintor has finished the job, they leave no evidence of the
grow up with chosaintors, though they threat or their own protective actions for the child to find in the morning.
are in for a fright the first time they
learn that real ones vomit hairballs. CHOSAINTOR CREATURE 2
UNCOMMON CN TINY FEY
Perception +10
Languages Common, Sylvan
Skills Acrobatics +8, Athletics +7, Deception +9,
Diplomacy +7, Intimidation +7, Stealth +8
Str +1, Dex +3, Con +0, Int +2, Wis +4, Cha +3
Bond Companion 3 (mental, necromancy,
primal) Frequency once per day; Effect The
chosaintor forms a protective bond with a
vulnerable child it can see within 60 feet; if the
chosaintor attempts to use this ability and
the target isn’t a valid vulnerable child (GM’s
discretion), the chosaintor can use the ability
again on the same day, ignoring the usual
frequency limitations. While the bond
exists, the chosaintor can communicate
telepathically with their bonded companion
with a range of 300 feet. The chosaintor can
only have one bonded companion at a time, so using
Bond Companion again ends the previous bond. The bond
is also broken when the chosaintor’s companion becomes an
adult (this age varies based on culture and individual maturity,
and is determined by the GM). Finally, the bond also ends if the
chosaintor or the bonded companion dies.
AC 18; Fort +4, Ref +9, Will +10
HP 28; Weaknesses cold iron 5
Speed 30 feet
Melee 1 jaws +9 (finesse, reach 0 feet), Damage 1d8+3 piercing
Melee 1 claw +9 (agile, finesse, reach 0 feet), Damage 1d6+3 slashing
Primal Innate Spells DC 18, attack +10; 1st charm;
Cantrips (1st) prestidigitation, tameSOM
Nightmarish Protector 2 (polymorph, primal, transmutation) Frequency
once per 10 minutes; Requirements The chosaintor has Bonded a
Companion, and the companion is actively threatened; Effect The chosaintor
grows into a more fearsome form in order to better protect their companion.
The chosaintor grows from Tiny to Small, gains a 5 foot reach, 10 temporary
Hit Points, and a +2 status bonus to their attack and damage rolls. The
effects last for 1 minute.
36
Chronoceros
At first glance, a chronoceros resembles a regular rhinoceros, except that it has
five eyes —one pair on the side of its head, one pair under its mane of hair, and COPPER AWARD
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one in the middle of its forehead. While the creature is at rest, it only has the
BY MAVI BIGLIETTO
ones on the sides of its head open, which makes the others difficult to notice. If
disturbed, however, the creature reveals its true nature by opening its additional
eyes and unleashing their powers, despite the mental strain this causes. TIMELY INTERVENTION
The extra eye in its forehead is able to see the near future, allowing the creature The origin of chronoceroses is a subject of
to avoid incoming attacks before they’re made. The other extra pair sees the much debate. While some claim they are
different possibilities unraveling moment by moment, so that the chronoceros aberrations who lost their connection to
can choose the best way to attack its target and maximize damage. their plane of origin, most think they were
A chronoceros is usually a quiet and peaceful herbivore creature, and thus it ordinary rhinoceroses changed by a god of
is more likely to run away rather than fight. However, during mating season or time or prophecy. One legend states that
when a chronoceros’ calves are threatened, they become increasingly aggressive. hunters once drove rhinoceroses to the
Chronoceroses share the same habitat as ordinary rhinoceroses, and in fact, brink of extinction, and the god blessed
they can even be observed mingling together. It’s unclear if their nonsapient some of them to defend the others.
cousins are aware of the difference between them or whether they simply Another takes a dimmer view, claiming the
treat chronoceroses as their own. Sometimes a chronoceros sensing danger original chronoceros accidentally stepped
intentionally incites a rhinoceros stampede to ensure its own escape. on a sacred animal of the god, bringing
The mental exertion that comes from using their extra eyes forces chronoceroses upon it the curse of painful foresight so
to be extremely careful as to when they choose to use their abilities, often opting that it could predict and avoid repeating
instead to use their impressive size to scare off potential predators before a the mistake.
conflict begins. Only when conflict is inevitable will they resort to unleashing
their full potential, despite the costs.

CHRONOCEROS CREATURE 7
UNCOMMON N LARGE BEAST
Perception +14 (+18 with all-seeing eyes open); low-light vision; scent
(imprecise) 60 feet
Skills Acrobatics +13, Athletics +17, Survival +15
Str +6, Dex +2, Con +4, Int +0, Wis +2, Cha –2
All-Seeing Eyes 4 (divination, occult) Requirements The chronoceros
hasn’t acted yet this turn; Effect The Chronoceros opens its additional eyes, or
closes them if they were already open. Having its additional eyes open grants
the chronoceros the ability to use its special abilities. However, the mental
strain causes the chronoceros to suffer 1 mental damage at the end of each of
its turns. If the chronoceros can’t act, its all-seeing eyes close on their own.
AC 24; Fort +20, Ref +15, Will +18
HP 150; Weaknesses mental 5; Resistances physical 5
Avoid Fate 5 (divination, misfortune, occult) Requirements The
chronoceros has its All-Seeing Eyes open; Trigger The chronoceros is
critically hit by a creature it can see; Effect The chronoceros foretells
the incoming danger. The attacking creature rerolls the triggering attack
roll. If the second attack roll is also a critical hit, then the triggering attack
remains a critical hit. In all other cases, the triggering attack becomes a
normal hit instead. Regardless of the result, the chronoceros takes 1d4
mental damage.
Speed 35 feet
Melee 1 horn +18, Damage 2d10+9 piercing
Chronoceros Charge 2 (divination, occult) Requirements The chronoceros
has its All-Seeing Eyes open; Effect The chronoceros Strides twice, then makes a horn Strike.
As long as the Chronoceros moved at least 20 feet, the Strike’s damage increases by 1d10.
The chronoceros’s movement doesn’t trigger reactions based on movement (such as Attack of
Opportunity). The chronoceros then takes 1d6 mental damage.
Glimpse of the Future 1 (divination, occult) Requirements The chronoceros has its All-Seeing
Eyes open; Effect The chronoceros focuses its gaze on a creature it can see within 30 feet. That
creature is flat-footed to the chronoceros until the chronoceros uses this ability against a different
target, closes its eyes, or loses line of sight to the chosen creature. After using Glimpse of the Future
and at the start of each turn if the ability is active, the chronoceros takes 1 mental damage.
37
Citric Evaporite
Citric evaporites, also known as crystal oozes or lava oozes, can be found in
SILVER AWARD two locations: deep underground, near certain volcanic flows, or near salt-rich
RPG SUPERSTAR 2021
seasonal lakes. Those found near the lakes are typically more sluggish and can
BY ELIZABETH HEYECK
easily be dispersed by aqueous deluges. Those found underground can easily
slip into lava, becoming nearly invisible before erupting out at terrifying speeds
DON’T BE SALTY towards unsuspecting prey.
The nature of the citric evaporite’s attacks Citric evaporites exist in two forms: their salt citrate crystalline form, which is
leaves a layer of salt covering its victims. slow-moving, reasonably docile, and slowly consumes nearby citrate formations;
This residue is insufficient to constitute and their molten form, which is fast, unpredictable, and prone to aggressive
its own creature, though it can cause the destruction. The molten form seeks out nearby heat sources, including warm-
corpse to continue moving in eerie ways blooded creatures, to maintain its heat capacity.
until it cools down. Finding these bodies When a citric evaporite attacks, on first inspection, victims see a well-formed
is the safest way of harvesting citric but slightly cloudy crystal formation. Small bits of the crystal can be ground,
salt, which is why those in that lucrative creating a powdery salt that might work well for baking. But those who venture
trade are always unfailingly polite and that close are quickly disillusioned as the crystal reaches out to wrap around them.
offer to let others go ahead of them. Small samples of the citric salt harvested from a citric evaporite are extremely
useful in storing magical and thermal energy, though extreme care must be
taken near water sources.

CITRIC EVAPORITE CREATURE 11


N MEDIUM MINDLESS OOZE
Perception +21; motion sense 60 feet, no vision
Skills Athletics +23, Stealth +19 (+23 when immersed in lava)
Str +8, Dex –2, Con +8, Int –5, Wis +2, Cha –5
Absorb Energy The citric evaporite absorbs fire and electrical energy when it comes in contact
with either energy type in its crystal form, transforming its body into a molten form for 3 rounds. It
gains fast healing 5 while in the molten form.
Cooldown The citric evaporite cools down after being in its molten form for 3 rounds without
contacting fire, lava, or electrical energy or succeeding on a melee Strike against a warm-
blooded creature. When that happens, it becomes stunned 1 and reverts to its crystal form.
Motion Sense Citric evaporite can sense nearby creatures through vibration and air or water movement.
AC 23, (21 while in molten form); Fort +25, Ref +15, Will +18
HP 380, (fast healing 5 in molten form); Immunities critical hits, fire, mental, precision,
unconscious, visual (electricity while in crystal form); Weaknesses water 10
Steam Explosion When the citric evaporite is in its molten form and is hit by at least 5 gallons
of water, the water hitting the superheated molten citrate immediately evaporates into a cloud
of steam enveloping the area. This obscures the area in a 30 foot emanation for 1d4 rounds,
with the effects of obscuring mist, and the citric evaporite condenses into its crystal form. All
creatures except the citric evaporite within the 30 foot burst takes 12d6 fire damage (DC 27
basic Reflex save).
Speed 10 feet (crystal form) 40 feet (molten form); lava glide
Melee 1 fist +24 (magical), Damage 2d12+15 bludgeoning (crystal form only)
Melee 1 pseudopod +24 (agile, magical), Damage 2d10+15 fire (molten form only)
Body Splash 3 Requirements The citric evaporite is in molten form; Effect
The citric evaporate gathers up its material and spews it in a 15 foot emanation.
Everyone in the area takes 8d6 bludgeoning damage and 8d6 fire damage
(DC 27 basic Reflex save). After a Body Splash, the citric evaporite splashes
all over the ground and must use Reform before performing any other
actions. It can’t use Body Splash again until the next time it enters molten
form.
Lava Glide The citric evaporite can move through lava up to its
molten form Speed, but it can’t retain its form after leaving the
lava. When leaving an area of lava, it must use Reform before
performing any other actions.
Reform 1 The citric evaporite reforms its body into a cohesive
structure and is able to act again. After using Body Splash or
leaving an area of lava, the citric evaporite melts to the point
that it must Reform itself before acting.
38
Cloaked Cadaver
The product of experimentation now lost to the ages, cloaked cadavers are as
dangerous as they are rare. Named after their cloaked appearance, they are best COPPER AWARD
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known for their terrifying ability to paralyze their victims and consume their souls.
BY ERIN A. KESTON
Few survive encounters with these malevolent beings, though not many
encounter them to begin with. Survivor stories and reports indicate a preference
for damp, dark places and a vulnerability to sunlight, a leading factor in the CLOAK OF MANY COLORS
survival of many unfortunate enough to stumble upon one. Cloaked cadavers Scholars have noted significant
are generally found lurking around ancient sites and ruins, most often alone or discrepancies in how survivors of cloaked
in pairs. Some stories mention more powerful variants that might form after a cadaver encounters describe their cloaks.
cloaked cadaver consumes countless souls. When attacking, cloaked cadavers Some accounts call them tattered and
first attempt to neutralize any threats by paralyzing their victims before going in grimy, while others speak of ornate
to drain them with an embrace. embroidery and vivid colors that resemble
Many scholars speculate that the few remaining cloaked cadavers are among royal funeral shrouds. The condition of the
the last of their kind, sourced from a single original batch long ago. This theory cloak may reflect the power and number of
has piqued the interest of scholars, necromancers, and explorers alike, who seek souls a cloaked cadaver has consumed.
to understand cloaked cadavers’ hidden origins and trace them back to their
ancient creators.

CLOAKED CADAVER CREATURE 10


RARE NE MEDIUM UNDEAD
Perception +17; darkvision; lifesense 60 feet
Languages Common, Necril
Skills Acrobatics +22, Intimidation +19, Stealth +19
Str +3, Dex +7, Con +5, Int +2, Wis +5, Cha +3
Lifesense (divination, divine) A cloaked cadaver can sense the vital essence of
living and undead creatures within 60 feet.
AC 29; Fort +17, Ref +21, Will +19
HP 250, negative healing; Immunities death effects, disease, paralyzed, poison,
unconscious; Weaknesses good 10, positive 10
Frightful Presence (aura, emotion, fear, mental) 20 feet, DC 26
Sunlight Powerlessness A cloaked cadaver caught in sunlight is clumsy 2
and slowed 2 for as long as it remains in the sunlight.
Speed fly 45 feet
Melee 1 touch of paralysis +23 (agile, finesse, magical), Damage 2d6+10
negative plus paralysis
Cloaked Embrace 2 (divine, necromancy, negative) Requirements An adjacent
living creature is paralyzed; Effect The cloaked cadaver drains the vital
essences of the creature, which must attempt a DC 29 Fortitude save.
Critical Success The creature is unaffected.
Success The creature is drained 1, and stupefied 1 for 1 hour.
Failure The creature takes 12d6 negative damage, is drained 2,
doomed 2, and stupefied 2 for 1 hour.
Critical Failure As failure, but the creature takes 24d6
negative damage.
Paralysis (divine, incapacitation, necromancy) Any living
creature hit by a cloaked cadaver’s attack must succeed
at a DC 26 Fortitude save or become paralyzed. It can
attempt a new save at the end of each of its turns, and the DC
cumulatively decreases by 1 after each failed save.
Soul’s Anguish 4 (death, divine, necromancy) Trigger A living
creature dies within 20 feet of the cloaked cadaver; Effect The
cloaked cadaver absorbs the creature’s soul and regains a number
of Hit Points equal to the creature’s level as it begins to feed off of it. A
creature whose soul has been absorbed in this way can’t be resurrected
unless the cloaked cadaver is killed within 7 days. If the cloaked
cadaver isn’t killed within 7 days the creature’s soul is completely
consumed and can only be restored to life by a powerful effect such
as miracle or wish.
39
Contortion
Contortions are a family of aberrations that share a distinctive behavior:
PLATINUM AWARD like hermit crabs, they find and inhabit discarded objects, which they use as
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dwellings to protect their vulnerable bodies from harm. However, unlike hermit
BY GARRICK J. WILLIAMS
crabs, contortions tend to inhabit junk found in humanoid settlements rather
than shells on the beach. Like hermit crabs, contortions continue to grow and
CONTORTION COLONIES trade up to larger and larger dwellings. While the smallest might live in a shoe,
When a mature contortion creeper or the largest are big enough to inhabit small buildings.
contortion crown comes across a large
enough quantity of junk, the glee from
this new treasure trove causes polyps to Contortion Swarm
swell up around the base of their arms. A contortion swarm consists of a small colony of young contortion creepers.
Eventually, these polyps explode, releasing These creepers inhabit piles and clusters of litter and discarded junk. Once a
a small colony of infant contortions. young contortion creeper becomes too large for their carapace, they leave the
The members of the colony inhabit the colony to strike out on their own.
smaller pieces of junk until they grow
enough to form a contortion swarm. CONTORTION SWARM CREATURE 3
UNCOMMON N LARGE ABERRATION SWARM
Perception +8
Languages Aklo, Common, Undercommon
Skills Acrobatics +10, Thievery +10
Str +1, Dex +4, Con +3, Int +0, Wis +1, Cha +1
AC 17; Fort +9, Ref +12, Will +6
HP 40; Immunities precision, swarm mind; Weaknesses area damage 5, splash damage 5;
Resistances bludgeoning 2, piercing 5, slashing 5
Speed 30 feet, climb 20 feet
Carapace Pummels 1 Requirements The contortion swarm is Inhabiting a cluster of objects;
Effect The swarm pummels each enemy in its space with the multitude of junk they use as
carapaces, dealing 2d6 bludgeoning damage with a DC 20 basic Reflex save.
Inhabit 2 The contortion swarm isn’t currently Inhabiting objects; Effect Each individual juvenile
contortion creeper in the contortion swarm crawls inside an adjacent unattended Tiny object
with Hardness 5 or less, such as a metal can, a small bag, or similar container. The containers
become extradimensional spaces with an interior large enough for the juvenile creepers to fit
inside, regardless of the object’s exterior volume. While Inhabiting an object, the contortion
swarm gains a +2 circumstance bonus to AC and loses its weaknesses to area and splash
damage. The inhabited objects for the swarm as a whole have their Hardness increase to 5,
and their Hit Points and Break Threshold respectively increase to 20 and 10 via the contortion
swarm’s extradimensional magic; after taking enough damage to break, or if the contortion
swarm takes 5 or more area damage or splash damage, their dwellings are destroyed until
the swarm Inhabits new ones. When not Inhabiting objects, the contortion swarm can’t use its
Carapace Pummels or Retract abilities.
Pilfering Hands 1 Frequency once per round; Effect The
contortion swarm extends their many hands to pilfer multiple objects
with ease. The contortion swarm attempts Thievery checks
to Steal from up to two creatures occupying
their space. Unlike normal for Stealing, they
can attempt to Steal from these two creatures
even if those creatures are in combat or
are otherwise on their guard. Retract
1 Requirements The contortion
swarm Inhabits an object; Effect
The contortion swarm’s
constituent members fully
withdraw into their improvised
carapaces. Their circumstance
bonus to AC increases to +4, and
they can’t take actions except to
use this action again to come out
of their carapaces.
40
Contortion
Contortion Creeper PLATINUM AWARD
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A contortion creeper is a skittish aberration that protects its fragile, deformed
BY GARRICK J. WILLIAMS
body by hiding inside ordinary objects smaller than itself. The creature seldom
reveals itself, often displaying only a pair of beady yellow eyes and a deformed arm
protruding from a disproportionately small container such as a stein or water skin. CREEPER COLLECTIONS
Each contortion creeper possesses a personal extradimensional space accessed A contortion creeper’s collection
by creating a portal from the openings of existing objects. A creeper inhabits and extradimensional nest become
such an object by deforming its anatomy to fit inside the narrow opening. inaccessible if its improvised carapace
Using the item as an improvised carapace, the creeper scurries through urban breaks or is destroyed. When a contortion
environments, hiding in plain sight among garbage in the streets or junk creeper is slain, its collection spills out
littering dwellings. Though capable of defending themselves, most creepers into the Material Plane and appears
avoid violence and prefer to flee or hide from threats. beside its corpse.
Naturally curious, contortion creepers enjoy collecting intriguing items
such as dining utensils, tools, and broken clockwork to ponder their use and
function. Such items fill a creeper’s personal extradimensional space, where the
aberration prizes its unseen collection. A creeper can be persuaded to trade or
provide information in exchange for items that fascinate the creature.

CONTORTION CREEPER CREATURE 4


UNCOMMON N MEDIUM ABERRATION
Perception +11
Languages Aklo, Common, Undercommon
Skills Acrobatics +11, Deception +10, Stealth +12, Thievery +12
Str +3, Dex +5, Con +3, Int +1, Wis –1, Cha +2
Contortion The contortion creeper can deform its body to fit through tiny spaces. It can Squeeze at
its normal Speed without a check and does not consider small spaces as difficult terrain.
AC 20; Fort +11, Ref +14, Will +8
HP 60; Weaknesses slashing 5
Improvised Block 5 Trigger The contortion creeper would take damage while Inhabiting an
object; Effect The creeper wards off the blow with its improvised carapace.
The object’s Hardness prevents up to 5 damage. The creeper and the
object both take any remaining damage, possibly breaking or destroying
the object and expelling the creeper.
Speed 25 feet, climb 10 feet
Melee 1 junk carapace +14 (finesse, modular [B and shove, P and
backstabber, S and sweep]), Damage 2d8+5 modular
Melee 1 limb +14 (agile, finesse), Damage 2d6+5 bludgeoning
Ranged 1 junk +14 (modular [B, P, S], range increment 30 feet), Damage
2d4+5 modular
Inhabit 2 (move) Requirements The contortion creeper doesn’t currently
Inhabit an object; Effect The contortion creeper crawls inside an adjacent
unattended Tiny object with Hardness 5 or less, such as a metal can, a small bag,
or similar container. The container becomes an extradimensional space with an
interior large enough for the creeper to fit inside, regardless of the object’s exterior
volume. While Inhabiting an object, the contortion creeper gains a +2 circumstance
bonus to AC and loses its weakness to slashing damage. The object’s Hardness
increases to 5 and its Hit Points and Break Threshold increase to 20 and 10 via the
contortion creeper’s extradimensional magic. The creeper remains Inhabiting the object
until the object breaks or the creeper Inhabits a new object. When not Inhabiting an
object, the creeper can’t use its junk carapace Strike.
Pilfering Strike 1 Frequency once per round; Effect The contortion creeper makes a
melee Strike against an adjacent creature. If the target takes damage, the creeper can
attempt to Steal an item from the creature, even if the creature is actively
engaged in combat.
Retract 1 Requirements The contortion creeper Inhabits an object;
Effect As contortion swarm, but the creeper can also Improved
Block while retracted.
41
Contortion
PLATINUM AWARD
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Contortion Crown
A contortion creeper grows slowly as it ages and amasses a collection of pilfered
BY GARRICK J. WILLIAMS
items within its extradimensional space. Magical items within the collection
accelerate the process as their power permeates into the creature’s body. The
CROWN COLLABORATIONS rare few that accumulate such a hoard become a massive and dangerous
Up to three contortion crowns can creature that can rapidly conquer a village or small town. Once a creeper
collectively dominate an abandoned becomes large enough to inhabit a small building, insatiable greed drives it
village or small town, which becomes to seize any and all objects within its ever-growing reach. Wagons, livestock,
overrun with their spawn, consisting of monuments, marketplaces, and even small ships become new additions to its
contortion swarms and smaller creepers. hoard. Such a powerful creeper transitions from dwelling to dwelling, driving
Each new contortion creeper is born out inhabitants powerless to stop it. Folk unable to combat the monstrosity
inside an object belonging to its parents’ must evacuate their homes and eventually abandon their village, which the
collection. The greed of a contortion creeper claims as its dominion. Such tragedies earn this type of creeper the
crown eventually drives its young out of the title contortion crown.
home to seek treasures elsewhere. Towns
inhabited by multiple contortion crowns CONTORTION CROWN CREATURE 12
often devolve into political battlegrounds RARE N GARGANTUAN ABERRATION
between the enormous tyrants. Perception +20; darkvision
Languages Aklo, Common, Undercommon
Skills Athletics +25, Society +20, Stealth +22, Thievery +25
Str +7, Dex +4, Con +7, Int +5, Wis +2, Cha +4
AC 32; Fort +25, Ref +22, Will +19
HP 265; Weaknesses slashing 15
Improvised Block 5 As contortion creeper, but the dwelling’s Hardness is 15 and it has 60 Hit
Points and a Break Threshold of 30.
Speed 25 feet
Melee 1 limb +26 (reach 20 feet, sweep), Damage 3d10+13 bludgeoning
Melee 1 junk carapace +26, Damage 3d10+13 bludgeoning plus Improved Push
Ranged 1 junk +26 (brutal, modular [B, P, S], range increment 120 feet), Damage 3d6+13 modular
Enforce Dominion 1 Frequency once per round; Requirements A Huge or Gargantuan object
or building suitable for a dwelling is within the contortion crown’s reach, and there are creatures
inside of that object or dwelling; Effect The contortion crown attempts to force out all creatures
(except itself, if applicable) from the object or dwelling. The occupying
creatures must succeed on a Fortitude save against the contortion
crown’s Athletics DC. On a failed save, a creature is pushed
out of the object and to an adjacent square. On a critical
failure, a creature is pushed 15 feet away from the object
and then the creature falls prone.
Forceful Seizure 2 With a sweeping motion,
the contortion crown Interacts to pick up a Small,
Medium, or Large object and Strikes up to two
creatures within 10 feet of it using its limb Strike. Its
multiple attack penalty does not increase until after
it makes both limb Strikes, and its +1 circumstance
bonus to attack rolls from the sweep trait applies to
both Strikes.
Inhabit 2 (move) As contortion creeper, but the
contortion crown inhabits a Gargantuan object such
as a small building, vehicle, or similar dwelling, and
the dwelling’s Hardness becomes 15, with 60 Hit
Points and a Break Threshold of 30.
Retract 1 As contortion swarm, except the
contortion crown can also Improvised Block and
Enforce Dominion while retracted.
Throw Junk 1 The contortion crown picks up
an object within reach (typically a piece of junk) and
throws it, making a ranged junk Strike.
42
Cryptfowl Swarm
Cryptfowl are pale, vicious chickens that feed on maggots and other insects that
feed on corpses. Despite being deadly monsters when encountered in their usual COPPER AWARD
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swarms, townsfolk who live near their hunting grounds don’t treat them with
BY JACOB SLOAN
as much vitriol as a stranger might expect. This is because they tend to roost
where graves and corpses are common, feeding mostly on the unwanted pests
that infest such places. Since they can be distracted and placated easily with an TASTES LIKE CHICKEN
offering of a meal of maggots, it’s not difficult for crypt keepers to find the time The truly daring, or foolhardy (or both),
they need to dig fresh graves and inter the newly deceased without stirring the go out of their way to find cryptfowl as it
swarm’s ire. is said that because of their unusual diet,
Cryptfowl make for surprisingly good opponents against ghouls, zombies, their meat has a truly unique taste and
and other weak undead who try to eat them, due to their bodies having adapted texture. However, if not properly prepared,
to shake off diseases common to these creatures. Cryptfowl rely on their spittle there have been reports of strange and
to keep them safe from ingested diseases, but that doesn’t mean their beaks are unusual side effects after consuming their
sanitary. Any reckless living visitors who disturb their roost risk being afflicted meat. Some side effects are mild, such
with acidic saliva. as temporary blindness or loss of smell,
Unfortunately for the living, crypt fowl can sometimes become carriers of but some unlucky diners have become
dangerous diseases, and in those cases, settlements need to find adventurers to horribly diseased, or even perished. Still,
exterminate the creatures before the infection spreads. consuming a cryptfowl is considered a rare
delicacy, and there are always those who
CRYPTFOWL SWARM CREATURE 5 are willing to literally risk their lives for a
UNCOMMON N LARGE ANIMAL SWARM new and unique experience.
Perception +11; darkvision, scent (imprecise) 30ft
Skills Acrobatics +13, Athletics +9, Stealth +12
Str +1, Dex +5, Con +3, Int –4, Wis +2, Cha –5
AC 19; Fort +12, Ref +15, Will +9
HP 55; Immunities disease, precision, swarm mind; Weaknesses area damage 5, fire 5, splash
damage 5; Resistances bludgeoning 8, piercing 4, slashing 8
No Escape 5 Trigger A creature leaves the cryptfowl swarm’s space Effect The cryptfowl swarm
tries to chase after the triggering creature. The cryptfowl swarm Strides up to its Speed, following
the creature and keeping it within the cryptfowl swarm’s space throughout its movement until
it stops moving or until the cryptfowl swarm has moved its full
Speed, whichever comes first.
Speed 30 feet, fly 15 feet (must end its Fly
action on solid ground or fall)
Digestive Spittle (poison) Saving
Throw DC 20 Fortitude; Maximum
Duration 6 rounds; Stage 1 1d4
acid damage (1 round); Stage
2 2d4 acid damage (1 round)
Fowl Play 1 Requirements
A creature is within the
cryptfowl swarm’s space
and that creature has the
prone condition; Effect
The triggering creature falls
prey to a relentless storm of
beaks, claws, and feathers.
The creature takes 1d6 piercing
damage, 1d6 slashing damage,
and 1d6 acid damage (DC 22
basic Reflex save).
Swarming Pecks 1 Each creature
in the swarm’s space takes
2d6+2 piercing damage (DC 20
basic Reflex save). Creatures that fail
their Reflex save are exposed to Digestive
Spittle. Creatures who critically fail their Reflex save are also
knocked prone.
43
Crystalline Owl
Difficult to see and even more difficult to catch, these translucent bird-like
COPPER AWARD creatures are not crystal but fey. Crystalline owls are tiny beings, shy yet
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curious by nature. While usually not aggressive, crystalline owls often choose
BY KATRINA HENNESSY
creatures, objects, or places to protect, and they fight to defend whatever they’re
guarding. They also attack if threatened, though they prefer to hide or flee.
NO NIGHT OWL Their deceptively long legs allow them to reach out when they make an attack
Crystalline owls make excellent with their talons, but they do little to aid their mobility when grounded.
companions. Due to their use of Crystalline owls are acrobats of the air, sometimes referred to as aerial monks.
bright light as a defense, they are not Along with their fluid grace, they embody some physical characteristics of
nocturnal like other owls. Hugging them, crystals and possess the ability to manipulate light around them. This not only
however, may not be a bright idea. aids their stealth but also allows them to dazzle their enemies in order to more
effectively attack or escape.
Most crystalline owls arrive in the Material Plan through naturally occurring
interplanar bridges. Once on the Material Plane, these natives of the
fey realm explore and adapt to their new surroundings. They
usually hunt for a return path home or seek kindly beings with a
connection to the fey. If they find such a friend, they might choose
to form an attachment and eventually establish an empathic bond.
Once bonded, a crystalline owl is fiercely loyal.
When they mate, crystalline owls mate for life. Those who bond
with another creature rarely form a mating bond as well. Guarding
their nest is cause for more aggressive behavior than a crystalline
owl otherwise exhibits, and they become quite territorial when
their nest is on the line.
Although crystalline owls have a naturally long lifespan, too
often they succumb to predators or other disasters for which they
are ill-prepared, especially those living on the Material Plane.
While rare, those who survive long enough manifest stronger
abilities to manipulate light and fire. They also develop the ability
to use their translucence to hide even more effectively.

CRYSTALLINE OWL CREATURE 2


UNCOMMON CN TINY FEY
Perception +9; darkvision, low-light vision
Languages Sylvan (can’t speak any language)
Skills Acrobatics +8 (+10 to Fly or Maneuver in Flight), Stealth +8, Survival +7
Str +1, Dex +4, Con +2, Int +2, Wis +3, Cha +3
AC 18; Fort +6, Ref +11, Will +7
HP 25; Weaknesses cold 5; Resistances fire 5
Reflection 5 (fire) Trigger The crystalline owl would
take fire damage; Effect The crystalline owl uses a
wing or body part to reflect part of the attack. The
crystalline owl reduces the fire damage it would take
by 1d12, after applying resistance. The creature that dealt the fire
damage to the crystalline owl, if any, takes the amount of fire damage the crystalline owl reduced
(either the result of the d12 or the remaining damage after resistance, whichever was less), with
a DC 18 basic Reflex save.
Speed 10 feet, fly 40 feet
Melee 1 beak +10 (finesse, reach 0 feet), Damage 1d10+3 piercing
Melee 1 talon +10 (agile, finesse), Damage 1d8+3 slashing
Flyby Attack 2 The crystalline owl Flies and makes a talon Strike at any point along the way.
Prismatic Dazzle 2 (light, visual) Requirements The crystalline owl must be in an area of bright
light; Effect The crystalline owl uses the reflective surfaces of its body or wing to direct the light
into the eyes of all creatures within 30 feet. The creatures must attempt a DC 18 Reflex save.
Critical Success The creature is unaffected.
Success The creature is dazzled for 1 round.
Failure The creature is dazzled for 3 rounds.
Critical Failure The creature is blinded for 1 round and dazzled for 1 minute.
44
Cunomaglos
Some scholars claim that the curse of the werewolf originated in the fey realm,
pointing to the cunomaglos as the first and greatest of werewolves. Indeed, these COPPER AWARD
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fierce faerie lords consociate with wolves of all sorts, spreading their affliction
BY ANTHONY WHEELER
and leading mighty packs through shadowy fey forests. Some brave or desperate
sages seek out a cunomaglos in the hopes of recovering otherwise forgotten lore,
but the wolf lords never yield their secrets easily. PASSING THE SNIFF TEST
Unlike most werewolves, cunomagloi don’t revel in bloody-minded Those wishing to pry secrets from
destruction for its own sake. Rather, these wild fey live for the joy of the hunt cunomagloi often obtain tips on the
and the legendary chase of worthy prey. They consume their prey’s body and whereabouts and weaknesses of tempting
even taste their minds, learning their history and deeds and sharing their tales prey to trade. This tactic is a mistake,
as trophies. The more thrilling the sagas collected, the greater the cunomaglos’s as a cunomaglos considers those who
status, leading cunomagloi to pursue renowned heroes and monsters to claim can obtain such coveted information as
the honor of telling the stories of the vanquished. worthy prey themselves. A better strategy
is to disguise oneself as a cunomaglos
CUNOMAGLOS CREATURE 15 and participate in their storytelling as
UNCOMMON CN LARGE FEY one of them. Few are willing to dedicate
Perception +26; low-light vision, scent (imprecise) 40 feet themselves so wholly to such a ruse,
Languages Common, Sylvan though, as the cunomaglos’ keen sense of
Skills Arcana +27, Athletics +30, Diplomacy +28, Intimidation +30, Nature +29, Occultism +27, smell means one must become a werewolf
Survival +31 to have a chance of tricking them.
Str +7, Dex +8, Con +6, Int +4, Wis +6, Cha +7
Blood Always Tells 2 (divination, primal) A cunomaglos can consume the flesh or blood
of a creature, establishing a mystical connection that bares the target’s secrets. The
cunomaglos can make a Nature check against the target’s Will DC. On a success, the
cunomaglos immediately learns the same information provided by a legend lore ritual.
On a critical failure, the cunomaglos is confused for 1 minute. A cunomaglos can’t use
this ability if it can’t consume blood or flesh, meaning that creatures without blood or flesh
are immune.
Wolf Empathy (divination, primal) The cunomaglos can communicate with wolfs and
other similar lupine creatures.
Items +1 striking composite longbow
AC 37; Fort +23, Ref +29, Will +26
HP 261, regeneration 15 (deactivated by cold iron); Weaknesses cold iron 15, silver 15
Speed 40 feet
Melee 1 jaws +31 (finesse), Damage 3d12+15 slashing plus curse of the werewolf
Melee 1 composite longbow +32 (deadly d10, range increment 100 feet, volley 30 feet), Damage
2d8+11 piercing plus 2d8 acid, 1d6 persistent bleed, and curse of the werewolf
Primal Innate Spells DC 34; 6th dominate (×2), true seeing; 5th moon frenzy (×3); 4th freedom
of movement (at will), remove curse (at will, curse of the werewolf only)
Change Shape 1 (concentrate, polymorph, primal, transmutation) The
cunomaglos changes into a wolf with the following statistics. • Wolf size
Large; Speed 50 feet; Melee jaws +32, Damage 3d12+15 piercing plus
Improved Knockdown
Curse of the Werewolf (curse, necromancy, primal) This ability affects
only beasts and humanoids. Saving Throw DC 34 Fortitude save. Each full
moon, the cursed creature must succeed at another Fortitude save or turn into
a werewolf until dawn. The creature is under the GM’s control, seeking out
lupine companions and hunting for half the night before falling unconscious.
Hunter’s Howl 1 (auditory) Frequency once per round; Effect The
cunomaglos’ blood-chilling howl promises death to all who hear it. The
cunomaglos attempts to Demoralize all creatures in a 60 foot cone
who can hear the howl, without taking any penalties for not sharing a
language. The creatures are then temporarily immune for 1 day.
Ruler of Wolves (aura, charm, emotion, primal) Canine and lupine
beings (including creatures affected by Curse of the Werewolf) within
20 feet of a cunomaglos take a –2 circumstance penalty to their Will
saves and DCs against the cunomaglos’s mental spells, Intimidation,
and Diplomacy.
45
Curse Eater
Curse eaters are natural predators of werecreatures, oracles, and the accursed,
SILVER AWARD who feed almost entirely off of curses. These two-headed creatures appear like
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long, twisted werehyenas, each head snapping and snarling. Though some
BY MARCELINE MILLER
cursed creatures might seek out a curse eater as a possible cure, it’s also possible
that a curse eater might maul and devour an accursed creature even after it
GLUTTON FOR PUNISHMENT consumes the curse.
Curse eaters often face feast or famine, Despite their violent nature, curse eaters tend to leave uncursed creatures who
so they enter a feeding frenzy when stay out of their way alone, and communities besieged by evil werecreatures or
they find a bounty of curses, and their other cursed monsters often see the appearance of a curse eater as a blessing.
physiology stores the excess for later On the other hand, werecreatures deeply fear and hate curse eaters, and so
digestion. Adventurers who encounter a do members of communities that willingly host or rely upon werecreatures
bloated curse eater would do well to steer or curses. Superstitious communities, particularly those of pragmatic gnolls,
clear, for the undigested curses need sometimes team up with a curse eater, planting curses on the gnolls’ next victims
somewhere to go if the curse eater dies… and thus offering the curse eater their favorite meals in exchange for assistance
in the battle.
It is unknown when or how curse eaters reproduce; there exist many folktales
and stories of abjurers obsessed with curing an incurable curse and then being
turned into these monsters due to their hubris, either as some sort of divine
punishment or as the result of magical experimentation gone wrong, but if this
is their true origin, no verifiable example of such an incident actually occurring
is currently known.

CURSE EATER CREATURE 12


RARE NE MEDIUM BEAST
Perception +25; darkvision, scent (imprecise) 60 feet, curse scent
(imprecise) 120 feet
Skills Athletics +25, Curse Lore +25, Stealth +20, Survival +22
Str +7, Dex +5, Con +7, Int +0, Wis +7, Cha –2
Curse Scent (divination, occult) A curse eater can sense curse effects as
an imprecise sense within the listed range. This applies to cursed items and
creatures, as well as creatures with the curse trait that are living curses, such
as a feth velaunt (page 59).
AC 30; Fort +25, Ref +19, Will +22
HP 275; Immunities curses; Resistances physical 10 (except silver)
Attack of Opportunity 5
Opportunistic A curse eater gains an additional reaction each round which it can
only use to make Attacks of Opportunity with its jaws Strike or to Eat a Curse. It can’t
use more than 1 reaction on the same triggering action, even if a creature leaves
several squares within its reach. If one of its heads is decapitated, it loses this
additional reaction.
Speed 35 feet, climb 25 feet
Melee 1 jaws +26 (magical), Damage 3d12+13 piercing
Melee 1 claw +26 (agile, magical), Damage 3d8+13 slashing plus Grab
Eat Curse 5 (abjuration, occult) Trigger The curse eater makes a successful jaws
Strike against a creature or object with a curse effect; Effect The curse eater feasts on
the triggering creature or object’s curse, dealing additional damage to them equal
to the curse’s level (or twice the curse’s level for a spell effect) and attempting to
counteract the effect. If the effect is counteracted or is impossible to counteract
(such as an oracle’s curse), the curse eater gains Hit Points equal to the
additional damage. Any non-artifact cursed item whose curse is counteracted
crumbles into dust. The curse eater has a counteract modifier of +28 and a
counteract level of 6th for this reaction. Any Hit Points it gains from this reaction
in excess of its maximum become temporary Hit Points that last until the beginning of
its next turn.
Feverish Assault 2 The curse eater makes two jaws Strikes and two claws Strikes in any
order, each against a different creature within reach. These attacks count toward the curse
eater’s multiple attack penalty, but the multiple attack penalty doesn’t increase until after the
curse eater makes all its attacks.
46
Demon Shepherd
When an insurrection against a demon lord fails, its leader could face several
destinies. The three most common of these are a life of servitude to one they COPPER AWARD
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tried to overthrow, the complete and utter destruction of oblivion, or a lifetime
BY LORENZO BARQUÍN
of torture at the hands of the most sadistic followers of the demon lord. But
sometimes, a more creative and humiliating punishment is in order. And so,
the demon insurgent’s powerful and violent soul is trapped inside one of the BAAAAD HAIR DAY
weakest and most peaceful creatures in the Material Plane, a sheep. However, Demon or not, a sheep’s wool is going
when the hatred and desire for destruction of the trapped demon’s soul are to grow and continue to grow. Talented
strong enough, over time the demon completely takes over the sheep. Even in shearers with steady hands may find
this case, the close bond developed between the demon and its host creature themselves adopted by a demon shepherd
simply becomes the last part of their punishment. The freed demon becomes against their will. In exchange for their
a demon shepherd, a fusion of the almighty power they once held, the fear the indentured servitude, they are gifted
sheep feels, and the instinct to live in a flock. protection and the heads of those who
In this twisted transformation of both body and mind, the demon shepherd have wronged them in life.
acquires a strange obsession to guide and protect other demons transformed into
sheep, especially those that were part of the same insurrection the
demon shepherd once led. Consequently, the demon shepherd
channels their thirst for destruction toward feeding their flock
with the corpses of creatures from the Material Plane.

DEMON SHEPHERD CREATURE 10


RARE CE MEDIUM DEMON FIEND
Perception +21; darkvision
Languages Abyssal, Celestial, Draconic; telepathy 100 feet
Skills Acrobatics +17, Athletics +19, Deception +19, Intimidation +22,
Occultism +19, Religion +19
Str +7, Dex +5, Con +7, Int +7, Wis +7, Cha +5
Items +1 striking scythe
AC 29; Fort +19, Ref +17, Will +21
HP 250; Weaknesses cold iron 10, good 10
Attack of Opportunity 5
Flock Vulnerability A demon shepherd’s flock is an
intrinsic part of it. Every time a demon ally of the demon
shepherd lower level than the demon shepherd is killed
or reduced to 0 Hit Points, the demon shepherd suffers 3d6
mental damage.
Speed 25 feet
Melee 1 scythe +23 (deadly d10, trip), Damage 2d10+13 slashing
Melee 1 horn +22 (agile), Damage 2d12+13 bludgeoning
Divine Innate Spells DC 26; 5th impending doomSOM, rip the spiritSOM;
1st command (at will); Cantrips (5th) daze
Divine Rituals DC 26; abyssal pact
Call of the Shepherd 1 (divine, emotion, enchantment, mental) The demon
shepherd call its flock to fight more fiercely. All demon allies lower level than
the demon shepherd in a 30-feet emanation become more ferocious, becoming
quickened for 1 round. They can use the additional action only to Stride or Strike.
Call to the Feast 2 (divine, emotion, enchantment, fear, mental) With a blood-curling
scream, the demon shepherd calls to feast upon the fear of terrified creatures. Every
frightened creature in a 100-foot emanation takes 7d6 mental damage with a DC 29 basic
Will save. On a failure, they become frightened 2, and on a critical failure they become
frightened 3.
Reap the Crop 2 (divine, emotion, enchantment, fear, mental, negative) The demon
shepherd makes a sweeping move with its scythe, creating a wave of negative energy
that affects all creatures that aren’t part of its flock. All creatures in a 30-feet cone
take 7d6 negative damage with a DC 29 basic Will save. Creatures that fail the saving
throw also become frightened 2, or frightened 3 on a critical failure. The demon
shepherd can’t Reap the Crop again for 1d4 rounds.

47
Ebirath
Ebirath is an enormous lobster, believed by some to be the incarnation of a
COPPER AWARD lobster deity. Interestingly, lobsters do not die of old age. Usually, they die from
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being eaten or from growing too large to molt on their own. A particularly
BY ALEXANDER ELDRITCH
obsessed druid discovered this fact a few hundred years ago and was inspired
to create an avatar of the ancient lobster deity, Ebirath, by continually helping
A RIVALRY FOR THE AGES a single lobster molt. Legends say that Ebirath was a betrayer god banished for
Ebirath is not the only unaging creature attempting to flood the world so that aquatic ancestries, especially those with
amassing worshipers. An ancient clam in lobster qualities, could rule the world.
a trench deep beneath the ocean waves Presently, the druid’s efforts have gained a whispered notoriety. A new sect of
has gathered an army of locathahs. the ancient religion has sprouted around the new incarnation of Ebirath, and
Above water on another continent, a this sect has come to include other druids, sorcerers, and witches whose powers
centuries-old tortoise senses Ebirath’s seemingly arise from this great crustacean.
apotheosis and commands its cabal to Ebirath has developed the ability to telepathically communicate, possibly due
prepare for a possible confrontation. to some divine influence from the original lobster deity. Ebirath prefers to spend
Conflict is not inevitable when young its time in saltwater, and as such, the sect’s hideaway is a repurposed aqueduct
gods emerge—perhaps they band funneling ocean water to their patron.
together to form a new pantheon of giant
sea creatures instead. The world waits EBIRATH CREATURE 18
with bated breath as they inch toward UNIQUE N GARGANTUAN ANIMAL AQUATIC
confrontation. At their current rate of travel, Perception +26; darkvision, tremorsense (imprecise) 25 feet, wavesense (imprecise) 50 feet
the world will be waiting a long time, but Languages Aquan, Common; telepathy 50 feet
that matters not to these immortals. Skills Acrobatics +29, Athletics +36, Diplomacy +29, Intimidation +34, Nature +28, Religion +28,
Stealth +29
Str +10, Dex +3, Con +9, Int +4, Wis +4, Cha +3
AC 42; Fort +33, Ref +27, Will +30
HP 365; Weaknesses fire 15; Resistances piercing 15, slashing 15
Speed 50 feet, climb 25 feet, swim 80 feet
Melee 1 big claw +35 (reach 20 feet), Damage 3d12+22 slashing plus Improved Grab
Melee 1 little claw +35 (agile, reach 15 feet), Damage 3d8+22 slashing
Melee 1 tail +35 (reach 20 feet), Damage 3d10+22 bludgeoning plus Improved Push
Aquatic Ambush 1
Constrict 1 3d12+7 bludgeoning, DC 40
Ebirath’s Wrath 5 Frequency once per
hour; Trigger Ebirath’s Hit Points are
reduced to half or lower. Effect Ebirath
goes into a frenzied rage, immediately
Furiously Assaulting the three closest
creatures, regardless of whether or
not the creatures are Ebirath’s allies.
Furious Assault 2 Ebirath
makes a big claw Strike and then
two Strikes with either its little
claw or its tail. If Ebirath makes
all the attacks against different
creatures, it doesn’t apply the
multiple attack penalty until
after all the Strikes are complete.
Otherwise, it applies the multiple attack
penalty normally.
Sonic Claw Snap 2 Requirements Ebirath
doesn’t have a creature grabbed using its big claw’s
Improved Grab; Effect Snapping its big claw, Ebirath produces a blast of powerful sound waves
in a 20-foot burst within 40 feet, dealing 5d10 sonic damage. All creatures within range must
attempt a DC 40 fortitude saving throw, with the following effects.
Critical Success The creature is unaffected.
Success The creature takes half damage.
Failure The creature takes full damage and is stunned 1.
Critical Failure The creature takes double damage, is deafened for 1 round, and is stunned 3.
48
Emperor Shark Penguin
Despite the name bestowed upon them by hunters who quake at the sight of the
rows of razor-sharp triangular teeth, emperor shark penguins are not descended COPPER AWARD
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from any actual shark but are instead aberrant penguins cross-mutated with
BY ANDREW BRAITHWAIT
sea devils. First created by ice witches to defend their frozen domain against
intruders, these warped aberrations are the evolved result of a single experiment
to cross a penguin, a flightless bird that forms deep social bonds to survive AN ARMLESS ARMS RACE
its harsh icy environment, with a sea devil, a bloodthirsty, shark-toothed Sea devils, who did not take kindly to
amphibious humanoid. ice witches experimenting on them,
With their crueler and more barbarous mutations becoming more and more retaliated by creating their own breed of
pronounced in subsequent generations, emperor shark penguins today are ruthless toothy hunters to eradicate emperor shark
marauders with short tempers and beaks lined with rows of teeth. Growing to a penguins. Thus the leopard shark seal
similar height and heft as an adult dwarf, the penguins form regimented rookeries came into existence. The ice witches then
that blockade narrow ice floes along caravan corridors. When merchants and crossed sharks with sea devils, giving
other caravanners send hunters to eradicate these blockades, the penguins take them the ability to breathe air, thus birthing
pleasure in working together to extract their toll in blood. They have also been the devil shark. And then the sea devils
observed hauling themselves out of the water to swarm such apex predators of retaliated again and created the giant
frozen coastlines as polar bears and even frost worms. shark squid. Thankfully, the introduction of
Using their powerful swim flippers to launch themselves out of the water, so many predators caused an ecosystem
emperor shark penguins slide across the ice on their bellies, pop to their feet, collapse before killer shark whales came
and unleash a flurry of grievous bites before their prey can even recognize the about, and all the new aberrations starved
blitz. Despite their ability to attack in concert to bring down powerful foes, to death, leaving the world with just the
humanoid or otherwise, emperor shark penguins attack larger creatures only for emperor shark penguins once more.
brutal sport and abandon their kills to other scavengers; they instead subsist on
a diet of bait fish.
While the current dominant form of emperor shark penguin is thought to be
incapable of speech, adventurers returning bloodied to ice fishing lodges have
reported tales of sadistic, intelligent-sounding laughter shared among bands of
marauding penguins, and it’s not inconceivable that a rookery in some remote
corner of the world is on the verge of adding language to its toolkit.

EMPEROR SHARK PENGUIN CREATURE 2


UNCOMMON NE MEDIUM ABERRATION AMPHIBIOUS
Perception +6; darkvision, wavesense 30 feet
Languages Aquan (can’t speak any language)
Skills Athletics +8 (+10 to Swim), Intimidation +5, Stealth +6
Str +3, Dex +2, Con +4, Int +0, Wis +1, Cha –1
AC 17; Fort +11, Ref +8, Will +5
HP 30; Resistances cold 5
Speed 10 feet, swim 30 feet
Melee 1 jaws +11, Damage 1d6+4 piercing plus
1d4 persistent bleed
Melee 1 claw +11 (agile), Damage 1d6+4 slashing
Deadly Duo 5 Trigger Another emperor shark penguin
succeeds on a jaws Strike against an enemy within
this emperor shark penguin’s reach; Effect The emperor shark
penguin makes a jaws Strike against the same enemy. Only
one emperor shark penguin can use Deadly Duo from a single
triggering jaws Strike, and the jaws Strike made with Deadly
Duo can’t trigger any additional emperor shark penguins’
Deadly Duo reactions.
Haul Out 2 (move) Requirement The emperor shark
penguin is in water within 30 feet of a solid icy surface;
Effect Transitioning from sea to land with terrifying grace
and speed, the emperor shark penguin Swims to
the water’s edge, Climbs onto the ice, and Strides
up to twice. During these Strides, the emperor
shark penguin is prone. At the conclusion of its
movement, the emperor shark penguin can Stand.
49
Erygloid
Erygloids are a mind-boggling and dire consequence of the combination of
COPPER AWARD primal, arcane, and occult magic, forming blobs of rolling gunk and teeth-like
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shards that often incorporate real teeth. Erygloids consume magic, and they
BY AARON B. BRADFORD
have tastes for specific magic and materials and aversions to others. Because of
these affinities, erygloids can occasionally be found plugging up mechanisms
OOZING WITH PURPOSE and causing chaos in magical workshops and dungeons, sucking on local ley
When erygloids gather in sufficient lines or sources of magic.
numbers, such as near ley lines or in While no one knows for certain, there are several theories about the origins of
the walls of arcane institutions, they erygloids. Some scholars claim that when fey die due to a deficiency of magic,
become an erygloid colony. A colony they leave behind a liquid pool with their teeth, and those pools of residual
allows them to combine their senses, energy seek out magic to absorb. Other scholars argue adamantly for an arcane
expanding the range of their magic or alchemical origin for erygloids, despite the fact that most mages would find
sense to hundreds of feet or even miles, an erygloid a nuisance. Still other scholars believe erygloids were created by
depending on the area the colony covers. powerful fey lords to eliminate magical accidents. In some communities, even
Once an individual separates from the more outlandish theories prevail, such as an extraplanetary origin based on a
colony, it loses its heightened senses, combination of interplanetary conjunction and faerie magic. Whatever the case,
but this ability enables erygloids to find erygloids don’t know or care about the truth of their own origin, as it has no
new places to explore. Erygloids also effect on their lives.
benefit from each other’s experiences, Erygloids aren’t usually predators who hunt down living creatures, since they
improving their intelligence. Some derive nourishment from magic, not flesh. However, erygloids tend to hoard
colonies even learn to speak basic words. sources of magic to devour, such as magic items, and when adventurers disturb
Such tricks can convince creatures the items, the ooze inevitably emerges from hiding to violently protect its meal.
to gift magic items to the voices in While spellcasters generally loathe erygloids due to the fey oozes’ tendency to
the walls in order to placate them. consume the magical energy spellcasters cherish, some eccentric mages appreciate
a captured erygloid as a means to filter out undesired magical effects or to power
traps meant to annoy rivals. Those who hate magic or have reason to worry
about an assault by spellcasters sometimes employ erygloids as bodyguards,
luring them with the promise of tasty magic treats.

ERYGLOID CREATURE 3
UNCOMMON N SMALL FEY OOZE
Perception +6; magic sense 40 feet, no vision
Languages Sylvan; can’t speak any language
Skills Athletics +10, Stealth +6
Str +4, Dex –5, Con +5, Int +1, Wis +1, Cha +1
Magic Sense An erygloid continuously senses nearby magical
objects, with the effects of 4th-level detect magic, and the motions
of those carrying such objects.
AC 10; Fort +10, Ref +4, Will +6; +2 status bonus to all vs.
magic
HP 95; Immunities critical hits, precision,
unconscious, visual; Weaknesses cold iron 5;
Resistances acid 5
Speed 10 feet, climb 10 feet, swim 10 feet
Melee 1 toothy tendril +12 (versatile P), Damage
1d6+5 bludgeoning plus magic acid and Grab
Constrict 1 1d6+3 bludgeoning plus magic acid, DC 22
Magic Acid An erygloid’s body is covered in a magical acid that
eats away at living creatures but is more efficient at digesting
magic. On a successful toothy tendril Strike or when a creature
fails its save against Constrict, the erygloid deals 1d6 additional acid damage and
attempts to counteract one spell affecting the target, or one of the target’s magic items, with a
counteract modifier of +10 and a counteract level of 2. On a success, the erygloid ends the spell
or causes the item to become a mundane item of its type for 10 minutes; this doesn’t change the
item’s non-magical properties. If the chosen item is an artifact or similar item, the counteract check
automatically fails. Strangely, an erygloid’s magic acid doesn’t affect several common mundane
materials, specifically including teeth, glass, stone, and metal, which causes shards of these
materials to accumulate inside an erygloid’s body.
50
Euphoria Ooze
The result of an enchanter’s successful experiment, euphoria ooze emits an
addictive gas that brings unparalleled happiness to those who inhale it. The SILVER AWARD
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experiment proved lucrative, and soon more of its kind were produced and
BY JAKE CASSAR
farmed for the drug. Some inevitably escaped, using their unusual elasticity and
overpowering aura to slip through their confines.
Though mindless, euphoria oozes possess a particular affinity for magic. This IT’S A KEEPER
causes them to settle around magical environments and seek out spellcasters An unanticipated function that enchanters
when they can. In turn, enterprising adventurers often embark on ill-advised later discovered is the euphoria ooze’s
journeys to catch and harvest these creatures, underestimating the potency of ability to preserve food. Since it was
their fumes. These ventures frequently end with the adventurers falling in battle created to be low-maintenance, the ooze
to the vapors or succumbing to their addiction. does not need to eat to survive. Instead,
Euphoria oozes appear and feel more solid and rubbery than most others of it synthesizes its biological requirements
their kind. In fact, the minimal oil their body excretes sizzles and evaporates using air, water, and light. That means it
into dark smoke at the slightest spark, protecting it while dampening its elastic lacks the acid other oozes use to digest
abilities for a brief time. matter. Instead, its body provides airtight
storage and oils that act as preservatives.
LIQUID EUPHORIA ITEM 4 Stick travel rations or leftovers inside its
UNCOMMON ALCHEMICAL CONSUMABLE DRUG INHALED POISON body, and they will remain safe to eat for
Price 18 gp years!
Usage held in one hand; Bulk L
Activate Interact
Skilled alchemists can extract the oil from a euphoria ooze to make a flammable liquid whose
vapors can be inhaled for intense joy, though the side effects can be nasty.
Saving Throw DC 21 Fortitude; Onset 1 minute; Maximum Duration 1 hour; Stage 1 +2 item
bonus to Will saves against fear and emotion effects (10 minutes); Stage 2 stupefied 2, clumsy 2
(1 minute); Stage 3 confused (1 hour)

EUPHORIA OOZE CREATURE 4


UNCOMMON N SMALL MINDLESS OOZE
Perception +8; motion sense 60 feet, no vision
Skills Athletics +12 (+14 to Shove)
Str +5, Dex –2, Con +5, Int –5, Wis +0, Cha –5
Motion Sense An euphoria ooze can sense nearby creatures through vibration and air or water
movement.
AC 14; Fort +13, Ref +10, Will +8
HP 110; Immunities bludgeoning, critical
hits, mental, precision, unconscious,
visual; Weaknesses acid 5
Euphoric Vapors (aura, olfactory, poison)
15 feet. A creature that enters the aura
or begins its turn there must
succeed a DC 21 Fortitude save or
become clumsy 1 and stupefied 1
for 1 minute. On a success, the
creature is temporarily immune for 1
minute.
Sizzling Slime Whenever the euphoria ooze
takes fire damage, the radius of its euphoric vapors aura increases to 30 feet. It loses its immunity
to bludgeoning damage. Everything within the aura, including the euphoria ooze, is concealed
by smoke, and all creatures outside the smoke are concealed to creatures within it. These
effects all last for 1 minute.
Speed 10 feet, climb 10 feet
Melee 1 pseudopod +14 (agile), Damage 2d6+5 bludgeoning
Elastic Bounce 1 Frequency Once per round; Requirements The euphoria ooze’s last action
was a successful pseudopod Strike or a successful Shove, or the euphoria ooze is within 5 feet
of a wall; Effect The ooze bounces off either a wall or the creature it hit or pushed. It Strides
twice. If it ends its movement within melee reach of at least one enemy, it can make a melee
Strike against that enemy.
51
Extra Toe
A small, fleshy, caterpillar-like creature, the extra toe is a small insect that has
COPPER AWARD adapted to look like a humanoid toe. When a humanoid walks too close to the
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nest of an extra toe, the creature attempts to grab their foot with small pincers,
BY JASON LUKE
injecting a toxin that numbs the flesh. Upon success, the creature then buries
its head deep into the humanoid’s foot and begins to feed on the blood of its
DOCTORS HATE THIS ONE TRICK new host.
Some humanoids voluntarily host one or At a quick glance, the host can easily mistake the extra toe for one of the host’s
more extra toes, accepting the parasite’s own toes, and the extra toe remains in this position until the host finally notices
disgusting lifecycle as an acceptable trade-off and removes the parasite, or until it is able to lay its eggs.
for its benefits. One detail its detractors fail If an extra toe is able to lay eggs, they hatch after two weeks, and the larvae
to mention is that the extra toe senses when squirm their way out of the host’s foot and begin their quest to find their own
toenails on its host’s real toes grow too long. hosts to repeat the process.
It detaches while the host is sleeping and The process of bursting forth from the host’s foot leaves a small wound on the
trims the nails back with its teeth, forestalling foot, but just like the fully grown extra toe, the larvae inject the foot with venom
any maintenance that could draw attention to numb the area, and the host might not notice the wound until several hours
to its presence. Another advantage is for later. The wound is small and without complications, healing up naturally after
those who may be missing a toe at birth or a day or two.
due to an accident. A complete set of toes In case the host discovers the extra toe and attempts to pluck it off, the extra
is important for balance and agility, and an toe is capable of spraying a scent that burns the eyes, mouth, and nose of the
extra toe is a cheap and easy replacement! victim. The spray causes the victim to jerk violently from the pain, hopefully
losing their grip on the extra toe and giving the parasite the opportunity to
escape. If attacked, an extra toe makes haste for the nearest undergrowth and
tries to hide out of sight.

EXTRA TOE CREATURE –1


N TINY ANIMAL
Perception +5
Skills Stealth +5, Survival +4
Str +0, Dex +3, Con +3, Int –5, Wis +2, Cha +0
AC 15; Fort +5, Ref +7, Will +4
HP 8
Defense Spray 5 Trigger An extra toe becomes grabbed due to a creature’s actions; Effect The
extra toe emits a spray of foul smelling gas in order to weaken the triggering creature’s hold on it
and attempt to scuttle away. The triggering creature must attempt a DC 15 Reflex save to hang
onto the extra toe.
Success The grabbing creature is able to retain their hold on the extra toe.
Failure The extra toe leaps out of the creature’s grasp, escaping the grabbed condition.
Critical Failure As failure, and the grabbing creature is sickened 1.
Speed 10 feet
Melee 1 jaws +8 (agile, finesse, reach 0 feet), Damage 1d4
piercing plus Attach
Attach When a extra toe hits a humanoid creature larger than
itself with its jaws, and that creature has a foot, the extra toe
attaches itself to that creature like an additional natural toe,
releasing an anesthetic such that the creature doesn’t
notice the bite or attachment. This is similar to grabbing
the creature, but the extra toe moves with that creature
rather than holding it in place. The extra toe is flat-
footed while attached. If the extra toe is killed or pushed
away while attached to a creature, that creature takes 1
persistent bleed damage. Escaping the attach or removing
the extra toe in other ways doesn’t cause bleed damage.
Extra Toe Eggs (disease) Saving Throw DC 14 Fortitude;
Onset 2 weeks; Stage 1 The extra toe larvae break free, causing
1d4 damage, though the anesthesia prevents the afflicted creature from feeling the pain.
Spawn 3 Requirements The extra toe is attached to a creature; Effect The extra toe lays
countless eggs within its host’s foot, exposing the attached creature to extra toe eggs, as its
larvae seek to grow within the foot.
52
Eye Stalker
Horrific aberrations that walk through the coastal mists, eye stalkers are the
enemies of wandering drunkards and seaside encampments. Eye stalkers are tall, COPPER AWARD
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elongated creatures with greenish sallow skin, an emaciated visage, matted dark
BY ELIZABETH HARRIS
hair that falls to their feet, large claw-like hands that drag behind them as they
walk, and empty, eyeless faces. To some, they might be mistaken for another taller
humanoid, but to those who look beyond their greasy locks into the empty, gaping EYE STALKER NESTS
eye sockets beneath, they are a terrifying harbinger of imminent death. Eye stalkers are known to ’nest’ among
Eye Stalkers normally can’t see, as they have empty eye sockets set within their seaside caves or rock clusters, folding their
skulls. This makes them dependent on sound to find and hunt for their prey. They elongated bodies into tightly packed balls
don’t have external ears. Instead, all of their organs related to hearing are internal, and huddling alongside one another in some
with only a small cluster of holes on either side of their head. Despite this, eye kind of apparent hibernation. Though they
stalkers are incredibly gifted in their ability to hear their prey. roam seasides, eye stalkers don’t venture
As their name suggests, eye stalkers primarily steal and use the eyes of their out without the presence of fog or mist within
victims to gain temporary sight, gouging out a victim’s eyes and implanting them the area.
within their own empty sockets. Eye Stalkers who manage to prove themselves by
stealing a victim’s eyes are often chosen to lead other eye stalkers nearby, as their
success indicates that they are capable of overcoming their prey. An eye stalker
typically uses up a set of stolen eyes until the point where they are too decomposed
to function. They then remove the rotted eyes and begin to search for a new pair.

EYE STALKER CREATURE 7


UNCOMMON NE LARGE ABERRATION
Perception +18; precise hearing 40 feet, no vision
Languages Aklo
Skills Athletics +17, Stealth +15
Str +6, Dex +4, Con +4, Int +4, Wis +6, Cha +2
AC 25; Fort +17, Ref +13, Will +15
HP 135; Immunities blinded; Weaknesses sonic 10
Speed 25 feet
Melee 1 jaws +18, Damage 2d8+8 piercing
Melee 1 claw +18 (agile, reach 10 feet), Damage
2d4+8 slashing
Extract Eyes 2 (attack, divination, occult) The
eye stalker attempts an Athletics check against the
creature’s Fortitude DC. On a success, it deals 2d4+8
piercing damage as it extracts one of the creature’s eyes,
with the optic nerves still magically functional, from its
socket. On a critical success, it extracts both eyes and
deals double damage. A creature with all its eyes stolen is
blinded until it recovers one or more of eyes. A creature can
retrieve the stolen eyes and return them to its empty socket
with an Interact action. As long as they do so while the eyes
last (typically within 1 week of being stolen), this instantly
reattaches their eyes and restores their vision. Stories tell of
creatures forced to replace their missing eyes with those
from another creature robbed by an eye stalker, granting
them unusual senses temporarily or permanently. This
might be possible at the GM’s discretion.
Pack Hunters An eye stalker’s Strikes deal an extra 1d6
damage to creatures within reach of at least two allies.
Steal Sight 1 Requirements The eye stalker has stolen
at least two eyes using Extract Eyes; Effect The
eye stalker puts the stolen eyes in its empty
sockets. It gains precise vision, as well as other
visual senses from the creature whose eyes it stole
(including darkvision), and it gains 15 temporary HP. The stolen eyes typically last for roughly 1 week,
but if an effect would give the eye stalker the blinded condition, that effect pops out their stolen eyes
instead, removing any remaining temporary HP, if any as they fall from the eye stalker’s sockets.
53
False Tarrasque
Despite their name, false tarrasques do not necessarily take the form of tarrasques.
SILVER AWARD The tarrasque is merely their most infamous disguise, since a false tarrasque
RPG SUPERSTAR 2021
can take any titanic form they wish. False tarrasques’ intelligence may be more
BY NATHAN WRIGHT
primal than scholarly, but they know a surprising amount of information about
the most fearsome monsters of the world and use this to shape their disguises,
HEY, THAT’S NOT A TARRASQUE! taking the time to learn the best form to take in a given area. Younger and
A false tarrasque has numerous tells in less experienced false tarrasques typically become monstrously large versions of
its disguise, the most obvious being that ordinary animals they’ve seen, such as spiders, snakes, or wolves, while older
despite its size, the false image is often too ones favor either universally feared creatures like ancient dragons or titanic
small. Keen eyes may also note that the fire golems or creatures feared in the specific folklore of the region.
elemental’s flames set nothing alight or the The first false tarrasques originally took the shape of jabberwocks. They were
tarrasque’s hurled spines vanish after impact. granted their powers by a fey lord, who used them to prank her rival by sneaking
A false tarrasque’s inability to speak also them into his balls and ceremonies to have them assume their titanic form and
betrays any disguise of more sophisticated terrify all present. She successfully pulled off this prank on six occasions, and on
creatures like dragons. But even so, most the seventh, she arranged for an actual jabberwock to be teleported in. The utter
people don’t have time to notice these small destruction of her rival’s estate and the widescale butchery of all present at the
details while they’re running away in terror. claws of a true beast when her rival expected yet another harmless figment was
viewed as both a brilliant political move and a hilarious prank by the survivors.

FALSE TARRASQUE CREATURE 1


UNCOMMON N TINY FEY
Perception +7; low light vision
Languages Sylvan (cannot speak)
Skills Deception +7, Intimidation +7, Legendary Monster
Lore +6, Performance +7
Str +1, Dex +3, Con +1, Int –3, Wis +3, Cha +4
AC 16; Fort +4, Ref +10, Will +6
HP 16
Flee 5 (polymorph, primal, transmutation) Trigger A creature
makes a hostile action against the false tarrasque while its
Titanic Transformation is active. Effect Before the triggering
action is resolved, the false tarrasque becomes invisible until the
end of its next turn. This might force the creature to make a DC 11
flat check to target the false tarrasque. After the triggering action,
the false tarrasque’s Titanic Transformation ends.
Speed 25 feet
Melee 1 claw +9 (finesse), Damage 1d6+2 slashing
Melee 1 jaws +9 (agile, finesse), Damage 1d4+2 piercing
Melee 1 tail +9 (finesse), Damage 1d6+2 bludgeoning
Illusory Attack 2 (illusion, mental, primal) The false tarrasque
creates a colossal illusory attack, which can appear as any damage
type. In its normal form, Illusory Attack affects a 10-foot cone, but
while Titanic Transformation is active, Illusory Attack can affect a
30-foot cone, a 60-foot line, or a 10-foot burst with a range of 90
feet. Regardless of the area affected or the damage type it mimics,
Illusory Attack deals 1d8 mental damage (DC 14 basic Will
save). A creature that critically succeeds, or a
creature with a resistance, immunity, or
vulnerability that should apply to the
apparent damage type, recognizes
that the Illusory Attack is actually an
illusion. Such a creature gains a +2 circumstance bonus to saving throws against
Illusory Attack.
Titanic Transformation 2 (polymorph, primal, transmutation)
Frequency Once per day; Effect The false tarrasque assumes a
monstrous appearance of its choice and its size becomes Gargantuan.
All of its attacks gain a 10 foot reach while transformed but its statistics
are otherwise unchanged.
54
Feddry
Feddry are amphibious humanoids who protect themselves by wearing rocks.
Feddry typically appear as several feathery tendrils emerging from a porous rock, COPPER AWARD
RPG SUPERSTAR 2021
contorting into an exaggerated human-like face with feathery gills, bulging eyes,
BY AARON B. BRADFORD
and a nearly accurate humanoid body. A feddry in this form is positively abuzz
with excitement.
Feddry are best known for their simplistic views of the universe. To them, A ROCK BY ANY OTHER NAME
everything is either a feddry or a rock. Anything capable of movement or action, Although feddry are considered simplistic
including air and water currents, is a feddry, while anything else is a rock. Rocks by many, their society is more complex
are meant to protect feddry. Many feddry engage in long, drawn-out debates over than it seems to outsiders. One well-known
the nature of feddry and the use of rocks, making them quaint and befuddling incident occurred when a feddry’s pet rock
conversationalists. Many feddry colonies can be found near coral reefs; though insisted that it was a feddry. The claim
feddry can move farther inland, they prefer plankton-filled water for food. nearly led to a schism in feddry society until
Feddry outside of their rock homes have malleable bodies, which are made of one of them pointed out that since all feddry
long, flexible tendrils wrapped in layers. Even so, most feddry can’t be convinced would one day become rocks, there was no
to take on any form other than a small humanoid with two arms, two legs, and a reason a rock could not become a feddry.
head, with their home rock serving as the torso. When at rest or scared, a feddry
often retreats into its personal rock.
A feddry’s rock serves as protective armor for most of its vitals; inside is a
tangle of further tendrils, tubes, and bulges. Feddry have no concept of
gender, and study has only determined that they have a plankton-like life
stage before attaching to a proper rock.

FEDDRY DANDY CREATURE 0


N SMALL AMPHIBIOUS FEDDRY HUMANOID
Perception +6; low-light vision
Languages Common (Spoken and Signed)
Skills Crafting +3, Deception +5, Diplomacy +5, Rock Lore +6, Society +3, Stealth +6
Str +2, Dex +3, Con +2, Int +0, Wis +1, Cha +3
Items dagger, explorer’s clothing, repair kit
AC 16; Fort +6, Ref +9, Will +3
HP 15
Speed 25 feet
Melee 1 dagger +8 (agile, finesse, thrown 10 feet, versatile S), Damage 1d4+2
piercing
Melee 1 fist +8 (agile, finesse, nonlethal), Damage 1d4+2
bludgeoning
Ranged 1 rock +8 (nonlethal, thrown 10 feet), Damage 1d4+2
bludgeoning
Roll 1 (move) Requirements The feddry is
Withdrawn into Rock; Effect The feddry rolls
slowly across the ground, moving 5 feet.
Static Touch The vibrations a feddry makes generate a
strong static charge. The first time each round that an adjacent
creature hits the feddry with a melee attack, or a creature touches
the feddry or hits the feddry with an unarmed attack, this static discharges, causing 1
electricity damage to the creature touched. A feddry can suppress or resume this static as
a single action, which has the concentrate trait.
Withdraw into Rock 2 A feddry can retreat into its rock, dropping equipment that
can’t fit into its rock torso. While hiding inside its rock, the feddry gains the benefits
of greater cover, though other creatures can attack and destroy the rock to remove
the greater cover. The rock is a Tiny object the size of a backpack with Hardness 7,
HP 28, BT 14, and 1 Bulk. A feddry can speak and listen while hiding in its
rock, but it can’t see outside and can’t take most actions that require
the use of its body, particularly its hands or legs. This includes the
use of its Strikes. The only move action it can take while Withdrawn
into its Rock is to Roll. It can use Withdraw into Rock again to leave the rock’s
cover and return to its usual appearance. Other creatures might mistake a feddry in rock form
for a rock as long as it remains still unless they succeed at a DC 20 Perception or Nature check.
55
Fetchfisher Fetchfishers are a family of mammalian beasts from the Shadow Plane that hunt
PLATINUM AWARD on the borders between the Material Plane and the Shadow Plane. Exposure to
RPG SUPERSTAR 2021 shadowy energies can cause them to grow larger and more powerful.
BY ALEX G. FRIEDMAN

Fetchfisher Brood Swarm


FETCHFISHER EDUCATION Though they are wily and ferocious, few fetchfishers survive into maturity.
Fetchfishers are able to defend themselves Pressures, such as competition from other liminal predators and pelt harvesting by
and hunt in a brood even at a young age. shadow giants, have driven fetchfishers to raise their young communally in large,
However, at this point, their mind hasn’t vicious broods. Although fetchfishers’ claws only begin to lengthen and hook as
yet fully developed, and they act more the kittens approach adolescence, their flesh-ripping fangs develop quite early.
like animals than their adult counterparts. A fetchfisher kitten is around the size of a common dog. They are long-necked,
Thus, responsible adult fetchfishers watch with an oily black coat and a slithering gait like a salamander. When a brood
over a brood swarm. Adult fetchfishers use is hiding prone in the shadows, kittens are nearly undetectable except for the
harsh but fair practical hands-on lessons reflections in their eyes, which flash green in torchlight. A kitten’s shadowy
to teach important topics like hunting, secretions are just as potent as those of an adult, but individuals don’t seem to
language, nearby threats, and geography. develop the finesse to slip between the cracks in the planes as easily until adulthood.
Nevertheless, grease from a kitten’s coat interferes with light sources and impedes
movement as the substance permeates the boundaries between planes.
Fetchfishers prefer to nest in the shadow of a large, warm, consistent light
source. A brood might be found within the shadow of a great forge, beneath the
base of a beacon fire, or even adjacent in a planar dimension to a d’ziriak light
weaving.
If left undisturbed in the dark, a fetchfisher brood is unlikely to swarm.
However, hapless adventurers who carelessly shine light into a fetchfisher den
soon find themselves dogpiled by dozens of oily shadows, bitten, shredded, and
dragged halfway between the planes. Should the unlucky interloper manage to
free themselves, they had best make themselves scarce. Fetchfishers rarely leave
a brood without a babysitter nearby.

FETCHFISHER BROOD SWARM CREATURE 5


UNCOMMON N LARGE BEAST SHADOW SWARM
Perception +11; greater darkvision, light blindness
Skills Acrobatics +12, Athletics +13, Stealth +13
Str +5, Dex +5, Con +5, Int –4, Wis +2, Cha –4
Shifting Mass Despite their size, the fetchfisher can shift their body between planes to allow it
to fit through tight spaces and take cover behind small obstacles that would be enough to
provide cover for a Medium creature. While Squeezing, they can move at
their full Speed. When using the Take Cover action, they can take cover
behind Large or larger objects, reducing their space down from 15 by 15
feet to as small as 5 by 5 feet as necessary.
AC 19; Fort +12, Ref +14, Will +9
HP 72; Immunities precision, swarm mind; Weaknesses area
damage 5, splash damage 5; Resistances bludgeoning 3,
piercing 5, slashing 5
Speed 20 feet, climb 15 feet
Swarming Bites 1 Each enemy in the swarm’s space
takes 3d6 piercing damage with a DC 22 basic Reflex
save. The swarm attempts to counteract all light effects
in the area (counteract level 3, counteract modifier
+12) by slathering them in fetchfisher oil. If
the light effect is on a creature in the area,
or an object worn or held by a creature,
a successful Reflex save allows the
creature to avoid the oil. The oil can
be removed by spending an Interact
action to wipe it off. This restores
any light effects counteracted by
the swarm.
56
Fetchfisher
Fetchfisher PLATINUM AWARD
RPG SUPERSTAR 2021
Fetchfishers are ambush predators that hunt at the edges of the Material and
BY ALEX G. FRIEDMAN
Shadow Planes. Although they are massive, ursine beasts, they stalk their prey
by stepping through shadows and contorting behind natural and constructed
edifices alike. When their quarry is distracted, a fetchfisher extends an impossibly FETCHFISHER COLLABORATORS
long, taloned paw and snatches the startled victim away. These devilish hunters On the rarer occasions that fetchfishers
have been known to use roadside shelters, wells, and other essential structures hunt on the Material Plane, they have been
as bait. known to cooperate with mimics to launch
A fetchfisher resembles a three-story-tall sloth with the long neck and fanged elaborate ambush schemes. In these
maw of a humongous weasel. They are almost comically ungainly on open schemes, the mimic acts as bait, adhering
ground, but on the hunt, they move with extraordinary fluidity through the the victim in place to allow the fetchfisher
shadows. Fetchfishers contort, hug, and shrink their extremely elastic, supine to either gang up on a solitary victim or to
bodies to fit behind nearly any cover precisely. They conceal their bulk on the snatch and drag away a back-line ally to
connecting plane, the Shadow Plane when hunting on the Material Plane, or on make the mimic’s job easier.
the Material Plane when they hunt the Shadow Plane. With their sharp claws,
they carefully comb and manicure a slimy, oily secretion into their fur, giving
their coat an inky black color. This secretion is key to their ability to step into the
Shadow Plane. How fetchfishers extend their forelimbs to such extreme lengths is
less understood, but this must be a function of the creatures’ extraordinary ability
to shift their mass between planes.
On the Material Plane, fetchfishers are known only to specialized scholars, as
they prefer to lurk just outside of the humanoid field of vision. To fetchlings and
other people of the Shadow Plane, however, fetchfishers are feared, and so they
take precautions against them. Fetchfishers understand the languages of their
prey and can speak in a voice similar in tone to a fetchling child’s. Occasionally
they use deception as a lure, calling out for help or wailing like a child, but they
seem to have little interest in conversation or diplomacy.

FETCHFISHER CREATURE 7
UNCOMMON N HUGE BEAST SHADOW
Perception +15; greater darkvision, light blindness
Languages Common, Shadowtongue, Undercommon
Skills Athletics +17, Deception +13, Fetchling Lore +13, Stealth +20
Str +6, Dex +6, Con +4, Int +2, Wis +4, Cha +0
Shifting Mass As fetchfisher brood swarm.
Snatching Ambush 5 Requirements Initiative
has not yet been rolled. Trigger A creature
that hasn’t observed the fetchfisher moves
within 15 feet of the fetchfisher. Effect
The fetchfisher uses Snatch and Drag
and then rolls initiative.
AC 22; Fort +13, Ref +17, Will +15
HP 170
Speed 15 feet, climb 15 feet
Melee 1 claw +18, Damage 2d10+9
slashing and Improved Grab
Melee 1 jaws +18, Damage 2d12+9 piercing
Constrict 1 2d10+3 bludgeoning, DC 25
Shadow Step 1 (conjuration, primal, shadow, teleportation)
Requirements The fetchfisher is in an area of dim light or darkness or is
standing in the shadow of any Large or larger object; Effect The fetchfisher
instantly teleports to another location that’s in dim light or darkness or to a space
that’s in the shadow of any Large or larger object. Either way, the destination must be within 60 feet.
Snatch and Drag 2 The fetchfisher stretches their arm and snatches away their prey. The
fetchfisher makes a claw Strike against a creature within 15 feet, despite the claw normally
having a reach of 5 feet. If the fetchfisher hits and uses Improved Grab, it moves the creature to
the nearest square adjacent to the fetchfisher.
57
Fetchfisher
PLATINUM AWARD
RPG SUPERSTAR 2021
Greater Fetchfisher
While the majority of fetchfishers seem content to subsist off of small-scale
BY ALEX G. FRIEDMAN
banditry, there are rare individuals with more terrible aspirations. Fetchfishers can
develop a taste for evil magic and negative energy, as they naturally produce a
GREATER FETCHFISHER RIVALS small amount of primal shadow magic. A fetchfisher who regularly consumes such
Many of the more sadistic schemers who power eventually undergoes a transformation into a greater fetchfisher.
occupy a similar niche to fetchfishers, Few understand fetchfisher metamorphosis, as it is a blessedly rare occurrence.
such as bogeymen and bugbears, tend to At some point, after consuming enough magical energy, the fetchfisher enters
think of themselves as the apex predators their den and hibernates, usually guarded by generations of their own offspring.
of the dark. A greater fetchfisher might After a few months, the greater fetchfisher emerges, monstrously transformed.
observe these half-clever haunters for Greater fetchfishers are heavily muscled, with a larger, fish-hooked killing claw
months from the darker places between on the index digit of each forepaw. Their jawbones extend beyond the snout in a
shadows. While a bogeyman savors the grotesque, fleshy, crocodilian maw, lined with multiple rows of teeth. While the
process of terrorizing and baiting victims beast’s eyes aren’t as thoroughly transformed, their positioning shifts higher on
until they are encircled within their trap, a the skull for a broader field of view. Those unlucky enough to encounter a greater
greater fetchfisher waits and bides their fetchfisher swear they exhibit a higher predatory intellect than their kin.
time. Only once their allies are in place An area that has been routinely hunted by a greater fetchfisher has several telltale
and their mark has conveniently gathered signs. Ambient light seems bleary. Shadows might extend further than they should
victims for the kill do they strike. Then, and diminish light more completely. Shadowy places, like woods and gullies, might
like a leviathan appearing before a shoal develop the stench of rancid cooking fat. These are side effects of frequent travel by
in the gloom, the greater fetchfisher greater fetchfishers, as their slime residue settles into the nooks where shadows fall.
gorges itself on predator and prey alike.
GREATER FETCHFISHER CREATURE 13
UNCOMMON N HUGE BEAST SHADOW
Perception +24; greater darkvision, light blindness
Languages Shadowtongue, Common, Undercommon
Skills Athletics +27, Deception +24, Fetchling
Lore +24, Stealth +30
Str +8, Dex +8, Con +7, Int +4, Wis +5,
Cha +5
Shifting Mass As fetchfisher brood swarm.
Snatching Ambush 5 (range 15 feet) As
fetchfisher, except the greater fetchfisher uses Snatch
and Dive instead of Snatch and Drag.
AC 31; Fort +24, Ref +25, Will +20
HP 340
Speed 15 feet, climb 15 feet
Melee 1 claw +27 (reach 10 feet), Damage 3d12+14 slashing
and Improved Grab
Melee 1 jaws +27 (agile), Damage 3d10+14
piercing
Shadow Step 1 (conjuration, primal,
shadow, teleportation) As fetchfisher.
Snatch and Dive 3 The greater
fetchfisher stretches their arm and snatches
away their prey before diving into the shadows.
The greater fetchfisher makes a claw Strike against a creature within 15
feet, despite the claw normally having a reach of 10 feet. If the greater
fetchfisher hits and uses Improved Grab, they move the creature to
the nearest square adjacent to the greater fetchfisher. The greater
fetchfisher can then Shadow Step. If it chooses to Shadow Step, the
grabbed creature must attempt a DC 30 Will save. On a failure,
the target teleports with the greater fetchfisher, arriving
in the same relative position and remaining
grabbed. On a success, the greater
fetchfisher can choose not to teleport if
it wants to keep the creature grabbed.
58
Feth Velaunt
A feth velaunt is both a creature and a curse, appearing as a transparent eel-like
creature with an ophidian head and hard, oversized fins. It grows and absorbs GOLD AWARD
RPG SUPERSTAR 2021
bodies until it can threaten an entire small settlement on its own.
BY SPENCER WHITING
A feth velaunt forms when a curse afflicts the local dead, causing them to lose
all their color and opacity before crawling out of their grave to wander into the
ocean. Worse, under the waves, the bodies of the dead merge together, forming FETH VELAUNT FINALES
a creature of singular desire: to continue growing. Eventually, the citizenry discovers the grisly
parade of mindless, transparent bodies,
FETH VELAUNT CREATURE 9 or there aren’t enough corpses to sustain
RARE NE HUGE ABERRATION AMPHIBIOUS CURSE growth. That’s when it surfaces. Long and
Perception +18; darkvision eel-like, transparent as fine glass, the
Languages Aklo creature drags itself onto land with its fins.
Skills Athletics +20, Intimidation +18, Occultism +13, Stealth +13 (+20 underwater) Its belly is a miasma of coiling, whipping
Str +6, Dex +2, Con +6, Int –3, Wis +4, Cha +2 tendrils. It tethers dozens of creatures and
AC 25; Fort +21, Ref +15, Will +18; +2 to all saves against curses tucks them up under its belly. Then,
HP 175; Weaknesses mental 5; Resistances cold 5 it slips back underwater so that its
Accursed Absence The feth velaunt is as much a curse as it is a creature, and the way it fades gathered victims dreamlessly drown.
back and forth between the two aspects of itself makes it significantly harder to harm it. While these statistics are perfect for a
Whenever a Strike would hit the feth velaunt, the attacking creature must attempt a DC 9 newly arisen feth velaunt, with enough
flat check. On a failure, the Strike phases through the feth velaunt and misses. Afterwards, time and bodies, it could become a
regardless of the result of the flat check, the DC decreases by 2. This reduction is gargantuan creature capable of
cumulative, and once the flat check DC reaches 1, creatures no longer need to attempt it destroying cities.
when they hit the feth velaunt with a Strike. At the beginning of the feth velaunt’s turn, the
flat check DC resets to 9.
Speed 25 feet, Swim 40 feet
Melee 1 jaws +21 (Reach 10 feet), Damage 2d12+9 piercing plus 1d6 mental
Melee 1 tether lash +19 (Reach 30 feet), Damage 2d8+12 bludgeoning plus tether
Harvest 2 The feth velaunt unleashes a barrage of tether lashes in a 30 foot cone. All
creatures in the area of the barrage must attempt a DC 28 Reflex saving throw. On
a failure, they’re tethered and take 4d8 bludgeoning damage, and on a critical
failure, they take double damage and are affected by tether. The feth velaunt
can’t Harvest again for 1d4 rounds.
Mind Crush 1 (nonlethal) Frequency once per round; Effect The
feth velaunt sends a wave of psychic energy to crush the minds
of the victims attached to its tethers. Each creature
tethered by the feth velaunt takes 6d6 mental damage
with a DC 25 basic Will save. Creatures restrained by
the tether treat the result of their saving throw as one
degree of success worse than they rolled.
Tether If the feth velaunt hits a creature with its tether lash, that
creature becomes grabbed by the feth velaunt (Escape DC 30).
Unlike normal for the grabbed condition, a creature grabbed by
a feth velaunt isn’t immobilized, though it can’t move outside of
the tether’s reach. A creature can sever the tether by attacking
the tether, which has an AC of 20, and dealing at least 15 slashing
damage. If the feth velaunt attempts to move in a way that would
exceed the reach of any tether, creatures attached to those tethers
can attempt an Escape action as a reaction. If they fail to Escape, or
don’t attempt to Escape, such creatures are dragged along with the
feth velaunt at a distance equal to the tether’s reach. This is forced
movement. The reach of all current tethers decreases by 15 feet at
the start of the feth velaunt’s turn each round, dragging all tethered
creatures towards it if the reach becomes less than the distance
between the creature and feth velaunt. If a tether’s reach reaches 0
in this way, the tethered creature becomes restrained. Creatures who are
restrained in this way are moved along with the feth velaunt when it moves.
Each time the feth velaunt takes damage, all creatures currently tethered take
1d4 mental damage; this damaging effect has the nonlethal trait.
59
Fethrotte
A fethrotte is a markedly unintelligent, cantankerous, solitary creature that
COPPER AWARD typically leads a short, painful life due to their singular purpose—a disposal
RPG SUPERSTAR 2021
system created to devour dangerous chemicals in alchemical laboratories. It
BY SPENCER WHITING
moves slowly on its disproportionately small, overworked feet as it drags its
distended, corpulent belly behind it. Behaviorally, fethrottes are aggressively
CAUTIONARY TAILS territorial. Normal food will no longer sustain them, and so they are utterly
Alchemists tempted to speed up the reliant on its alchemist creator and the lab where its food is generated. Try to
cleanup process by keeping more than remove a fethrotte from its home, and it will fight obsessively and mercilessly.
one fethrotte quickly learn that fethrottes It may appear to be a common giant rat, but elemental grotesqueries come
eat anything they consider food, including belching from between its gnarled teeth, and mutagenic mutations enable it to
each other. The last thing an alchemist alter its very body to better rend an intruder.
needs in a lab is more explosions, so a While a fethrotte is not a particularly uncommon sight in an alchemical lab
chain reaction of detonating cannibalized today, the specific origins of the creature are lost to time, though the haunting
rats is not an appealing concept. They’ve procedure to create one has spread since then. The process involves feeding
also learned to monitor fethrottes that a mundane giant rat a caustic mixture of mutagens and other alchemical
survive longer than usual. Their rate of drippings to create a servant perfectly suited to cleaning up the dangerous fluids
mutation increases as they grow, and they and runoff of an active laboratory. Adventurers are advised to pay heed to an
may develop undesirable traits such as addendum penned after an alchemical researcher’s final entry by their assistant:
spewing elemental damage in a cone, “Do not touch the corpse of a fethrotte, or your assistant will be entirely out of
changing sizes uncontrollably, growing a job.”
wings, or birthing copies of themselves.
Perhaps taking the time to clean up FETHROTTE CREATURE 3
one’s own messes isn’t so bad after all. UNCOMMON N MEDIUM ALCHEMICAL ANIMAL
Perception +7; low-light vision
Skills Acrobatics +7, Athletics +9, Stealth +9
Str +3, Dex +2, Con +4, Int –4, Wis +1, Cha +0
AC 20; Fort +12, Ref +9, Will +6
HP 50
Matching Miasma 5 Trigger The fethrotte takes acid, cold, electricity, fire, poison, or sonic
damage; Effect The next jaws Strike the fethrotte makes deals 1d6 additional damage of the
same energy type. The jaws Strike gains the corresponding energy trait.
Volatile Contents (acid, cold, electricity, fire, poison, sonic) When the fethrotte is killed, it
bubbles and froths and undulates with growing intensity. If it is touched or moved, it
detonates in a foul spew, dealing 1d6 damage each of acid, cold, electricity, fire,
poison, and sonic in a 10 foot emanation (6d6 total, basic Reflex save against
DC 20). If no one interacts with it, the body detonates 1d4 minutes later in
a 20 foot emanation.
Speed 20 feet
Melee 1 jaws +12, Damage 1d6+6 piercing plus Grab
Heedless Mutation 1 (manipulate) Frequency Once per
round; Requirements The fethrotte has taken
damage since the last time it used Heedless
Mutation; Effect With a grotesque twisting and
expansion of its mouth and teeth, the fethrotte
gains a +1 status bonus to its damage rolls
with its jaws Strikes, but becomes clumsy
1. This effect is cumulative with multiple
uses to a maximum of a +4 status bonus
to damage rolls and clumsy 4. Two
minutes after first using this ability or
if the fethrotte loses consciousness,
all changes from Heedless Mutation
revert and it gains the drained condition
equal to twice the previous status
bonus and clumsy condition. If this
would result in a drained condition higher than 4 (due to the
status bonus and clumsy condition being 3 or 4), the backlash is fatal, and the fethrotte dies
immediately as its head snaps back to its normal size.
60
Fosterkin
Fosterkin are benevolent aberrations who love and care for young creatures
without parents. According to popular folklore, fosterkin were created when COPPER AWARD
RPG SUPERSTAR 2021
an orphan made a powerful wish upon a star to have loving parents, and that
BY DAVID GREENE
wish was granted by strange benevolent entities beyond the stars. The child’s fur
coat, or perhaps their rug, came to life and transformed into the first fosterkin, a
creature filled with parental love for the child who innately knew how to provide A WORLD APART
adequate care and protection. The child’s wish surged in their heart, growing Fosterkin are often uncomfortable in
and changing into a wish to share this strange form of parental love with all crowded cities and instead prefer raising
the world’s children. Thus, hundreds of rugs or coats nearby transformed into their children in a rural setting. Some lead
a flock of fosterkin, who would each seek out children of their own to foster. nomadic lifestyles, training their wards to
The validity of this origin story is debatable, but it’s certainly true that fosterkin be adventurers and survivalists. Others
are unable to procreate. Despite this, fosterkin have a primal urge to protect and raise build treehouse villages or networks of
children. These friendly creatures hide throughout various civilizations, searching underground burrows to emulate the
for children in need of parents. Skittish by nature around adult humanoids, societies their children came from. Dozens
fosterkin move discreetly through cities and towns by disguising themselves as fur of fosterkin and children may make up
coats and rugs, a ruse that comes naturally to these furry creatures. these communities, with grown children
Fosterkin can’t bear to see children suffer, and they feel the worst thing in the that the fosterkin previously raised acting
world is when terrible parents don’t love or care for their children. Thus, they seek as intermediaries between them and those
out abusive households and wait for opportune moments to steal children away in an industrial society.
from their terrible parents. When a favorable moment occurs, the fosterkin makes
its presence known to the abused child, innately knowing how to soothe the youth.
If the child agrees, the fosterkin then sneaks away with its newly adopted ward.
If confronted, a fosterkin prefers to use nonviolent means to escape its adversary,
however it will give its life if necessary to protect its ward. Once a foe is rendered
incapacitated, the fosterkin attempts to modify the foe’s memory so that it forgets
the encounter with the fosterkin.
With the child’s consent, the fosterkin can use this same power to erase childhood
trauma from its adopted offspring. Fosterkin raise children as if they were their
own, and few things can match the love and support a fosterkin parent provides.
Rumor has it that a ritual exists to draw the stars’ attention and create new
fosterkin. However, if such a ritual exists, it has long been hidden.

FOSTERKIN CREATURE 12
RARE CG MEDIUM ABERRATION
Perception +22; darkvision
Languages Common, Sylvan
Skills Athletics +22, Deception +7 (+25 to Impersonate a fur coat or rug),
Occultism +22, Parenting Lore +20, Stealth +25
Str +5, Dex +4, Con +3, Int +2, Wis +5, Cha +7
AC 32; Fort +19, Ref +22, Will +25
HP 211
Comforting Aura (emotion, mental, occult) 30 feet. Allies in the fosterkin’s aura feel soothing comfort.
At the beginning of their turns, they reduce their frightened condition by 1 (in addition to reducing it
normally at the end of their turns). Additionally, if they have the fleeing condition from a fear effect,
they can choose to take no actions and stay in place, rather than running away, whichever they prefer.
Speed 30 feet
Melee 1 fist +24 (magical), Damage 3d6+11 bludgeoning plus Improved Grab
Innate Occult Spells DC 32, attack +24; 6th modify memory, sleep (×2); 5th soothe (×2); 4th modify
memory (×2), sleep (×2); 1st sanctuary (×4)
Cushioning Blows The fosterkin can make nonlethal fist Strikes without penalty.
Sleepy Embrace 2 (enchantment, incapacitation, occult, sleep) Requirements The fosterkin has
a creature grabbed with its fist. Effect The fosterkin rocks the target to sleep, with a DC 32 Will save.
Critical Success The target is unaffected.
Success The target is enfeebled 1 for 1 minute.
Failure The target falls unconscious for 1d6 rounds and is enfeebled 2 for 1 minute. For the duration of
the unconscious condition, they can’t attempt Perception checks to wake up.
Critical Failure The target falls unconscious and is enfeebled 4, both for 1 minute. For the duration of
the unconscious condition, they can’t attempt Perception checks to wake up.
61
Frenzied Trashfire
A frenzied trashfire is an elemental creature formed of a large, roiling mass of
SILVER AWARD trash and debris, surrounded by a dangerous fire. These creatures can spring up
RPG SUPERSTAR 2021
without warning in trash yards or other areas where pollution is common. While
BY MARK T. ADKINS
a frenzied trashfire is sentient, all known descriptions of these creatures describe
them as being driven by a relentless rage. While that rage is often directed at
LET IT GLOW the markers (or excesses) of civilization, it’s hard to know if the creature’s violent
Some cities have found frenzied actions are deliberate or happenstance.
trashfires to be quite useful. They Scholars speculate that frenzied trashfires might be the result of failed magical
reduce the size of trash yards while experiments by druids aimed at striking a blow against civilization and the all-
preventing other unsavory creatures too-common pollution that it brings in its wake. This leads many to wonder if
from taking up residence in them. other types of pollution-tainted elementals might exist.
Establishing a relationship with a Due to their fragility to blunt attacks, frenzied trashfires prefer to attack from
trashfire requires magic to calm it and a distance, often hiding behind walls of flaming trash that they have created.
a translator to negotiate with it. Each
trashfire has a different personality, FRENZIED TRASHFIRE CREATURE 8
so while some only want the city to UNCOMMON CN MEDIUM ELEMENTAL FIRE
burn, others have more of a live and let Perception +16; darkvision
live attitude and are perfectly content Languages Ignan
consuming trash peacefully for others. Skills Acrobatics +16, Athletics +14, Filth Lore +12
Str +2, Dex +4, Con +2, Int –1, Wis +3, Cha +0
AC 27; Fort +16, Ref +18, Will +13
HP 145; Immunities bleed, fire, paralyzed, poison, sleep; Weaknesses bludgeoning 10, cold 10
Consume Debris The frenzied trashfire naturally draws trash, refuse, and other debris into its body
to fuel its flames. At the beginning of its turn, if the frenzied trashfire is standing on a significant
pile of trash, it absorbs some of the trash pile into itself and recovers 2d6 Hit Points.
Vulnerable to Momentum Because the frenzied trashfire has a body composed
largely of trash, weapons that build up a great deal of momentum and
scatter that debris are very effective against it. Critical hits from
weapons with the backswing, forceful, or sweep traits
cause the frenzied trashfire to become clumsy 2 for 1
round.
Speed 30 feet; trash walker
Melee 1 burning refuse +18 (agile), Damage 2d6+4
bludgeoning plus 2d6 persistent fire
Ranged 1 thrown refuse +20 (range increment
50 feet), Damage 2d10+4 bludgeoning plus 2d6
persistent fire
Primal Innate Spells DC 23; 3rd stinking cloud (×2)
Wall of Burning Refuse 3 (evocation, fire,
primal) The frenzied trashfire Strides or Steps up
to three times, in any combination. During
its movement, it can target up to 8
contiguous squares through which
it passes, leaving a wall built out
of 10 foot tall piles of burning
trash in its wake. Other than
the size and shape, this
wall has the effects of a wall
of fire spell. The frenzied
trashfire can see through the
concealment caused by this effect.
A frenzied trashfire can’t use this ability again until it
spends at least 1 minute absorbing more
trash into its body.
Trash Walker The frenzied
trashfire ignores difficult terrain
and greater difficult terrain
created by trash, refuse, or debris.
62
Furnace Newt
Curious and playful, cat-sized furnace newts are nevertheless quite dangerous.
Should a creature intrude upon their territory, furnace newts fight fiercely to COPPER AWARD
RPG SUPERSTAR 2021
defend their homes, but furnace newts’ true power lies in their unique physiology.
BY NICHOLAS POTTER
Furnace newts live in hot, volcanic regions and are well adapted to high
temperatures. As a furnace newt is exposed to more and more heat, it siphons
some of the thermal energy to empower itself, growing larger and, in turn, A SPICY ADDITION
radiating heat and fire around itself. This makes furnace newts popular additions Recently, the furnace newt has taken the
to the domains of creatures that make use of fire, as the newt can add significant culinary world by storm as enterprising
firepower to their side in a prolonged fight. chefs discovered that having one live in
Most furnace newts have a strong enough preservation instinct to vent heat until their smoker adds a distinct pungency
they maintain a small size, but sometimes, in the heat of battle, a furnace newt to its output. Some restaurants take the
won’t have the time or inclination to shed excess energy. Many cautionary tales concept a step further and serve finger
exist of cabals of young wizards capturing a furnace newt to defend their tower but food directly atop of furnace newts.
then accidentally detonating it by using too many fire spells in its vicinity. The newts are quite content with this
Despite the danger they present, however, furnace newts also enjoy popularity arrangement, so long as they get a share
as companions, especially among blacksmiths who can provide regular access to of the food while basking in the attention.
a comfortably hot environment. Connoisseurs describe the resulting flavor
as earthy, rustic, and toasty, while less-
FURNACE NEWT CREATURE 3 distinguished diners complain the smoked
UNCOMMON N SMALL BEAST ELEMENTAL FIRE meats taste “bog standard” and “like a
Perception +9 cow drowned in a swamp of peppers.”
Languages Ignan; can’t speak any language
Skills Acrobatics +10, Athletics +7, Stealth +10
Str +0, Dex +4, Con +3, Int –2, Wis +0, Cha +4
Fire Amplification (fire, aura) The furnace newt naturally exudes an aura that empowers fire within
its radius. Creatures within 30 feet of a furnace newt gain a +1 status bonus to damage rolls
whenever they deal fire damage. This status bonus increases depending on the furnace newt’s
increasing size from All-Consuming Fire, to +2 if the newt is Medium, +3 if the newt is Large, and
+4 if the newt is Huge.
AC 18; Fort +10, Ref +11, Will +5
HP 45; Immunities Fire; Weaknesses Cold 3
All-Consuming Fire (fire, polymorph, primal, transmutation) Whenever a creature other than
a furnace newt uses a spell or ability with the fire trait within 30 feet of the furnace newt, the
furnace newt feeds on the thermal energy of the fire, growing in size to the next size category
(from Small to Medium, from Medium to Large, or from Large to Huge). This ability
can take effect multiple times, though at most once per round. If the newt is
already Huge when this ability is activated, it must attempt a DC 23 Fortitude
save or explode, killing it and dealing 4d4 fire damage to all creatures in a
15-foot emanation (DC 19 basic Reflex save). On a successful save, the
newt doesn’t absorb the heat and remains Huge. Whenever a creature
uses a cold spell or ability within 30 feet of the furnace newt, it instead
shrinks one size category, to a minimum of Small. If the newt was
already Small, it is instead slowed 1 until the end of its next turn.
Like the growth, this can take effect multiple times, but only
once per round.
Speed 25 feet, climb 25 feet
Melee 1 bite +12 (finesse, fire), Damage 1d8 piercing plus
raging flames
Ranged 1 boiling spit +12 (fire, range increment 20 feet),
Damage 1d6 fire plus raging flames
Raging Flames The bigger the flames, the more powerful a furnace
newt’s attacks. A furnace newt’s Strikes deal an additional 1d4 fire damage when it’s Small, but
this damage increases when its size increases from All-Consuming Fire. Its Strikes instead add
2d4 damage if it’s Medium, 3d4 damage if it’s Large, and 4d4 damage if it’s Huge.
Vent Heat 1 (fire) Frequency once per round; Requirements The furnace newt is Medium
or larger due to all-consuming fire; Effect The newt sheds excess heat. It shrinks one size,
and the heat coming from its body deals 2d4 fire damage to all creatures within a 10-foot
emanation (DC 19 basic Reflex save).
63
Fury Sphere
Fury spheres are immense otherworldly metal spheres that were originally
COPPER AWARD created by powerful immortal beings of good and law, early in the history of
RPG SUPERSTAR 2021
the universe. Each of these primordial spheres was infused with the spirit of a
BY NICK LUCAS
blessed being and put into place to help control a piece of celestial machinery.
For a time, this was good, and the celestial spheres were happy... at least, until
TRAPPING A SPHERE the day something went horribly wrong. The immortals who set the universe in
When slain, the spirit of a fury sphere can order crafted a new and supposedly superior machine. But what is old and used
be contained in a smaller vessel of Bulk 2 is no longer perfect and ordered, so the immortal celestials cast the old pieces
or less in the next 10 minutes with a DC away to be melted down.
25 Arcana, Religion, or Occultism check.
But the celestial spheres weren’t merely some common metal to simply accept
The sphere trapped in the new vessel can
be used as one of the ingredients for an
being smelted and reworked into something new. They felt their creators’
animate object ritual, creating an object betrayal, and so by infusing themselves with wrath and hatred, representing
that will begrudgingly follow commands. the diametric opposite of their old essence, they managed to escape their
destruction and crash through the Heavens themselves. Multitudes of fury
spheres poured into the planes, full of vengeful hatred for the gods and mortals
whom they once toiled to serve. They now delight in chaos and the destruction
of all things peaceful in order to spite their creators and strike back at the
world that wronged them and left them behind. They’d rather watch
the universe burn than allow themselves to become obsolete and
quietly disappear.
Each fury sphere has a unique androgynous and rage-
fueled face that appears on the surface of the sphere and
always remains upright, no matter how fast the sphere
is rolling. Fury spheres are made of shimmering metals
of various hues. Some are the color of brass, some are
silver, and some are black gunmetal, but on the inside,
all are made of solid steel. Fury spheres are enormous
spheres, 8 feet in diameter, that weigh over 60 tons.
Occasionally, a fury sphere comes up with a plan to
seek out a high mountain, a labyrinth, a dungeon, or
another area with narrow ledges and passages. Some
evil beings have learned to negotiate and work together
with fury spheres, promising untold destruction and
chaos in exchange for the collaboration.

FURY SPHERE CREATURE 9


RARE CE LARGE CONSTRUCT FIEND
Perception +18
Languages Abyssal, Celestial, Common
Skills Athletics +20, Heaven Lore +18, Intimidation +18, Legal Lore +18
Str +6, Dex +4, Con +6, Int +2, Wis +3, Cha +4
AC 27; Fort +21, Ref +18, Will +15
HP 160; Immunities bleed damage, death effects, disease, healing, necromancy, nonlethal
attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, unconscious;
Resistances physical 5 (except adamantine)
Speed 25 feet; roll over
Melee 1 body +19, Damage 2d10+10 bludgeoning and roll over
Roll Over A fury sphere gains +10-foot circumstance bonus to its Speed when moving down a
significant incline. After moving down an incline, a fury sphere deals 2d8 additional damage
with its body Strikes, and Trample ability until the end of the turn and its successful body Strikes
knock creatures prone.
Slamball 3 A fury sphere can propel itself into the air and crash down, creating a shockwave
and battering enemies as it flies by. The Angry Steel Sphere Flies up to its land Speed and then
lands on the ground below. All creatures in the air in its path, plus those within 15 feet of the
landing spot take 8d8 with a DC 28 basic Reflex save. On a failure they are also knocked prone,
and on a critical failure, they are also slowed 1. The fury sphere can’t use Slamball again for 1d4
rounds.
Trample 3 Medium or smaller, body, basic Reflex DC 28
64
Gasper
Gaspers are bizarre, aberrant elementals, sealed inside a prison of rubbery skin,
that choke to death whenever other living creatures get a good look at them. GOLD AWARD
RPG SUPERSTAR 2021
A gasper typically appears as a lanky creature with humanoid forms covered in
BY VINCENT THÉRIAULT
yellowed rubbery skin that appears to have a life of its own. This sickly skin is
stretched over its tall, malformed frame. Living creatures never get a chance to
see a gasper’s face up close, as it seals shut at first sight with muffled cries and A SUITABLE ENDING
whimpers. A gasper’s torso bulges and throbs violently to unnatural proportions Gasper skins are in high demand among
as it starts asphyxiating, and it lunges, rushing towards onlookers in reckless those who know of their existence. If
abandon. After all, if it kills them, it can breathe again. If the onlookers are handled very carefully, they can get a
obviously too powerful, the gasper attempts to flee beyond breathsense range second life as skintight suits for athletes,
instead. Gaspers at the end of their breath gouge themselves with their own divers, and industrial workers who need
spines to extend their consciousness. the protection and efficiency offered by
Gaspers can be found in nearly any climate in reclusive places and underground clothing that is nigh impenetrable except
sanctuaries, as they avoid the lethal effects the gaze of the living has upon them. by slashing.
Yet gaspers inevitably emerge to lumber listlessly on the surface for a moment
before returning to safety, their heads craned towards a sky they can’t see.
Due to their self-imposed isolation, gaspers are virtually unknown in the
outside world, which is unfortunate for many crossing their path since they
mainly attack for self-preservation.
Gaspers are usually forced to live solitary lives, but that doesn’t mean they
don’t get lonely. They often find companionship with sightless creatures,
intelligent undead, and constructs. Gaspers’ companions are sometimes benign,
but undead and other evil companions might hang around the gasper mainly to
use its breathsense as a rudimentary detector for living victims.
Inscrutable accounts that attempt to explain a gasper’s
unique physiology claim that a gasper’s skin is a separate
aberrant entity added to an air elemental due to some
kind of curse or punishment. One piece of evidence that
supports this possibility is that when a gasper dies, its skin
slumps lifelessly, leaving nothing more than an empty husk.

GASPER CREATURE 9
RARE CN MEDIUM ABERRATION AIR ELEMENTAL
Perception +16; breathsense 100 feet, no vision
Languages Aklo, Auran (can’t speak any language)
Skills Athletics +20 (+24 to Jump), Elemental Plane of Air Lore +16, Stealth +16
Str +6, Dex +2, Con +6, Int –2, Wis +2, Cha +2
Breathsense (air) A gasper’s only precise sense is its breathsense, which perceives breathing
creatures. A breathing creature within the listed range who holds its breath and plugs its
airways is invisible to the gasper for as long as it hold its breath. To plug its airways in this way, a
creature must have one hand free to fully plug its nose and cover its mouth.
Gasper’s Plight When a living creature within the breathsense range sees the gasper, the skin
on the gasper’s head crimps shut until no living creature can see it for 1 minute. The gasper
immediately begins suffocating, compelling it to kill any living witnesses or escape in order to
survive. A gasper can last for a total of 12 rounds before falling unconscious. Gaspers don’t lose
any air rounds using their actions or abilities.
AC 26; Fort +21, Ref +15, Will +15
HP 225; Immunities inhaled effects, visual effects; Weaknesses bludgeoning 10; Resistances
slashing 10 (Sip of Air)
Sip of Air 5 (air) Trigger The gasper takes piercing or slashing damage; Effect The gasper inhales
air from the quickly sealing wound holes. It regains 2 rounds of air, but it loses its immunity to
inhaled effects until the start of it’s next turn.
Speed 40 feet
Melee 1 fist +21 (magical, reach 10 feet), Damage 2d12+12 bludgeoning
Melee 1 spine +21 (agile, magical, reach 10 feet), Damage 2d8+12 piercing
Desperate Assault 2 (attack, move) The gasper Leaps up to its Speed in a straight line and
Strikes against up to two creatures in reach at the end of its movement. It doesn’t increase
its multiple attack penalty from these Strikes until after it makes both of them.
65
Gastrophage
Throughout the land, trolls are a menace to small towns and villages. Aside
SILVER AWARD from fire and the occasional flask of acid, trolls have little to fear... aside from a
RPG SUPERSTAR 2021
gastrophage, that is. Gastrophages are the natural predators of trolls; however,
BY DAVID GREENE
they are by no means a welcome sight, as gastrophages are happy to supplement
their diet with livestock and townsfolk. The stomach bile of a gastrophage is
THE LAND IS HEALING? highly corrosive, and these beasts have many pores along their skin from which
Some believe that gastrophages are they can spray this foul substance. When a gastrophage encounters a troll, it
nature’s response to trolls, whose rushes towards its prey and sprays corrosive bile at the unfortunate troll. The
populations ravage the land if left beast then sinks its teeth into the troll as the bile begins to predigest the victim.
unchecked. It’s an odd perspective to The bile is far too corrosive for even a troll’s legendary regeneration to repair,
take given that gastrophage rampages and the troll is soon torn apart limb from limb.
can be more destructive than the problem Like trolls, gastrophages have powerful regenerative abilities and are able to
they purportedly solve. The kernel of heal nearly any wound. However, unlike a troll, they can heal severe wounds
truth behind the belief comes from the caused by flame and corrosive acid. Only freezing temperatures are capable of
phenomenon of gastrophages emerging slowing a gastrophage’s metabolism enough to halt its regeneration.
out of the earth en masse. This behavior When prey is plentiful and close at hand, gastrophages are known to spray
is due to their weakness to cold, however. bile from all of their pores at once, covering all within their vicinity in corrosive
During winters, gastrophages retreat bile, including themselves. This makes for a horrific sight as the beast dissolves
underground. Those who find deep cavern and reforms unhindered as it assails its prey. These acidic beasts have no innate
networks remain active, while those resistance to their own bile and instead rely on their rapid regeneration to
in shallow burrows instead hibernate, counteract their own stomach acid. A gastrophage coated in bile is even more
suppressing their acid generation. dangerous, as those attacking the beast risk exposing themselves to the bile.
Gastrophages have voracious appetites due to the high metabolism required
by their regenerative flesh. However, they prefer easy prey and are quick to give
up when chasing elusive targets.

GASTROPHAGE CREATURE 9
N LARGE BEAST
Perception +18; darkvision
Skills Athletics +20
Str +6, Dex +2, Con +4, Int –4, Wis +1, Cha +2
AC 25; Fort +20, Ref +17, Will +15
HP 190, regeneration 25 (deactivated by cold); Weaknesses cold 10
Acid Defense (acid) While the gastrophage is under the effects of persistent acid
damage, each time an adjacent creature deals slashing or piercing damage
to the gastrophage, the attacker is sprayed with the gastrophage’s acidic
bile, which deals 2d4 acid damage (DC 25 basic Reflex save).
Speed 35 feet
Melee 1 jaws +21, Damage 2d10+12 slashing
Melee 1 tail +21 (agile, reach 10 feet), Damage 2d8+10 piercing
Ranged 1 bile +19 (range increment 30 feet), Damage 2d8+10
acid
Corrosive Strikes (acid) While the gastrophage is under
the affects of persistent acid damage, its jaws and tail
Strikes deal an additional 1d6 acid damage.
Gastric Explosion 2 (acid) Corrosive bile sprays
forth from the pores in the gastrophage’s skin. This
deals 8d6 acid damage in a 20-foot emanation (DC
28 Reflex save). The gastrophage automatically takes
2d6 persistent acid damage upon using this ability but is
otherwise unaffected by its own emanation. It can’t use
gastric explosion again for 1d4 rounds.
Critical Success The creature takes no damage.
Success The creature takes half damage.
Failure The creature takes full damage and 2d6
persistent acid damage.
Critical Failure The creature takes double damage
and 2d6 persistent acid damage.
66
Gladelich
When spellcasters seek to outsmart death, there are a number of paths to follow.
One vile method is lichdom, of which there are many paths since every lich ritual COPPER AWARD
RPG SUPERSTAR 2021
is unique. While many liches are metamorphosed from arcane magic, there are
BY CHARLIE HO
other secrets available only to those with a primal inclination—the gladelich.
A gladelich is a variant of the infamous lich; however, rather than a phylactery,
their source of immortality is their soul grove—a collection of trees where the BAD DRYAD
ritual to transform them into a gladelich was performed. Once a soul grove arises The gladelich’s corruption extends beyond
along with the gladelich, the land becomes tainted with negative energy, and its soul grove. Nearby dryads may resist
new trees can’t grow there via normal means. Instead, new saplings in the soul its evil for a time but ultimately succumb.
grove sprout only from the souls of mortals who die in the grove, typically after They become the gladelich’s first line of
being brought there by the gladelich. Each time a gladelich rejuvenates from a defense against those searching for the
temporary demise, their new body is transmuted from a tree in their soul grove. soul grove. Adventurers may think they are
Potential gladeliches can pursue their undeath in three main ways. The first still in safe territory, only for the seemingly
is to petition the vitae of the land, sometimes known as nature spirits, to grant pristine forest to ambush them.
them the necessary power in a bargain; the second is to seize the power for
themselves by force; and the last is to simply be chosen by the woods, placing a
mantle of responsibility on the vile spellcaster. Regardless of method, once the
ritual is complete, the soul grove is theirs to ward for eternity.

GLADELICH CREATURE 13
RARE NE MEDIUM PLANT UNDEAD
Perception +26; darkvision
Languages Common, Elven, Necril, Sylvan; speak with animals, speak with plants
Skills Arcana +22, Crafting +24 (can craft magic items; +26 woodworking), Intimidation +23,
Medicine +24, Nature +30, Stealth +22, Survival +28
Str +2, Dex +3, Con +2, Int +5, Wis +7, Cha +4
Soul Grove (consecration, necromancy, plant, primal) Each gladelich has a soul grove, which
allows them to rejuvenate. This area, a 40-foot emanation around the spot where the
gladelichdom ritual took place, is tainted with a dread filter that perpetually sheathes
the grove. Light in the area becomes dim light instead. When a gladelich
is destroyed, its soul immediately transfers to its soul grove via its
rejuvenation. A gladelich can be permanently destroyed only if its
soul grove is found and destroyed.
Items animal staff (greater)
AC 31; Fort +19, Ref +22, Will +28; +1 status to all saves vs.
positive
HP 225, negative healing, rejuvenation (see Soul Grove);
Immunities death effects, disease, paralyzed, poison, unconscious; Weaknesses fire 10;
Resistances cold 10, physical 10 (except magic bludgeoning)
Frightful Presence (aura, emotion, fear, mental) 60 feet, DC 30
Speed 30 feet
Melee 1 withering branch +25 (finesse, magical), Damage 3d8+7 negative plus Siphon Life
Ranged 1 needle +25 (conjuration, plant, primal, range increment 40 feet), Damage 3d12 piercing
Primal Prepared Spells DC 37, attack +27; 7th corrosive bodySOM, finger of death, necrotizeSOM;
6th dispel magic, nature’s reprisalSOM, slow, true seeing; 5th cloudkill, tree stride (×2), wall of
stone; 4th air walk, freedom of movement, pass without trace, petal stormSOM; 3rd animal vision,
haste, slow, wall of thorns; 2nd entangle, longstrider, shape wood, tree shape; 1st fear (×2),
fleet step, gust of wind; Cantrips (7th) detect magic, puff of poisonSOM, read aura, tanglefoot;
Constant (7th) speak with animals, speak with plants
Dread Grove Creatures entering a gladelich’s soul grove other than the gladelich and its allies
become doomed 1. If a creature in the soul grove has dealt fire damage to any plants in
the past 24 hours, they become doomed 2 instead.
Siphon Life 5 Trigger The gladelich deals damage with its withering branch Strike; Effect
The gladelich regains Hit Points equal to half the damage dealt.
Steady Spellcasting If a reaction would disrupt the gladelich’s spellcasting action,
the gladelich attempts a DC 15 flat check. On a success, the action isn’t disrupted.
Woodland Stride The gladelich ignores difficult terrain and greater difficult terrain from non-
magical foliage.
67
Goblin Circus Troupe
Goblin acrobats, bomb jugglers, fire eaters, dog tamers, clowns, and musicians
SILVER AWARD form a goblin circus troupe led by a ringmaster. When left to their own devices,
RPG SUPERSTAR 2021
the troupe leaps and cartwheels around, banging their instruments and making
BY RODNEY SLOAN
an awful noise. Anyone who doesn’t applaud loudly enough—and the troupe
can’t hear much over their din—gets pelted with whatever the goblins have on
CULTURE SHOCK hand, which usually includes bombs and random circus props.
The number one piece of guidance With their courage bolstered by their numbers, goblin circus troupes love to
for those about to experience a goblin perform in densely populated human cities where the city watch has difficulty
circus troupe is: do NOT pelt the troupe keeping them under control.
with rotten vegetables. Goblin culture
considers this expression of displeasure GOBLIN CIRCUS TROUPE CREATURE 6
to be a sign of approval instead. Excited CE GARGANTUAN GOBLIN HUMANOID TROOP
troupe members may be so thrilled by Perception +11; darkvision
the audience participation that they bring Languages Goblin
offenders into the act. These kidnappings Skills Acrobatics +13, Athletics +13, Nature +11, Performance +14
have put a new spin on the concept Str +4, Dex +5, Con +4, Int +1, Wis +1, Cha +2
of running away to join the circus. Cavorting Tide The goblin circus troupe is less organized than most troops. It can move into other
creatures’ spaces, and other creatures can move into its spaces. Its spaces are difficult terrain
to other creatures.
AC 23; Fort +14, Ref +17, Will +11
HP 90 (16 squares), Thresholds 60 (12 squares), 30 (8 squares); Weaknesses area damage 10,
splash damage 5
Cacophonous Aura (auditory, aura, mental) 30 feet. Whenever a living creature
within the aura starts its turn, the creature must attempt a DC 21 Will save.
Critical Success The creature is immune to this ability for 1 hour.
Success The creature is unaffected.
Failure The creature is stupefied 2 until the end of its next turn.
Critical Failure The creature is stupefied 2 for 1 minute.
Troop Defenses
Speed 25 feet, troop movement
Encore! 2 (auditory, mental, visual)
Requirements No enemy is within 10 feet of
the goblin circus troupe. Effect The goblin circus
troupe puts on the show of their lives. Creatures
within 120 feet that can see and hear the goblin
circus troupe must attempt a DC 24 Will save.
Success The target is unaffected.
Failure The target is fascinated by the goblin
circus troupe for 1 minute.
Critical Failure The target is fascinated by the
cavorting troupe and stupefied 2 for 1 minute.
Form Up 1
Pelt Them! 2 The goblin circus troupe pelt their target
with a volley of stones, bombs, and random props. This
volley is a 10-foot burst with a range of 30 feet that deals
2d8 bludgeoning damage and 2d4 fire damage
(DC 21 basic Reflex save). When the goblin
circus troupe is reduced to 8 or fewer squares,
this area decreases to a 5-foot burst.
Smash Them! 1 to 3 Frequency once per round; Effect The goblin circus
troupe engages in a coordinated attack against each enemy in their squares and within
5 feet (DC 21 basic Reflex save). The damage depends on the number of actions. 1 1d8
bludgeoning damage and 1d4 fire damage 2 1d8+7 bludgeoning damage and 1d4 fire damage
3 1d8+11 bludgeoning damage and 1d4 fire damage
Troop Movement Whenever the goblin circus troupe Strides, the troupe first Forms Up as a free
action to condense into a 20-foot-by-20-foot area (minus any missing squares), then moves.
This works just like a Gargantuan creature moving; for instance, if any square of the troupe
enters difficult terrain, the extra movement cost applies to the whole troupe.
68
Golden Coinivore Swarm
This deadly guardian is composed of thousands of hungry maws masquerading
as a tremendous wealth of golden coins. COPPER AWARD
RPG SUPERSTAR 2021
A golden coinivore swarm can lie dormant for months on end, waiting for prey
BY JEFFREY ANDERSON
to stumble upon them. Their beguiling appearance, slowing poison, and endless
tearing teeth then make short work of any fleshy morsel they can catch. This
hunger makes a golden coinivore swarm difficult to keep alongside other creatures, SAY HELLO TO MY LITTLE
as they invariably turn upon their companions. The swarm only ignores other FRIENDS
coinivores and beings without edible flesh, such as most constructs, oozes, and Some thieves guilds keep golden coinivore
spirits. Thankfully, golden coinivore swarms are extremely territorial and usually swarms for both defensive and offensive
don’t willingly venture far from whatever lair they have come to call home. purposes. They place the creatures inside
Anyone who survives an encounter with a golden coinivore swarm, however, false entrances to their vaults, where they
might later discover a few extra coins in their pockets and purse, as a very small ambush rivals who think they are easy
number of nascent coinivore queens in each swarm seek not blood but a home pickings. They may also use them to pay
for a new brood. In this way, coinivores have been slowly spreading to the most debts, unleashing murder on foes foolish
unexpected of places. enough to accept the bags of gold. Legend
It should be noted, though, that an individual coinivore drone, once separated speaks of one ambitious thief who gifted a
from its swarm, becomes rather docile, and they have been kept by some as swarm to a dragon. It did not kill the dragon
unconventional pets or even familiars. but infested the hoard so thoroughly that the
dragon abandoned it in disgust, leaving easy
GOLDEN COINIVORE SWARM CREATURE 8 pickings for the thief.
UNCOMMON N LARGE ABERRATION SWARM
Perception +16; darkvision, scent (imprecise) 60 feet
Skills Athletics +14, Stealth +18, Survival +16
Str +0, Dex +4, Con +4, Int –4, Wis +2, Cha +0
Fool’s Gold 1 (concentrate) Until the next time it acts, the golden coinivore swarm appears to be a
normal pile of golden coins. As part of this action it can enter an adjacent open container capable
of holding at least 8 Bulk of items. It has an automatic result of 38 on Deception checks and DCs
to pass as normal coins.
AC 25; Fort +16, Ref +16, Will +14
HP 130; Immunities precision, swarm mind; Weaknesses area damage 10, splash damage 10;
Resistances physical 10
All That Glitters (aura, enchantment, incapacitation, mental, occult, visual) 60 feet. Any creature
within the aura that both sees the golden coinivore swarm and values gold must attempt a DC 23
Will save to resist becoming captivated.
Success The creature is unaffected and is temporarily immune for 24 hours.
Failure The creature is fascinated, and it must spend each of its actions to
move closer to the golden coinivore swarm as expediently as possible,
while avoiding obvious dangers. If a fascinated creature is adjacent to
the golden coinivore swarm, it stays still and doesn’t act. If attacked by
the golden coinivore swarm, the creature is freed from the fascination
at the end of the golden coinivore swarm’s turn. Otherwise, the
fascination lasts 1 minute, and hostile actions against the fascinated
creature and its allies don’t end the fascination early.
Critical Failure As failure, but if attacked by the
golden coinivore swarm, the creature can attempt
a new save against the fascination at the start
of its next turn, rather than being freed at the
end of the golden coinivore swarm’s turn.
Speed 20 feet, climb 20 feet
Coinivore Venom (poison) Saving Throw DC 23
Fortitude; Maximum Duration 6 rounds; Stage 1 1d6
poison damage and a –5-foot status penalty to all Speeds (1
round); Stage 2 1d8 poison damage and a –10-foot status penalty to
all Speeds (1 round); Stage 3 2d6 poison damage and immobilized (1 round)
Money Hungry 1 The coinivores swarm over and devour creatures in their space with an endless
hunger. Each enemy in the swarm’s space takes 4d6 piercing damage with a DC 26 basic
Reflex save. Those who fail their saving throw also take 1d6 persistent piercing damage and are
exposed to coinivore venom.
69
Golem of Wonder
Rods of wonder and related artifacts have long captured the imagination of
SILVER AWARD artificers and spellcasters. So, it was all but inevitable that someone would
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imbue a magical creature with the chaotic magic found in these curious items.
BY BRITE CHENEY
These brightly colored and bejeweled constructs are feared, not because of
any expert spellcasting or massive damage, but because it is so hard to prepare
WONDERING WHY for them. Their attacks are based on chaos and randomness, making it virtually
Like most artifacts, golems of wonder are impossible to guess what they will do next. This unpredictability makes a golem
so difficult and expensive to construct of wonder a formidable foe.
that their makers are left pondering what
purposes they could serve that would GOLEM OF WONDER CREATURE 11
be more valuable than the golem itself. RARE CN LARGE CONSTRUCT GOLEM MINDLESS
They are less consistent guardians than Perception +19; darkvision
their more lethal counterparts, and they Skills Acrobatics +20, Athletics +22
have additional weaknesses to sensory Str +7, Dex +3, Con +7, Int –5, Wis +2, Cha –4
magic. A few have ended up at casinos, AC 31; Fort +24, Ref +18, Will +21
where their scintillating appearances and HP 176; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, magic (see
chaotic abilities allow them to double as below), mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious;
both an attraction as well as security. Resistances physical 10 (except adamantine)
Golem Antimagic harmed by lawful and sonic (5d10, 2d8 from areas and persistent damage);
healed by chaotic (2d8 HP); slowed by divination
Last Throes of Chaos When the golem of wonder is destroyed, creatures within a 30-foot
emanation are affected by Invoke Wonder, rolling the effect separately for each creature.
Vulnerable to Sensory Magic Magical effects that affect the golem of wonder’s senses, such as
a synesthesia spell, affect the golem of wonder normally. This bypasses the golem’s normal
immunity to mental effects, but only for such spells.
Speed 25 feet
Melee 1 fist +24 (magical, reach 10 feet), Damage varies (see chaos damage below)
Chaos Damage When a golem of wonder makes a fist Strike, roll 1d6 to determine type and severity
of damage; 1: 2d8+10 slashing, 2–3: 2d10+12 force, 4–5: 2d12+15
bludgeoning, 6: 2d12+22 electricity
Invoke Wonder 1 (arcane, chaotic, evocation) Frequency once per
round; Effect The golem points its finger at a target within 60 feet
and unleashes the chaotic magic upon which it was built. Roll a d20
on the following table to determine the effect. Targets only receive
a saving throw if the effect calls for it. Any DC required is 30.
1: Roll twice, targeting different creatures within range each
time. Ignore any further results of 1 on these rolls.
2–3: Large glass beads form on the target’s arms, weighing them
down. They are enfeebled 1 until they take a single action, which has
the manipulate trait, to break the beads.
4–5: The target switches places with another random creature within
30 feet of the golem.
6–8: The target’s mind is overwhelmed by the chaos, causing them to
become stupefied 2 for 1 minute. They can spend an action, which has
the concentrate trait, to attempt a Will save. On a success, the stupefied
condition ends early.
9–11: The golem casts solid fog. Roll 1d4. On a 1 or 2, the fog is centered
on the golem, and on a 3 or 4, it’s centered on the target.
12–13: The golem is quickened for 3 rounds. It can only use the
additional action to Invoke Wonder.
14–15: The golem casts slow on the target.
16–17: The target must succeed at a Fortitude save or
their limbs temporarily lengthen for 2 rounds. For the
duration, their reach increases to 10 feet if it’s shorter, but they are clumsy 2.
18–19: All the target’s nonmagical items, including any clothing, glow with a harmless blue light
for 10 minutes. This casts dim light in a 10 foot radius and can’t be extinguished.
20: 10d6 pebbles shoot from the golem of wonder’s hand, doing the same amount of bludgeoning
damage to all creatures in a 60 foot line in the direction of the target, with a basic Reflex save.
70
Gorehed
Goreheds are a conglomeration of humanoid and frog, with a head that resembles
that of a humanoid with one eye, a large maw of serrated teeth to better tear flesh, COPPER AWARD
RPG SUPERSTAR 2021
and a wrinkled, compact body like a frog with large webbed hands and clawed
BY LUCAS SERVIDEO
feet. While capable of bipedal travel, for more support, goreheds travel on all
fours. Goreheds love humanoid flesh, and they use their mimicking voices to lure
prey into their lairs. Goreheds make their lairs in swampy regions, where they HOLD YOUR TONGUE
can drown their prey and infect them with their young. Gorehed lairs modify the Goreheds have an inflated sense of self-
natural environment, sometimes causing a nuisance for those in the area. These worth. They boast to each other about
lairs are made of mud, stone, and trees and built to withstand the elements. the size of their heads, the height of their
Goreheds are intelligent but don’t seem to use any crafted tools or weapons, leaps, the precision of their imitations...
preferring to rely on their natural abilities instead. Any fabric or items goreheds pretty much every aspect of themselves,
retain are from prey, not crafted by the goreheds themselves. Goreheds which makes their one inferiority complex
instinctually tend to distrust and fear magic. Once they notice a spellcaster, stand out even more: goreheds are jealous
goreheds usually retreat unless they outnumber their potential prey. Goreheds of frog tongues. Stuck with the pathetic,
typically hunt in packs of four or more to make sure they have the advantage stubby tongues of humanoids, goreheads
over a single target, and they sometimes employ as many as ten adults in a envy frogs for how far their tongues reach.
hunting party when going after large prey. That is why they cut tongues from their
Goreheds usually hunt to eat and breed, but even when they are already well- victims, not for display as trophies but
fed, they enjoy luring prey to their deaths just for fun. No one is sure of the to tie to the ends of their own tongues in
origin of these bizarre creatures. Rumors say they came from an opening in the hopes that they will somehow merge into
sky, but nothing has been found to prove this. an extended organ.

GOREHED CREATURE 5
NE SMALL ABERRATION AMPHIBIOUS
Perception +12; darkvision
Languages Aklo, Common
Skills Acrobatics +12, Athletics +11, Deception +13, Nature +9, Stealth +12 (+16 in
swamps), Survival +9
Str +4, Dex +5, Con +4, Int –2, Wis +2, Cha +4
Corpse Incubation After killing a creature, a
gorehed drags the corpse underwater and
inserts an egg sack into the base of its
neck. The gorehed nymph grows within
the corpse, feeding on the dead flesh
and utilizing the head as a safe space
to grow until it matures, roughly 1 week
later.
Sound Imitation A gorehed who succeeds at a Deception check to Lie can mimic
any voice they have heard. They have a +4 circumstance bonus to this
check.
AC 22; Fort +12, Ref +15, Will +9
HP 72
Fleeing Leap 5 Trigger A foe ends their turn, and the gorehed
is within that foe’s reach; Effect The gorehed Leaps up to half
its Speed away from the triggering foe. It can’t end the movement
adjacent to another foe. This movement doesn’t trigger reactions.
Speed 20 feet, swim 25 feet; swamp stride
Melee 1 jaws +15, Damage 2d8+4 piercing plus Grab
Melee 1 claws +15 (agile, finesse), Damage 2d6+4
slashing
Demoralizing Mimicry 1 (auditory) The gorehed
uses its mimicry to frighten a creature, potentially by
creating what sound like the shrieks of victims or saying
something unsettling in a friend’s voice. They Demoralize a
creature, using Deception instead of Intimidation to do so.
Pack Attack A gorehed’s Strikes deal an additional 1d4 damage to creatures within the reach of at
least two of the gorehed’s allies.
Swamp Stride A gorehed ignores difficult terrain caused by swamp terrain features.
71
Groundgullet
At first glance, a groundgullet might appear to be nothing more than a rank, slimy,
COPPER AWARD and slightly red pit in the ground. In fact, its body is composed of membranes that
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make up the walls of the pit, which undulate as they slowly burrow through the
BY AVIV SCHWARZ
ground. Inside, one finds muscular feelers, acidic glands, and a potent, decentralized
nervous system. Groundgullets can seamlessly blend into their surroundings when
GROUNDGULLET ORIGINS covering their maw, making them dangerous ambush predators.
The first groundgullets are believed
to have been bred by an ancient GROUNDGULLET CREATURE 8
cyclops kingdom as a bizarre means of UNCOMMON N MEDIUM ABERRATION
garbage disposal, but a small number Perception +16; no vision, tremorsense (precise) 500 feet
of the creatures have since spread Skills Stealth +18
to other regions around the world. Str +6, Dex +3, Con +5, Int +2, Wis +2, Cha +1
AC 26; Fort +19, Ref +15, Will +14
GROUNDGULLET ENCOUNTERS HP 160; Immunities blinded, visual
Though usually not cruel, some Speed burrow 20 feet; shifting earth
groundgullets have developed a Melee 1 tendril +18, Damage 2d12+10 bludgeoning
predilection for human flesh and lurk Ranged 1 spewed rock +18 (thrown 30 feet, reload 1), Damage 2d12+10 bludgeoning
outside settlements to feed on wanderers. Churn 1 (attack) Frequency once per round; Effect The groundgullet churns its insides, damaging the
When threatened, groundgullets pummel creatures within. Creatures Swallowed inside the groundgullet take 2d8+6 bludgeoning damage, with
their assailants with volleys of debris, a DC 26 basic Reflex save. Creatures that fail this save also fall if they were attempting to Climb out.
digestive acids, and the stench of Cover Pit 3 The groundgullet closes a thick membrane above its opening, which immediately
their decomposing previous meals. matches the appearance of the surrounding terrain. It gains standard cover and attempts to
Hide. If a Small or Medium creature moves into the groundgullet’s space, it can use Swallow
as normal. Otherwise, its cover can support up to 2 Bulk of unattended objects. Creatures with
the Trap Finder feat or similar abilities gain the benefits against a groundgullet using Cover Pit.
Decomposing Belch 2 All creatures within a 30-foot emanation must attempt a DC 24 Fortitude
save. Creatures adjacent to or sharing the groundgullet’s space take a -2 circumstance penalty
to this check.
Critical Success The creature is unaffected and is temporarily immune for 1 hour.
Success The creature is unaffected.
Failure The creature is sickened 1.
Critical Failure The creature is sickened 2.
Shifting Earth A groundgullet’s body is a 15-foot deep pit. It can Burrow through earthen
material such that its opening remains on the surface. When it does, it visibly
disturbs the earth along its path, turning it into difficult terrain. It can instead
choose to Burrow at half Speed and leave no trail. A groundgullet
can move through other creatures’ spaces, and it can share
the space of other Medium or smaller creatures.
Spray 2 The groundgullet sprays churned rock and
stomach acid. It deals 2d6 bludgeoning damage and 2d6
acid damage to creatures in a 20-foot cone, with a DC 24
basic Reflex save.
Swallow 4 Frequency once per round; Requirements
The groundgullet doesn’t contain a creature inside it;
Trigger The groundgullet enters another creature’s space or
another creature enters the groundgullet’s space; Effect
The creature falls into the groundgullet. It can attempt to
Grab an Edge (DC 26 Reflex save); on a critical success,
the creature can Step as part of the reaction, and if it does
and leaves the groundgullet’s space it doesn’t fall. Creatures
inside the groundgullet are forced to move along with it, and at
the beginning of their turn they take 3d6+8 acid damage (DC 24
basic Fortitude save) and are affected by Decomposing Belch. The
groundgullet loses the cover granted by its Cover Pit ability when taking
this action. While it has a creature swallowed, a groundgullet’s opening must
remain on the surface as it Burrows. A creature can Climb out of the groundgullet with a successful DC
26 Athletics check, which they can reduce using rope or other tools; if they have a way to reach to the
top of the 15-foot pit, they can simply pull themselves out with a single action, which has the move trait.
72
Guillotine Head
A guillotine head is a disembodied, rolling undead head, a cousin of the
beheaded. During times of great killing and death, officials place the heads of SILVER AWARD
RPG SUPERSTAR 2021
those killed by a guillotine or blade in great baskets as trophies to display to the
BY STEPHEN BANDSTRA
public. With so much death, necromantic energies can send tendrils of unlife
into these heads, causing them to awaken. A guillotine head has but one goal: to
kill the one who removed their head and then cause as much death as possible HEAD OF THE FAMILY
to those who cheered them on. Guillotine heads may find allies in family
A guillotine head is driven by its need to rip and tear with its teeth, often members who also seek revenge for their
gnashing its teeth uselessly in the air if it hasn’t had a chance to feed within the loved one’s untimely decapitation. Few
past few hours. Guillotine heads have no physical need to sate their undead hunger things in the world are as terrifying as
for food, though, as their form is simply a decomposing head. Those who have a charge of orphans with their parents’
observed these creatures attempting to eat have claimed that any flesh that passes heads in picnic baskets, ready to be
through their mouth quickly comes out of the base of their sliced neck. thrown in the world’s grisliest game
A single guillotine head is not a great threat, though sometimes they form into a of dodgeball. This strategy does have
massive swarm of undead heads, sweeping across a city as an angry wave of undeath. drawbacks, as victims of guillotine heads
This typically happens if a single bloody executioner kills countless people, as may themselves reanimate as guillotine
the victims work together to hunt down their shared executioner to enact their heads if their attackers devour their
vengeance. In this event, they can become an unstoppable swarm, consuming bodies first.
anything in their wake and leaving behind a mess of chewed flesh and offal.
When these guillotine heads gather, their chittering and grinding teeth are DON’T BLINK
enough to clear whole city blocks. It is such a horrific noise that it’s been known A researcher once asked a colleague
to cause people’s ears to bleed and their bowels to loosen. facing execution to blink as many times as
If the guillotine heads can successfully locate their original bodies, they can possible during his beheading so that they
reattach themselves, potentially transforming into another type of corporeal could determine how long a disembodied
undead. head retained consciousness.
Unfortunately, the colleague became a
GUILLOTINE HEAD CREATURE 0 guillotine head. Rumors say that he is still
UNCOMMON NE TINY UNDEAD blinking to this day.
Perception +5; darkvision
Languages Common, Necril; can’t speak any language
Skills Stealth +5, Survival +3
Str +3, Dex +1, Con +0, Int +0, Wis +1, Cha –1
AC 13; Fort +4, Ref +5, Will +6
HP 22, negative healing; Immunities death effects, disease, paralyzed, poison, unconscious
Speed 15 feet; rolling movement
Melee 1 jaws +7 (reach 0 feet), Damage 1d4+3 piercing
Grinding Teeth 2 (auditory) The guillotine head grinds its teeth, producing a sickening noise.
All living creatures within 15 feet of the guillotine head must attempt a DC 14 Will save. The
guillotine head can’t use Grinding Teeth again for 1d4 rounds.
Critical Success The target is unaffected.
Success The target is sickened 1.
Failure The target is sickened 2.
Critical Failure The target is sickened 2
and fleeing for 1 round.
Rolling Movement Whenever the
guillotine head Strides, it is
only capable of rolling and can
only ascend gentle slopes. The
guillotine head is unable to climb
stairs but can fall down them if
necessary. If the guillotine head
descends a slope, its Speed is
doubled during that part of its
movement.
Torn Flesh When the
guillotine head critically
hits with a jaws attack, it deals
1d4 persistent bleed damage.
73
Guiltbound
When a murderer shares a grave with their victim and the murder weapon (whether
GOLD AWARD interred in a mass grave, buried at sea, or through sheer coincidence), the profane
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energies of the massacre fuse the three together, causing them to rise from the grave as
BY KALEN H.M.
a hideous amalgam. Bound together, the murderer is eternally presented with a grisly
reminder of the deed they committed in life: the victim’s corpse, likewise reanimated
GRISLY SENTRY and perpetually gripped by fear, dangles from the murderer in place of one of its arms.
A guiltbound can often unintentionally A guiltbound is unable to venture far from its burial site and can often be found
act as a guard for small communities, lingering near its grave. Paradoxically, their horrific appearance contradicts their
remaining unaware of innocent denizens behavior, as they tend to ignore those who have never committed murder and
while unerringly pursuing interlopers usually don’t pose an immediate danger to those who have lived a peaceful life.
with a history of killing. A guiltbound Most give them a wide berth regardless. Moreover, some communities have used
possesses no nuance about who it sees as guiltbound as a way of determining guilt: if a guiltbound can see a suspected
a murderer; justifications of self-defense murderer, they are likely the perpetrator. In such cases, the guiltbound often
will prove to be no defense at all. also conveniently fulfill the role of executioner.

GUILTBOUND CREATURE 10
UNCOMMON CE MEDIUM UNDEAD
Perception +17; darkvision, murdersense
Languages Common, Necril
Skills Athletics +22, Intimidation +22
Str +7, Dex +0, Con +5, Int +3, Wis +3, Cha +6
Murder Weapon The guiltbound is linked to their murder weapon, either a specific type of
weapon (hatchet, for example) tied to the murder that created them, or one determined
randomly. The guiltbound wields a spectral version of this weapon, with its murder
weapon Strikes gaining the weapon’s damage and traits, using a damage
die one size higher for a simple weapon (the listed damage is for a
longsword). A guiltbound also possesses weakness 10 to that specific
type of weapon.
Murdersense A guiltbound can only sense creatures that
have damaged it within the last 24 hours, or those who have
killed another living, sapient being (not animals or mindless
creatures) with any of its senses. Other creatures are thus
invisible, inaudible, and otherwise undetectable to a guiltbound.
AC 27; Fort +23, Ref +16, Will +18
HP 275, negative healing; Immunities death effects, disease,
fear, paralyze, poison, unconscious; Weaknesses murder
weapon 10, positive 5
Speed 20 feet
Melee 1 murder weapon +22 (magical, see murder
weapon), Damage 2d8+10 negative plus mounting terror
Melee 1 dangling corpse arm +21 (reach 10 feet,
sweep), Damage 2d6+10 bludgeoning plus Grab and
mounting terror
Mounting Terror (emotion, fear, negative) A creature
struck by the guiltbound begins to experience the moments
that led up to the murder, eventually reliving the heart-
stopping instant before the victim’s death. They must attempt
a DC 23 Will save, and they take a –2 circumstance penalty to
their save if they’ve damaged the guiltbound in the last round.
Critical Success The creature is unaffected.
Success The creature is frightened 1.
Failure The creature is frightened 2 and takes 1d8 negative damage.
Critical Failure The creature is frightened 3, doomed 1, and takes 4d8 negative damage.
Victim’s Scorn 2 (divine, necromancy, negative) Requirements There are no enemies within
the guiltbound’s reach. Effect The dangling corpse scorns those who are too cowardly to save it
from its torment, launching a torrent of hate in an 80 foot line, dealing 8d6 negative damage (DC
26 basic Reflex save). Creatures that damaged the guiltbound with a melee attack within the last
round treat their save result as one degree better than they rolled.
74
Gunpowder Bear
Gunpowder bears are tiny construct creatures that were given life by vexgit
gremlins. They resemble cuddly toy bears with a knapsack and a string coming COPPER AWARD
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out of their back. Despite this benign appearance, gunpowder bears are vicious
BY TONY SAUNDERS
creatures with razor-sharp teeth that they will gladly sink into any creature that
dares pick them up. Gunpowder bears are known for their driving need to seek
and detonate objects with the potential to explode, in which case they make use FLARE BEARS
of the small bag of tindertwigs they carry to help them set any necessary fires. Detonations don’t always go according to
Gunpowder bears are known to manipulate those unaware of their malign plan. If someone removes a gunpowder
nature by luring them closer to objects they plan to detonate. In a fit of euphoria, bear’s trigger mechanism or its cord
an enraptured gunpowder bear pulls the string on its back, causing the creature doesn’t work for any reason, the bear
to self-destruct in a fiery explosion. Since the invention of the first gunpowder attempts to self-immolate instead. It may
bears, their vexgit creators have found the creatures difficult to control, which turn a tindertwig on itself or throw itself on
has resulted in countless accidents and unintended consequences. Even so, they a nearby flame source. If a group of bears
still prove useful when deployed in enemy territory. are present, they may even attempt to help
each other, resulting in the endearing but
GUNPOWDER BEAR CREATURE 1 terrifying sight of an unlit bear running into
UNCOMMON CE TINY CONSTRUCT GREMLIN the arms of a flaming one. These attempts
Perception +4; darkvision burn unevenly, resulting in the bears
Languages Undercommon blasting off in random directions before
Skills Crafting +7, Deception +3, Stealth +7, Thievery +7 finally exploding.
Str +1, Dex +4, Con +1, Int +3, Wis +1, Cha +0
Euphoria If a gunpowder bear is within 30 feet of a flammable object with the potential to explode,
it must attempt a DC 20 Will save. On a failure, it becomes infatuated with detonating the object
and is fascinated; on a critical failure, the gunpowder bear must spend each of its turns to Stride
towards the object until it can use Pull The Cord to detonate the object. On a successful Will
save, the gunpowder bear is temporarily immune to euphoria for 10 minutes. If exploding
the object would result in injury to at least two other non-gremlin creatures, the
DC of the Will save increases to 25 and the gunpowder bear loses its
temporary immunity.
Items tindertwig (×3)
AC 15; Fort +7, Ref +10, Will +5
HP 30; Immunities bleed, death effects, disease, doomed, drained,
fatigued, healing, mental, necromancy, nonlethal attacks,
paralyzed, poison, sickened, unconscious; Weaknesses fire
5
Exploding Fluff (fire) When a gunpowder bear is reduced to 0
Hit Points by taking fire damage, it automatically explodes as if it had
used Pull The Cord.
Speed 20 feet
Melee 1 jaws +9 (finesse, reach 0 feet), Damage 1d8+1
piercing plus Latch
Melee 1 claw +9 (agile, finesse, reach 0 feet),
Damage 1d6+1 slashing
Latch 1 Requirements The gunpowder bear’s last
action was to hit a target larger than itself with its
jaws; Effect The gunpowder bear’s teeth latch
onto the creature it bit. This is similar to grabbing
the creature, but the gunpowder bear moves with that
creature rather than holding it in place. The gunpowder bear is flat-footed
while latched onto a creature. A creature a gunpowder bear has latched to
takes a –1 circumstance penalty on their save against its Pull The Cord.
Pull The Cord 1 (fire, manipulate) The gunpowder bear pulls the cord
attached to its back and immediately explodes. Creatures and objects
in a 5-foot burst around the creature take 2d6 fire damage (basic
Reflex DC 17). Objects that are flammable automatically take damage
as if they had failed the save and might explode (GM’s discretion).
The gunpowder bear is immediately destroyed upon using this
action and is reduced to a fine powder.
75
Handless Mage
Although considered macabre by some, the creation of the hand of the mage
SILVER AWARD magic item requires the use of a severed hand, generally sourced from a deceased
RPG SUPERSTAR 2021
arcane spellcaster. Sometimes, however, the dead aren’t so content with being
BY BEN KOJIS
robbed, especially of a part of their body. When a handless mage rises from their
grave, they won’t rest until their corpse is returned to its original state.
HANDY-DANDY TRADE A handless mage is always paired with a specific hand of the mage, and since the
No small number of people have found handless mage rose from its grave only to return what was stolen, they spend their
success asking a handless mage to time searching endlessly for it in often futile attempts to recover it. Only after they’ve
obtain another hand of the mage to righted this wrong can a handless mage rest, gladly moving on to the afterlife.
trade for their own hand back. While some handless mages may resort to physical violence against those who
hold their specific hand of the mage, others are more than content to trade what
few goods or services they can offer for their missing extremity. Depending on
the mage, they might consider parting with a magic staff or, in some rare cases,
their old spell book.

HANDLESS MAGE CREATURE 9


UNCOMMON NE MEDIUM ELF UNDEAD
Perception +18; proprioception
Languages Common, Draconic, Dwarven, Elven, Goblin, Jotun,
Orcish, Sylvan
Skills Arcana +20, Deception +18, Diplomacy +16, Survival +16
Str +3, Dex +4, Con +3, Int +6, Wis +5, Cha +4
Proprioception A handless mage is under the effects of a constant
locate spell, targeting the handless mage’s specific hand of the mage. In
addition to this, any creature wearing their paired hand of the mage within
line of sight of the handless mage is always observed by the handless mage,
even if it’s Hiding, invisible, or the like.
Items spellbook
AC 27; Fort +14, Ref +19, Will +20
HP 145, negative healing; Weaknesses slashing 10 (fear of the cut);
Resistances mental 10
Fear of the Cut The handless mage was formed when a corpse was desecrated
with a blade, and thus they have an intense revulsion to being cut. Whenever
a handless mage takes slashing damage, they also become frightened 1, or
frightened 2 if they take slashing damage from a critical hit.
Now You Know How I Feel 5 (concentrate, manipulate) Trigger A creature
within 60 feet of the handless mage performs an action with the manipulate trait;
Effect The handless mage points their residual limb at the triggering creature,
forcing it to make a DC 30 Will save. On a failure, the triggering action is disrupted.
Rejuvenation (arcane, necromancy) As long as their hand of the mage remains
intact, a handless mage can’t be truly slain. If killed, the handless mage rises
1d6+1 days later, even if their body is destroyed. Only after the handless mage
retrieves their hand of the mage and possesses it for a full year does the spirit
move on, reducing the magic item to a mundane hand in the process.
Speed 30 feet
Melee 1 fist +17 (agile, finesse), Damage 2d8+7 bludgeoning
Arcane Innate Spells DC 30, attack +20; 5th phantom pain (×2); 2nd charitable
urgeAPG, telekinetic maneuver; Cantrips (5th) telekinetic projectile, mage hand;
Constant (3rd) locate (linked hand of the mage only)
Phantom Limb Pain 2 (arcane, illusion, mental) The handless mage sweeps their
residual limb in an arc, assailing the minds of every creature in the area. The handless mage
deals 8d6 mental damage to each creature in a 30 foot cone with a DC 28 Fortitude save.
Regardless of the result, they are temporarily immune for 1 minute.
Critical Success The creature is unaffected.
Success The creature takes half damage and becomes sickened 1.
Failure The creature takes full damage, becomes sickened 2 and stunned 1.
Critical Failure As failure, plus the creature Releases what it’s holding in one of its hands (the
handless mage’s choice).
76
Haunting Spoon
A haunting spoon is a fairly harmless construct closely related to animated
objects. Haunting spoons are of little threat to most folk since they only move SILVER AWARD
RPG SUPERSTAR 2021
or attack when directly threatened with violence. They spend the rest of their
BY DANIEL SELIGMÜLLER
time as a mild annoyance for anyone who would dwell in the same locale by
acting as a repository for conversations and similar sounds, recording them,
and replaying entire pieces at random whenever people come close. They are A SPOONFUL OF SUGAR
occasionally found in the households of hags or as a byproduct of homes that A detective once noticed that cleaning
have seen violent incidents in the past. a bloody spoon caused it to replay the
While haunting spoons and similar constructs can be created intentionally and can murder that created it on a much less
come in variant forms, like plates or other cutlery, most often they occur naturally frequent basis. Further experimentation
and in spoon form. After a house has seen many arguments or frequent crimes in or revealed that placing different substances
around it, a haunted spoon might arise from regular spoons in the area. on the spoon causes a haunting spoon to
The sound that haunting spoons replay most frequently is the first thing prefer replaying what it experienced when
they “heard” that catalyzed their original creation, which is usually a violent it last held those substances.
incident or a particularly strongly worded argument. More than one murder
case has been accidentally solved when a haunting spoon began replaying the
scene. This has led to experiments by law enforcement, criminal, and espionage
organizations to make use of haunting spoons, but unfortunately, the spoons
record so much that they quickly become useless as a tool to record
and reproduce anything in particular other than the incident
that spawned them.

HAUNTING SPOON CREATURE 1


UNCOMMON N TINY CONSTRUCT MINDLESS SPIRIT
Perception +5; darkvision, lifesense (imprecise) 60 feet
Skills Acrobatics +8
Str +2, Dex +3, Con +4, Int –5, Wis +0, Cha –5
AC 16, (12 when broken); construct armor; Fort +9, Ref +8,
Will +3
HP 16; Hardness 3; Immunities death effects,
disease, doomed, drained, fatigued, healing,
mental, necromancy, nonlethal attacks, paralyzed,
poison, sickened, unconscious
Construct Armor Like normal objects, a haunting spoon
also has Hardness. The haunting spoon’s Hardness
reduces any damage the haunting spoon takes by an amount
equal to the Hardness. Once a haunting spoon is reduced
to fewer than half its Hit Points, or immediately upon
being damaged by a critical hit, its construct armor breaks,
removing the Hardness and reducing its Armor Class to 12.
Sounds of Distress 4 (auditory, illusion, occult) Frequency
once per round; Trigger A creature enters the range of the
haunting spoon’s lifesense; Effect The haunting spoon creates
an auditory illusion of a snippet of sound it has previously
witnessed. The illusion manifests from a location within the range
of the haunting spoon’s lifesense. Due to the nature of haunting spoons and
their origin, the auditory illusion usually takes the form of people shouting in
fear or agony, a violent argument, a heated conversation, or the like. The sounds
always seem to originate from another room than the one the spoon is in and have a maximum
volume equal to four normal humans shouting. Creatures who succeed at a DC 20 Perception
check can tell that the sounds are an illusion.
Speed fly 20 feet
Melee 1 scoop +8 (agile, finesse, magical, reach 0 feet), Damage 1d6+2 bludgeoning plus big
scoop
Big Scoop (emotion, illusion, mental, occult, visual) Any creature that suffers a critical hit from
a haunting spoon’s scoop Strike must attempt a DC 17 Will save. On a failure, the creature is
dazzled for 2 rounds, as they experience a vivid hallucination of the haunting spoon attempting
to scoop out their eyes from their head or similarly damage any visual organs.
77
Heat Glutton
Intelligent magical offshoots of giant wolverines, heat gluttons are just as
COPPER AWARD aggressive and temperamental, but the resemblance stops there. Heat gluttons
RPG SUPERSTAR 2021
are nomadic creatures roaming deserts and wastelands in a desperate attempt to
BY NATTHAN SENTENI
satisfy their insatiable hunger for heat. Heat gluttons create their own permanent
personal tundra, sucking in all the heat around them, desperately trying to keep
HUNTING HEAT GLUTTONS their body temperature high enough to avoid permanently freezing to death.
The personal tundra surrounding a heat According to legend, a glory-hunting nomadic hero once attempted to
glutton makes them remarkably easy to domesticate a pair of heat gluttons. Convinced he could keep them satiated
track and avoid, since they leave a trail through magical means, he supplied them with nearly unlimited heat upon
of cold behind them. For an unaware which to feed. But the heat gluttons kept growing, both in size and hunger, until
traveler, however, the presence of an they eventually reached a size where even his most powerful sorcerers could no
unexplained patch of ice in the desert longer keep them docile. They had reached such a size that their personal tundra
might appear as a mystery to be resolved, covered the whole desert, feeding on every living thing for miles around. None
leading the curious to their likely demise. can tell how far they would have roamed and the damage they could have done
if a silver dragon hadn’t taken it upon themselves to solve the issue. The story
provides a cautionary tale: heat gluttons are better left alone.

HEAT GLUTTON CREATURE 10


UNCOMMON NE LARGE BEAST COLD
Perception +16; darkvision, heat sense (imprecise) 60 feet, scent (imprecise) 30 feet
Skills Acrobatics +19, Athletics +22, Intimidation +19, Stealth +19, Survival +19
Str +7, Dex +5, Con +7, Int –3, Wis +2, Cha +1
Heat Sense A heat glutton can sense and locate heat sources within the listed range.
AC 27; Fort +22, Ref +19, Will +16
HP 300; Immunities fire; Weaknesses cold 10
Hunger Frenzy 5 Trigger A creature deals fire damage to the heat glutton and is close enough for
the heat glutton to reach with a single Stride; Effect The heat glutton Pounces on the triggering
creature.
Personal Tundra (aura, cold) 60 feet. The constant heat absorption of the heat glutton creates an
ice patch within the aura, which is difficult terrain. The heat glutton moves at full Speed in the
area. Once the heat glutton moves away, the ice typically melts enough to no longer be difficult
terrain, though the signs of rime remain for some time thereafter. If the temperature is cold
enough to support ice normally, the ice remains until conditions warm up.
Speed 35 feet
Melee 1 jaws +23 (reach 10 feet), Damage 2d12+13 piercing plus Grab
Melee 1 claw +23 (agile), Damage 2d8+13 slashing
Feed 2 The heat glutton feeds on all heat sources in a 30-foot
emanation, putting out nearby fires. It extinguishes non-
magical fires automatically and attempts to counteract
magical fires (counteract level 5, counteract
modifier +18). The heat glutton heals
1d8 Hit Points if it extinguishes any
fires, plus an additional 1d8 Hit
Points per magical fire extinguished
this way, to a maximum of 10d8 Hit
Points for extinguishing nine or more
magical fires.
Ice Grip 1 Requirements The
heat glutton has a creature grabbed;
Effect The heat glutton feeds on the
body heat of the grabbed creature,
dealing 2d12+5 cold damage with a
DC 29 basic Fortitude save.
Pounce 1 The heat glutton
Strides and makes a Strike at the
end of that movement. If the heat
glutton began this action hidden, it
remains hidden until after the attack.
78
Ictioctor
Ictioctors are insectoid qlippoth with a hivemind consciousness. An ictioctor has
no face to speak of. Instead, its chitinous thorax is topped with a teeming swarm SILVER AWARD
RPG SUPERSTAR 2021
of jellyfish. This swarm is not merely an adornment but the seat of the creature’s
BY W. BRIAN LANE
schismatic consciousness. Ictioctors are fascinated by creatures with a solitary
mind, and the qlippoth might attempt to study such specimens or add their
unique minds to their own assembly. Of course, either of these activities usually DIFFERENT MIND-SETS
begins by splitting open the creature’s skull. Ictioctors sometimes parlay with brain Other variants of ictioctors have been
collectors to obtain specimens in exchange for showing the aliens passageways observed, with different types of
through their abyssal realms. swarms: ticks, amoebas, rats, or any
Ictioctor minds are prone to turning on themselves due to the lack of a central other creature with a swarm mind. You
authority to coordinate the swarm. Members may decide to pursue different goals, can represent these differences by
leading to the main body engaging in strange behaviors such as walking in circles changing the type of damage dealt by
or even clawing itself. Such schisms are more likely when the ictioctor has recently Swarming Bites (such as piercing for a
integrated a new creature’s knowledge. The information may reach some parts of rat swarm) and the affliction to which
the swarm sooner than others or cause them to react in different ways. the target is exposed (such as filth
fever for a rat swarm) instead of jellyfish
ICTIOCTOR CREATURE 4 venom. Some variations based on flying
UNCOMMON CE MEDIUM FIEND QLIPPOTH swarms might grant the ictioctor a fly
Perception +11; darkvision Speed instead of a swim Speed.
Languages Abyssal; swarm telepathy 100 feet
Skills Acrobatics +10, Athletics +12, Intimidation +12, Occultism +10
Str +5, Dex +3, Con +2, Int +3, Wis +2, Cha +5
Swarm Telepathy The ictioctor can communicate with telepathy, but its swarm mind always
reaches out with a cacophony of violent threats, nonsensical questions, and esoteric ravings.
Creatures who attempt to Sense Motive against the ictioctor, read its mind, or target
it with a telepathic effect must first succeed at a DC 18 Will save or become
stupefied 1.
AC 20; Fort +12, Ref +11, Will +10
HP 60; Immunities controlled, fear; Weaknesses area 5, lawful 5, splash
damage 5; Resistances mental 5, physical 5 (except cold iron)
Speed 25 feet, climb 25 feet, swim 25 feet
Melee 1 claw +14 (chaotic, magical), Damage 2d6+5
slashing plus 1d6 chaotic and Grab
Ranged 1 jellyfish +12 (chaotic, magical, range increment
30 feet), Damage 2d6+5 poison plus 1d6 chaotic and
jellyfish venom
Occult Innate Spells DC 18; 2nd vomit swarmAPG (jellyfish, x2);
Cantrips (2nd) detect magic
Jellyfish Venom (poison) Saving Throw DC 18 Fortitude;
Maximum Duration 6 rounds; Stage 1 clumsy 1 (1 round);
Stage 2 clumsy 2 (1 round); Stage 3 clumsy 3 (1 round)
Split Skull 1 (manipulate) The ictioctor extracts the brain of
a creature that has been dead for no more than 1 minute, and
absorbs the creature’s knowledge. For 1 minute, the ictioctor
gains a +2 circumstance bonus on attack rolls, skill checks,
saving throws, and AC against the dead creature’s allies.
Swarming Display 1 (concentrate, emotion, enchantment, fear,
mental, occult, visual) The ictioctor detaches half of its swarm to
swirl around in a distracting and threatening display. Creatures in a
30-foot emanation must attempt a DC 18 Will save, after which they are
temporarily immune to further Swarming Displays for 1 minute.
Critical Success The creature is unaffected.
Success The creature is flat-footed until the beginning of their
next turn.
Failure The creature is flat-footed until the end of the
ictioctor’s next turn.
Critical Failure As failure, and the creature can’t Step while
they are flat-footed.
79
Illiceru
Illiceru are nightmarish creatures that are permanently invisible except for the
GOLD AWARD ends of their two tentacles, which are nearly perfect duplications of humans.
RPG SUPERSTAR 2021
They puppet these tentacles as they stalk villages and cities, standing above
BY JAKE MAROHL
crowds and climbing on buildings with their spider-like legs. Each of an illiceru’s
tentacles can speak, and they use this ability to talk to their prey. They convince
DANCES WITH ILLICERU people to leave town or follow them to alleys, where the illiceru can swallow
Those who are daring and quick on them without drawing attention.
their feet may test whether two people While an illiceru’s tentacles are almost perfect imitations, they can be spotted
are illiceru puppets by dancing with by a notably trained or particularly paranoid individual. Each illiceru has two
them, spinning and weaving until its tentacles. They often take the appearance of one man and one woman, and they
tentacles get twisted in knots. Of course, usually act as husband and wife. Their eyes are fake, so they commonly don’t
plenty of people who aren’t puppets are make eye contact. When an illiceru is known to be in the area, people tend to
uncomfortable dancing with strangers, be wary of any pair of strangers. In extreme cases, suspicious folk might force
and a frustrated illiceru that thinks it is strangers to separate and prove they aren’t the tentacles of an illiceru.
about to be exposed may choose to cut As an illiceru ages, so too do its puppets. Each puppet ages at a much faster
the shenanigans short with its jaws. rate than a human, growing from young adulthood to elderly every five years.
When its puppets get too old, an illiceru enters a state of hibernation. The
puppets fall off during this time, and new, younger puppets take their place.
Occasionally, a baby illiceru will emerge from the decay of a discarded puppet
and cling to its parent, who feeds it until it grows child-sized puppets of
its own.

ILLICERU CREATURE 11
UNCOMMON CN HUGE ABERRATION
Perception +20; tremorsense (precise) 60 feet, scent (imprecise) 120
feet, no vision
Languages Common
Skills Athletics +22, Deception +24, Diplomacy +22, Stealth +20
Str +5, Dex +7, Con +5, Int +5, Wis +3, Cha +7
AC 30 (32 when targeting tentacles); Fort +22, Ref +23 (+25 when
targeting tentacles), Will +18
HP 180; Immunities visual effects
Naturally Invisible The illiceru is invisible at all times, though the human-
like ends of its tentacles are always visible. Due to this, creatures that can’t
see the illiceru are not flat-footed to its tentacle Strikes. These tentacles
can be targeted by Strikes and spells instead of the illiceru itself to avoid the
flat check to target a hidden or undetected creature, although the illiceru
has a +2 circumstance bonus to its AC and Reflex saves when the target
is a tentacle.
Speed 35 feet, climb 20 feet
Melee 1 jaws +24, Damage 3d12+8 piercing
Melee 1 tentacles +24 (agile, reach 20 feet), Damage 3d8+8
bludgeoning plus Gluttonous Capture
Gluttonous Capture 1 Requirements The illiceru’s last action
was a success with a tentacle Strike; Effect The illiceru pulls
the creature it hit into an adjacent space, then makes a jaws
Strike against it. On a success, the illiceru then Grabs the
target.
Plea for Help 1 (mental) One of the illiceru’s tentacles
cowers and begs for help, distracting and frightening a foe.
The illiceru attempts a Deception check against a creature’s Will DC.
Regardless of the result of the check, the target is temporarily immune to this
monster’s Plea for Help for 1 minute.
Critical Success The target becomes frightened 3 and is flat-footed to the
illiceru’s next tentacle Strike this turn.
Success As a critical success, except the target is frightened 2.
Swallow Whole 1 (attack) Large, 2d8+8 bludgeoning plus 2d6 acid, Rupture 20; the illiceru is not
invisible to creatures inside it.
80
Imaginary Friend
Imaginary friends are fiercely protective manifestations of daydreams. Anomalies
that cause tears between the Dreamlands and reality can cause an imaginary COPPER AWARD
RPG SUPERSTAR 2021
friend to manifest from the thoughts, memories, and unwavering belief of those
BY RODNEY SLOAN
who first imagined them. They often appear as the ideal form of their creator
and are usually of the same age and heritage, though some imaginary friends
appear as animals, constructs, dinosaurs, or mythical creatures. OTHER IMAGINARY FRIENDS
Imaginary friends are brave and daring, and their willingness to sacrifice Medium imaginary friends are common,
their own existence to protect their comrade is unparalleled. Imaginary and they gain no benefits or penalties
friends aren’t naturally aggressive, though; they’re amicable companions whose because of their larger size. Large
selflessness goes a long way toward explaining their readiness to lay down their creatures usually have Large imaginary
life for a companion. friends, in which case you might choose to
also apply the elite adjustments described
IMAGINARY FRIEND CREATURE 4 in Pathfinder Bestiary. Flying and aquatic
RARE N SMALL DREAM ETHEREAL INCORPOREAL humanoids usually have an imaginary
Perception +11; darkvision friend with a comparable fly or swim
Languages Common (can’t speak any language); telepathy 100 feet (can only communicate with Speed. Imaginary friends that appear as
bonded friend) animals or mythical creatures replace
Skills Acrobatics +12, Athletics +12, Deception +10 their imaginary weapons with comparable
Str –5, Dex +5, Con +3, Int +2, Wis +3, Cha +2 unarmed attacks that deal force damage.
Friend Bond An imaginary friend is bound to the creature that imagined it, and it must remain within
120 feet of that creature. If it strays further than 120 feet, it vanishes and reappears within 1 day
within 10 feet of its bonded friend. It is destroyed if its bonded friend dies.
AC 20; Fort +9, Ref +13, Will +11
HP 30; Immunities death effects, disease, paralyzed, poison, precision, unconscious;
Resistances all damage 5 (except force or ghost touch, double resistance against non-
magical)
Imaginary Shield 5 Trigger A creature attempts a melee Strike against the
imaginary friend’s bonded friend; Effect The imaginary friend Steps. If it ends
its movement adjacent to its
bonded friend, the imaginary
friend takes the damage
from the Strike instead of its
bonded friend. The imaginary
friend’s resistance applies to
this damage, but the resistance
isn’t doubled even if the attack
was non-magical.
Natural Invisibility A imaginary friend is
naturally invisible to all creatures except
for its bonded friend.
Together, Charge! 5 Trigger The imaginary
friend’s bonded friend Strides. Effect The
imaginary friend Strides twice and makes an
imaginary sword Strike. As long as the imaginary friend
moved at least 20 feet, it gains a +2 circumstance bonus on
its attack. If the bonded friend is equal or lower level than the
imaginary friend, the bonded friend gains a +2 circumstance
bonus to its next attack. After using this ability, the imaginary
friend is stunned 2.
Speed 25 feet
Melee 1 imaginary sword +16 (force, magical, two-hand
d12), Damage 1d8+5 force
Ranged 1 imaginary bow +14 (deadly 1d10, force,
magical, range increment 100 feet, reload 0, volley 30
feet), Damage 1d8+5 force
Knee Whack 2 The imaginary friend Steps then makes an imaginary sword Strike against
a target within reach. If the attack hits, the imaginary friend immediately attempts to Trip the
target; this Trip attempt doesn’t apply or increase the imaginary friend’s multiple attack penalty.
81
Inkblot Ooze
Thought to have first been created by the interactions between a spilled bottle of
SILVER AWARD magical ink and an overstuffed spellbook, inkblot oozes are well known for being
RPG SUPERSTAR 2021
the bane of bookish types the world over due to their propensity for ruining
BY AOIFE ESTER
entire libraries. Even in combat, an inkblot ooze tends to focus its attentions on
whichever foe is carrying the most literature, a behavior that is theorized to be
THE INKBLOT TEST an attempt to propagate its kind by emulating its creation. When they can’t find
The inkblot test is a fairly well-known exam further texts to spoil, inkblot oozes are known to hibernate inside books and
for determining if a person has thought spring out of them once they are opened.
disorders. The examiner presents images
of ink on paper, often in symmetrical INKBLOT OOZE CREATURE 6
patterns, and asks the patient what the UNCOMMON N LARGE MINDLESS OOZE
ink depicts. Not so well-known is the fact Perception +10; ink sense (imprecise) 30 feet, motion sense 60 feet
that the inkblot test was made up on the Skills Athletics +15, Stealth +9
spot by an academic who was consulting Str +4, Dex –4, Con +5, Int –5, Wis +0, Cha –5
a book infested by an inkblot ooze. The Ink Sense The inkblot ooze has a special sense allowing it to detect the pigments present in ink,
ooze leapt out of the book and danced in alerting it to the presence and general quantity of ink within the listed range.
dizzying patterns before fleeing. Faced Motion Sense An inkblot ooze can sense nearby motion through vibration and air or water
with the choice of losing a client due to movement.
damaged books or improvising a new AC 14; Fort +17, Ref +8, Will +10
test, the panicked doctor pretended to HP 190; Immunities critical hits, mental, precision, unconscious, visual
have planned the ooze’s appearance and Curious Symmetry (aura, mental, visual) 60 feet. The inkblot ooze’s constantly-shifting,
asked, “So how did that make you feel?” symmetrical form stimulates the imaginations of nearby creatures, luring them into a hypnotic
daze. Any creature within the area that can see the inkblot ooze must attempt a DC 22 Will save.
On a failure, the creature is fascinated for 1d4 rounds, and on a critical failure they are also
stupefied 1 for the same duration. At the end of this duration, or if a creature succeeds at its save,
it is then temporarily immune to the aura for 1 minute.
Speed 20 feet, climb 10 feet
Melee 1 pseudopod +17, Damage 2d10+8 bludgeoning plus inkspill
Hide in Pages 3 (move) Requirements The inkblot ooze is adjacent to a book with at least 10
pages; Effect The inkblot ooze seeps into the pages of the book. It has an automatic result of
35 on Deception checks and DCs to pass as a regular feature of the book. It can’t act except to
dismiss the effect, either by using this ability again, or as a reaction
to the book being opened. While hidden within a book, the inkblot
ooze’s Curious Symmetry aura is suppressed.
Inkspill Whenever an inkblot ooze makes a
successful pseudopod Strike against a creature or
unattended object, the inkblot ooze spills some of
its form over a text within its
reach, such as a book or
scroll, in an attempt to ruin
it. The text must be either
the target of the Strike or on
an object held or worn by the
target. If the text is held or worn
by a creature, that creature can
attempt a DC 22 Reflex save
to protect the text. On a failure
the text is covered in inky
ooze, rendering it unusable.
On a critical failure, or against an
unattended object, in addition to the
failure effects, a random spell, formula, or
page within the text is permanently erased.
A text ruined in this way can be recovered
over the course of an hour with a successful DC 25
Crafting check, and a spell or formula erased by a
critical failure can be relearned for half its usual cost
by using the page in the process.
82
Iron Houndmaster
When a construct workshop ceased production of hound and guard type
constructs and scrapped the remaining models, a rogue construct crafter found COPPER AWARD
RPG SUPERSTAR 2021
the scrap and tried to make them work again. The result was a batch of iron
BY KITSUNE KIRIN
houndmasters, mismatched mechanical patrol units that excelled at locating
and capturing any trespasser foolish enough to enter their patrol field.
SEPARATION ANXIETY
IRON HOUNDMASTER CREATURE 8 Allowing an iron houndmaster to separate
RARE N MEDIUM CONSTRUCT MINDLESS is a risky proposition because the halves
Perception +20; darkvision may not combine back together correctly.
Skills Acrobatics +18, Athletics +16, Stealth +16, Survival +18 When multiple houndmasters are on the
Str +4, Dex +6, Con +3, Int –5, Wis +6, Cha –5 field, the closest halves attempt to rewire
Split Anatomy The iron houndmaster’s two halves are not fully wired to function in unison. When themselves together at the end of combat.
the iron houndmaster rolls initiative, its hound half uses its normal initiative roll and its master The result may be two masters or two
half uses the result of its initiative roll –5. Neither half can Delay. Instead of getting three actions hounds fused together, with a resulting
and one reaction as normal, each half of the iron houndmaster gains two actions and one duplication in their abilities.
reaction on its respective turn. The halves calculate their multiple attack bonus separately. Only
the master can use the metal fist and shock stick Strikes, and only the hound can use the metallic
fangs and dart gun Strikes.
Release the Hound When the iron houndmaster is reduced to 60 or fewer Hit Points, its two halves
separate. Its remaining Hit Points are split between the hound and the master, rounding up.
While separated, the two halves gain 3 actions and a reaction on each of their turns, the hound’s
Speed increases to 50 feet, and both halves have their AC reduced to 24.
AC 27 together, 24 separated; Fort +13, Ref +19, Will +16
HP 132; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental,
necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious
Speed 30 feet
Melee 1 metal fist +18 (agile, finesse), Damage 2d8+8 bludgeoning
Melee 1 shock stick +18 (electricity, finesse), Damage 2d6+8 bludgeoning plus 1d12 electricity
Melee 1 metallic fangs +18 (agile, finesse), Damage 2d8+8 piercing
Ranged 1 dart gun +18 (range 60 feet, reload 0), Damage 2d6+8 piercing
Bring Down 2 Requirements Only the hound half can use this action; Effect The hound
performs a metallic fangs Strike. On a hit, it also knocks the
target prone, and on a critical hit, the target takes an
additional 1d8 persistent bleed damage.
Net Cannon 1 (attack) Requirements Only
the hound half can use this action; Effect
The hound half launches a net at a target
within 60 feet. The target attempts a DC 26
Reflex save.
Critical Success The creature is unaffected.
Success The creature is flat-footed until the
end of the hound’s next turn, though it can use
an Interact action to end the effect early.
Failure The creature is caught in the net. It is immobilized
and flat-footed until it Escapes, with an Escape DC
of 26.
Critical Failure As failure, but the creature is also knocked
prone. The iron houndmaster can’t use Net Cannon
again for 1d4 rounds.
Subduing Strike 2 Requirements Only the master
half can use this action; Effect The master makes a
melee Strike. On a hit, the target takes the normal damage
from the Strike and attempts a DC 23 Fortitude save; this
additional effect has the incapacitation trait.
Critical Success The target is unaffected.
Success The target is stunned 1.
Failure The target is stunned 2.
Critical Failure The target is stunned 4.
83
Irus
Iruses are a family of fey creatures who find beauty in remote places most
PLATINUM AWARD humanoids and other mortal folk overlook. Unfortunately for those who
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pass through their domains, they assume anyone in their territory is there to
BY JAMES ABENDROTH
despoil it and react violently.
Each irus is made up of a main body and a swarm of smaller bodies, each
WADIRUS DRUGS with a different physical shape. Both body and swarm are a single creature,
Shady black market dealers have begun however, and an irus can control the smaller bodies as easily as an arm or leg.
to ask unscrupulous adventurers to Should the main body be destroyed, one of the smaller creatures will
intentionally provoke wadiruses in order slowly grow into a new main body.
to process their poison into a new form There is some evidence that all iruses are actually the same species adapted
of drug. So far, none of the experimental to different environments. For example, a swarm body from one type of irus
wadirus drugs have made it to the market, can cleave off and form a new main body of a different type if it encounters
as they have all had horrifying side effects. the correct environment.

Wadirus
Some people in urban areas view jungles as pristine wildlands that are good for
nothing but pillaging resources for their own purposes. Those
who would dare attempt to exploit jungle lands risk running
afoul of many dangerous creatures, but none are so dedicated
to protecting their arboreal homes as the froglike fey
guardians known as wadiruses.
A wadirus has the appearance of a giant
tree frog with black and bright blue, green,
or yellow markings all over its body.
Its entire spine is covered by a crest
of large, multicolored, iridescent
feathers. These quills aren’t just
present for decoration, however,
and a wadirus can use its tongue to
pluck one of its quills off its spine
and flick it as a dart with surprising
range. Though wadiruses have
opposable thumbs, their legs aren’t
particularly well-suited for bipedal
movement, and therefore they rarely
stand upright or use weapons or tools.

WADIRUS CREATURE 5
UNCOMMON CE MEDIUM FEY
Perception +15; low-light vision
Languages Common, Sylvan
Skills Acrobatics +13, Athletics +13 (+16 to High Jump or Long
Jump), Deception +11, Intimidation +11, Nature +13, Stealth +12
(+14 in jungles), Survival +12 (+14 in jungles)
Str +2, Dex +5, Con +4, Int +2, Wis +5, Cha +4
Prodigious Leaper A wadirus doesn’t automatically fail
High Jump or Long Jump attempts if it doesn’t Stride
first, allowing it to make long and high leaps without
any kind of running start.
AC 21, all-around vision; Fort +11 (+13
vs. poisons), Ref +14, Will +12
HP 95, swarm rejuvenation;
Weaknesses cold iron 5
Poison Skin Any time a creature touches the wadirus
or hits it with an unarmed melee attack, and any time an
adjacent creature hits it with a weapon attack, the creature is
exposed to its wadirus poison.
84
Irus
Swarm Rejuvenation A wadirus’s swarm is part of its true self. After defeating a wadirus, its
swarm disperses, and 2d4 days later, one of the constituent creatures grows into a new wadirus PLATINUM AWARD
RPG SUPERSTAR 2021
if even a single one escapes. While the exact circumstances and surroundings determine how
BY JAMES ABENDROTH
long the wadirus’s foes have to dispatch the fleeing creatures before they escape, usually its
foes have only a single round. Typically, this requires the application of an area effect or splash
weapon within 1 round to the space where the wadirus collapsed. After any amount of area or SWARM REJUVENATION:
splash damage is dealt to that space, the character dealing the damage must attempt a DC A SURVEY AND ANALYSIS
15 flat check. Each subsequent area or splash damage effect performed on the area reduces OF THE FIELD
the DC of this flat check by 2, to a minimum of DC 5. If any of these flat checks succeed, none The metaphysical process of swarm
of the creatures escapes, and the wadirus is destroyed permanently. At the GM’s discretion, rejuvenation is complicated, and among
clever means of trapping or otherwise detaining the vermin may extend the time allowed to the scholars who sought to understand
finish off the wadirus. it, many died to irus attacks before one
Speed 25 feet, climb 20 feet, swim 20 feet extremely persistent researcher managed
Melee 1 foot +15 (finesse), Damage 2d10+4 bludgeoning plus wadirus poison to publish a treatise named Swarm
Melee 1 tongue +15 (agile, finesse, reach 10 feet), Damage 2d8+4 bludgeoning Rejuvenation: A Survey and Analysis of
Ranged 1 quill +15 (agile, range increment 30 feet), Damage 2d6+4 piercing plus wadirus poison the Field, which is currently recognized as
Primal Innate Spells DC 19, attack +11; 3rd animal vision (at will), wall of thorns; 2nd entangle, the most prominent collection of theories
fungal infestationAPG; Cantrips (3rd) tanglefoot and data on the subject.
Frog Swarm 2 The wadirus fills a 5-foot burst within 25 feet with its frog swarm. The frogs do
no damage, but all creatures within this area when the wadirus moves it or at the start of their According to the text, when an irus’s
turn are exposed to wadirus poison. Once per turn, the wadirus can move the burst up to 25 feet central body is defeated, it spreads the
or dissipate it with a single action, which has the concentrate trait. If the wadirus’s frog swarm primal energy of its fey self throughout
is ever more than 100 feet from the wadirus, it automatically dissipates. Once the frog swarm the swarm of creatures that make up its
dissipates, the wadirus must use this action to send the swarm forth again. If it uses Frog Swarm extended body. Each of these creatures
before the swarm has dissipated, doing so dissipates the existing swarm before sending it forth is connected to the others and the main
once again. body by an invisible web of magical links,
Jump Kick 2 The wadirus Strides then Leaps. If it lands adjacent to a creature it can make a foot similar to arteries or a ley line network, and
Strike against that creature. If the Strike is successful the creature is pushed 5 feet (10 feet on a the web persists after the body’s death.
critical success).
Wadirus Poison (Poison) Saving Throw DC 20 Fortitude; Maximum Duration 6 rounds; Stage This means that no matter how many
1 1d6 poison damage (1 round); Stage 2 1d8 poison damage and enfeebled 1 (1 round); Stage of the swarm’s constituents are killed,
3 1d8 poison damage and sickened 1 (1 round); Stage 4 1d8 poison damage and sickened 2 (1 the irus can quickly shift their energy
round); The sickened condition caused by wadirus poison can’t be reduced or removed until the into whichever manages to survive.
target is no longer affected by wadirus poison. However, the transfer isn’t lossless, and
an unpredictable amount of the essence
spills out during the process, especially if
Salirus many of the swarm’s constituent creatures
Many see nothing but stagnation in swamps. As nature’s bog guards, saliruses also perish. This leads to a significant
know different. They see the decay and rot as nature’s way of reclaiming what variation in how long it takes for the irus
is no longer needed and know that life thrives just beneath the murky surface to rejuvenate, as the more energy it loses,
of the water. Like their brethren in other terrains, these fey creatures have a the longer it takes to return.
close connection to their swamps and punish anyone who would pollute their
territory.
A salirus can move unfettered through their natural environment, unimpeded
by underbrush, and can walk across water as easily as land. They use this to their
advantage, ambushing opponents when their targets are hampered by either
water or plants and using their maneuverability to keep their distance.
A salirus has the appearance of a humanoid beetle, complete with compound
eyes, wicked mandibles, and a soft but obvious carapace. Its body ends at its
torso, though, and six long, insectile legs spring from its waist. Each leg ends in
a splayed-toed, webbed foot.
The salirus is constantly surrounded by a cloud of fireflies that flash in a
rainbow of colors. As with all iruses, this swarm is actually a part of the salirus,
and the salirus can control it as easily as any other part of its body. In fact, should
a salirus’s main body be destroyed, one of these fireflies becomes the repository
of its consciousness and slowly grows into a duplicate of the destroyed body.
Only by completely destroying this swarm of fireflies that make up a salirus’s
extended body can a salirus be truly slain.
85
Irus
SALIRUS CREATURE 6
PLATINUM AWARD UNCOMMON CE MEDIUM FEY
RPG SUPERSTAR 2021
Perception +17; low-light vision
BY JAMES ABENDROTH
Languages Common, Sylvan
Skills Acrobatics +15, Athletics +12, Deception +11, Intimidation +11, Nature +15, Stealth +16,
SALIRUS AND WISPS Survival +13, Swamp Lore +14
Occasionally, a salirus teams up with Str +2, Dex +5, Con +4, Int +3, Wis +5, Cha +2
will-o’-wisps to lead a more dangerous Items +1 composite longbow
group of adventurers astray in their AC 23, all-around vision; Fort +12, Ref +17, Will +13
swampy home. The wisps and the HP 120, swarm rejuvenation; Weaknesses cold iron 5
salirus intersperse the salirus’s colorful Swarm Rejuvenation See wadirus.
fireflies with the wisps’ dancing lights Speed 25 feet; water stride, woodland stride
to completely befuddle, ambush, and Melee 1 mandibles +17 (agile, finesse), Damage 2d6+8 piercing
then terrorize their opponents. Ranged 1 composite longbow +17 (deadly d10, range increment 100 feet, volley 30 feet),
Damage 1d8+7 piercing
Primal Innate Spells DC 21; 4th solid fog; 3rd animal vision (at will), stinking cloud; 2nd entangle,
sudden blightAPG; Cantrips (3rd) dancing lights
Illuminate 1 (light) Requirements The salirus hasn’t used Obfuscate this turn; Effect The salirus
fills a square within 60 feet with its swarm of fireflies. Any invisible creatures in the square or
that have a portion of themselves in the square become concealed rather than undetected, as
the fireflies settle on them. The fireflies remain in the square until the salirus moves them again
by using either Illuminate or Obfuscate. Any creatures that move out of the square regain their
invisibility. Whether there are any creatures in the square the salirus selects or not, the fireflies
shine bright light in a 10-foot radius.
Obfuscate 1 (light) Requirements The salirus hasn’t used Illuminate this turn; Effect
The salirus surrounds itself with its swarm of fireflies, hiding from view. It is concealed until
the beginning of its next turn. It can’t use this concealment to Hide or Sneak, as normal for
concealment that makes its position obvious.
Target 1 (light) The salirus sends a single firefly to land on a creature to improve its
aim. The salirus gains a +2 circumstance bonus to its attack roll on the next bow
Strike against the creature made before the end of its turn. If the Strike hits it deals
an additional 1d8 precision damage.
Water Stride The salirus can stand and move on the surface of water or other liquids without
falling through. It can go underwater whenever it wishes, but in that case, it must Swim
until it returns to the surface.
Woodland Stride A salirus ignores difficult terrain and greater difficult terrain from non-
magical foliage.

Caxirus
Reefs are locations full of
beautiful and often dangerous life.
Unfortunately, many people forget that they
are also carefully balanced and fragile ecosystems.
Caxiruses are more than happy to violently remind
them why they should respect the danger and
sanctity of reefs.
A caxirus finds and protects one reef from any
who would despoil it, whether intentionally
or not. An ambush predator, they most
commonly attract interlopers with the
flashing bioluminescence of their lure
and the swarm of fish that surrounds
them. Then, as their prey gets close,
they douse the light of their lure and
sneak up on their victim while the
unsuspecting prey continues to be
distracted by the smaller fish.
86
Irus
Caxiruses are experts at ambushing their prey, using the small school of
bioluminescent fish that always attends them as a distraction before striking PLATINUM AWARD
RPG SUPERSTAR 2021
from hiding. More often than not, their victims are so fascinated by the smaller,
BY JAMES ABENDROTH
harmless fish that they never see the main caxirus, with their dangerous teeth
and claws, coming.
The main body of a caxirus, in sharp contrast to the sleek fish that make up CAXIRUSES AND CHOCHORI
their swarm, looks much like an anglerfish, complete with a stubby body, toothy While caxiruses ruthlessly hunt any who
maw, and glowing lure. Unlike an anglerfish, a caxirus has a pair of crustacean- disrespects their reefs, they are willing to
like claws instead of pelvic fins, and its eyes sit at the ends of long stalks that it tolerate the presence of the coral people
can rotate independently. known as chochori, as long as the chochori
in question spiritually revere the reef and
CAXIRUS CREATURE 8 give regular offerings to the caxirus.
UNCOMMON CE LARGE AQUATIC FEY
Perception +18; darkvision, scent (imprecise) 100 feet
Languages Common, Sylvan
Skills Athletics +18, Deception +16, Intimidation +18, Nature +16, Stealth +18, Survival +16
Str +6, Dex +3, Con +4, Int +4, Wis +6, Cha +3
AC 26, all-around vision; Fort +16, Ref +13, Will +18
HP 175, swarm rejuvenation; Weaknesses cold iron 10
Flashing School (aura) 20 feet. Creatures within the caxirus’s aura are surrounded by a swarm
of multicolored flashing fish. A creature entering the aura or starting its turn in the aura must
attempt a DC 23 Fortitude save.
Critical Success The creature is unaffected and is temporarily immune to
flashing school for 1 minute.
Success The creature is unaffected.
Failure The creature is dazzled for 1 round.
Critical Failure The creature is blinded for 1 round and
dazzled for 1 minute.
Swarm Rejuvenation See wadirus.
Speed swim 30 feet
Melee 1 jaws +18, Damage 2d10+10 piercing
Melee 1 claw +18 (agile, reach 10 feet), Damage
2d6+10 slashing plus Grab
Primal Innate Spells DC 23; 4th coral eruptionSOM,
hydraulic torrent; 3rd animal vision (at will), crashing
waveAPG; 2nd darkness; Cantrips (4th) spoutSOM
Constrict 1 2d6+7 bludgeoning, DC 26
Douse Lure 1 The caxirus turns off the illumination
in its lure, obscuring itself in the flashing lights of its
school. It makes a Hide check without requiring cover or
concealment. While it can Hide, it can’t use this hidden
condition to Sneak and become undetected, since it is
still clearly positioned in the midst of its school.
Pounce 1 The caxirus Strides and makes a Strike at the
end of that movement. If the caxirus began this action
hidden, it remains hidden until after the Strike.
Sneak Attack The caxirus’s Strikes deal 2d6 extra
precision damage to flat-footed creatures.

Nafirus
High mountain peaks are generally deserted,
desolate places, and that’s just how a nafirus
likes it. Nafiruses view the presence of almost any
living creature, particularly landbound creatures and
even more especially humanoids, as a desecration of
these pristine places’ stark beauty. As such, they rapidly
and violently attack any interlopers in their domain.
87
Irus
Unlike other iruses, nafiruses care little for subtlety. Instead, they dive down
PLATINUM AWARD on their victims in cacophonous, multicolored fury. In combat, they zealously
RPG SUPERSTAR 2021
use their mobility, snatching climbing opponents off of walls to plummet to
BY JAMES ABENDROTH
their doom and driving flying creatures to the ground.
A nafirus has a body like a large gliding bird, such as a condor or eagle, with
NAFIRUS SYMPHONIES plain brown plumage. However, just above its wings, instead of an avian head, a
Nafiruses might be evil, but they love humanoid torso and head grow, complete with arms, hands, and an additional
music, and they often compose complex, set of feathered wings.
haunting symphonies to be performed by A nafirus is attended by a mass of songbirds, each no larger than a human hand.
their own songbirds. While nafiruses are While these birds all have the same shape and structure, they have wildly varying
ordinarily the most territorial of iruses, colorations and patterns. The songbird swarm has an impressive range of notes and
there are tales of accomplished bards can make beautiful songs, but they are also capable of painfully discordant tones.
managing to encroach on a nafirus’s
mountain respectfully and survive the NAFIRUS CREATURE 9
encounter by sharing their own musical UNCOMMON CE MEDIUM FEY
compositions with the nafirus. Perception +19; low-light vision
Languages Common, Sylvan
Skills Acrobatics +18 (+20 to Maneuver in Flight), Athletics +18, Deception +17, Intimidation +19,
Nature +18, Performance +17, Stealth +17, Survival +18
Str +3, Dex +6, Con +4, Int +3, Wis +4, Cha +6
Items caterwaul sling
AC 27, all-around vision; Fort +18, Ref +21, Will +15
HP 200, swarm rejuvenation;
Weaknesses cold iron 10
Swarm Rejuvenation See
wadirus.
Speed 10 feet, fly 60 feet
Melee 1 talon +21 (agile,
finesse), Damage 2d10+9
piercing plus Grab
Ranged 1 sling +21, Damage
2d6+9 bludgeoning
Primal Innate Spells DC 25;
5th lightning stormAPG; 4th freedom of
movement; 3rd animal vision (at will), wall of wind; 2nd ash cloudSOM; 1st gust of
wind; Cantrips (5th) electric arc
Cacophonous Call 2 (evocation, primal, sonic) The songbird swarm releases a
blast of sound, dealing 5d6 sonic damage in a 30-foot cone (DC 25 basic Reflex
save.) Because the swarm is the origin of the blast, the cone can originate at any
point within 60 feet of the nafirus, rather than just in the nafirus’s space.
Down to Earth 2 (mental) The songbird swarm surrounds a flying target,
dragging it down with their weight and disrupting its sense of direction with their
song. The target attempts a DC 25 Will save.
Success The target falls up to 60 feet. If this brings it to the ground, it is
unharmed.
Failure The target falls up to 80 feet. If this brings it to the ground, it takes 10d6 bludgeoning damage.
Critical Failure The target falls up to 100 feet. If this brings it to the ground it takes 12d6
bludgeoning damage and is stunned 1. If the target doesn’t reach the ground, it must attempt
another save against Down to Earth at the beginning of its next turn.
Go For the Eyes 2 (incapacitation) The nafirus sends its swarm of songbirds to attack an
opponent within 120 feet. The target takes 6d8 damage and must attempt a DC 26 Reflex save.
Critical Success The target takes no damage and one of the attacking birds is injured, dealing
1d8 damage to the nafirus.
Success The target takes half damage.
Failure The target takes full damage and is blinded for 1 round.
Critical Failure The target takes double damage and is blinded permanently.
Snatch A nafirus can Fly at half Speed while it has a creature grabbed or restrained in its talons,
carrying that creature along with it.
88
Jadrani
A jadrani is a giant undead bird formed from a slain and corrupted phoenix.
Jadrani lair in dark caves and sleep in mountains of corpses of those foolhardy COPPER AWARD
RPG SUPERSTAR 2021
enough to seek their so-called fountain of youth, not knowing the true source of
BY JAKE CASSAR
this myth. The withering and rejuvenation of a jadrani mark a contradiction in its
nature. Where its aura is said to reverse the aging of living creatures, its very being
is an affront to life itself. Jadrani use these tales for their own vile ends, sometimes EXTINGUISHED HOPE
even allowing petitioners to live to spread their legend and attract additional fools Necromantic magic and acts of evil are
to their lair. Unlike a phoenix’s song, this creature’s song soothes no hearts. not sufficient to transform a phoenix
Should one of an jadrani’s hunters manage to slay it, the jadrani’s cursed flesh into a jadrani. Phoenixes are beacons of
and bones turn to dust and coalesce around its killer in a deadly curse. It helps kindness and hope. Foes must snuff out
itself to a banquet of their life force and emerges from their flesh and bones only those qualities entirely, driving a phoenix
seconds later, often felling them instantly and adding another corpse to the pile. into despair, before they can corrupt the
creature. While such an end is tragic, it
JADRANI CREATURE 16 does bear the silver lining that jadrani
RARE NE GARGANTUAN BEAST UNDEAD are reclusive—they do not actively go out
Perception +28; darkvision, lifesense 120 feet into the world to spread destruction in the
Languages Common, Necril, Shadowtongue, same way that phoenixes travel widely to
Skills Acrobatics +32, Athletics +28, Deception +26, Intimidation +30, Stealth +28 heal and console.
Str +6, Dex +8, Con +6, Int +7, Wis +6, Cha +6
AC 38; Fort +26, Ref +30, Will +30
HP 305, negative healing, regeneration 20 (deactivated by good or positive); Immunities death
effects, disease, paralyzed, poison, unconscious; Weaknesses good 10, positive 10
Jadrani Death Curse (curse, death, necromancy, occult) When a creature slays an jadrani,
the slaying creature must succeed at a DC 41 Will save or become a vessel for the jadrani’s
self-resurrection. On a failure, the jadrani returns to unlife fully healed 1d4 rounds later, with
the effects of a 7th-level resurrect ritual. This deals 10d10 negative damage to the host (DC
37 basic Fortitude save). An jadrani who died within an area devoted
to a good deity by a consecrate ritual can’t self-resurrect, and an
jadrani can self-resurrect only once per year.
Fountain of Youth (aura, occult, transmutation) 60
feet. When a living creature ends its turn in the
aura, it must attempt a DC 34 Fortitude save. If the
creature fails, its body regresses,
reversing muscle development,
balance, and coordination.
The creature appears
superficially youthful for
1 day but is also clumsy 1
and enfeebled 1 while the
appearance of youth lasts.
Speed 25 feet, fly 75 feet
Melee 1 beak +32 (finesse,
magical, reach 20 feet),
Damage 3d8+14 piercing
plus 2d6 negative
and 2d6 persistent
negative
Melee 1 talon +32 (agile,
finesse, magical, reach 20
feet), Damage 3d6+14 piercing plus 2d6 negative
Ranged 1 bone pinion +32 (magical, range increment 40 feet), Damage
3d6+14 piercing plus 2d6 negative
Occult Innate Spells DC 37; 8th spirit song
Bone Shards 2 The jadrani snaps its wings and throws shards of bones
in a 50-foot cone that deals 14d6 piercing damage to creatures in the
area with a DC 37 basic Reflex save. A creature that fails its save is also
immobilized until they spend an Interact action to wrench themselves free.
An jadrani can’t use Bone Shards again for 1d4 rounds.
89
Kawakami
Appearing as an incorporeal humanoid made from flowing water that turns silty
SILVER AWARD when angered, kawakami are protector spirits. They are a rare hybrid of kami and
RPG SUPERSTAR 2021
primal spirits that came about to resolve a dispute over which group would protect
BY MICHAEL ROBINSON
river systems. These hybrid creatures are highly protective of a specific river, their
ward, and have a mercurial temperament that changes between embracing the
WATER ALWAYS WINS destructive power of their river’s flooding and the restorative gift of their river’s
Societies that respect a river can work with bounty. Although not hostile to those who respect their river, a kawakami is
its guardian for the benefit of all. Kawakami willing to take extreme action to protect their ward. If they fail to do so, often due
are happy to advise farmers where floods to excessive pollution from nearby societies, they can become stuck in one of their
are likely to occur so that they don’t build two states, causing damage to those relying on the river or the nearby ecosystem.
permanent structures in those areas. In
exchange, those areas become fertile KAWAKAMI CREATURE 9
land for a bountiful yield of crops when RARE N MEDIUM INCORPOREAL KAMI SPIRIT WATER
the waters recede, and the river remains Perception +18; low-light vision
healthy by purging itself of silt buildup. Languages Aquan, Common
Skills Acrobatics +18, Intimidation +18, Nature +20, Stealth +20
Str –5, Dex +4, Con +4, Int +4, Wis +4, Cha +3
River’s Mind A kawakami exists in one of two states: destructive or restorative. The Healing
Waves and Suffocating Ripple abilities change the kawakami’s state during combat, but at the
beginning of combat their state is determined by their current temperament.
Ward Every kami is bound to a ward: a specific animal, plant, object, or location. A kami can merge
with or emerge from their ward as a single action, which has the concentrate trait. While merged,
the kami can observe their surroundings with their usual senses as well as the senses of their
ward, but can’t move, communicate with, or control their ward. Additionally, a kami merged with
their ward recovers Hit Points each minute as if they spent an entire day resting. A kawakami’s
ward is a river, and they can observe anything within the river while merged.
AC 25; Fort +15, Ref +18, Will +21
HP 100; Resistances all 10 (except force or ghost touch, double resistance against
non-magical)
Speed fly 30 feet
Melee 1 hydrokinetic wave +20, Damage 2d8+11 bludgeoning
Primal Innate Spells DC 28; 5th control water; 4th hydraulic
torrent (×2)
Healing Waves 2 Requirement The kawakami is currently
in a restorative state; Effect The kawakami surrounds up to two
creatures within 30 feet (which can include itself) in restorative,
obscuring water, and then reverts to their destructive state and can’t
use this ability for 1d4 rounds. The targeted creatures recover 10d6 Hit
Points, and gain concealment against all enemies for one round.
Intercepting Swell 5 Requirement The kawakami is currently in a restorative
state; Trigger A creature within 15 feet damages the kawakami or an adjacent
ally; Effect Healing water blocks the blow, reducing the damage by 8, and
granting the damaged creature fast healing 5 for the next 2 rounds.
Hydropulse 1 (evocation, primal, water) Requirement The kawakami
is currently in a destructive state; Frequency Once per round;
Effect The kawakami unleashes a powerful explosion of water.
All creatures within a 10ft emanation of the kawakami take 5d6
bludgeoning damage (DC 26 basic Reflex save). On a failure, the
creature is also knocked prone.
Suffocating Ripple 2 (primal, water) Requirement The
kawakami is currently in a destructive state; Effect The kawakami
targets a creature within 100 feet from which a 10-foot emanation
of water and mud rapidly swells, and then reverts to a restorative
state and can’t use this ability for 1d4 rounds. All creatures within
the emanation take 10d6 bludgeoning damage (DC 28 basic Reflex
save). On a failure, the target must also attempt a DC 28 Fortitude save,
and they must start holding their breath on a failure. The affected creature, or
any adjacent creature, can use an Interact action to clear the suffocating creature’s airway.
90
Kayman Bacoo
On the flooded coasts of the fey realm, the roots of fey mangrove forests reach
deep to entangle the roots of Material Plane counterparts. Long ago, fey called SILVER AWARD
RPG SUPERSTAR 2021
bacoos climbed the roots into the Material Plane to see how mortals behaved.
BY ALEX G. FRIEDMAN
When they witnessed the callousness and brutality of the Material Plane, bacoos
decided the people must have been put here as a cruel joke. Some, who called
themselves kayman bacoos, found the most humor in the sweet lies of rum. BACOO CHARACTERS
Kayman bacoos are small crocodilian fey characterized by wild tempers and Kayman bacoo are one of several types of
prickly senses of humor. To kayman bacoos, offerings of rum, sweets, or flesh are related fey called bacoo, which enjoy food
the only reasons to grant the local humans any peace. They love rum despite their and drink offerings like rum, bananas, and
low tolerance for drink and refuse to restrain their appetites. milk. For full rules on playing a bacoo PC,
By day, they lounge in the trees bordering small villages or other human check out World of Battlezoo: Indigo Isles!
settlements, often nursing hangovers. But by night, kayman bacoos stalk the
eaves, looking for partygoers or merrymakers who might be drinking rum without
offering them a sip first. When they smell rum on someone’s breath, they silently
fall into line behind them and attempt to follow them home. If noticed, they ask
their prey some variation of “Out for a drink? Did you leave me any?”
Those who live in an area haunted by kayman bacoos know better than to go
carousing or host a party without leaving an offering of rum on their doorstep. Wise
locals can then answer truthfully that they have left rum out for the fey. Anyone
caught unprepared must make a choice: either invite the kayman bacoos in for a
drink or suffer their wrath. Kayman bacoos quickly succumb to the sedative effects
of alcohol, but their idea of what constitutes a party typically involves scatological
pranks and profound overapplication of rowdy magic.
Most communities tolerate their local kayman bacoos because they exterminate
rats and other pests. Even if they don’t appreciate their scaly
neighbors, driving off these gluttonous fey usually proves
beyond the means of the local authorities.

KAYMAN BACOO CREATURE 4


NE SMALL BACOO FEY
Perception +14; darkvision, scent (imprecise) 30 feet
Languages Common, Sylvan
Skills Acrobatics +10, Intimidation +12, Nature +12,
Performance +12, Stealth +12, Thievery +10
Str +2, Dex +5, Con +2, Int +3, Wis +3, Cha +5
AC 21; Fort +6, Ref +14, Will +11
HP 78; Weaknesses cold iron 5, rum weakness
Rum Weakness (poison) Alcohol quickly subdues kayman bacoos. A
kayman bacoo is immune to alcohol addiction but treats every Fortitude saving
throw against alcohol as one degree of success worse than they rolled. While
suffering from the effects of alcohol, a kayman bacoo gains the slowed condition
with a value equal to the alcohol’s poison stage. If a kayman bacoo’s slowed
condition equals or exceeds 3, they fall unconscious for 2d4 hours. A kayman
bacoo is inclined to drink any alcohol they are offered.
Toothy Grin 5 (emotion, enchantment, fear, mental) Trigger The kayman
bacoo critically succeeds on a saving throw against a foe, or a foe’s attack roll
critically fails against the kayman bacoo; Effect A crocodile smile confounds
and frightens those whose failure piques the kayman bacoo’s humor. The
triggering foe must attempt a DC 21 Will save. Afterwards, the triggering foe is
temporarily immune for 1 minute.
Critical Success The triggering foe is unaffected.
Success The triggering foe is frightened 1.
Failure The triggering foe is frightened 2 and stupefied 1 for 1d4 rounds.
Critical Failure The triggering foe is frightened 2 and stupefied 1 for 1 minute.
Speed 30 feet, climb 30 feet
Melee 1 jaws +14 (magical, finesse), Damage 2d6+5 piercing
Primal Innate Spells DC 21; 2nd glitterdust, vomit swarmAPG; 1st jump, mud
pitSOM, pest form, restyleSOM; Cantrips (2nd) dancing lights, spoutSOM
91
Keyweed
Keyweeds are a family of diminutive plants who are known to perform quirky
PLATINUM AWARD and unexpected activities, such as breaking into locks, swimming alongside
RPG SUPERSTAR 2021
other creatures, or even creating music to calm the spirits of the dead. The
BY LAU BANNENBERG
name refers to both the family as well as the most famous member of the
family, the creature known as keyweed, a plant that loves to pick locks and
KELPSTEEDS AND KELPIES disable devices.
Kelpsteeds are generally friendly, curious, While keyweeds’ origin aren’t entirely clear, many scholars have come to
and willing to make friends with anyone believe the most widely spread legends, which tell that keyweeds were created
who wishes to swim with them. However, by druids to fulfill a variety of unusual niches where no other plants possibly
they hold a deep enmity for the malevolent could. Other theories exist, including those of some scholars who believe that
equine fey known as kelpies. This hatred keyweeds were originally humanoids who transformed into plants due to the
comes about because kelpies, which blessing or curse of a deity of nature. For instance, one fairy tale parents tell
also have a plantlike appearance, use to little children who are caught filching something is that if they misbehave
trickery and compulsion to fool their prey and steal from others, the Green Man might come to the house at night and
into riding in the water with them, only to transform them into a keyweed, spiriting them away into the woods forever,
drown and devour their victim. This leads never to see their families again.
to kelpsteeds being mistrusted—and even Keyweeds have an unusual relationship with leshies based on their similarities
sometimes attacked—by potential new and differences. Both are small sapient plant creatures, and if the stories are
friends who mistake them for kelpies. true, both originated from druidic magic, but leshies are nature spirits, or vitae,
that directly incarnated in a mortal plant body through a primal ritual. While
their progenitors might have been created by druids, keyweeds are mortal plants
through and through, living, reproducing, and dying just like any other plant
does.

Kelpsteed
Kelpsteeds are curious, sapient plants with a drive to see the whole underwater
world. They have relatively slight frames, however, and on their own they can’t
swim very fast. Kelpsteeds take their name from the way they overcome
this: they like to form a partnership with a sturdier creature and
provide it with the mobility to get to faraway marvels
together.
Most scholars classify kelpsteeds into the
same family of plant creatures as keyweeds (the
eponymous “keyweed” family), another supposed
creation of enterprising druids. According to
legend, these druids needed a way to transport
their allies from place to place during some
ancient oceanic conflict, or so the theory
goes. Marine druids still often partner with
kelpsteeds, but kelpsteeds are free-willed
and often bargain for something in return,
such as a promise to travel to places the
kelpsteed wishes to explore.
Kelpsteeds are seen as a mixed omen
by sailors. While they can help one get
around quickly underwater, they don’t
provide the ability to breathe. Grizly
stories circulate of sailors being pulled
down into the depths and drowning in
the grip of young kelpsteeds who were
just looking for a partner. This can
be conflated with kelpies, malevolent
plantlike horses that intentionally
drown others. In more tropical waters,
sailors have learned to swim with kelpsteeds
much like dolphins, surfacing for deep breaths
of air and then swiftly swimming on.
92
Keyweed
Kelpsteeds don’t usually have separate communities of their own; they tend
to keep company with a swimming partner. They’re able to pick up scent trails PLATINUM AWARD
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from many miles away, indicating other kelpsteeds are in the area, and when
BY LAU BANNENBERG
they do, they often encourage their partners to rendezvous. For kelpsteeds, this
is a time to meet new friends and mates and to swap stories. Kelpsteeds can live
for many decades, and if someone learns a compatible sign language, they can KEYWEED COMPANIONSHIP
often share lore covering a vast region. While younger keyweeds that haven’t
yet become convolute tend to remain
KELPSTEED CREATURE 1 separated from the complexities of intrigue,
CN SMALL AQUATIC PLANT they are still more social than some
Perception +7; low-light vision other kinds of plant creatures and enjoy
Languages Aquan, Sylvan (can’t speak any language; communicates via sign language) companionship, both with other plants as
Skills Athletics +7, Nature +6, Ocean Lore +6, Survival +6 well as non-plants. Keyweeds especially
Str +4, Dex +0, Con +3, Int +1, Wis +3, Cha +3 enjoy hanging out with druids and other
AC 19; Fort +10, Ref +4, Will +7 creatures with primal magic. Companions
HP 13 who’ve spent time with a keyweed often
Speed swim 15 feet find their new friend’s perspective unusual
Melee 1 stinging tail +9 (reach 10 feet), Damage 1d4+2 piercing and kelpsteed venom and difficult to predict, though sometimes
Melee 1 frond +9 (agile), Damage 1d4+2 bludgeoning and Grab quite refreshing compared to what they
Hoist 1 (manipulate) The kelpsteed Swims into the square of an adjacent willing Medium or are used to encountering. Adventuring
smaller creature, and then wraps itself around them in a way reminiscent of a finned cloak. companions consider keyweeds’ skills
While the kelpsteed is hoisted in this way, the creature to which they’re hoisted gains a Swim especially useful, as locks, traps, and
speed of 30 feet; this doesn’t otherwise hinder the creature. When the creature the kelpsteed devices can prove an impediment to
is hoisted to moves, the kelpsteed is moved with it; this is forced movement. While hoisted the parties without a rogue or other expert
kelpsteed can’t move or use their Grab action, and the kelpsteed is slowed 1. The kelpsteed in those types of impediments. Slowly,
can use this action again to detach themselves. keyweeds learn more about the world
Kelpsteed Venom (poison) Saving Throw DC 16 Fortitude; Maximum Duration 4 rounds; around them from their companions, which
Stage 1 1d6 poison damage (1 round); Stage 2 1d6 poison damage and enfeebled 1 (1 round). aids them in the growth (both physical and
psychological) that they need in order to
become a convolute keyweed some day.
Keyweed By exposing themselves to a broad variety
Keyweeds are small, inconspicuous shrubberies gifted with locomotion of perspectives, they increase their rate of
and a remarkable ability to fold their leaves and vines. This enables them to growth and ensure that they will become
manipulate locks and other devices and infiltrate urban environments, which especially well-respected among the ranks
they do gleefully. of convolute keyweeds.
Although keyweeds are sapient and are able to communicate fluently in sign
language, most keyweeds aren’t deeply interested in the politics and societies of
the cities they inhabit. They know what interests them, and they stick to that:
they seek out the trickiest locks they can find and learn to open them. Then,
they use the peculiar vine-twistings required as a mating display. They usually
practice this in discreet locations such as abandoned and overgrown buildings,
but there are stories of young rogues who seek out these places to watch and
learn.
Keyweeds are capable combatants but tend to avoid confrontation, preferring
to hide and avoid unnecessary danger. Cornering a keyweed that’s been probing
one’s security measures can be quite difficult. When so cornered, a panicked
keyweed often uses their spore puffball in order to create a distraction, allowing
them to escape.
The origins of keyweeds are obscure and almost certainly not entirely natural.
Legend holds that it was an adventurer-druid who wished to make a point
to a roguish friend about how cities had nothing on primal magic. Whether
that’s true or not, druids have found that keyweeds are quite useful minions.
Most keyweeds get along especially well with druids, but even so, they are not
beholden to them.
Some thieves’ guilds have managed to establish a working relationship with
one or more keyweeds, enlisting the keyweeds in heists to serve as safecrackers
or lockpickers and paying the keyweeds by giving them special contraptions to
play with.
93
Keyweed
KEYWEED CREATURE 3
PLATINUM AWARD CN SMALL PLANT
RPG SUPERSTAR 2021
Perception +12; darkvision
BY LAU BANNENBERG
Languages Common, Sylvan (can’t speak any language; communicates via sign language)
Skills Acrobatics +10, Athletics +9, Crafting +9, Society +9, Stealth +11, Thievery +13
KEYWEED KEEPSAKES Str +1, Dex +4, Con +1, Int +1, Wis +3, Cha +3
Keyweeds sometimes like to keep physical AC 19; Fort +6, Ref +12, Will +9
mementos of their past accomplishments, HP 75; Weaknesses fire 5, slashing 5
such as hanging onto the first lock they Speed 20 feet; climb 20 feet
ever picked or something from inside the Melee 1 vine +12 (agile, finesse), Damage 1d8+4 bludgeoning
first safe they cracked. These can lead an Clever Vines 2 The keyweed Strides up to once, and it then shapes itself into a suitable tool
adventurer to come across a bewildering and Disables a Device or Picks a Lock. It has an expert proficiency in Thievery for the purpose
trove of otherwise unrelated knickknacks. of determining what hazards it can disable, and it has an expert proficiency in Perception for
the purpose of determining what hazard it can detect.
Freeze 2 (concentrate) Until the next time it acts, the keyweed gets an automatic result of 30
on Deception and Stealth checks and DCs to appear to be an ordinary shrubbery.
Puffball 1 (poison) Frequency once per day; Effect The keyweed scatters spore puffs in a
20-foot emanation, which remain for 1 round. For the duration, all creatures in the area are
concealed, and all other creatures are concealed to them. Creatures in the area when the
keyweed first shoots out the Puffball must attempt a DC 20 Fortitude save, with the following
effects. Keyweeds are immune to this effect.
Success The creature is unaffected.
Failure The creature is sickened 1.
Critical Failure The creature is sickened 2 and slowed 1 as long as it
remains sickened.
Snagging Strike 1 The keyweed makes a vine Strike. If this Strike hits, the
target is flat-footed until the start of the keyweed’s next turn or until it’s no
longer within the reach of its vine, whichever comes first.
Sneak Attack The keyweed’s Strikes deal 1d6 extra precision damage to flat-
footed creatures.

Keeningreed
Believed to be cousins to keyweeds and kelpsteeds,
keeningreeds are the most mysterious member
of their family of plant creatures. They stalk
ancient battlefields, singing lullabies to the
spirits that linger. But precisely why they are driven
to do so is not known for certain.
Unlike their cousins, keeningreeds are capable of
speaking out loud, and they possess a whispering
voice that sounds like reeds rustling in the wind.
However, they rarely show interest in talking to the
living. Only those who have recently lost someone
tend to earn their attention.
Peasant superstition holds that this isn’t true
compassion; they say keeningreeds need the passion of
human grief in order to produce offspring.
Some believe that keeningreeds were the creation of an order of
druids that sought to heal the scars of an ancient war in their homeland. These
druids supposedly didn’t want to invite meddling priests to wield divine magic
in their domain, and so they created keeningreeds. Since then, keeningreeds
have spread quietly through shadowy woods and gloomy marshes.
While some raging spirits can only be laid to rest by direct force, often
keeningreeds prefer to take a gentler approach, conversing with the spirits and
soothing them before final departure. Sometimes keeningreeds take up the
unfinished business of a spirit, either in order to help them depart or to
honor their memory.
94
Keyweed
One company of adventurers became famous for allying with a keeningreed
on their adventures. The keeningreed provided them with details on treasures PLATINUM AWARD
RPG SUPERSTAR 2021
that were theirs for the taking if the spirits haunting them could be given final
BY LAU BANNENBERG
satisfaction.
However, another version of the story has a grimmer ending. After many
adventures, it turned out that the final satisfaction was given to an enemy those KEENINGREED CHORUSES
adventurers had slain many years ago... Sometimes, a spirit’s wishes are too
great for a single keeningreed to fulfill on
KEENINGREED CREATURE 7 its own. In this case, a congregation of
CN SMALL PLANT several keeningreeds, known as a chorus,
Perception +15; low-light vision, spirit sense (imprecise) 30 feet might work together to achieve what a
Languages Common, Necril, Sylvan single keeningreed couldn’t on its own.
Skills Deception +15, Diplomacy +15, Intimidation +15, Nature +15, Occultism +15, Nearby settlements sometimes pass
Performance +20, Religion +15, Stealth +16, Survival +13 down stories of the eerie symphonies they
Str +1, Dex +3, Con +2, Int +4, Wis +4, Cha +6 heard during the night while such a chorus
Spirit Sense The keeningreed can sense the spirits of creatures, including living creatures, most was hard at work.
non-mindless undead, and haunts within the listed range.
AC 24; Fort +15, Ref +12, Will +18
HP 86; Resistances negative 5
Speed 25 feet, swim 20 feet
Melee 1 razor reed +13 (agile, finesse), Damage 2d10+3 slashing and 2d6 bleed
Ranged 1 threnody +15 (auditory, range 30 feet), Damage 2d6+6 sonic plus 2d6
positive
Primal Innate Spells DC 25, attack +17; 4th counter performance, enervationAPG, sound
burst; 3rd soothe (×3); Cantrips (4th) dirge of doom, ghost sound
Ghostreed (necromancy, primal) A keeningreed’s razor reed and threnody
Strikes both gain the effects of the ghost touch weapon property,
allowing them to damage incorporeal creatures effectively.
Last Respects 2 (auditory, concentrate, necromancy, primal)
The keeningreed sings a dirge to attempt to Disable a haunt using
its Performance skill. If the haunt can’t normally be disabled with the
Performance skill, use the Disable DC for one of the allowed skills
requiring a proficiency rank of master or lower (usually Religion).

Convolute Keyweed
When some keyweed grow older and more cunning, they
undergo a physical and mental chrysalis. Their fertility and
ability to exude spores fade. These elder keyweeds seem to wind
in on themselves, becoming more and more compact but poised to
explode into action like a tightly wound spring.
Convolute keyweeds, as they’re called, no longer have the biological
imperative to mate, but the instinct to manipulate devices remains and,
in fact, becomes even stronger. Convolutes vary in how
they deal with this drive; many search for some kind of
meaning to their existence.
Some convolutes find meaning in challenges, like
seeking out ever more secure locations to penetrate
or waging a competition with a rival, seeking to copy and exceed
each other’s exploits. Thieves’ guilds often share ghost stories of
accomplished members drawing the intense attention of a convolute.
Other convolutes become invested in causes. Whereas younger
keyweeds tend to be quite naive about humanoid intrigues, convolutes
throw themselves into complexity. They might go to elaborate lengths to
mask their involvement. One story tells of a powerful crusading knight
who had sworn not to lift her visor until an insidious conspiracy had
been defeated. After the final raid on their stronghold, it turned out that a
convolute had been puppeteering the armor from within.
95
Keyweed
CONVOLUTE KEYWEED CREATURE 11
PLATINUM AWARD UNCOMMON CN TINY PLANT
RPG SUPERSTAR 2021
Perception +24; darkvision
BY LAU BANNENBERG
Languages Common, Sylvan (can’t speak any language; communicates via sign language)
Skills Acrobatics +23, Athletics +21, Crafting +21, Society +21, Stealth +26, Thievery +26
CONVOLUTED CONSPIRACIES Str +5, Dex +7, Con +3, Int +3, Wis +5, Cha +5
Unlike younger keyweeds, convolute Encroachment Convolute keyweeds can pass through openings as small as one inch without
keyweeds have a special love of needing to Squeeze. Thanks to their many vines, they don’t need free hands to Climb or Grab
complicated stories and plots (the more an Edge.
complex, the better), which can cause AC 31; Fort +18, Ref +24, Will +21
them to become involved in situations HP 255; Weaknesses fire 10, slashing 10
with a much broader scope than other Tripping Vine 5 Trigger A creature within the convolute keyweed’s reach uses a move action or
keyweeds. They believe that this allows leaves a square during a move action it’s using; Effect The convolute keyweed extends a vine
them to contort and exercise their minds’ and attempts to Trip the triggering creature.
flexibility in the same way that they’ve Speed 40 feet, climb 40 feet; mobility
been building up their bodies all along. As Melee 1 razor vine +24 (agile, disarm, finesse, reach 15 feet), Damage 2d8+11 slashing
such, convolute keyweeds are also fans Ranged 1 whirling vine +24 (range increment 30 feet), Damage 2d8+11 slashing
of puzzles, riddles, and brain teasers, as Freeze 2 (concentrate) The convolute keyweed stops moving and attempts to appear as
well as mystery stories. When unraveling nothing more than a mundane tiny shrubbery. Until the next time it acts, the convolute keyweed
a mystery or conspiracy, they think of gets an automatic result of 45 on Deception and Stealth checks and DCs to appear to be an
themselves as traveling along the puzzle’s ordinary shrubbery.
body as if it were a winding plant, slowly Intrusion 2 The convolute keyweed Sneaks, Strides, or Climbs up to two times. Once their
getting to the root of the problem. movement is complete, the convolute keyweed then Disables a Device or Picks a Lock, using
its own body as a suitable tool to perform the task. Disabling the Device or Picking the Lock
does not automatically cause the convolute keyweed to become observed if it was previously
hidden or undetected, as long as the convolute keyweed successfully Sneaks for its first actions
of the Intrusion. The convolute keyweed has master proficiency in Thievery for the purpose of
determining what hazards it is capable of disabling, and it has master proficiency in Perception
for the purpose of determining what hazards it is capable of detecting.
Joint-Locking Strike 1 (manipulate) Frequency once per round; Requirement The target
is flat-footed against the
convolute keyweed; Effect
The convolute keyweed contorts
its vines to lock down its foe’s joints. The
convolute keyweed makes a razor vine Strike
and binds the target’s joints with vines and intricate
motions. If the Strike hits, the target is clumsy 2 and
enfeebled 2 (or clumsy 3 and enfeebled 3 on a critical hit),
and takes a –10-foot status penalty to its Speeds. The target
can end this effect with a successful DC 30 check to Escape;
otherwise, the effect lasts for a maximum of 1 minute.
Mobility When the convolute keyweed takes a Stride or Climb
action to move half their Speed or less, that movement doesn’t
trigger reactions.
Snagging Strike 1 The convolute keyweed lashes out, attempting to
snag its foe with its razor sharp vines. The convolute keyweed makes a razor
vine Strike. If this Strike hits and deals damage, the target is flat-footed until the start of
the convolute keyweed’s next turn or until it’s no longer within the reach of its razor vine,
whichever comes first.
Sneak Attack The convolute keyweed’s Strikes deals 2d6 extra precision damage
to flat-footed creatures.
Unlock Ailment 2 (manipulate, necromancy, primal) The convolute keyweed
contorts a willing creature’s body in a strange and metaphysical way, allowing it to attempt to
counteract a disease or poison afflicting the creature using its Thievery modifier against the
disease or poison’s DC, in order to end the affliction, with a counteract level of 6. Regardless
of success, the target is sickened 2 by the way the convolute keyweed contorts their body in
ways their body was never meant to move, and the creature is then temporarily immune to
Unlock Ailment for 24 hours.
96
Kolufs Krafsa
Kolufs krafsas are mammalian humanoids afflicted with a bizarre curse that
transforms them into something else, a pupal stage on the path to something SILVER AWARD
RPG SUPERSTAR 2021
terrifying and new. As a part of that transformation into a nonmammalian
BY LUCA T. FASSARI
creature, all the kolufs krafsa’s hair falls out. For ancestries like dwarves that
place great value on their thick, lustrous beards, the curse is especially horrifying.
Curiously, kolufs krafsas don’t always choose their victims randomly. Despite TWO WRONGS DON’T MAKE
the burgeoning evil of the curse within them, they prefer to attack those who truly A RIGHT
deserve it. Because of that, many kolufs krafsas respond to the pleas of oppressed Some kolufs krafsas seek out
commoners. A kolufs krafsa listens to those who invoke its name and strikes its werecreatures to bite them. They hope
victim in the quiet of the night. It carves up its victims, killing the lucky ones as that the new curse will counteract their
they are free from the creature’s curse. Those who survive an encounter with a current one, or at the very least help them
kolufs krafsa must prepare for sleepless nights, tearing their hair out to the point grow hair again. Sadly, they just end up
of exhaustion as their body transforms into a new kolufs krafsa. doubly cursed, hairless monstrosities
who roam the night without even their
KOLUFS KRAFSA CREATURE 6 moral compass for consolation.
RARE NE MEDIUM CURSED HUMANOID
Perception +10; darkvision
Languages Common, one additional language they knew before being cursed
Skills Athletics +15, Stealth +13
Str +5, Dex +3, Con +4, Int +2, Wis –2, Cha +0
AC 22; Fort +17, Ref +15, Will +9
HP 130; Immunities curses; Weaknesses silver 5
Split Ends 5 Trigger The kolufs krafsa is critically hit by an attack from a mammalian humanoid
who possesses hair; Effect Retaliating in anger for being distracted, the kolufs krafsa forces
the triggering creature’s hair to tear and frizz up while showing visions of its own cursed
transformation into a kolufs krafsa. The triggering creature must succeed a DC 21 Will save or be
frightened 2 and immobilized for 1 round.
Speed 30 feet, climb 20 feet
Melee 1 claws +17, Damage 2d6+8 slashing plus Grab
Clinging Grab The kolufs krafsa clings to its grabbed victim. This
causes it to enter the same space as a Medium or smaller
creature it has grabbed, or one square of a Large or larger
creature’s space. The kolufs krafsa can only have a single
creature grabbed, and while the kolufs krafsa is
grabbing a creature, the kolufs krafsa is
clumsy 2.
Curse of the Kolufs Krasa (curse,
occult, transmutation) The curse
affects only mammalian humanoids.
Saving Throw DC 21 Will save; Effect
Each night before going to sleep, the cursed creature feels their body
changing, and their hair begins to feel foreign and invasive. They tear
their own hair out until they fall asleep, and unconsciously continue
to do so as they sleep. The cursed creature takes 2d10 piercing
damage with a DC 21 basic Will save; this effect is nonlethal.
They also awaken fatigued. If the curse brings the creature to
0 Hit Points, or if the creature remains cursed for a full month,
the creature fully transforms into a kolufs krafsa.
Tearing the Hair 1 Requirements The kolufs krafsa has a
mammalian humanoid who possesses hair grabbed; Effect The
kolufs krafsa violently rips the hair off of the creature it has grabbed. The
creature takes 2d6 piercing damage and 1d6 persistent bleed damage,
with a DC 24 Fortitude save.
Critical Success The creature is unaffected.
Success The creature takes half damage.
Failure The creature takes full damage and is exposed to Curse of the Kolufs Krasa.
Critical Failure The creature takes double damage and is exposed to Curse of the Kolufs Krasa,
and the curse’s initial DC is 24 instead of 21.
97
Lantern Leshy
The moment a leshy’s spirit leaves its physical body is generally dramatic and
SILVER AWARD explosive, but those clever or driven enough can either salvage the leshy’s form
RPG SUPERSTAR 2021
afterward or prevent the explosion in the first place, often through magical
BY JAMES ABENDROTH
means. Once the leshy’s remains are gathered, it’s relatively easy for such
individuals to take the next step and reanimate them.
A WORSE HEADSPACE When a gourd leshy is the subject, the result is a lantern leshy. A lantern leshy’s
A lantern leshy can still store objects in its body is a tangle of withered vines and leaves, but their gourd heads remain
head in the same manner as a gourd leshy, surprisingly fresh and intact. Their creators often carve frightening faces, pictures,
but the magical flame destroys objects or symbols into these heads to make them more terrifying. And of course, a
that are flammable. Typical items a lantern magical fire glows from within the gourd head, giving the lantern leshy its name.
leshy might carry are metallic weapons Even the friendliest-looking lantern leshy possesses a vicious intellect, and
and torture implements. They arrange nothing brings them more joy than tormenting victims. A lantern leshy might
the objects around the flame so that it stalk their prey multiple nights in a row, playing cruel tricks. Eventually, they
casts enlarged shadows of them against grow bored with such games and kill their targets, often in slow and creative ways.
its face, giving their victims the terror of Nothing about the process of creating a lantern leshy bonds them to their
anticipating what cruelty it may inflict next. creator, and thus their loyalty varies wildly. A lantern leshy’s creator gains a lifelong
evil companion as often as they accidentally create their own murderer.

LANTERN LESHY CREATURE 2


NE SMALL LESHY PLANT UNDEAD
Perception +8; darkvision, low-light vision
Languages Common, Druidic, Necril, Sylvan
Skills Deception +7, Intimidation +7, Occultism +7, Stealth +8
Str +3, Dex +4, Con +3, Int +1, Wis +4, Cha +3
Eternal Flame (evocation, light, occult) During creation a magical fire is lit inside a lantern leshy’s head.
This fire creates a bright light in a 15-foot radius. When a lantern leshy is destroyed, the piece of coal
used to create this flame can be used as a piece of shining ammunition (Pathfinder Core Rulebook).
AC 17; Fort +7, Ref +8, Will +8
HP 30
Withering Burst (negative, poison) When a lantern leshy is destroyed, it explodes in a blast of
necromantic energy. Due to its origin, this energy only affects plants, doing 1d10 negative
damage to each plant creature in a 30-foot emanation with a basic Fortitude save. This burst
causes plants in the area to rot, creating a disgusting miasma that lingers in the air for 1
minute. Any creature that breathes must attempt a DC 15 Fortitude save any time it
enters or ends its turn in the area while the miasma lasts.
Critical Success The creature is temporarily immune to the miasma for 1 day.
Success The creature is unaffected this turn.
Failure The creature is sickened 1.
Critical Failure The creature is sickened 2.
Speed 25 feet
Melee 1 claw +9 (agile, finesse), Damage 1d6+3 slashing
Ranged 1 head +7 (range increment 30 feet), Damage 1d10+3
bludgeoning plus 1d4 fire (see Head Toss)
Ranged 1 roasted seed +9 (range increment 30 feet), Damage 1d8+3
bludgeoning plus 1 persistent fire
Head Toss 2 (emotion, fear, mental) The lantern leshy can remove its head and toss it to attack a foe. It
makes a head Strike against a foe; this ability is the only way it can make a head Strike. Whether the Strike
hits or misses, any creature within 20 feet of either the lantern leshy or the Strike’s target must attempt a
DC 18 Will save or be frightened 1 (frightened 2 on a critical failure). The lantern leshy’s head does not
return after being thrown until it retrieves and reattaches it. It is blind until then, though it always precisely
senses its own head. Picking up and reattaching the head requires a single Interact action
by the lantern leshy, which it can do as long as the head is within its reach.
Spooky Decorations 1 (concentration, occult, polymorph, transmutation)
The lantern leshy collapses into a pile of sticks and withered leaves
with its illuminated head sitting on top. Creatures who come across
the lantern leshy in this form must succeed a Perception check
against its Deception DC to recognize that it is not simply a decoration.
This lasts until it uses this action again to regain its original form.
98
Living Bones
Once in a long while, when a skeleton comes in contact with positive energy,
instead of being damaged or destroyed, they are transformed. The negative COPPER AWARD
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energy that animates them and feeds their hatred is almost completely
BY DANIEL SELIGMÜLLER
extinguished and replaced with positive energy, creating something that
shouldn’t be possible. For mindless undead, it can even create a mind and soul
where there was none. However, this state is not entirely stable, as the remaining OF TWO WORLDS
negative energy within them constantly tries to overwhelm its counterpart. As Regular skeletons don’t respond with
such, exposure to significant quantities of negative energy is extremely harmful as much animosity toward living bones
to living bones. as they do toward other living creatures.
There is lively debate in the more obscure academic circles on whether or not Living bones who have a hard time being
an undead animated by positive energy is technically still an undead, but this accepted into societies may form their own
changes little for the individuals in question. They still retain their previous communities on the borders of regions with
bony visage with a warm glow around them, which makes interaction with undead activity, settling in places the living
other people rather complicated. But this doesn’t cloud their sunny disposition, wouldn’t dare and providing early warnings
and they toil restlessly to help wherever they can. Their calm and positive of undead incursions. Such communities
attitude gives them a chance to integrate into smaller communities in remote may even include animal living bones.
areas, but that is by no means guaranteed. The ones who succeed in joining a
community almost inevitably choose more peaceful professions, becoming
farmers, artisans, or healers despite their martial capabilities.
The presented statistics represent a skeletal champion that was transformed,
but theoretically any type of skeleton (or potentially other undead) can be
affected. This is an extremely rare occurrence, though.

LIVING BONES CREATURE 3


RARE NG MEDIUM POSITIVE SKELETON SPIRIT
Perception +9; darkvision
Languages Common, Necril
Skills Acrobatics +9, Athletics +9, Diplomacy +8, Society +5
Str +4, Dex +4, Con +1, Int +0, Wis +2, Cha +1
Items chain mail, longsword, steel shield (Hardness 5, HP 20, BT 10)
AC 20, (22 with shield raised); Fort +8, Ref +11, Will +7
HP 40 (positive healing); Immunities disease, paralyzed, poison;
Weaknesses negative 5; Resistances cold 5, electricity 5, fire 5, piercing 5,
slashing 5
Positive Healing Unlike other skeletons, living bones draw health from positive energy.
Despite being spirits, they are living creatures, which means they’re healed by positive
healing effects, they aren’t destroyed when reduced to 0 Hit Points, and they’re
damaged by negative damage and not healed by effects that would normally heal
undead (like a champion’s touch of corruption).
Soothing Glow (aura, divine, emotion, enchantment, positive) 20 feet. Living bones
have a glow about them that radiates a positive attitude and soothes the mind of
others with a wide, toothy smile. As long as the living bones takes no hostile
actions, it exudes a peaceful aura. Creatures in the aura who attempt a hostile
action must attempt a DC 17 Will save. A creature who succeeds on their saving throw is
temporarily immune for 1 minute; otherwise, they don’t take the action against the living
bones and the action is wasted, but they can attempt the saving throw again by spending
more actions. If the living bones takes a hostile action, the soothing glow deactivates for
1 minute, allowing others to attack them with ease.
Attack of Opportunity 5
Shield Block 5
Speed 25 feet
Melee 1 longsword +11 (versatile P), Damage 1d8+6 slashing
Melee 1 fist +11 (agile), Damage 1d6+6 bludgeoning
Merciful Strikes (divine, necromancy) Living bones’ attacks are surrounded by a
nimbus of positive energy. Their Strikes deal an extra 1 positive damage, as the
positive energy that animates them is not fully contained. As normal for positive damage, this
harms only undead and other creatures with negative healing. Additionally, living bones can
make nonlethal attacks without taking the usual –2 circumstance penalty.
99
Living Constellation
While the light of a star is often seen as a sign of hope, living constellations
SILVER AWARD represent the exact opposite. Otherworldly and enigmatic, they live among
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the normal stars of the night sky. Their bodies are made up of sickly green
BY HUNTER EVANS
stars with lines joining them like joints. They orbit the world erratically with
unpredictable positioning, descending and taking on the forms of well-known
UNSPEAKABLE HORROR constellations to garner the attention of those who look to the stars in the night.
Speculation abounds that living When mortals see them, living constellations attempt to lead those mortals
constellations are agents of the Great into perilous situations in order to feed off of their fear. This effect becomes
Old Ones sent to determine if a world is strongest in close proximity, and so living constellations leave their homes in
ripe for conquest. While the occasional outer space to feast on fear. Scholarly attempts to study living constellations
living constellation may not be cause have thus far resulted in failure, leaving the researchers befuddled or trembling
for great alarm, multitudes appearing in with fear for weeks on end. The malignant aberrations welcome this, however,
rapid succession can stir thoughts of the as more attention grants them a greater audience to manipulate for their fear.
apocalypse in even the most composed
individuals. True or not, these beliefs LIVING CONSTELLATION CREATURE 10
serve the living constellation’s purpose NE LARGE ABERRATION ASTRAL FIRE
by arousing more fear for it to consume. Perception +19; know fear (imprecise) 1,000 feet
Languages Common (can’t speak any language)
Skills Arcana +19, Deception +19, Intimidation +22, Nature +19, Occultism +19, Stealth +22 (+25
to Hide in the night sky among the stars)
Str +5, Dex +5, Con +3, Int +4, Wis +5, Cha +7
Know Fear (detection, divination, emotion, mental, primal) A living constellation can detect the
presence and location of any frightened creature within 1,000 feet of it.
AC 29; Fort +16, Ref +19, Will +22
HP 135; Immunities fire, unconscious; Weaknesses cold 10; Resistances physical 10 (except
cold iron)
Consume Fear 5 (divination, mental, primal) Trigger A creature becomes frightened within 30
feet of the living constellation. Effect The living constellation attempts to feed off of the fear of
the target, forcing it to attempt a DC 29 Will save.
Critical Success The creature is unaffected.
Success The creature takes 2d12 mental damage.
Failure The creature takes 3d12 mental damage and becomes slowed 1 for
1 round.
Critical Failure The creature takes 4d12 mental damage and becomes slowed 1 for
1 round or as long as it is frightened, whichever is longer.
Frightful Presence (aura, emotion, enchantment, fear, mental, primal) 10 feet, DC 26
Speed 25 feet, fly 50 feet
Melee 1 astral stinger +23 (magical, reach 10 feet), Damage 2d12+11 piercing plus 1d6
persistent fire (scorpion stance only)
Melee 1 cosmic claw +23 (agile, magical), Damage 2d10+11 piercing
plus Grab (crab stance only)
Ranged 1 shooting star +23 (fire, magical, range increment
30 feet), Damage 2d12+11 fire (archer stance only)
Primal Spells DC +29, attack +21; 3rd searing light;
2nd guiding starSOM (at will); Cantrips (5th) guidance,
light
Alter Form 1 (stance) The variability of the cosmos
allows the constellation to alter its form. It assumes one
of the following stances.
• Archer Stance The living constellation takes on a
humanoid form, resembling the graceful shots of an archer. While in this
stance, the only attacks the constellation can make are shooting star Strikes.
• Crab Stance The living constellation flattens itself, growing the limbs of a crab. While in
this stance, the living constellation gains a +2 status bonus to AC and the only attack the
constellation can make are cosmic claw Strikes.
• Scorpion Stance The living constellation contracts into the form of a large scorpion. While in this
stance, the living constellation gains a +25-foot status bonus to its Speeds, and the only attack
the constellation can make are astral stinger Strikes.
100
Living Figment
Also known as “living illusions,” living figments occasionally arise from highly
complex, long-lasting illusions that eventually take on a mind of their own. The COPPER AWARD
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attitudes and interests of living figments vary as widely as their appearances, but
BY ANTHONY WHEELER
their personalities tend to reflect their original purposes. Illusions intended to
entertain produce more whimsical and gregarious living figments, while more
secretive and hostile living figments arise from spells intended to conceal traps MIND YOUR OWN BUSINESS
or bewilder foes. Merchants have discovered that living
Though rare, living figments are sociable creatures, and they eagerly cooperate figments are effective at encouraging
among themselves to create larger and grander illusions than they would be people to buy their wares. Some create
capable of creating alone. Once independent of their creators, living figments charismatic figures who model what they
are less trusting of physical beings, but they sometimes lend their talents to are selling, while others prefer energetic
those who can win their confidence. creatures who annoy people until they
make a purchase. There really is no better
LIVING FIGMENT CREATURE 6 way of getting inside a customer’s head.
RARE N LARGE CONSTRUCT ILLUSION INCORPOREAL
Perception +14
Languages Common, plus any languages known by its creator
Skills Deception +17, Intimidation +15, Performance +13, Stealth +17
Str –5, Dex +5, Con +2, Int +3, Wis +4, Cha +5
All in Your Head (mental) As insubstantial beings, living figments are unable to affect the
physical world on their own, and their attacks rely on their target’s inadvertent cooperation,
through their belief in the illusion, to cause harm. A living figment is incapable of directly
harming a creature while they are undetected.
AC 21; Fort +11, Ref +17, Will +14
HP 84; Resistances all 5 (except force or ghost touch; double
resistance against non-magical)
Speed fly 40 feet
Melee 1 illusory weapon +17, Damage 2d12+9 mental
plus psychosomatic strike
Fanciful Forms 1 (auditory, illusion, olfactory,
visual) A living figment is unbound to any form;
they can appear as anything that can fit inside
a 10 foot by 10 foot square. A living figment
that isn’t adjacent to a hostile creature can
choose to perfectly mimic the terrain in
which it finds itself, allowing it to hide even
while it’s directly observed. The living figment
makes a Stealth check as part of using Fanciful Forms,
becoming hidden on a success. In addition, it can choose to conceal traps or other hazards in the
area by changing into a form that obscures them or covers them up, using the figment’s Stealth or
Stealth DC instead of the hazard’s, if it is higher.
Psychosomatic Strike A living figment’s attacks deal damage because the target believes they
are real. The first time each round a creature is hit by a living figment’s Strike, they can attempt
a DC 25 Will save to disbelieve the illusory attack. On a failure, they take damage as normal.
On a success, the creature disbelieves the illusion, causing the living figment’s subsequent
illusory weapon Strikes to gain the nonlethal trait against that creature and deal half damage
to that creature.
Sensory Overload 2 (illusion, mental, occult) The living figment takes the form of a bewildering
cacophony of nonsensical sounds, sights, and even smells to disorient its enemies. Each
creature within a 20-foot radius emanation must attempt a DC 22 Fortitude save. This ability can
only affect creatures with precise auditory, olfactory, or visual senses, but not living figments.
Critical Success The creature is unaffected and is temporarily immune for 1 minute.
Success The creature is dazzled for 1 round. It can spend an Interact action to end the
effect.
Failure The creature is dazzled for 1 minute. It can spend an Interact action to reduce the
duration by 1d4 rounds.
Critical Failure The creature is blinded for 1 minute. It can spend one Interact action to reduce
the effect to dazzled.
101
Living Origami
A living origami is a strange, natural creature that appears no different than its
COPPER AWARD paper namesake. This tiny creature often takes the form of a tiny white dragon,
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beast, or bird, but it always comes from a single sheet of paper. Some believe
BY DANIEL AZNAVORIAN
that these creatures came into being from enchanted books or paper, while
others believe that they are made of a rare leaf that closely resembles white paper.
LIVING ORIGAMI SWARMS Living origami are only a few inches long and are as light as the paper they are
Though they tend to bond with other made from. They are often very long-lived, living to 70–80 years.
creatures, some living origamis prefer the Before they gravitate towards their chosen companions, living origamis are
company of their own kind. These wild often found in gardens and forests. Here, they are cultivated by leshies, who
creatures live far from civilization and form consider them to be distant cousins before taking off on their own to find a
swarms of up to 1,000. They tend to use companion. Once a living origami chooses a companion, it devotes its life to
wings and claws to attack their enemies, their well-being and safety. Sometimes, these creatures have been known to seek
killing them with countless tiny cuts. out ways to improve the quality of their companions’ lives by helping to repair
broken relationships or even acting as romantic matchmakers.
Living origamis often nest in places of knowledge and art such as libraries,
schools, and art galleries and seek out the young and the creative. They often
befriend dreamers and children, acting as friends, guides, spies, and even defenders.
Wizards sometimes even take on living origamis as familiars, while children see
them as friendly pets. When defending their adopted companions, living origamis
can become quite defensive, often taking it into their own hands to decide whether
or not others are good influences for their companions. These creatures can be
won over by good deeds and delicious dollops of fresh ink.
Living origamis have no natural enemies, but they do fear creatures
of fire. Unscrupulous hunters sometimes capture these creatures
to sell them as pets, novelty items, or spies, as their ability to
hide in plain sight makes them invaluable informers. These
unlucky living origamis are doomed to an unhappy life
confined to cages. Those who free these captives often find
devoted companions for the rest of their lives.

LIVING ORIGAMI CREATURE 0


NG TINY PLANT
Perception +6; low-light vision
Languages Sylvan
Skills Acrobatics +6, Deception +6 (+9 to Impersonate
ordinary paper), Nature +5, Stealth +6
Str +0, Dex +3, Con +0, Int +2, Wis +3, Cha +3
AC 16; Fort +2, Ref +9, Will +6
HP 20; Weaknesses fire 3
Bolt 5 Trigger The living origami is attacked with a melee weapon; Effect After resolving the
attack, the living origami Steps or Strides away.
Speed 30 feet
Melee 1 paper +8 (agile, finesse, reach 0 feet), Damage 1d8 slashing
Change Shape 1 (concentrate, polymorph, primal, transmutation)
Living origamis can fold themselves into a variety of tiny forms.
This doesn’t change its attacks but gives them a fly Speed of 30
feet if they take the shape of something with wings or a swim
Speed of 30 feet if they take the shape of a fish. This ability
does not grant the ability to breathe underwater.
Folded Flurry 2 The living origami folds a flurry of
jagged paper scraps and sends them flurrying at their
foes. Creatures in a 15-foot cone take 2d4 slashing
damage with a DC 16 basic Reflex save. The living origami
can’t use this ability again for 1d4 rounds.
Freeze 1 The living origami stops moving, attempting to
disguise itself as ordinary origami. It has an automatic
result of 32 on Deception checks and DCs to pass as
inanimate origami until it acts again.
102
Lorekith
Lorekith are fey creatures obsessed with myths and folklore, traveling the land
collecting variations on their favorite stories, their own personal epics, and SILVER AWARD
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retelling them to the delight of others. Short, slight creatures, lorekith look
BY MARCELINE MILLER
like wooden puppets with long sleeves and several painted masks, bearing the
likenesses of monsters and heroes.
Though they may delight in stories of great battles, lorekith prefer to avoid ADDITIONAL LOREKITH MASKS
combat whenever possible, using their illusion magic to escape or deescalate a While nearly every lorekith has worn a mask
confrontation when negotiation fails. When fighting alongside more powerful for the essential roles of a story, some have
figures, however, lorekith are quick to inspire them to new heights, eager to more specific tastes, creating masks such as
record their deeds to retell later. the conflagration, the dragon, or the fool.

LOREKITH CREATURE 3 The Conflagration The lorekith gains


UNCOMMON N SMALL FEY resistance 5 to fire, and its shadow puppet
Perception +12; low-light vision Strike’s damage changes to fire.
Languages Common, Sylvan; Storyspeaker
Skills Crafting +9, Diplomacy +10, Intimidation +9, Myth Lore +13, Performance +13, Society +10, The Dragon The lorekith’s Intimidation
Stealth +9 bonus becomes +13.
Str +1, Dex +4, Con +2, Int +3, Wis +3, Cha +4
Fantastical Illusions (illusion, primal, visual) When a lorekith tells a story, they are surrounded by The Fool The lorekith gains a +2 status
images representing the tale’s events. These are obviously illusory to most creatures, though bonus to saves against mental effects.
animals and small children might need to make a Perception
check against the lorekith’s spell DC to recognize it, at the
GM’s discretion.
Myth Masks A typical lorekith carries three masks that they
modify as needed; the hero, the mentor, and the villain.
They can swap masks with an Interact action, and
they gain benefits based on which mask they currently
wear. Their masks have a Hardness of 3 and 12 Hit
Points, with a Broken Threshold of 6, and a creature
can target a lorekith’s mask using the lorekith’s
AC and saves, though the masks aren’t normally
affected by area effects while in the
lorekith’s possession. If their mask
is broken, a lorekith loses access to
that mask’s benefits until they Craft a
new one, which costs them no valuable
materials and takes only 1 day. Rarer
lorekith might have access to more masks than
these basic three.
• Hero The lorekith gains fast healing 2.
• Mentor The lorekith gains a +1 status bonus to skill checks.
• Villain The lorekith gains a +1 status bonus to attack and
damage rolls.
Storyspeaker A lorekith can’t speak except when telling tales.
While the wily fey have developed a variety of techniques to
turn any conversation into a story, activities that depend
on the lorekith speaking that would normally take at least
1 minute take twice as long, and they might be hard to
interpret when phrased as a story.
Items painted masks (3)
AC 19; Fort +7, Ref +9, Will +10
HP 45; Weaknesses cold iron 5
Speed 25 feet
Melee 1 shadow puppet +11 (finesse, magical, shadow),
Damage 1d10+3 cold
Primal Innate Spells DC 20, attack +12; 2nd illusory creature
(×3), illusory object (at will); Cantrips (2nd) daze, haunting
hymnSOM, inspire courage, inspire defense
103
Lucent Demonsheep
Attempts to overthrow the thrones of demon lords are a regular occurrence
COPPER AWARD in the Abyss, a baleful realm driven by destruction, power, hate, and greed.
RPG SUPERSTAR 2021
Most of these would-be usurpers are easily dispatched, after which both the
BY LORENZO BARQUÍN
pretender and their cohorts tend to be punished harshly as an example for
other demons to discourage further rebellion.
BAAAAD ROMANCE A humiliating destination for arson demons or other demons who love
Lucent demonsheep are dangerous violence is to trap their souls inside the body of one of the most harmless
enough on their own, but they are nigh creatures, a sheep.
unstoppable when led by a demon If the sheep lives long enough, the soul of the demon eventually has enough
shepherd. The slightest hint of their time to find small cracks in its confinement, allowing the demon’s sapience to
existence can lead to cullings of partly re-emerge. When this happens, the sheep, now driven by an insatiable thirst
entire herds to prevent those more for destruction, is irretrievably changed, giving birth to a lucent demonsheep.
dangerous demons from emerging. Even as a lucent demonsheep’s behavior changes with the demon’s
emergence, slowly but surely becoming more cunning and dangerous, their
BLACK SHEEP appearance does not. It is only in these brief moments of clarity that the
Has anyone considered that sheep demon’s soul is able to fully emerge and twist the body of its host into a
are not as innocent as they appear? strange mix of sheep and demon.
Perhaps there is a bleakness to the
lives of farm animals that encourages LUCENT DEMONSHEEP CREATURE 7
demonic influences in even the RARE CE SMALL ANIMAL DEMON FIEND
meekest of creatures. Possessed cows, Perception +15; darkvision
demon sheep, corrupted chickens… Languages Abyssal (can’t speak any language)
meanwhile, capybaras are famed for Skills Acrobatics +15, Athletics +15, Intimidation +17
their relaxed nature, and no one has Str +4, Dex +6, Con +2, Int –1, Wis +4, Cha +4
ever heard of a demonic capybara. Demon in Sheep’s Clothing A lucent demonsheep can disguise its malevolent presence among
a flock of ordinary sheep with fiendish ease. A creature must succeed in a Perception DC 27
check to Seek it when it’s among a flock of sheep and it can Hide and Sneak among the flock
even without any other cover or concealment. A lucent demonsheep under the effects of Demon
Soul can’t use this ability.
AC 24; Fort +12, Ref +15, Will +18
HP 155; Weaknesses cold iron 5, good 5
Speed 25 feet
Melee 1 horn +18 (finesse), Damage 2d8+6 piercing plus 1d6 evil
Melee 1 jaws +18 (finesse), Damage 2d6+6 piercing plus 1d10 evil
Melee 1 hoof +18 (agile, finesse), Damage 2d6+6 bludgeoning plus
1d6 evil
Demon Soul 1 (concentration, divine, polymorph, transmutation)
Frequency once per hour; Effect The lucent demonsheep
remembers a glimpse of its past life and former glory, regaining
a fraction of its former demonic abilities for 1 minute. The lucent
demonsheep grows to Medium size, and its body lights on fire,
causing its Strikes to deal 1d6 additional fire damage. Its wool
becomes a dense cloud of choking black smoke, granting it
concealment to all other creatures. Finally, the lucent demonsheep
gains smoke vision, allowing it to see through smoke. The listed
effects from Demon Soul are appropriate for a lucent demonsheep
that was originally formed from an arson demon. Other thematic
Demon Soul effects might apply for lucent demonsheep formed from
different sorts of demons, at the GM’s discretion.
Demonsheep Charge 3 The lucent demonsheep Strides twice
and makes a horn Strike against a foe within its reach at the end of
the movement. If it hits, the lucent demonsheep can attempt to Shove
the target, without increasing its multiple attack penalty until after the
Shove attempt.
Fearful Bites 2 (emotion, fear, mental) The lucent demonsheep
makes three jaws Strikes, applying the lucent demonsheep’s multiple
attack penalty normally. If two or more attacks hits the same target, it
becomes frightened 1.
104
Maramacula
Maramacula is an ancient beast renowned as a mischievous liar. According to
legend, Maramacula is a marvelous fish with golden and rainbow scales, but the COPPER AWARD
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truth is... slightly different. This appearance is merely a facade, a rumor spread
BY DAVIDE FILIPPI
by Maramacula itself. These rumors assist it in settling down in a sewer or
swamp and then making up lie after lie to lure innocent people to their doom.
MASTER MIMIC
MARAMACULA CREATURE 12 Maramacula is a lethal trickster, mimicking
UNIQUE NE HUGE AMPHIBIOUS BEAST all sorts of voices to attract prey. To ensnare
Perception +22; greater darkvision, tremorsense (imprecise) 20 feet a parent, Maramacula sends the cries of
Languages Common their lost child (perhaps a child Maramacula
Skills Athletics +22, Deception +28, Diplomacy +23, Society +21, Stealth +25 has already eaten). To trap a guard, all it
Str +4, Dex +5, Con +2, Int +1, Wis +4, Cha +7 takes are shouts from allies or superiors.
Malevolent Call Maramacula can mimic any sound it has heard, such as generic chatting noises or The few who survive Maramacula are those
an infant’s cries, by succeeding at a Deception check to Lie. Maramacula has a +4 circumstance who manage to captivate the creature and
bonus to this check. This doesn’t allow Maramacula to mimic specific words. convince it to let them leave.
AC 32; Fort +18, Ref +23, Will +20
HP 270
Cheat the Cheater Maramacula loves to play with its prey, even if results in losing its meal. A creature
can spend a single action, which has the concentrate trait, to attempt a Deception or Diplomacy
check against Maramacula’s Perception DC (typically 32). On a success, Maramacula is slowed
1 for 1 round, as it’s compelled to spend the missing action to respond with a better reply or lie. The
effect is cumulative if creatures succeed several times in the same round, and if the slowed
condition increases to 3 or more in this way, Maramacula ceases its attack and
becomes friendly to the triggering creature and its allies, as long as they cease
hostilities as well. If a creature attacks Maramacula after it becomes
friendly in this way, Maramacula becomes temporarily immune to
Cheat the Cheater for 10 minutes.
Speed 25 feet, swim 60 feet
Melee 1 tail +26 (acid, finesse, reach 15 feet), Damage
3d10+8 bludgeoning plus 1d10 acid and Improved Push
Melee 1 toothless jaws +26 (acid, agile, finesse, reach 15
feet), Damage 3d6+8 bludgeoning plus 2d6 persistent
acid and Improved Grab
Ranged 1 spit +26 (acid, range increment 20 feet),
Damage 3d10+4 acid plus Knockdown
Aquatic Ambush 1
Fast Swallow 5 Trigger Maramacula Grabs a
creature. Effect Maramacula uses Swallow Whole.
Hey! Look Out! 1 (auditory, mental) Requirements
Maramacula has heard a specific creature speak,
or use an action with the auditory or the linguistic
trait; Effect Maramacula imitates the creature’s
voice and shouts inaccurate warnings, befuddling
the creature and its allies. The mimicked creature
and its allies in a 20-foot emanation must attempt
a DC 34 Will save.
Critical Success The creature recognizes
Maramacula’s schemes and is temporarily
immune for 1 hour.
Success The creature doesn’t fall for Maramacula’s
schemes and is unaffected.
Failure The creature is flat-footed until the end of Maramacula’s next turn.
Critical Failure The creature can’t completely shake off the lies coming from
Maramacula’s voice and distinguish it from the original’s voice, even if it was their own. The
creature becomes flat-footed and stupefied 1 for 1 minute.
Slippery Slope Maramacula leaves a sticky, slippery trail on its path. Whenever it leaves a square
on land, that square becomes difficult terrain for every other creature for 1 round.
Swallow Whole 1 (attack) Large, 1d6+10 bludgeoning plus 2d6 acid, Rupture 22
105
Meatmonger
Meatmongers are gregarious fey merchants who peacefully sell delectable and
SILVER AWARD occasionally dubious meat from their large wooden carts... except when they’re
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low on stock!
BY JUHO KATTELUS
A meatmonger has a simple need to serve delicious meats to clients. But a
meatmonger’s client can never be sure exactly what kind of meat they are eating.
NO MEAT FOR YOU Many people have taken to cannibalism because of a meatmonger. And many
The meatmonger does not barter and only more have fallen victim to the meatmonger’s need for new ingredients.
accepts coins for its goods. Hungry families Meatmongers don’t shy away from selling their wares to unscrupulous
who try to trade one of their own for a meal individuals either. It’s not uncommon to find one peddling their goods to a
will find the meatmonger giving them the gang of trolls or the hungry dead.
cold shoulder—no, not the one in the cart.
It is willing to pay for services rendered, MEATMONGER CREATURE 6
though. Meatmongers are always looking for UNCOMMON LE LARGE FEY
delectable spices and marinades, as well Perception +14; scent 60 feet (imprecise)
as blacksmiths to sharpen their blades. As a Languages Common, Jotun, Sylvan, Necril
bonus to the income earned, meatmongers Skills Athletics +15, Cooking Lore +15, Crafting +13, Diplomacy +13
do not usually butcher those they find helpful. Str +5, Dex +2, Con +5, Int +2, Wis +4, Cha +4
Meat Cart (conjuration, extradimensional, primal) Meatmongers create magical carts to store
their products. The cart is Large, weighs 15 bulk, has 80 hit points and a Hardness of 5 (Break
Threshold 40), provides tools for butchering, and holds up to 50 bulk worth of meat stored in an
extradimensional space inside the cart. Meat carried in the cart is subject to a 5th level gentle
repose. As long as the meatmonger is pushing their cart, they gain a +10-foot status bonus to
Speed and standard cover. A meatmonger needs two hands to push their cart. If a meatmonger’s
cart is destroyed, the stored meats pours out of the cart in a tidal wave of flesh. A meatmonger
is able to make a new cart over 8 hours as long as it has appropriate materials. The cart loses its
magic if the meatmonger that made it dies or abandons it.
Placate If a creature offers to buy 50gp worth of meat or provides 5 bulk worth of fresh meat and
succeeds at a DC 23 Diplomacy check the meatmonger becomes friendly. While friendly, a
meatmonger attempts to sell the creature more meat at a cost of 10gp per 1 Bulk of meat. 1 Bulk
of purchased meat eaten within 10 minutes of purchase has the effects of Fine Cuts.
Once a friendly meatmonger is no longer able to sell meat, they leave and becomes
indifferent; they don’t attempt to victimize their customer for more meat.
Items dagger (×10), hatchet (×3), meat cart
AC 21; Fort +17, Ref +11, Will +14
HP 160; Weaknesses cold iron 5
Mouthwatering Scent (aura, olfactory) 30 feet (centered on the meat cart). Creatures in the aura
that eat meat must succeed at a DC 22 Will save or become fascinated for 1 round. Creatures
that don’t eat meat gain a +2 circumstance bonus on the save and are sickened 1 instead
of fascinated on a failed save. Any creature who succeeds on their save becomes
temporarily immune to for 1 minute.
Speed 30 feet; meat cart
Melee 1 hatchet +17 (agile, sweep), Damage 2d6+9 slashing
Melee 1 dagger +17 (agile, finesse, versatile S), Damage
2d4+9 piercing plus 14 persistent bleed
Ranged 1 hatchet +12 (agile, sweep, thrown 10
feet), Damage 2d6+9 slashing
Ranged 1 dagger +12 (agile, finesse, thrown 10
feet, versatile S), Damage 2d4+9 piercing plus
1d4 persistent bleed
Barreling Butcher 2 The meatmonger strides
twice and Strikes once with Hatchet.
Fine Cuts 1 (healing, necromancy, primal)
Requirement The meatmonger is adjacent to or
pushing a Meat Cart with at least 1 Bulk worth
of meat in it; Effect The meatmonger samples
its products and consumes 1 Bulk worth of meat.
It heals 3d8+10 hit points and attempts to counteract one affliction
affecting it with a counteract level of 3 and a counteract modifier of +15.
106
Mercurial Knight
Mercurial knights are adaptable constructs that can change between solid and
liquid forms. According to legend, an ancient artificer, on a quest to create the SILVER AWARD
RPG SUPERSTAR 2021
perfect bodyguard, constructed the first mercurial knight out of pure quicksilver.
BY MATT CAVANAUGH
Unable, or perhaps unwilling, to choose between a bulky knight and an agile
fighter, the crafter attempted to make a guard capable of both, able to shift on
a whim to better protect against possible intruders. Whether this invention was VOLATILE ALLEGIANCE
a stroke of genius or a sign of mercury-induced foolishness usually depends on Mercurial knights may change who they
which end of the knight’s sword you find yourself on. consider to be allies on a whim. These
At first glance, a mercurial knight appears as a standard suit of armor, though decisions are sometimes based on who is
slight ripples across its form hint at its true nature. Composed almost entirely of winning, but other times they are inscrutable.
quicksilver, mercurial knights can will themselves to solidify, becoming imposing As a result, they often end up stationed far
and stalwart defenders. In liquid form, a knight loses some protection but gains from their masters during a fight.
the speed and grace to make it a deadly combatant, and its liquid body is able to
fit through the smallest crack. This allows for quick movement throughout the
battlefield, either to confront intruders or to make a rapid escape.
In battle, a mercurial knight often confronts an intruder while in its solid
form, using strong armor to deflect blows and soak up damage. When the time is
right, it liquefies, providing the construct with a lithe form and powerful attacks
to force the intruders back. Any party facing such a creation must approach
with caution and employ smart tactics or risk being outmaneuvered by
the perfect bodyguard.

MERCURIAL KNIGHT CREATURE 3


N MEDIUM CONSTRUCT
Perception +9; darkvision
Skills Acrobatics +9, Athletics +9, Stealth +7
Str +4, Dex +3, Con +2, Int +0, Wis +1, Cha +1
Mercurial Form The knight flows from solid to liquid throughout combat, gaining
and losing effects based on the form it occupies; in addition to its Reform
reaction, it can change its form as a single action. The knight defaults to its
solid form, and where its statistics differ, the listed statistics apply for its solid
form unless stated otherwise. While in its liquid form, the knight is able
to move through any opening large enough for water. The knight also
has a different Strike depending on its form, a mercury hammer in solid
form and a mercury sword in liquid form.
AC 21, (17 when liquid); Fort +12, (+9 when liquid), Ref +9, (+12 when
liquid), Will +6
HP 45; Immunities bleed, death effects, diseased, doomed,
drained, fatigued, healing, necromancy, nonlethal
attacks, paralyzed, poison, sickened, unconscious;
Weaknesses bludgeoning 5 (piercing and slashing 5
when liquid); Resistances piercing and slashing 5
(bludgeoning 5 when liquid)
Reform 5 Trigger The Mercurial Knight would
take physical damage that it is weak to; Effect
The knight changes to a liquid or solid form,
whichever is not its current form. Apply the
triggering damage after the change.
Speed 20 feet (30 feet when liquid)
Melee 1 mercury hammer (solid only)
+12, Damage 1d6+6 bludgeoning
Melee 1 mercury sword (liquid only)
+12, Damage 1d12+8 slashing
Mercury Splash 2 Requirements
The Mercurial Knight is in its liquid
form; Effect The knight sprays raw mercury from its body in a 15 foot cone. All creatures
within this cone take 2d6 bludgeoning damage and 1d4 poison damage, with a DC 17 basic
Reflex save.
107
Midnight Lily
Midnight lilies are swarms of predatory plants that spend most of their time as
COPPER AWARD an unremarkable, desiccated bramble. They flock together in gardens of four
RPG SUPERSTAR 2021
to five swarms of lilies, and under natural conditions, in the thickly canopied
BY STEPHEN BENDIG
jungles where no light reaches the ground and the deep subterranean cave
systems that a midnight lily calls home, the plants can go decades without so
LIVING MAZE much as moving or consuming a meal. In these places where creatures have
Some tunnel dwellers plant midnight lilies adapted to the darkness, midnight lilies hunt using light.
at strategic choke points to protect against When exposed to bright light, a midnight lily’s pods blossom explosively into
intruders from the surface. Foes with fleshy white flowers, each radiating from a single venomous needle-like thorn.
darkvision who explore the maze-like lair The plant then thrashes violently, seeking to inject its prey with venom. Once
may think they have it mapped out, only for subjected to the strange magical cocktail that makes up a midnight lily’s venom,
others to wander in, trigger some lilies, and a creature’s insides begin to corrode and, more disturbingly, shed a sickly pale red
change the entire layout due to the plants light. This light can cause other lilies to blossom and result in a chain reaction
moving into new positions. Defenders feeding frenzy, ensuring that the plant can continue to move and sting. Once its
may also combine midnight lilies with prey succumbs to its injuries, a midnight lily plants its roots in the creature and
snares that shed light so that even those returns to its desiccated state to rest and feed.
with darkvision may fall victim to them. Creatures with darkvision who avoid the use of light have little to fear from
midnight lilies. Because of this as well as their rare and beautiful flowers,
midnight lilies are favorites of deep-dwelling gardeners and floriculturists. The
plant is also used for deadly purposes, with wicked gardeners planting them in
paths that a surface dweller might take to reach a subterranean lair or treasure
horde, functioning as an early warning system.

MIDNIGHT LILY CREATURE 3


N HUGE MINDLESS PLANT SWARM
Perception +6; tremorsense (imprecise) 20 feet
Skills Stealth +10 (+13 in darkness)
Str +0, Dex +1, Con +3, Int –5, Wis +1, Cha +3
AC 16; Fort +12, Ref +6, Will +8
HP 48; Immunities mental, swarm mind; Weaknesses fire
5, area damage 5, slashing 5, splash damage 5;
Resistances bludgeoning 5, piercing 5
Phototropic Bloom 5 Trigger A light source
moves or lights up inside the midnight lily’s space and
the midnight lily has the slowed condition; Effect The
midnight lily uses Stinging Thorns and loses the slowed
condition and status penalty from its desiccation ability
for as long as the light source remains in the midnight
lily’s space and for 1 round after the light leaves the
area.
Speed 20 feet; desiccation
Desiccation In darkness, a midnight lily
is slowed 1, and has a –10-foot status
penalty to its Speeds
Midnight Lily Venom (poison)
Saving Throw Fortitude DC 20;
Maximum Duration 1 minute; Stage
1 1d4 poison and sheds light like a
torch (1 round) Stage 2 1d6 poison,
sheds light like a torch, and light
blindness (1 round)
Stinging Thorns 1 Each
creature within the midnight
lily’s space takes 2d6 piercing
damage with a DC 20 basic
Reflex save. A creature that
fails its save is exposed to
midnight lily venom.
108
Mirage Crawler
Lurking near desert roads, the mirage crawler is a vicious ambush predator.
Often mistaken for a large boulder, it resembles a massive, asymmetrical clam GOLD AWARD
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with sand-colored shells. When the crawler opens itself, the spongy mass of flesh
BY GABRIEL M.S. SANTOS
and mucus contained within bulges outward. Its spindly, unevenly spaced legs
are then pushed out, revealing these crystalline appendages to be covered in a
network of sensory bulbs and sand-filled blisters. PEARLS OF WISDOM
Slow to move on the surface, mirage crawlers move with uncanny speed when Foolhardy treasure hunters search for
digging underground. When hunting, the constant skittering and twitching mirage crawler bone pearls with the
of a mirage crawler’s legs releases a cloud of sand that surrounds the creature reasoning that since regular pearls are
and allows it to grab unsuspecting prey. Despite its unimpressive intelligence, a valuable, these must be as well. They
mirage crawler exerts a great deal of control over the sand cloud that constantly are not, and the wise move is to leave
surrounds it, allowing it to form images in the cloud to distract its foes. them alone. Fertilized mirage crawler
Although it is fortunate that these crawlers are typically lone predators, they eggs look almost identical to the digested
occasionally gather during certain astronomical conjunctions for their nigh- remains and spawn ravenous larvae that
unpredictable mating season. The ensuing feeding frenzy often ravages nearby devour any organic material they can wrap
communities, leaving behind the remains of the mirage crawlers’ victims, shaped their maws around. They resemble cave
by their alien digestive tracts into hollow, oblong pearls of petrified bone. worms, though they are not as powerful,
and remain in that life stage until they eat
MIRAGE CRAWLER CREATURE 10 enough rock and crystal to grow a shell
UNCOMMON NE HUGE ABERRATION and legs. Should adventurers kill a larva
Perception +17; tremorsense 60 feet (variable, see below), no vision before it transforms into a mirage crawler,
Skills Athletics +19, Stealth +18 (+22 when in sand) they may find some precious metals in its
Str +7, Dex +2, Con +7, Int –3, Wis +5, Cha –3 stomach, but the value is rarely worth the
Tremorsense A mirage crawler’s tremorsense is a precise sense out to 60 feet, and an imprecise risk.
sense out to 120 feet.
AC 29; Fort +22, Ref +16, Will +19
HP 130; Immunities blinded, dazzled, visual; Weaknesses cold 10; Resistances fire 10
Project Mirage 5 (illusion, occult, visual) Trigger The mirage crawler is targeted by an attack;
Requirements The mirage crawler’s sand cloud is active; Effect The mirage crawler projects
multiple illusions of itself within its sand cloud, potentially causing the attacker to hit one of the
images instead. Roll 1d4. On any result other than a 1, the triggering attack hits the image instead
of the mirage crawler, with no effect. Either way, the images disappear, and the crawler’s sand
cloud is suppressed until activated again.
Sand Cloud (aura, illusion, occult, visual) 30 feet. The mirage crawler’s leg blisters can constantly
eject bursts of sand, which the creature uses to its advantage. Any creature caught within
the area is concealed, and creatures outside the aura are concealed to creatures within. The
mirage crawler can suppress this aura or activate it again using a single action, which has the
concentrate trait.
Speed 10 feet, burrow 40 feet
Melee 1 leg +23 (reach 10 feet), Damage 2d12+13 bludgeoning plus Grab
Ranged 1 mucus +21 (agile, range increment 60 feet), Damage 2d8+4 acid plus mucous residue
Caging Rush 3 The mirage crawler Burrows or Strides up to its Speed. If it ends its movement
within reach of an enemy, it makes two leg Strikes against a single creature. If both Strikes
hit, the creature must attempt a DC 29 Fortitude save.
Critical Success The creature is unaffected.
Success The creature becomes grabbed until the end of the mirage
crawler’s next turn.
Failure The creature becomes restrained until the end of
the mirage crawler’s next turn.
Critical Failure The creature becomes restrained
until the end of the mirage crawler’s next turn
and is stunned 2.
Constrict 1 2d12+9 bludgeoning, DC 29
Mucous Residue A creature damaged
by the mirage crawler’s mucus Strike
must succeed at a DC 29 Reflex save or
become slowed 1 for 1 round, or sickened 1
and slowed 2 for 1 round on a critical failure.
109
Mirrorborn
Mirrorborn are a family of creatures with connections to both the Astral
GRAND PRIZE Plane and the infinite alternate realities beyond the twisted dimensions found
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within mirrors. Much like the evil duplicates found on the other side of a
BY KALEN H.M.
darkside mirror (Pathfinder Second Edition Core Rulebook), most mirrorborn
represent the infinite possibilities of the multiverse, of things that aren’t
THE WAGES OF VANITY but could have been. This category of mirrorborn includes tahagatas and
When odrazu bring vain souls to Hell fragmentors, two entities formed from the paradoxical distortion of potential
and don’t form them into new odrazus, into a corporeal form. To a lesser extent, the same is true of chiraluses, the
the creatures are typically tortured incarnations of the reflections that could never be, embodying reflections of
amid halls of mirrors or reflecting pools creatures like vampires that ordinarily have no reflections. Finally, odrazu are
that show off distorted versions of their highly unusual mirrorborn, as they form from a symbiotic hybrid between a
visage, filling them with despair. These devil and the Astral Plane, peppered with otherworldly energies from alternate
reflective surfaces connect to mirror mirror dimensions.
dimensions, which also allow odrazu One commonality among all mirrorborn is their physical connection to
and their patrons to attempt to spread mirrors: odrazu feed on reflections, chiraluses appear as two-dimensional
Hell’s corruption into other realms. reflections, tahagatas take a form built of myriad mirrored surfaces, and
fragmentors are composed of countless jagged mirror shards. This doesn’t
mean that they are necessarily more likely to be found in areas where mirrors
are more common, as each of the creatures brings their mirrored physicality
along with them.
Despite being a family of creatures, mirrorborn rarely interact with each
other. Even fragmentors, which can sometimes form out of a destroyed
tahagata, rarely converse with tahagatas, and tahagatas for their part find the
fragmented potential inherent to a fragmentor’s essence distasteful and jarring,
much like the sensation of wrongness they feel from an original creature after
the tahagata juxtaposes with it.

Odrazu
Also known as mirror devils, odrazu are
the grotesque remnants of narcissistic
creatures that, while they were still alive,
made a foolish pact with a devil in order
to further enhance their own charm. After
their demise, these mortals were transformed
into devils and infused with astral shards
and fragments of mirror entities that make
up creatures like fragmentors and tahagatas
to form a bizarre type of hybrid being
between a devil and an astral mirror creature. The
patron devil’s offers are often irresistible: incredible
good looks, a silver tongue, or an undeniable force of
personality. As payment for their bargain, the soul’s infernal
servitude sees them seeking out likewise egoistic mortals—easy marks for their
progenitor to eventually exploit. In the intervening time, however, odrazus
delight in inflicting small torments upon their victims.
A mortal’s reflection is a gateway to a tiny fragment of their soul. Though
far too meager a bounty for most devils to deign spending effort pursuing,
fiends as wretched and vain as odrazu are all too eager to lap up such table
scraps, delighting in the brief moment of restored glory that the reflection’s
energy affords them.
Creatures tormented by an odrazu often remain completely unaware of its
presence, beyond experiencing a general, inexplicable feeling of malaise and
hopelessness across all aspects of their lives. However, their obsessive behavior
might start to seem suspicious to others as they stare longingly at their own
reflection at interminable length. Then again, for an odrazu’s most likely
victims, such loathsome self-infatuation might not appear at all out of the
ordinary.
110
Mirrorborn
ODRAZU CREATURE 4
UNCOMMON LE SMALL ASTRAL DEVIL FIEND GRAND PRIZE
RPG SUPERSTAR 2021
Perception +14; greater darkvision
BY KALEN H.M.
Languages Celestial, Common, Draconic, Infernal; telepathy 100 feet
Skills Deception +12, Diplomacy +12, Intimidation +12, Performance +11, Religion +10,
Society +12, Stealth +12 THROUGH THE LOOKING GLASS
Str +1, Dex +4, Con +1, Int +4, Wis +4, Cha +5 In addition to darkside mirrors, which send
Self-Absorption The odrazu is invisible to creatures who are fascinated by anything other than the forth alternative versions of those reflected
odrazu itself. within, it’s possible, though rare, to connect
AC 19, all-around vision; Fort +9, Ref +10, Will +14; +1 status to all saves vs. magic to realms beyond an ordinary mirror and
HP 70; Immunities fire; Weaknesses visual 10; Resistances physical 5 (except silver), poison 5 encounter mirrorborn. The phenomenon
Attack of Opportunity 5 Eyestalk only is far more likely in places brimming with
Narcissistic Compulsion (aura, divine, enchantment, mental, visual) 60 feet. An odrazu constantly astral energies or in locations where the
surrounds itself in a cloak of absolute vanity and self-absorption. A non-devil creature that ends veil between the mortal world and the world
its turn in the aura must attempt a DC 18 Will save. If it fails, then as long as it remains in the aura, beyond the mirror has been torn before,
if it sees its reflection in a reflective surface within the aura’s radius, it becomes fascinated with becoming thinner and thinner in the process.
its own reflection for 1 minute or until it can no longer see its reflection, whichever comes first. Those who enter through a mirror find that
While fascinated, the creature can’t willingly stop viewing its own reflection, or move such that it these mirror realms operate on their own
can no longer see its reflection. A creature that critically succeeds on their saving throw becomes bizarre rules, and while they eventually might
temporarily immune to narcissistic compulsion for 1 hour. re-emerge from another mirror, they often do
Speed 10 feet, fly 20 feet so changed.
Melee 1 tongue +14 (finesse, reach 10 feet), Damage 2d6+4 bludgeoning plus 1d6 evil
Melee 1 eyestalk +14 (agile, finesse, reach 10 feet), Damage 2d4+4 bludgeoning plus 1d6 evil OTHER MIRRORBORN
and clouded vision The mirrorborn presented here are just the
Clouded Vision (visual) A creature struck by an odrazu’s eyestalk is dazzled for 1 round, or for 2 tip of the iceberg, as the possibilities in the
rounds on a critical hit. infinite mirror universes are just as endless
Taste Reflection 1 (divine, enchantment) Frequency once per round; Effect Odrazu are capable as the multiverse itself. Some rumors of other
of sipping away at a fascinated creature’s reflection, and they do so regularly, both because they mirrorborn include:
adore the taste and to drain their victim’s soul energy away and take it for themselves. The odrazu • Darksiders, creatures originating from a
makes a tongue Strike against a fascinated creature who isn’t doomed; the fascinated creature darkside mirror who have become permanent
is flat-footed against this Strike. If the Strike hits and deals damage to the victim, the odrazu residents of this world, either seeking to
gains temporary Hit Points equal to twice the victim’s level and a +2 status bonus to Charisma- bring more residents from their reality or to
based skill checks for 24 hours. The struck creature must attempt a DC 21 Fortitude saving establish their own fiefdom in this one.
throw, becoming doomed 1 on a failure or doomed 2 on a critical failure. While the creature • Kryshards, malevolent entities that form
is doomed, it doesn’t cast a reflection in any reflecting surface. This Strike doesn’t otherwise from the reflective shards of shattered crystal
end the fascinated condition on the creature even though fascination normally ends after a balls and use mirrors to spy on many other
hostile action. However, if the creature was fascinated due to narcissistic compulsion, the lack creatures and use the information for their
of reflection means that the fascination automatically ends, as the creature can no longer see own foul purposes.
its own reflection. If the odrazu was unnoticed or undetected by the creature before Tasting • Mirror Mimes, creatures who hide within
its Reflection, it remains so after Tasting the creature’s Reflection, even though a Strike would mirrors and replace a creature’s natural
normally reveal its presence. While doomed by Taste Reflection, a creature can’t observe the reflection in order to devour that creature’s
odrazu unless the odrazu takes another hostile action against the creature, rendering the odrazu psyche, attempting to stay unnoticed by
effectively invisible to the creature mimicking the creature’s actions in front of
mirrors.
• Reflectors, creatures that position many
Tahagata mirrors across the battlefield when stalking
Tahagatas are bizarre astral mirror entities that, due to their composition, are their prey, shooting beams of light that
aware of the infinite variations of the other creatures around them that could bounce off the mirrors at unexpected angles
have come to pass but ultimately did not—selves that could have existed had and irradiate their victims.
the creature made different decisions or had the random variations of the
universe’s forces been slightly different.
When a tahagata juxtaposes itself with another creature, mimicking that
creature’s form, it instinctively knows details of that creature’s life, had they lived
out their life as one of these other near-infinite variations. However, these details
always diverge from reality in some way, sometimes subtly and at other times
wildly. The knowledge of this incongruity wracks the tahagata’s mind—only
by removing the original creature from existence (which puts a final end to its
continuously branching variations) can the tahagata lessen its anguish.
111
Mirrorborn
TAHAGATA CREATURE 6
GRAND PRIZE UNCOMMON CE MEDIUM ABERRATION ASTRAL
RPG SUPERSTAR 2021
Perception +17; darkvision
BY KALEN H.M.
Languages Aklo; tongues
Skills Acrobatics +13, Athletics +13, Deception +15, Intimidation +15, Occultism +15, Stealth +15
TAHAGATA IMPERSONATORS Str +4, Dex +4, Con +4, Int +4, Wis +4, Cha +4
Occasionally, a tahagata who destroyed Presaging Reflection (divination, occult, visual) A creature within 30 feet who Seeks as a 1
the original version of the creature minute activity (gazing carefully at the reflections upon the tahagata’s body) can see a glimpse
they juxtaposed attempts to continue of their own fate. This acts similarly to a read omens spell, but the predictions are made with one
impersonating that creature even after especially incorrect assumption. If the tahagata is aware of such observation, they can choose
the juxtaposition ends. Without any to purposefully twist the vision that the creature sees. In that case, the GM makes a secret DC 25
magical ability to assist, they must do so Will save for the observer; on a failure, the tahagata shows them a false vision of the tahagata’s
purely through mundane disguises, and design, often one that leads the observer to harm. A creature can only ever benefit from viewing
their fragmented memories of alternate any given tahagata’s reflection a single time.
timelines usually exposing them swiftly AC 22, all-around vision; Fort +14, Ref +14, Will +14; +2 status vs. morph and polymorph
even if they can pull that part off. HP 78; Weaknesses fortune weakness; Resistances physical 5 (while not Juxtaposed)
Enoptromancy 5 (concentrate, curse, divination, occult) Trigger The tahagata is
Juxtaposed and takes damage from one of the Juxtaposed creature’s allies. Effect The
Juxtaposed creature must attempt a DC 24 Will save; on a failure, the Juxtaposition ends
and the creature is affected by an inevitable disaster spell dealing 35 damage instead of
55, with the triggering ally being the source of the spell’s eventual damage, if possible.
Fortune Weakness A tahagata takes 10 additional damage from damaging effects with
the fortune trait or benefiting from an effect with the fortune trait (for instance, attacks
affected by a true strike spell).
Speed 35 feet
Melee 1 obsidian edge +14 (agile, deadly d10, magical, versatile P), Damage 2d6+8
slashing plus Grab
Ranged 1 obsidian shard +14 (magical, range increment 60 feet, versatile P), Damage
2d6+8 slashing
Occult Innate Spells DC 21; Constant (5th) tongues
Envisage 1 Requirements The tahagata has a creature grabbed; Effect The tahagata Juxtaposes
into the grabbed creature, and the two briefly meld, during which the tahagata can choose to
either imperceptibly swap places with the creature or remain in its original position, making it
impossible in either case to determine which is the original creature at a glance. Creatures who
successfully Seek against the tahagata’s Deception DC can discern which of the two is real.
Juxtapose 4 (occult, polymorph) Trigger The tahagata’s turn begins. Effect The tahagata peers
into the soul of a Large or smaller sapient creature that it can detect, seeing the variations of
that creature that could have existed, and changing its appearance to Impersonate one of these
nearly-indistinguishable variants until the beginning of its next turn. The creature must attempt
a DC 21 Will save; on a failure, while the tahagata remains Juxtaposed as them, the creature
rolls twice and takes the lower result whenever it makes a check against the tahagata (this is
a misfortune effect), while the tahagata rolls twice on checks it makes against the creature,
taking the higher result (this is a fortune effect).

Fragmentor
Fragmentors are the remnants of those who have been confronted
with alternate versions of themselves—from other dimensions, split
timelines, or malicious curses—and, in the process, had their sense
of self ruptured, leaving behind only thousands of formless slivers of
themselves. These slivers are drawn to other sapient creatures, often
creating simulacra of the creatures in a desperate bid to regain some
of the sense of self that they have irrevocably lost. While fragmentors
retain memories of their past lives, they are often inextricably tangled
with memories of their alternate selves, which makes communication
difficult at best and mindwarping at worst.
Fragmentors are also sometimes created as a byproduct when
a particularly tenacious tahagata is destroyed.
112
Mirrorborn
FRAGMENTOR CREATURE 7
UNCOMMON CE LARGE ASTRAL SWARM GRAND PRIZE
RPG SUPERSTAR 2021
Perception +15; darkvision, visionsense (imprecise) 120 feet
BY KALEN H.M.
Languages Aklo; telepathy 100 feet
Skills Stealth +16
Str +4, Dex +2, Con +6, Int +2, Wis +2, Cha +6 FRAGMENTOR INSIGHT
Visionsense The fragmentor can sense any and all creatures who possess a visual sense that are While it’s exceptionally difficult to commu-
within 120 feet of it. Creatures whose visual senses are suppressed (or who aren’t processing nicate with fragmentors and even harder
much visual information, such as if they are closing their eyes) can’t be detected using to parse what they’re saying, fragmentors
possess a rare insight into what is, what
visionsense.
was, and what could have been due to their
AC 21; Fort +18, Ref +15, Will +12
jumbled memories, some of which come
HP 108; Immunities bleed, swarm mind; Weaknesses area damage 10, bludgeoning 10, splash from alternate versions of themselves. Those
damage 10; Resistances piercing 10 who wonder about the path not taken could
Phantasmal Defense 5 (concentrate, illusion, occult, visual) Requirement The fragmentor has do worse than to consult a fragmentor.
at least one phantasm manifested; Trigger The fragmentor would be hit by an attack. Effect
The fragmentor calls one of its existing phantasms, which instantly appears in a
square adjacent to the fragmentor, and interposes itself in the path of the attack.
The source of the attack must attempt a DC 11 flat check; on a failure, the
phantasm is destroyed, and the fragmentor changes the result of the
attack from a critical success to a success or a success to a failure.
Speed fly 30 feet
Distorting Edges 1 (evocation, occult) The fragmentor’s countless
shards warp and distort, spinning through the fragmentor’s space
with razor sharp edges. Each foe in the fragmentor’s space takes
4d6 slashing damage (DC 25 basic Reflex save).
Phantasms 4 (illusion, occult, visual) Trigger The fragmentor uses
Distorting Edges and at least one creature fails its save; Effect The
fragmentor creates a phantasm (two phantasms if the triggering
creature critically failed) in an unoccupied square within 10 feet.
Phantasms are Medium, quasi-real illusions, which resemble the form
of the triggering creature (changing size such that they are Medium,
even if the triggering creature isn’t). Phantasms act independently
of the fragmentor, taking their turns either immediately before
or after the fragmentor. Phantasms have 2 actions each turn
that they can use only to Fly. Phantasms have a fly speed of 30
feet, and their saving throw modifiers and AC are equal to the
fragmentor’s. Phantasms are substantial enough to provide
flanking, and other creatures cannot pass through their space.
A phantasm disappears if it is hit by an attack or fails a save, after
1 minute passes, if the fragmentor or the creature it was created from
dies or gains the dying condition, or if it is ever further than 100 feet away
from the fragmentor. A typical fragmentor can only have at most seven
phantasms at a time, but more powerful fragmentors might exist that
can have more phantasms.
Shatter Phantasm 1 (illusion, occult) The fragmentor destroys one
of its phantasms, creating a 10-foot burst centered at any point in
the phantasm’s space, which deals 3d6 piercing damage (DC 25
basic Reflex save). The fragmentor chooses one of the following
additional effects:
• The fragmentor teleports to the space previously occupied
by the phantasm. This additional effect has the conjuration and
teleportation traits.
• The fragmentor gains 10 temporary Hit Points as the shattered
phantasm’s fragments coalesce into its own form.
• Each creature that failed their saving throw against Shatter
Phantasm is also dazzled for 1 round (blinded for 1 round and
dazzled for 1 minute on a critical failure). Shatter Phantasm
gains the visual trait.
113
Mirrorborn
GRAND PRIZE
RPG SUPERSTAR 2021
Chiralus
A common refrain in folklore throughout the world paints some evil creatures
BY KALEN H.M.
(such as vampires) as so horrible, or perhaps so alien, that they are utterly unable
to cast a reflection, despite being normally visible. These tales often turn out
UNTETHERED to be true, but leave a lingering question of, “Why?” But perhaps the question
Travelers to the Astral Plane must should instead be, “Where?” As any magical scholar or seasoned adventurer will
be especially wary of chiralus, since attest, mirrors and the reflections seen in them often hold strange and mercurial
the creatures’ infinitely sharp form power. For those who seemingly defy such reflection, their visage may not be
can sever even an astral tether, cast back at them but instead cast away, drifting through the Astral Plane. These
tragically ending their journey. distorted figures—tiny fragments of pure malevolence—eventually coalesce
into a chiralus.
Just like a reflection on a mirror’s surface, chiralus are two-dimensional,
appearing impossibly flat and almost indistinguishable from a mundane mirror,
aside from the fact that living creatures don’t see their reflections within, instead
seeing the reflections of creatures who otherwise don’t have them, like vampires.
Observed side-on, a chiralus is almost imperceptible—a property they often use
to their deadly advantage, as they are driven by little else besides a primordial
desire to cut, sever, and kill.

CHIRALUS CREATURE 9
UNCOMMON NE LARGE ABERRATION ASTRAL
Perception +20; lifesense 120 feet
Languages Aklo (reversed speech)
Skills Stealth +21
Str +3, Dex +6, Con +4, Int +3, Wis +4, Cha +6
Depthless By using its two-dimensionality, a chiralus can pass through any gap,
however thin (so long as it would not be a perfect enough seal to stop the flow of
air), and can freely pass through other creatures’ squares.
Reversed Speech A chiralus speaks and writes backwards, which makes it
exceedingly difficult to understand what it’s saying, requiring a successful DC 20
Society check (to Decipher Writing when used on written text).
AC 25; Fort +15, Ref +21, Will +17
HP 140; Immunities grabbed, restrained; Weaknesses physical 10 (when prone)
Broken Mirror Curse (curse, misfortune) When a creature reduces the chiralus to 0 Hit Points, the
creature must attempt a DC 28 Will save. On a failure, the creature is afflicted with bad luck, and
must roll twice and take the worse result on the next seven non-trivial checks it makes within the
next 24 hours.
Two Dimensional Reorientation 4 Trigger The chiralus rolls for initiative, or its turn ends;
Requirements The chiralus is not prone. Effect The chiralus chooses one side of its square.
Until the next time it uses this ability or falls prone, whenever a hostile effect’s source originates
from the chosen side or the opposite side of its square (using the same method as determining
cover), the effect’s source must attempt a DC 15 flat check; on a failure, the effect doesn’t affect
the chiralus.
Speed fly 35 feet
Melee 1 sharp edge +20 (finesse, magical), Damage 2d10+7 slashing plus 2d6 persistent bleed
Ranged 1 haunting reflection +20 (illusion, occult, range 30 feet, visual), Damage 2d10+10
mental
Infinitesimal Slice 1 The chiralus Flies through another creature’s space and slices the creature
both bodily and spiritually. The creature takes 4d6 slashing damage with a DC 27 Reflex save.
Critical Success The creature is unaffected.
Success The creature takes half damage.
Failure The creature takes full damage. The chiralus makes a counteract check (counteract
modifier +20, counteract level 5) against each magical effect directly linking the creature to
its allies, such as the shield other spell, and other effects at the GM’s discretion.
Critical Failure As failure, but the creature is drained 1, and if the creature is astrally projecting
(such as via the astral projection ritual), their silver cord is damaged, or severed if it was
already damaged.
114
Money-Grubber Swarm
Money-grubbers are tiny undead that gather together to pilfer shiny coins.
Sightings of the tiny creatures are often dismissed as the ramblings of losing COPPER AWARD
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gamblers or forgetful spenders, but everyone living in urban centers haunted
BY FRANCOIS POTVIN NAUD
by money-grubbers will, one day or later, find their purses lighter than usual
because of these pests.
A single money-grubber is completely harmless and simply shooing them A SPIRITUAL SUPPLEMENT
away will often be enough to get rid of them. Even if they manage to sneak The spiritual essence of money-grubbers is
their way into a purse, they will usually only be able to steal a single coin. strangely nourishing for most undead and
Because they always prioritize the shiniest coins, carrying a handful of polished spirits, and scholars have claimed to have
copper pieces is a common and effective practice around communities haunted recorded events of pretty much every kind
by money-grubbers. of spirit eating money-grubbers. Some even
However, when a great number of money-grubbers gather, they can say that after consuming money-grubbers
overwhelm beginner adventurers and steal away all their coins. This usually in great quantities, even benevolent spirits
ends up hurting the novices’ pride more than their bodies, but losing the spoils can be corrupted into powerful undead
of a recent dungeon delve before getting to spend them can be a career-ending abominations. The total disregard the
event for many. What these greedy wandering souls do with the coins they steal money-grubbers have toward anything not
is unknown, as no money-grubber hoard has ever been found. carrying coins makes them easy snacks, and
stronger spirits sometimes keep a swarm of
MONEY-GRUBBER SWARM CREATURE –1 them around as a quick way to power up when
UNCOMMON NE LARGE INCORPOREAL SPIRIT SWARM UNDEAD attacked.
Perception +4; darkvision, coinsense (imprecise) 60 feet
Skills Stealth +5, Thievery +5 (Steal coins only)
Str –5, Dex +3, Con +2, Int –4, Wis +1, Cha +0
Coinsense (detection, divination, divine) Money-grubbers can detect coins as an imprecise
sense. If they focus their senses on a creature by Seeking, they learn how many coins they are
carrying and how shiny these coins are.
Items a handful of coins (4 copper pieces)
AC 12; Fort +5, Ref +8, Will +2
HP 9, negative healing; Immunities death effects, disease, paralyzed, poison, precision, sleep,
swarm mind; Weaknesses area damage 2, splash damage 2; Resistances all damage 2 (except
force, ghost touch, mental, or positive; double resistance vs. non-magical)
Greedy Souls A money-grubber’s existence is linked to the coins they steal. If a creature
successfully Steals coins from the swarm, the swarm is dealt 1d4 mental damage, or
mental damage equal to the number of coins stolen, whichever is lower.
Nourishing Spirits Any spirit, undead, or creature with negative healing inside a money-
grubber swarm can take a single manipulate action with the evil trait to consume a
handful of money-grubbers. This deals 1d4 mental damage to the swarm, and the
creature gains temporary hit points equal to the damage dealt for 1 minute.
If the creature was an undead spirit, it also gains a +1
status to attack rolls and damage rolls for 1 minute.
A creature can only gain these benefits from
eating money-grubbers once per hour.
Speed 20 feet
Penny Pinching 2 The money-
grubber swarm rummages through
the possessions of all the creatures
within its space in order to steal
their shiniest coins, attempting
a Thievery check against all the
creatures’ Reflex DCs.
Success The money-grubbers can steal
up to 1d4 coins from the creature,
prioritizing the shiniest ones, at the
GM’s discretion. The constant tickling
and pinching also deal 1d4 mental damage to the
creature.
Failure The money-grubbers fail to steal any coins, but they still deal 1 mental
damage to the creature.
115
Owlpaca
This amalgamation of an owl and an alpaca came about after an eccentric magical
COPPER AWARD shepherd performed bizarre experiments to keep their herd safe from local
RPG SUPERSTAR 2021
goblins who kept killing the previous guard dogs. After seeing the effectiveness
BY GREGG KIEFFNERE
of the new animal in protecting the shepherd’s flock, other herders in the area
started requesting owlpacas as well, and they’ve begun to spread from there.
HOOTS FOR DINNER Much like alpacas, owlpacas make excellent guards for their herds. For this
The owlpaca is an omnivore that prefers reason, it isn’t unheard of for adventurers to occasionally bring one along if no
a mix of grasses and rodents. Like regular one in the party has the ability to see in dim light. Much like owls, an owlpaca’s
alpacas, its spit consists of partially digested eyes are fixed in place, so they have to turn their heads in order to change their
meals from its stomach. An owlpaca view. With a longer neck, owlpacas are able to rotate their necks even further
that recently ate may add bludgeoning than an owl, to a maximum of 270 degrees in their youth, without tearing any
damage or the sickened condition to its spit tendons. If more than one owlpaca is watching over a herd, the two with the
depending on what comprised its meal. A longest necks flank the rest to give the most coverage.
partially digested mouse to the face gives While an owlpaca’s wool-like fiber isn’t as soft as that of other herd animals,
most predators cause to turn away. there are some herders whose herds now consist entirely of owlpacas. Owlpacas
need to be sheared every two years, but the shearer must be careful to avoid the
WHEN OWLPACAS FLY feathers in the process or the owlpaca might attack them. What makes this more
Some owlpacas are born with wings. Flight difficult is that each owlpaca has a non-standardized pattern of feather growth.
does not come naturally to them, but these Neglectful owners often let the wool around the feathers get matted rather than
rare mutants manage a fly speed of 10 risk shearing nearby.
feet when they reach maturity. While this Alpacas and other camelids are unable to crossbreed with owlpacas.
makes them slightly more powerful, since Researchers have wisely avoided ridicule by not experimenting to see if that is
they don’t have a damaging ranged option, true of owlpacas and owls.
this adjustment isn’t enough to noticeably
increase the owlpaca’s overall capabilities. OWLPACA CREATURE 3
UNCOMMON N MEDIUM ANIMAL
Perception +12; low-light vision, scent (imprecise) 30 feet
Skills Acrobatics +9, Athletics +9, Intimidation +7
Str +4, Dex +2, Con +4, Int –4, Wis +3, Cha +0
AC 18; Fort +11, Ref +9, Will +8
HP 50
Speed 25 feet
Melee 1 beak +12, Damage 1d10+6 piercing
Ranged 1 spit +10 (range 15 feet), Damage see owlpaca
spit
Eye Peck 2 The owlpaca pecks a creature’s eyes, using its
long neck to reach them. The owlpaca makes a beak Strike
against a Large or smaller creature with eyes. If the Strike
hits, the creature takes 1d4 persistent bleed damage and is
dazzled until it removes the bleed damage. If the creature
is also sickened by owlpaca spit, it’s blinded until it either
removes the bleed damage or the sickened condition.
Herd Alarm 1 (auditory, emotion, fear, mental) Requirements
The owlpaca is within 60 feet of two or more allies; Effect When
part of a herd, the owlpaca instinctively protects the others and alert
them of danger, unleashing a loud screech that terrifies potential
predators. Each creature in a 60-foot emanation must attempt a DC 19
Will save. Regardless of the result, creatures are temporarily immune for
1 minute. Other owlpacas automatically get a critical success, and if another
ally rolls worse than a success, they get a success instead.
Critical Success The creature is unaffected.
Success The creature is frightened 1.
Failure The creature is frightened 2.
Critical Failure The creature is frightened 3 and fleeing for 1 round.
Owlpaca Spit If agitated, the owlpaca spews out a lob of bile at a creature’s eyes within
15 feet. On a hit, the target is sickened 1, and dazzled as long as it remains sickened.
If the creature also has persistent bleed damage from Eye Peck, it’s blinded until it
either removes the bleed damage or the sickened condition.
116
Paintbrush Fox
A paintbrush fox appears as a normal fox, but their silver fur is marred by a
black oil that profusely drips from their tail. The oil produced by a paintbrush COPPER AWARD
RPG SUPERSTAR 2021
fox is deep black and clings to almost any surface it contacts. By channeling
BY DAVID WALKER
primal magic through their oil, a paintbrush fox can form solid shapes that
can emulate creatures the paintbrush fox has previously observed. The fox can
command these oil creatures, giving an additional ally in times of distress or WHAT DOES THE FOX DRAW?
a simple companion in times of boredom. If forced to fight, paintbrush foxes The paintings that paintbrush foxes draw
generally ambush prey, using an oily ally to distract and defend. to mark their territory usually depict what
After maturing, a fox leaves their family den and ventures off to claim their they have recently seen. They may depict
own territory in a forest or vegetated plain. Paintbrush foxes have a strange habit landmarks in their territory or interesting
of drawing designs and figures on trees and other objects in order to mark their creatures that passed through without
territory, though a creature that enters a paintbrush fox’s turf is usually safe from disturbing the fox. The foxes become
harm as long as it doesn’t damage or usurp it. While paintbrush foxes generally excited when they meet other creatures
prefer to remain isolated, they adore observing travelers that pass through their with artistic ability and imitate their work.
territory. They even mimic the peculiar mannerisms of these travelers as best Some druids have taught paintbrush foxes
they can, down to their peculiar gaits and fidgety motions. If spotted by a more how to draw elaborate scenes or ritual
powerful creature, a paintbrush fox tends to panic and flee, but some have been marks for spells. In other cases, hooligans
coaxed into friendship by patient would-be allies. may teach a paintbrush fox crude drawings
A paintbrush fox’s oil creatures can easily be identified as artificial beings or vulgar phrases and delight in the results
with a brief examination from a sapient creature, but they can still fool wildlife while maintaining plausible deniability of
or inattentive onlookers. The oil creatures are always a varied shade of black any vandalism.
and gray with a glossy sheen over their skin. With the amount of detail the
fox includes, onlookers can even tell if the copy was based on someone they
recognize. While the oil creatures aren’t capable of speech, adept foxes have
picked up on projecting common phrases and noises they’ve heard to make their
copies seem fully capable of speech.

PAINTBRUSH FOX CREATURE 2


N SMALL BEAST
Perception +8; low light vision, scent (imprecise) 30 feet
Languages Sylvan
Skills Acrobatics +8, Athletics +4, Crafting +4 (+8 when painting), Deception +7, Performance +5,
Stealth +8, Survival +8
Str –2, Dex +3, Con +1, Int –2, Wis +3, Cha +1
AC 18; Fort +5, Ref +8, Will +8
HP 30
Speed 30 feet
Melee 1 jaws +11 (agile, finesse), Damage 1d6+3 piercing
Primal Innate Spells DC 18; 1st ventriloquism (at will)
Form Oil Creature 3 (primal, conjuration) Frequency once per hour; Effect
The fox twirls their tail and paints a copy of a Medium or smaller creature
they’ve seen before. Orders are given to every Oil Creature during creation
and only change if directed by its creator. Oil Creatures have the following
statistics: 10 HP, 15 AC, and a melee pseudopod unarmed attack with
an attack roll modifier of +9 that deals 1d6+1 bludgeoning damage. For
any other modifier or DC, oil creatures use the paintbrush fox’s value.
Each turn after the first, the paintbrush fox must spend an action,
which has the concentrate trait, to mentally command the
oil creature or it collapses into ink, though unlike most
minions, the oil creature gains three actions. After
10 minutes, or after the paintbrush fox spends
a turn without commanding its oil
creature, the oil creature dissolves
into a useless black puddle.
Leaping Pounce 1 The fox
either Strides up to their
Speed or Leaps, making a Strike at the end of that movement. If the fox began this action hidden,
they remain hidden until after this ability’s Strike.
117
Plug-Tailed Wolly
A plug-tailed wolly is a badger-like creature with brightly colored fur of various
COPPER AWARD colors, highlighted with black and white stripe markings. Whenever a plug-
RPG SUPERSTAR 2021
tailed wolly feels threatened, it either attempts to flee or crawls into a safer
BY BENJAMIN SULZER
space, potentially including its attacker’s mouth!
In order to crawl down a creature’s throat, a plug-tailed wolly contracts and
A SAILOR’S BEST FRIEND expands its body (sometimes even to several feet in diameter) and tries to claw
A tame plug-tailed wolly is a common the creature from the inside, leaving its many tails sticking outside the creature’s
sight aboard ships. The creatures are not mouth. When someone pulls on the tail of a plug-tailed wolly inside a creature’s
fully domesticated but have acclimated throat, a new plug-tailed wolly instantly spawns from the pulled tail.
to the presence of humanoids to the point If left alone, a plug-tailed wolly is usually inquisitive and playful, but they
that they will not attack the crew. They are can quickly turn skittish or violent if threatened. Many farmers, foresters, and
excellent for morale, as the sailors delight trappers have shared tales of a plug-tailed wolly attacking a too-noisy companion
in their colorful appearance, but they are or a barking dog. In such cases, the plug-tailed wolly typically manages to evade
also important during emergencies. Should capture thanks to its strange abilities.
anything puncture the hull, the crew uses the
plug-tailed wolly and its split duplicates to PLUG-TAILED WOLLY CREATURE 1
plug leaks until a more permanent solution UNCOMMON N SMALL BEAST FEY
is available. As for situations where the ship Perception +7; darkvision
runs low on supplies… wolly meat tastes like Skills Acrobatics +7, Athletics +7, Stealth +7
stringy chicken, and the original wolly never Str +2, Dex +4, Con +2, Int –3, Wis +2, Cha –2
needs to know what happens to its spawns. Deep Breath A plug-tailed wolly can hold their breath for 300 rounds (30 minutes).
AC 17; Fort +7, Ref +10, Will +5
HP 16
Split From Tail Whenever the plug-tailed wolly is grabbed, the plug-tailed wolly takes a critical hit
from an attack that deals slashing damage, or a creature attempts to Escape from Crawl Down
Throat, the creature might grab a tail, causing the plug-tailed wolly to split. If the plug-tailed wolly
has at least 4 HP remaining (after applying any damage to the plug-tailed wolly), it splits into two
identical plug-tailed wollys, each with half the original’s Hit Points. When the plug-tailed wolly
splits, one remains in the same space and the other appears in the nearest unoccupied space.
Speed 30 feet, burrow 10 feet, swim 10 feet
Melee 1 claw +8 (agile), Damage 1d6+2 slashing
Claw Throat 1 Requirements The plug-tailed
wolly has crawled down a creature’s throat;
Effect The plug-tailed wolly viciously claws
the inside of the creature’s throat. This deals
1d6 slashing damage with a DC 17 basic
Fortitude save.
Crawl Down Throat 1 Requirements
The plug-tailed wolly’s last action was a
successful claw Strike against a Medium
or larger creature; Effect The plug-tailed
wolly crawls down the target’s throat,
contracting and expanding its body to
fill the throat, with its tail stuck out of the creature’s mouth.
This is similar to Grabbing the creature, but the plug-tailed wolly
moves with that creature rather than holding it
in place. The plug-tailed wolly is flat-footed
while down another creature’s throat. The plug-
tailed wolly interferes with the creature’s
ability to speak while in a creature’s
throat. When attempting verbal spell
components or actions requiring
precise vocalizations, the creature
must succeed at a DC 7 flat
check or lose the spell or action.
A creature can pull the plug-tailed
wolly out of the target’s throat with a
successful DC 17 Escape check.
118
Possibility Golem
When golem-making goes cataclysmically wrong, causing the destruction of
the intended form, the animating spirit sometimes does not simply dissipate. In GOLD AWARD
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these rare cases, the spirit maintains a memory of form and a level of existence
BY NICK VOLPE
as a cloud of possible golems. Broken by this unstable half-life, it is possible that
golems will mindlessly seek out the destruction of all living things.
WHAT DREAMS MAY COME
POSSIBILITY GOLEM CREATURE 14 No golem creator ever wants to experience
RARE N LARGE CONSTRUCT GOLEM MINDLESS the type of accident that creates the
Perception +22; darkvision possibility of a golem, but they all want the
Skills Acrobatics +27, Athletics +30, Stealth +27 opportunity to study one that comes into
Str +8, Dex +4, Con +6, Int –4, Wis +0, Cha –5 existence. The cloud of possible golems
Cloud of Possibility (arcane, conjuration, teleportation) A possibility golem simultaneously includes all possible golems, including
exists and does not exist in every space within a 60 foot by 60 foot square area. Because of this, ones that have not yet been imagined.
other creatures can move through its space freely, though the space is difficult terrain for other Studying the golems that manifest and
creatures. As it continually exists and doesn’t exist in each space, the possibility golem is always reverse engineering what they see could
hidden. Even see invisibility won’t reveal it, although dimensional lock or similar magic reduces give inventors an immense advantage,
the possibility golem to the usual space of a Large creature, 10 feet by 10 feet. A possibility provided they can survive the encounter.
golem’s reach extends from and within its Cloud of Possibility.
AC 33; Fort +28, Ref +22, Will +25
HP 255; Immunities bleed, death effects, disease, doomed, drained, fatigued, magic (see
below), mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious;
Weaknesses area damage 10, splash damage 10; Resistances physical 10 (except adamantine)
Attack of Opportunity 5
Collapse Wave (arcane, conjuration, teleportation) When a possibility golem is reduced to 0 Hit
Points, it duplicates into multiple copies of itself in multiple positions for one final attack. The golem
makes a phase fist Strike against each target to which it previously dealt damage within the last
minute. These attacks are unaffected by its multiple attack penalty. Afterward, it is destroyed.
Golem Antimagic harmed by force and sonic (8d10, 2d10 from areas and persistent damage);
healed by fire and electricity (area 2d10 HP); slowed by cold
Vulnerable to Observation A successful Seek action against the golem’s Stealth DC collapses the
golem’s waveform temporarily, locking it into one position. This removes the effect of Cloud of
Possibility until the end of the Seeking creature’s next turn, locking the golem into a single
space like a normal Large creature. The Seeking creature can choose where the golem
appears within the overlap of their Seek action and the golem’s Cloud of Possibility.
Speed 30 feet
Melee 1 fist +28 (magical, reach 10 feet), Damage 3d10+17 bludgeoning
Melee 1 phase fist +28 (agile, magical, reach 15 feet), Damage 3d8+15
bludgeoning plus untether from reality
Impossible Flank 2 The golem makes two fist Strikes against a
creature within the Golem’s Cloud of Possibility, attacking once
from the front and then immediately following up with an attack
from behind. Whether or not the first attack hits, the second attack
deals 2d6 additional force damage. Apply the multiple attack
penalty to the Strikes normally.
Omnipunch 3 The possibility golem makes a fist Strike
against each target within its Cloud of Possibility. These attacks
count toward the golem’s multiple attack penalty, but its multiple
attack penalty doesn’t increase until after all the attacks. The golem
cannot use this ability again for 1d4 rounds.
Untether from Reality Upon Striking a creature with its phase fist, the golem can
attempt to sever its opponent’s connection to reality. The target must attempt a DC
31 Will save. Afterward, the creature is temporarily immune for 1 minute.
Critical Success The target is unaffected.
Success The target flickers in and out of existence. It is sickened 1.
Failure The target vanishes from its current position and reappears 10 feet
away in a random direction determined by the GM; the movement doesn’t
trigger reactions. The target is sickened 2.
Critical Failure As failure, but the target is sickened 2 and confused for 1 minute.
119
Precognate
The elusive precognate uses potent divination to make up for its lack of a
SILVER AWARD mind. Precognates were originally believed to be highly intelligent beasts with
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the ability to see into the future, which led to their misleading name. After a
BY JESSE LEHTO
group of hunters managed to capture one alive, scholars discovered through an
autopsy that precognates not only have no cognitive functions of their own, but
MISSION: INCREDIBLE they don’t even have a centralized mind. Instead, like a jellyfish, their functions
Precognates are in high demand for are distributed throughout their bodies.
exploring dungeons and other trap-ridden Precognates’ powerful divination abilities control their every movement, and
environments. Their handlers let them thus they are driven by instinct to perform very specific behaviors that seem
loose in different directions and watch intelligent at first glance. This extreme level of divinatory magic allows them to
carefully as they navigate the safe routes avoid a sword strike before the warrior has time to complete the swing.
and evade the monsters that might kill The physical abilities of precognates are quite lopsided. They have lightning-
any other creature. Precognates are quick reflexes, but most of their athletic prowess comes from targeting weak
about the same size as most humanoids, points that their prey aren’t even aware of.
so they make better test subjects than Precognates can be tamed and trained, but not in the same way as creatures with
smaller beasts, who might avoid a minds can be, since they can’t learn and only have their magic to adapt. In the case of
trap simply due to their size. Using a precognatess, training progress is more about being keenly aware of how their magical
precognate does not guarantee safety, routines work and exploiting them in the trainer’s favor. In the wild, precognates are
however, as they may anticipate some solitary hunters, but they have been reported to sometimes form packs.
trigger mechanisms so precisely that
they bypass them in subtle ways that are PRECOGNATE CREATURE 5
impossible to notice or emulate. Many RARE N MEDIUM ABERRATION MINDLESS
an overconfident adventuring party Perception +17
has defeated a tomb’s guardian only Skills Acrobatics +12, Athletics +16, Stealth +12, Survival +12
to fall victim to a simple arrow trap. Str +4, Dex +5, Con +2, Int –5, Wis +2, Cha –5
Instinct Driven (divination, occult) For mindless creatures, precognates are highly adaptive and
use unusually complex tactics. However they still have a predictable routine: unless their prey
already has a negative condition (such as prone or grabbed), precognates’ first hostile action
each turn is to use Athletics to Grapple or Trip in order to hamper their prey. Multiple precognates
hunting together always select different targets if possible. If its divinations become inactive,
such as in an antimagic field, a precognate wanders aimlessly and takes no other actions
until its divinations return, and with them, its instincts.
AC 21; Fort +9, Ref +17, Will +9
HP 95; Immunities mental
Predictive Measure 5 (divination, occult) Trigger A creature attempts
to target the precognate, or attempts to include the precognate in an area
of effect; Effect The precognate Steps or Strides. The triggering creature
can select another action if the precognate is no longer a valid target,
or if the precognate moves out of the area.
Speed 40 feet
Melee 1 claw +15 (finesse, agile), Damage
2d6+6 slashing
Efficient Takedown 2 (divination,
occult) The precognate’s divinations
determine an optimal plan to
disable prey. It takes up to three
Athletics actions, choosing between
Disarm, Grapple, Trip, or Shove. The
precognate can’t use the same Athletics
action against the same target more than once
during an Efficient Takedown. For example, it
can’t Trip the same target twice or three times. A
precognate’s claws can hold up to 3 creatures in a
grapple at once, but it can restrain only one of them.
The precognate’s multiple attack penalty doesn’t
increase until after all the checks have been attempted.
Optimal Avoidance 1 (divination, occult) The precognate Steps and then
Strides up to half its Speed.
120
Proselytizer
Proselytizers are the scouts and spies of velstrac society. They scour the land,
spreading their philosophy of pain and pleasure to all who are willing to listen. COPPER AWARD
RPG SUPERSTAR 2021
Thanks to their dark robe shrouding their velstrac features, at first glance, they
BY ALEXANDER BURLEY
can appear like a normal humanoid. This allows them to blend into a settlement,
greatly aiding in clandestinely converting others to their cause.
For those who are hesitant to consider the gifts the proselytizer has to offer, LET US PREY
the proselytizer can have them share in experiencing excruciating pain by forcing A proselytizer’s appeal may seem strange
them to touch the proselytizer’s chain while the proselytizer maims themselves. until one understands that those who
This experience oftentimes leaves the victim unconscious but forever changed, convert are often people who are already in
as they now know the limits of pain and are no longer bound by them. pain. Proselytizers seek out the vulnerable
in society who do not see an end to their
PROSELYTIZER CREATURE 15 suffering and instead offer them faith that
UNCOMMON LE MEDIUM FIEND VELSTRAC their experience serves a greater purpose.
Perception +26; painsight A community that defeats a proselytizer
Languages Common, Infernal, Shadowtongue would do well to recover its chains. The
Skills Acrobatics +31, Diplomacy +30, Intimidation +25, Medicine +30, Religion +30, Torture links retain the ability for a creature to
Lore +33 experience another’s pain. They may be
Str +4, Dex +8, Con +6, Int +4, Wis +6, Cha +6 sold to bounty hunters, who use them
Painsight (divination, divine) A proselytizer automatically knows whether a creature it sees has to ensure their prisoners do not attack
any of the doomed, dying, and wounded conditions, as well as the value of those conditions. them. Yet they do not have to be used for
AC 36; Fort +23, Ref +29, Will +26 punishment and can instead promote
HP 300, regeneration 25 (deactivated by good or silver); Immunities cold; Weaknesses good 20, empathy by allowing people to learn how
silver 20 someone else feels.
Pain Link 5 (divine, necromancy, nonlethal) Trigger The proselytizer takes damage and has a
creature grabbed or restrained with its chain; Effect The proselytizer shares its pain with the
grappled creature, causing the creature to take mental damage equal to the total triggering
damage the proselytizer took, with a DC 36 basic Fortitude save.
Unnerving Gaze (aura, divine, enchantment, fear, mental, visual)
30 feet. When a creature ends its turn in the aura, it must
succeed at a DC 33 Will save or become frightened 1.
Speed 40 feet
Melee 1 chain +30 (finesse), Damage 3d10+14 slashing plus
Grab
Ranged 1 spike +30 (thrown 30 feet), Damage 3d6+14 piercing
Hidden Shadow Chain 2 (divine, evocation) Hundreds of chains
emerge from the sleeves of the proselytizer’s hood and shoot out,
skewering everything in their path. Each creature in a 30-foot line takes
10d4 slashing damage and 5 persistent bleed damage,
depending on a DC 36 Fortitude save. The proselytizer
can’t use Hidden Shadow Chain again for 1d4 rounds.
Critical Success The target is unaffected.
Success The target takes half damage.
Failure The target takes full damage and is
grabbed by the proselytizer’s spiked chain .
Critical Failure The target takes double damage
and is restrained by the proselytizer’s spiked
chain.
Infinite Chains The proselytizer can have any
number of creatures grabbed with its chain and can continue to Strike with it’s chain
even if it has a creature grabbed with its chain.
Painful Determination 1 (concentrate, divine, necromancy) Frequency once per
round; Effect The proselytizer stabs themselves in a vital point with a spike, leaving
the spike embedded in their flesh. They take 50 damage, which can’t be prevented in any way
(though they can share the damage with another creature using Pain Link). The proselytizer then
chooses one spell or condition affecting them, attempting to counteract the spell or condition
with a counteract level of 8 and a counteract modifier of +30. This doesn’t prevent the condition
from affecting the proselytizer again later, and it can’t remove situational or positional conditions
such as being prone or being flat-footed due to being flanked.
121
Psychic Rat King
While a normal rat king is a group of rats whose tails have been physically
COPPER AWARD intertwined and bound together, a psychic rat king is a group of a dozen or
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more rats whose minds have been intertwined and bound together in much the
BY LOGAN FRANCE
same way. Since their interconnection is purely mental, psychic rat kings have
no physical connection, and they could be mistaken for an ordinary rat swarm
TO TAKE OVER THE WORLD from a distance, at least until the onlooker notices their glowing purple eyes or
Psychic rat kings appear to have limitless their enlarged exposed brains.
ambition. Not content with becoming Hyperintelligent but still possessing the natural instincts of rats, many psychic
the apex predator of the sewer, they set rat kings can be found in the sewers of large cities, bringing other rats under
their sights on overrunning entire cities. their control to grow the collective and fulfill some unknown purpose. Many
This agenda became known due to the fledgling adventurers have gone down into the sewers expecting an easy time
unfortunate cautionary tale of one town fighting rats, only to be assailed by a swarm with an intelligence and power far
where a child adopted the psychic rat king, exceeding their own.
thinking its members were normal rodents.
The rats played along as the child dressed PSYCHIC RAT KING CREATURE 14
them in fancy clothes and cute bonnets, RARE NE LARGE ABERRATION BEAST SWARM
disguising the physical features that would Perception +26; low-light vision, scent (imprecise) 30 feet, thoughtsense (imprecise) 120 feet
have given their nature away. They played Languages Aklo; telepathy 60 feet, tongues
the perfect pet so well that no one suspected Skills Acrobatics +27, Athletics +23 (+27 to Climb or Swim), Deception +25, Diplomacy +25,
them when rats began attacking people in Intimidation +27, Stealth +27
the streets. By the time the family realized Str +2, Dex +5, Con +4, Int +9, Wis +8, Cha +5
they were harboring the masterminds Rodent Connection When a psychic rat king’s spell forces a rodent to make a Will save, the DC is
behind the invasion, they were the only 39, rather than 37. Whenever it attempts a skill check against a rodent, it gains a +4 circumstance
ones left. Just them and the thousands bonus to the roll. These benefits also apply against creatures with rodent features such as ratfolk
of little paws scratching at their door. or wererats. The GM makes the final call as to whether or not a creature is a rodent to determine
the effects of the psychic rat king’s rodent connection.
Thoughtsense (divination, mental, occult) A psychic rat king senses all non-mindless creatures
at the listed range.
AC 33; Fort +22, Ref +25, Will +28
HP 195; Immunities precision; Weaknesses area damage 10, splash damage 10;
Resistances mental 15, slashing 10, piercing 10
Speed 30 feet
Occult Spontaneous Spells DC 37; 7th paralyze, retrocognition, visions of danger, warp
mind (4 slots); 6th dominate, feeblemind, paranoia (4 slots); 5th command, phantom pain,
synesthesia (4 slots); 4th confusion, object readingAPG, phantasmal killer (4 slots); 3rd fear,
impending doomSOM, mind reading (4 slots); 2nd invisibility, hideous laughter, paranoia (4
slots); 1st déjà vuAPG, schadenfreudeSOM, soothe (4 slots); Cantrips (7th) detect magic, daze,
message, mage hand, shield; Constant (7th)
tongues
Swarming Bites 1 Each enemy in the psychic rat
king’s space takes 4d12 piercing damage
and must attempt a DC 31 basic
Reflex save. A creature
that fails its Reflex save is
exposed to psychic fever.
Psychic Fever
(disease, mental) The
stupefied and unconscious
conditions suffered from
psychic fever don’t improve
on their own until the disease
is cured. Saving Throw
DC 34 Will; Stage 1
carrier with no ill
effect (1d4 hours),
Stage 2 stupefied 2 (1
day), Stage 3 stupefied 2 and confused (1 day), Stage 4
unconscious (1 day), Stage 5 dead
122
Psychogenic Lagomorph
A psychogenic lagomorph looks like a common forest-dwelling rabbit with long
ears and a cottony tail that hovers above the ground, surrounded by a protective COPPER AWARD
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bubble. These unusual creatures have enhanced psychic and mental abilities of
BY JONATHAN T. SIMS
unknown origin and a startling intellect, albeit one that other sapient creatures
have difficulty understanding.
It would be a fatal mistake to underestimate these cute, fluffy creatures. EXTRADIMENSIONAL LOOT
Where common rabbits flee from danger, psychogenic lagomorphs are quick Every so often, creatures who carefully
to defend themselves with their psychic abilities. They summon a protective skin a slain psychogenic lagomorph with a
barrier to shield themselves from attacks while they frantically throw nearby successful DC 25 Survival check can obtain
objects using telekinesis. Their assailants often find themselves pelted with a type I bag of holding with an hour of work.
branches and stones. Success or failure, the remaining copper
Something in their subconscious nature drives psychogenic lagomorphs to coins are expelled during the process.
seek out and hoard copper coins above all other treasure. This could somehow After combat, penny-pinching adventurers
be related to the secrets of their origin, or it could just be a baffling side effect of might also be tempted to search for copper
their strange mutations. They store any coins they find in an extradimensional coins that were spent in the psychogenic
pocket accessed through their mouths. These coins can be used as telekinetic lagomorph’s Copper Barrage ability.
ammunition. So far, psychogenic lagomorphs have not been observed possessing
or using any copper that isn’t in coin form.

PSYCHOGENIC LAGOMORPH CREATURE 8


UNCOMMON N TINY BEAST
Perception +16
Languages Common, Sylvan
Skills Acrobatics +18, Athletics +16, Stealth +18, Survival +18
Str +2, Dex +3, Con +3, Int +3, Wis +6, Cha +3
Items 700 copper pieces
AC 26; Fort +13, Ref +16, Will +19
HP 101
Bounce Back 5 (abjuration, force, occult) Trigger The
psychogenic lagomorph is hit by a creature’s Strike that
deals physical damage; Effect The
psychogenic lagomorph focuses its
telekinetic energy into a momentary
barrier of telekinetic force in order to
rebound physical damage back onto
its attacker. The psychogenic lagomorph
gains resistance 10 against the attack’s physical
damage. The attacker takes half as much damage
as this resistance reduces, of the same type
(usually this is a maximum of 5 damage unless
the Strike deals multiple physical
damage types).
Speed 20 feet, fly 35 feet
Melee 1 jaws +18 (agile, finesse),
Damage 2d8+5 piercing
Occult Innate Spells DC 26,
attack +18; Cantrips (4th)
telekinetic projectile
Copper Barrage 2 (evocation,
occult) Requirements The
psychogenic lagomorph possesses one or more copper
coins within its extradimensional pocket; Effect The
psychogenic lagomorph pulls a bunch of copper coins from
within its extradimensional pocket, flinging all of the coins in a
chaotic whirlwind around itself. The psychogenic lagomorph loses
5d6 copper coins, to a maximum of the number in its possession and
deals the same amount of bludgeoning damage to all creatures
within a 30-foot emanation, with a DC 26 basic Reflex save.
123
Q-Metal Morphoid
Q-metal morphoids are metal elementals made of the strange and extremely
COPPER AWARD rare special material known as q-metal, a silvery metal that bursts into flames
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when struck. Morphoids appear to somehow be both the avatars and creators of
BY ELIZABETH HEYECK
the metal at the same time; q-metal deposits are always found with a morphoid
as a guardian, and the deposits grow as the morphoid extends their territory.
Q IS FOR QUESTIONS This leads to an interesting chicken-and-egg question, though whichever came
Q-metal has a number of potential first, they seem to have originated from fallen meteoroids. Q-metal morphoids
applications, from more efficient smithing are able to create multiple appendages that detach from their bodies, and some
to flaming ammunition, but no research enterprising individuals have attempted to taunt morphoids into throwing their
institution has obtained a large enough appendages at them in order to collect the material and run away. This strategy
sample to perform a comprehensive is not recommended for anyone who doesn’t desire a fiery death.
analysis of its properties. Is the metal
actually alive, and is there a hivemind Q-METAL MORPHOID CREATURE 14
that controls the morphoids? How do RARE N LARGE ELEMENTAL
existing deposits expand without new Perception +25; darkvision, tremorsense (imprecise) 90 feet
meteoroids introducing more of the Languages Aklo, Terran
metal to the earth? Are the metal’s Skills Athletics +28, Stealth +23
properties magical or alchemical in Str +8, Dex +5, Con +8, Int +4, Wis +5, Cha –4
nature? Unfortunately, only goblins have AC 36; Fort +28, Ref +25, Will +22
been reckless enough to obtain q-metal HP 200; Immunities bleed, paralyzed, poison, sleep; Resistances physical 10 (except
in any notable quantity, and they always adamantine), fire 15
end up wasting it to start forest fires. Flame Shroud 4 Trigger The q-metal morphoid is exposed to fire; Effect The exterior of
the morphoid’s body is covered in flames for 1d4 rounds. This adds 1d6 fire damage to the
morphoid’s melee unarmed attacks. Additionally, adjacent creatures that hit the morphoid with a
melee attack, as well as creatures that touch the morphoid or hit the morphoid with an unarmed
attack take 1d6 fire damage. If a q-metal morphoid causes creatures or objects to catch fire,
water isn’t an effective means to end the persistent damage from the chemical fire.
Q-Powder (aura) 20 feet. A powder cloud surrounds the morphoid, choking the lungs of enemies.
A breathing creature that enters the cloud must succeed at a DC 31 Fortitude save. On a
failure, the creature is sickened 1 and on a critical failure, the creature is sickened
2. Afterward, the creature is temporarily immune for 1 minute. The powder is
suppressed underwater or while the morphoid’s Flame Shroud is active.
Speed 30 feet, burrow 20 feet
Melee 1 hammer fist +29 (reach 10 feet), Damage 3d10+18 bludgeoning
plus Improved Push
Melee 1 serrated tentacle +29 (reach 10 feet), Damage
3d10+18 slashing plus 1d8 persistent bleed
Melee 1 spike +29 (reach 20 feet), Damage 3d10+18
piercing
Ranged 1 appendage +26 (range increment 60 feet),
Damage 3d10+18 bludgeoning, piercing, or slashing plus 1d6
fire; see fling appendage
Absorb Q-metal 1 Requirements The q-metal morphoid is
standing in or adjacent to an area containing q-metal; Effect
The morphoid absorbs the q-metal into its form, recovering
20 HP.
Fling Appendage A q-metal morphoid’s ranged appendage
Strike jettisons one of its limbs, removing that limb until it
grows a new one. This deals the limbs normal damage plus
1d6 fire damage, and on a critical hit, the target additionally takes 1d10 persistent fire damage.
Grow Limb 1 A q-metal morphoid grows a new limb and determines which type of Strike
the limb can make. This can be a large hammer-like fist, a long sharp spike, or a
serrated tentacle. It can have no more than six attached limbs at any time, and it
can only use a given Strike if it has at least one limb capable of making that Strike.
Limb Whirlwind 2 The q-metal morphoid spins around like a whirlwind of
death, attacking nearby creatures with each of its current limbs. It can Strike once with each of its limb
unarmed attacks, each against a different creature, to a maximum of six attacks if it has all six limbs. It
applies its multiple attack penalty from these Strikes only after all the Strikes are complete.
124
Ribcage Vine
A ribcage vine is an undead plant creature distorted by foul necrotic energy.
A patient predator of living creatures, a ribcage vine feeds on a corpse’s vital SILVER AWARD
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essence and disguises itself as a partially buried skeleton, waiting for its prey as
BY J.M. “DJANGO
DJANGO”” NOGUEIRA
it feels the vital essence and footsteps approaching. Once it’s located its next
meal, a ribcage vine suddenly attacks its prey with its grayish, hard leaves,
piercing and grabbing its victim as filaments in the leaves pull the vital essence SPREADING CORRUPTION
out of the victim’s body and send it to a heart-like structure deep within the In extremely favorable conditions, a ribcage
plant stalk. vine can grow massive and start to alter
A ribcage vine can grow anywhere with enough decaying bodies, plants, and nearby flora, assimilating them into its body
necrotic energy, as the energy alters and merges the bodies and plants together. to form a single gigantic organism. Over time,
Although not a simple task, ribcage vines can be cultivated and artificially a truly ancient ribcage vine can corrupt even
created for a myriad of purposes, including as a magical component, to protect an entire forest.
an area, or even as a conduit of vital essence.

RIBCAGE VINE CREATURE 5


UNCOMMON NE MEDIUM PLANT UNDEAD
Perception +10; lifesense (precise) 30 feet, tremorsense (imprecise) 60 feet
Languages Necril (can’t speak)
Skills Athletics +16, Stealth +13
Str +5, Dex +3, Con +5, Int –2, Wis +0, Cha +0
Mud and Bones (aura, divine, earth, necromancy, olfactory) 20 feet. A creature that enters the
aura or that starts its turn in it must succeed at a DC 21 Fortitude save or become sickened 1. As
long as it stays in the aura, the creature can’t reduce the value of the condition. On a success, the
creature is temporarily immune to the effect for 24 hours. Regardless of the result of the save, the
ground within the aura is difficult terrain.
AC 21, (23 with Protect the Heart); Fort +15, Ref +12, Will +9
HP 60, negative healing; Immunities death effects, disease, paralyzed, poison, sleep;
Weaknesses precision 5; Resistances cold 5, electricity 5, piercing 5, slashing 5
Speed 20 feet
Melee 1 rib leaf +15 (reach 10 feet), Damage 2d8+7 piercing plus Grab
Feed the Heart 1 Requirements The ribcage vine has a creature grabbed; Effect The ribcage
vine feeds on the vital essence of the creature. The grabbed creature takes
2d8 negative damage, with a basic DC 22 Fortitude save, and the ribcage
vine regains a number of Hit Points equal to the damage taken.
Protect the Heart 1 The ribcage vine assumes a more defensive
position, using its hard leaves to protect its core, gaining a +2
circumstance bonus to AC until the beginning of its next turn.
Root Disruption 2 The ribcage vine uses its roots to churn
and roil the earth, exposing a mass of sharp bones
hidden underneath. Each of the ribcage vine’s
enemies within its mud and bones aura
takes 2d8 slashing damage, depending
on a DC 21 Reflex save.
Critical Success The creature
avoids the bones and is
unaffected.
Success The creature takes
half damage from the
bones.
Failure The creature
takes full damage
from the bones,
as well as 1d6
persistent bleed
damage as bone fragments
become embedded in their flesh or leave gaping wounds behind.
Critical Failure As failure, but the creature is also knocked prone by the violent churning of
the earth.
125
Samaran
Samarans are tiny acorn arboreals that claim to be distant cousins of arboreal
SILVER AWARD regents. These tiny creatures resemble a fist-sized acorn standing on long,
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twig-like legs. The legs end in two bud-like and prehensile toes. They bear
BY S.A. JANKE
wings like those of a maple seed, hence their name. These wings are not useful
for flying, but they can keep a samaran airborne during their long jumps.
SECOND LIFE Most peculiar are the exquisite weapons and armor that samarans create.
Samaran cultures proscribe any funeral Rapiers and scimitars of thorns, lances and halberds of needles, morningstars
custom except burial. Their bodies sprout and hammers of stone fruits—their jagged armor of all varieties resembles
into saplings from which future samarans oak, maple, or holly leaves, except that they shimmer in purples and blues that
grow, so their graveyards are also their would make any scarab proud. The weapons and armor use metals, leathers,
nurseries and communities. The resulting and more unusual materials as well as wood, despite the appearance of these
trees grow to the size of maples. Given remarkable works. Several samarans might work together to create the large
enough time, samarans believe the trees stone swords used by arboreal lords as a sign of fealty.
wake to begin a new life stage, but no Though even a kobold laughs to hear these boasts, samarans continue to
documentation of such occurrences exists. press their claim to distant kinship with arboreal regents, and in order to
reinforce it (whether to convince themselves or others isn’t clear), they often
pledge themselves in arboreal regents’ service. Other arboreals often treat
samarans as children as a result. Ancient arboreals rarely recall life as an acorn
or nut, so a possibility remains that they are related.

SAMARAN CREATURE 1
N TINY PLANT
Perception +8; low-light vision
Languages Arboreal, Common, Sylvan
Skills Acrobatics +6, Arboreal Lore +6, Athletics +2,
Crafting +8, Stealth +6 (10 in forests)
Str +0, Dex +3, Con +1, Int +3, Wis +1, Cha +1
Items peach pit halberd, holly leaf breast plate
AC 17; Fort +7, Ref +8, Will +4
HP 19; Weaknesses bludgeoning 2
Amplify Forest 5 Trigger Another samaran makes a Strike against an
adjacent creature. Effect The samaran using Amplify Forest Aids the Striking
samaran, even if it had not prepared to Aid.
Speed 30 feet
Melee 1 halberd +8 (versatile S), Damage 1d10 piercing
Melee 1 twig +9 (agile, reach 0 feet, finesse), Damage 1d8
bludgeoning
Ranged 1 branch +9 (range increment 10 feet), Damage 1d6
bludgeoning
Falling Branch 2 A samaran closes distance
quickly to surprise foes. The samaran
Leaps up to 30 feet and makes a
Strike with the following additional
effects depending on the Strike’s success.
Critical Success The Strike deals an
additional 2d8 damage (applied after doubling
the damage for the critical hit).
Success The Strike deals an additional 1d8 damage.
Failure The Strike still misses, but the target takes 1 bludgeoning
damage from the falling samaran.
Critical Failure The samaran falls painfully, taking 1d8 bludgeoning
damage and falling prone.
Soaring Leap 1 The samaran leaps great distances, using its wings
to support it. It Leaps up to 30 feet in any direction, even straight
up.
Twisting Fall A samaran’s stiff wings twist it along in the wind. It
does not take damage from falling. However, if it falls more than
30 feet, it is sickened 1 and stunned 1 from the twisting wings.
126
Savalir
Lethal and adaptive hunters of the dark caverns of the world, savalirs originated
from an order of drow assassins who sought advantage in bizarre and experimental SILVER AWARD
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alchemical elixirs. Centuries of consuming these unstable admixtures made
BY ANTHONY WHEELER
them faster, stronger, and more resilient than their targets and competitors alike,
but at a terrible cost. These projects of self-induced evolution in pursuit of ever
more perfect murder warped their bodies and minds, and modern savalirs are TRAINING DAY
now fleshwarps of their own making, unrecognizable as the elves they once Savalirs pride themselves on their
were. Though they were long ago driven out of drow society, their alchemical independence and only create new ones if
traditions have been literally internalized, as savalirs possess specialized organs they spot an especially promising drow or are
that can flood their systems with alchemical concoctions created on the fly. growing old. They teach these new savalirs
Savalirs are vicious and murderous to a fault, but their services can still be everything they know with the expectation
hired for difficult assassinations since they appreciate a challenge. Prospective that these apprenticeships end with either
employers must be extremely cautious with these arrangements, as savalirs the student or teacher assassinating the
would gleefully betray those who hired them at the first sign of weakness. other. It is rare for both to escape alive.
Savalirs hunt alone or in small packs, but remain aware of the location of drow
communities. As alchemically evolved beings, savalirs are incapable of biological
reproduction and so they kidnap drow rather than slay them outright. This is a
matter of self-interest, not mercy—savalirs inject their captives with alchemical
cocktails over the course of several months, slowly warping their unfortunate
victims into new savalirs.

SAVALIR CREATURE 10
RARE CE MEDIUM ABERRATION
Perception +19; darkvision, scent (imprecise) 60 feet
Languages Elven, Aklo
Skills Acrobatics +22, Intimidation +17, Stealth +22, Survival +17
Str +5, Dex +7, Con +7, Int +5, Wis –2, Cha –2
AC 29; Fort +23, Ref +21, Will +14
HP 148; Immunities acid
Pursuing Strike 5 Trigger A foe within reach attempts to move away from the
savalir; Effect The savalir can Stride or Climb up to its Speed, following the
foe and keeping it in reach throughout its movement until it stops moving
or the savalir has moved its full Speed. If the savalir ends its movement in
reach of the triggering creature it can make a Strike.
Speed 35 feet, climb 25 feet
Melee 1 claw +21 (agile, finesse), Damage 2d8+9 slashing
Ranged 1 caustic spit +21 (range increment 30 feet), Damage 2d10+9
acid
Alchemical Restoration 1 (alchemical, healing) Frequency once
per day; Effect The savalir floods its system with medicinal alchemy,
healing 5d6+12 Hit Points and gaining a +2 item bonus on saves against
disease and poison for 1 minute.
Befuddling Venom 2 (mental, poison) Frequency once per round;
Effect A savalir can infuse its spit with a powerful neurotoxin. The savalir makes a caustic
spit Strike. On a hit, the target must succeed a DC 29 Fortitude save or be confused for 1
minute. It can attempt a new saving throw at the end of each of its turns to end the confusion.
Hermetic Organs 1 (alchemical, elixir, polymorph) Savalirs possess internal organs capable
of manufacturing alchemical elixirs on the fly. A savalir can choose to apply the effects of a
greater juggernaut mutagen, apply the effects of a greater quicksilver mutagen, or gain the
following benefits related to a chosen energy type. If the savalir chooses
the third option, they must also choose acid, cold, electricity, or
fire; they gain 15 resistance to the chosen damage type, add 1d6
damage of the chosen type with their melee Strikes, and change
their caustic spit’s damage entirely to the chosen type. Whichever
effect the savalir chooses, the effect lasts for only 1 minute. Once active, a savalir can
change the active elixir on its turn as a free action, but if the current effect hasn’t yet expired, the
savalir must succeed at a DC 7 flat check or become sickened 1.
Sneak Attack The savalir deals 2d6 precision damage to flat-footed targets.
127
Scyphozoid Eye
Scyphozoid eyes are the pinnacle evolution of the drifting parasites from some
COPPER AWARD unknown realm that fuse with victims’ bodies to form bell walkers (page 23).
RPG SUPERSTAR 2021
Visually, a scyphozoid eye resembles a massive jellyfish with almost completely
BY ADAN BERMUDEZ
transparent rubbery skin. Four massive oral arms and multiple thinner tentacles
hang in the air, emerging from under its hood and surrounding its mouth. The
KNOCK, KNOCK function of these arms is to melt any source of nourishment within their reach, while
The scyphozoid eye’s search for a way the thinner tentacles deliver a deadly toxin to the scyphozoid eye’s victims. Floating
home results in it being attracted to portals inside of the hood and constantly moving, a giant eye glows brightly with multiple
and teleportation magic. Those seeking to colorful patterns. This eye contains the creature’s core, akin to its brain.
use permanent instances of teleportation When the scyphozoid eye uses magic, an entrancing sequence of colorful waves
magic, such as teleportation circles or reflects from the normally transparent skin. These colors allow the scyphozoid eye
doorways between planes, must always to mentally manipulate its targets and launch powerful rays with dangerous effects.
be wary of a scyphozoid eye lurking As a lost being from its original, unknown home, a scyphozoid eye consumes
nearby or on the other side of a portal. sources of occult magic with the goal of finding its way back. If a scyphozoid eye
were ever to succeed, however, it would open a rift, allowing a massive invasion
of blight parasites to occur.

SCYPHOZOID EYE CREATURE 13


RARE NE LARGE ABERRATION
Perception +26; darkvision, thoughtsense 60 feet
Languages Aklo; telepathy 60 feet, tongues
Skills Acrobatics +21, Athletics +20, Occultism +25, Stealth +20
Str +3, Dex +3, Con +4, Int +3, Wis +8, Cha +5
Thoughtsense (divination, mental, occult) The scyphozoid eye senses
a creature’s mental essence as a precise sense within the listed range; it
can’t sense mindless creatures with thoughtsense.
AC 33; Fort +21, Ref +20, Will +27
HP 310; Weaknesses precision 15, piercing 15; Resistances acid 15,
bludgeoning 15, mental 15
Whirling Arms 5 Trigger A creature targets the scyphozoid eye
with an attack; Effect The scyphozoid eye moves its arms randomly
to disorient its foes. It gains the benefits of the concealed condition
against the triggering attack. If the triggering attack was a melee attack
and it fails to hit because of the flat check for the concealed condition,
the arms snag the weapon or unarmed attack, and the creature
takes a –2 circumstance penalty to further attacks with that weapon
or unarmed attack until the end of its turn. The timing of the arms’
movement is harder to predict for ranged attackers, so the flat check
for the concealed condition against ranged attacks from Whirling
Arms increases from DC 5 to DC 7.
Speed fly 30 feet
Melee 1 arm +26 (acid, reach 15 feet), Damage 3d8+11 bludgeoning
plus 2d6 acid and Grab
Melee 1 tentacles +26 (agile, reach 10 feet), Damage 3d8+11
piercing plus scyphozoid toxin
Occult Innate Spells DC 33, attack +25; 7th color spray (×2);
6th chromatic raySOM (×2), chromatic imageSOM; 5th cloak of colors
(×2); 4th chroma leachAPG (×2); Cantrips (7th) detect magic;
Constant (7th) tongues
Digestive Embrace A creature grabbed by the scyphozoid eye’s
arm takes 2d6+4 acid damage at the end of each of its turns.
Ravenous Arms 2 The scyphozoid eye makes up to four arm Strikes,
each against a different target. These count toward the scyphozoid eye’s
multiple attack penalty, but the multiple attack penalty doesn’t increase until
after all the attacks.
Scyphozoid Toxin (poison) Saving Throw DC 31 Fortitude; Maximum Duration 6 rounds;
Stage 1 6d6 poison damage (1 round); Stage 2 6d6 poison damage and slowed 1 (1 round);
Stage 3 6d6 poison damage and paralyzed (1 round)
128
Secradow
Secrets weigh heavily on the souls of mortals, and sometimes this weight is so
powerful that it can be felt even on the Shadow Plane. When this happens, COPPER AWARD
RPG SUPERSTAR 2021
the secret’s ripple effect on the Shadow Plane can grow and transform into a
BY GARRY STACEY JOHNSTON
secradow, taking on an appearance and knowledge similar to the creature who
felt the secret’s weight, though the secret twists the secradow’s shadowy image
slightly, giving clues to its true nature. CRUSHING WEIGHT
Secrets can only survive by staying hidden, so a secradow does all it can to stay An unspoken romantic attraction can
that way. It single-mindedly hunts down and destroys all evidence of its secret’s create a conflicted secradow whose
existence, caring little about anything else. existence depends upon fostering the
Coming into existence on the Shadow Plane does cause a secradow some interest while dissuading impulses
problems though, as it doesn’t have any inherent ability to move between planes. to act on it. Such a secradow may
For this reason, a secradow usually finds another creature that can shift between impersonate the crush to lead its creator
planes and uses whatever means necessary to gain passage to the Material Plane on, constructing an elaborate web of lies to
so it can protect its secret. support the emotional affair.

SECRADOW CREATURE 7
UNCOMMON N MEDIUM HUMANOID SHADOW
Perception +15; darkvision, exposure sense
Languages Common, Elven, Shadowtongue
Skills Acrobatics +17, Deception +15, Secret Lore +15, Society +15, Stealth +19
Str +5, Dex +6, Con +2, Int +4, Wis +2, Cha +4
Creator’s Knowledge The secradow can use its Secret Lore not just to know information about
the secret that spawned it, but also to know other information known to the creature keeping
the secret who spawned the secradow. It gains a +4 status bonus to Deception checks to
Impersonate that creature.
Exposure Sense A secradow can sense the direction of the nearest creature or object that holds
knowledge or evidence of its associated secret as long as it’s on the same plane. It can always
sense whether or not such a creature or object exists.
Never Show (auditory, Illusion, occult, visual) A secradow shrouds itself in an illusion of
invulnerability and perfect health. The secradow appears to be somehow unaffected by any
attack or effect used against it, even though it’s still being hurt just as badly as normal. The first
time each round a creature physically interacts with a secradow they must attempt a DC 30 Will
saving throw. Creatures that have been affected by never show in the last 24 hours gain a +2
circumstance bonus to their save. On a success, they realize the truth and see that the secradow
has been harmed by the attacks against it all along.
Items +1 shortsword, crossbow, 20 bolts
AC 25; Fort +11, Ref +17, Will +14
HP 115; Resistances negative 10
Exposure Whenever someone with a connection to the secradow’s secret (determined by the
GM, but this generally includes people affected by the secret directly or those who
know enough about the topic to be curious of the details) discovers the truth, the
secradow becomes drained 1, or has its drained condition increased by 1 if it’s
already drained, to a maximum of drained 4.
Rejuvenation (occult, necromancy) When a secradow is killed, it reforms on the Shadow
Plane after 2d4 days, fully healed. A secradow can only be permanently destroyed by revealing
the truth of the secret until it either becomes public knowledge or at least is established as fact to
everyone with a direct connection to the secret (as determined by the GM).
Split 5 Trigger The secradow is hit with a Strike, and it was aware of the attack; Effect The
secradow Steps and leaves an illusion behind momentarily; this doesn’t prevent the triggering
Strike from hitting due to reach, but it does grant the secradow the concealed condition against
the triggering Strike, forcing the attacker to succeed at the usual DC 5 flat check or lose the
attack. Using Split deactivates the effect of the secradow’s Never Show ability until the end of the
current turn, allowing everyone to see that the secradow has actually been hurt until the Never
Show ability returns.
Speed 25 feet
Melee 1 fist +18 (agile, finesse), Damage 2d4+9 bludgeoning
Melee 1 short sword +18 (agile, finesse, versatile S), Damage 2d6+9 piercing
Ranged 1 crossbow +18, Damage 2d8+4 piercing
129
Shrieking Auger
This agile furred quadruped might be confused for a small bear cub if not
GOLD AWARD for the screw-like horn in place of where its head should be, but despite
RPG SUPERSTAR 2021
their surprisingly cuddly appearance, shrieking augers are terrifying ambush
BY DEJAN VESKOVIC
predators capable of taking down and slowly consuming creatures many times
their size.
THIS HOLE WAS MADE FOR ME A shrieking auger is an incredibly patient hunter; it’s perfectly willing to lie
Shrieking augers can also drill into earth in wait for hours before springing with great speed towards its prey. It scurries
or rock, leaving behind a perfectly circular over its victim’s body, then spins rapidly to drill its horn into the victim’s flesh.
entrance for curious creatures to investigate. In order to prevent removal as it continues to burrow, the shrieking auger rubs
These tunnels are not homes for the nomadic together specialized tines that run along its paws, creating a dreadful shrieking
creatures, instead serving as temporary noise that strikes fear into all but the most stalwart. As the victim tries to flee,
shelters to flee danger or as a way to find the shrieking auger twists and tugs to direct its steps away from friends and
water. Should a poor soul peer into a tunnel allies.
while it is still occupied, however, the Shrieking augers are undiscerning carnivores with broad palates. Regardless
shrieking auger bursts out, thrilled to find a of their prey’s flavor and consistency, a shrieking augur eventually grinds their
meal delivering itself. Augers who experience victims down to the pulpy consistency needed to suck the remains in through
such encounters a few times may then start the fourteen tiny mouth openings at the tip of their horn.
drilling holes as an ambush hunting strategy. Shrieking augers generally live laid-back nomadic lives, settling only long
enough within the carcass of a creature they’ve slain to eat their fill before
moving on in simple-minded pursuit of the next meal. They are all but
impossible to befriend or train, though some enterprising individuals have
certainly tried.

SHRIEKING AUGER CREATURE 8


N SMALL BEAST
Perception +18; darkvision, tremorsense (imprecise) 60 feet
Skills Acrobatics +18, Athletics +15, Deception +16, Stealth +18
Str +3, Dex +6, Con +3, Int –1, Wis +4, Cha +3
AC 27; Fort +15, Ref +19, Will +14; +2 circumstance vs. Shove while attached
HP 132
Speed 35 feet, climb 15 feet
Melee 1 horn +21 (fatal d12, finesse), Damage 2d8+7 piercing plus attach
Attach When a shrieking auger hits a target larger than itself, it quickly burrows its horn into
that creature’ body. This is similar to grabbing the creature, but the
shrieking auger moves with that creature rather than holding it in
place. The shrieking auger is flat-footed while attached. While
attached, the shrieking auger can only Strike the creature to
which it is attached.
Keening Shriek 2 (auditory, emotion, fear,
mental) The shrieking auger vibrates the
hard tines on its paws, creating an
unearthly keening. Each
creature within a 30-foot
burst must attempt a DC
25 Will save. A creature that
successfully saves against the shrieking auger’s Keening Shriek
is temporarily immune for 10 minutes. If a creature to which the
shrieking auger is attached is fleeing from the keening shriek,
the shrieking auger controls the direction it flees.
Critical Success The creature is unaffected.
Success The creature is frightened 1.
Failure The creature is frightened 2.
Critical Failure The creature is fleeing for 1
round, frightened 3 and stunned 1.
Pounce 1 The shrieking auger Strides
and makes a horn Strike at the end of that
movement. If the shrieking auger began this action hidden, it remains hidden until after this
ability’s Strike.
130
Silkwurm
For reasons unknown to biologists and the academic community as a whole,
sometimes a megacolony of arachnids (primarily spiders) congregate together COPPER AWARD
RPG SUPERSTAR 2021
and, through unknown means, use the carcass of a creature to build a mobile,
BY BEN TAIT
defensible home that can feed the teeming masses. The silkwurm is the most
well-known example of this phenomenon, rampaging like a hungry cave worm.
Why this happens in the first place remains a hotly debated topic, as clearly FROM TRASH TO TREASURE
some kind of intelligence and magic are involved, yet no obvious signs of them The weapons and other items that stick to
exist within silkwurms that are disassembled and studied. Esoterics posit that a silkworm hinder its ability to travel. The
creating silkwurms is a behavior that normal spiders learned from intelligent silkwurm “rests” after a successful battle to
spiders that descended from the Dreamlands. Meanwhile, naturalists think give the spiders time to consume organic
that a primal spirit helps the spiders in order to protect numerous colonies, material and discard anything inedible. It
arcanists are certain that silkwurms are some kind of golem-like construction, can therefore leave behind a literal treasure
and religious zealots view silkwurms as grotesque idols for their gods. trove when it moves on. Since silkwurms
don’t have the intelligence for strategy,
SILKWURM CREATURE 12 scavengers feel confident following them
RARE N GARGANTUAN CONSTRUCT to recover the leftovers without needing
Perception +18; darkvision, tremorsense (imprecise) 100 feet to worry about them being a trap to lure in
Skills Athletics +28 more prey.
Str +8, Dex +4, Con +7, Int –5, Wis +4, Cha –5
AC 32, all-around vision; Fort +27, Ref +20, Will +20
HP 255, regeneration 25 (deactivated by fire); Immunities bleed, death effects, disease, doomed,
drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened,
unconscious; Weaknesses fire 10, slashing 10
Adhesive Webbing Any creature that Strikes the silkwurm with a melee weapon must attempt a
DC 29 Reflex save. On a failure, the creature is disarmed of its weapon, which becomes stuck
to the silkwurm’s body; if the Strike was an unarmed attack, the creature’s limb sticks to the
silkwurm’s body and the creature becomes immobilized. A creature must succeed at a DC 24
Athletics check to retrieve a stuck weapon. On a failure, the creature takes 2d6 piercing damage
and the weapon remains stuck, and on a critical failure, the creature also
becomes stuck to the silkwurm and becomes immobilized. A stuck
creature takes 2d6 piercing damage each round at the end of its
turn if it remains stuck to the silkwurm, and it can use an Escape
action to try to free itself from the construct, with an Escape
DC of 24.
Nest Defense 5 Trigger The silkwurm takes slashing
damage from an adjacent creature or takes a critical hit
from an adjacent creature. Effect The spiders within the
silkwurm sense a major intrusion and swarm to fend off
the invaders. The triggering creature must attempt a DC
30 Reflex save. On a failure, the creature takes 6d6 piercing
damage and becomes frightened 1 (frightened 2 on a critical
failure) as a legion of spiders leap onto the attacker.
Speed 40 feet, burrow 20 feet, climb 20 feet
Melee 1 jaws +26 (reach 15 feet), Damage 3d10+14
piercing plus Improved Grab
Melee 1 stinger +26 (agile, reach 15
feet), Damage 2d6+14 piercing plus
implant nest
Breath Weapon 2 (evocation, primal)
The silkwurm breathes out a host
of spiders that deals 13d6 piercing
damage in a 60-foot cone with a basic
DC 32 Reflex save. The silkwurm
can’t use its Breath Weapon again for
1d4 rounds.
Implant Nest The silkwurm’s stinger is filled with ravenous infant
spiders. A creature hit by the silkwurm’s stinger Strike must attempt a DC 32 Fortitude save. On a
failure, the creature if infested with spiders and takes 3d6 persistent piercing damage.
131
Smyf
Smyfs are a family of fey constructs, with bodies forged of disparate pieces of
PLATINUM AWARD mundane equipment connected into a single entity by strands of primal energy.
RPG SUPERSTAR 2021
Each type of smyf serves a different role at restaurants connected to the realm
BY DAVE BREITMAIER
of the fey. Coppersmyfs handle the venue and gather supplies; silversmyfs
serve food to guests; and goldsmyfs protect the restaurant’s finances. Together,
SMYFS OF ALL TRADES they lend fey restaurants a unique style while guarding customers and staff
As the lowest-ranking smyfs, coppersmyfs alike. Their names arise from the type of object used to form their bodies:
more so than any other smyfs learn how to copper pots and bowls for a coppersmyf, silverware for a silversmyf, and gold
perform a variety of tasks at the restaurant, coins for a goldsmyf.
allowing them to fill in wherever they are
needed. Comparatively, silversmyfs and
goldsmyfs have specialized roles, and Coppersmyf
they typically fulfill those roles thoroughly. Polished to a mirror-like rose gold sheen, gleaming coppersmyfs serve as the
While this might mean that coppersmyfs workers, custodians, guardians, and suppliers of eateries with close connections
are masters of none, their ability to serve to the fey realm. These establishments, usually run by plucky gnome
many roles as a versatile jack of all restaurateurs, are known for their secret recipes and obscure ingredients from
trades, combined with the relatively low the fey realm. Coppersmyfs, which protect recipes and rare ingredients at all
expenses required to create a coppersmyf, costs, are key to a competitive advantage and have earned their formidable
make them much more prevalent in reputation.
gnome and fey restaurants than the A disanimated coppersmyf looks to the untrained eye like nothing more
other more powerful varieties of smyf. than an inconspicuous assortment of four copper mugs, two copper bowls,
and a meat cleaver. When animating, the copperware swirls with green primal
magic, binding the pieces together to create the coppersmyf form. At the formed
figure’s center, two copper bowls fuse into an orbed “torso,” bearing a large
white eye that
reflects with the
brilliance of
direct sunlight
on metal. The
remaining pieces
assemble to form
“arms” of magical energy,
one of which wields its
razor-sharp weapon.
While they typically spend
most of their spare time
in kitchens, coppersmyfs
serve in various capacities for
restaurants according to their
individual temperament and state of
animation. Most guard their kitchens
with militaristic vigilance, firing out
a disintegrating eye beam at any
would-be thieves or giving chase with
their meat cleaver. Other coppersmyfs
are paragons of efficiency who happily chop up
ingredients and assist with preparing food. Some coppersmyfs prefer to spend the
day in their disanimated form, functioning as ordinary cookware, springing to
life when the restaurant is closed so they can be effective guards around the clock.
Chefs also covet coppersmyfs as covert transporters of rare delicacies from
the fey realm. A coppersmyf transporting ingredients can have a variety of
expensive ingredients hidden inside its bowls, allowing it to safely transport
them to and fro.
Exceptionally cunning gnome chefs and restaurant owners put out mundane
copperware components in the exact number and configuration that comprise
a coppersmyf. Though this is incapable of forming a coppersmyf, the ruse
can be an effective deterrent for recipe thieves, and it’s certainly much less
expensive than commissioning a coppersmyf.
132
Smyf
COPPERSMYF CREATURE 4
UNCOMMON N SMALL CONSTRUCT FEY PLATINUM AWARD
RPG SUPERSTAR 2021
Perception +14; low-light vision
BY DAVE BREITMAIER
Languages Gnome, Sylvan (can’t speak any language)
Skills Acrobatics +11, Cooking Lore +12, Crafting +10 (+12 to Craft cookware), Stealth +11 (+15
in kitchens) OTHER SMYFS
Str +2, Dex +5, Con +0, Int –2, Wis +2, Cha +1 Smyfs aren’t especially common to begin
Disanimate 1 (concentrate, polymorph, primal, transmutation) A coppersmyf can disanimate with, and of those, only coppersmyfs,
itself, disassembling its body and taking the form of two copper bowls, four copper mugs, and silversmyfs, and goldsmyfs are seen on
a meat cleaver. In this form, the coppersmyf has no Speed and can take no actions other than any kind of regular basis, even in the
reanimating itself. While in its disanimated form, the coppersmyf also gains and can use the relatively obscure niche of fey restaurants.
Deterrent Shock reaction. As long as all of its pieces are within 5 feet of each other, it can use this However, these aren’t the only kinds of
action again in order to reanimate. smyfs that exist. The following smyfs exist
AC 20; Fort +6, Ref +15, Will +11 at least in stories and faerie texts, though
HP 60; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, whether they are fabricated or simply quite
necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious; Weaknesses cold rare is still unknown.
iron 5 • Platinumsmyfs, whose enormous
Deterrent Shock 5 (electricity) Requirements The coppersmyf is in its Disanimated form; bodies include a furnace, are capable of
Trigger A creature touches one of the coppersmyf’s pieces; Effect The coppersmyf sends a cooking up new recipes.
stunning shock of electricity into the triggering creature’s body. The creature must attempt a DC • Electrumsmyfs accompany silversmyfs
18 Reflex save. The coppersmyf then reanimates. or coppersmyfs on journeys delivering rare
Critical Success The creature is unaffected. delicacies or purchasing ingredients in
Success The creature is stunned 1. order to ensure appropriate payment and
Failure The creature is stunned 2. protect the payment on its return.
Critical Failure The creature is stunned 3. • Mithralsmyfs are supposedly an
Speed fly 40 feet advanced form of silversmyf, created
Melee 1 meat cleaver +13 (agile, finesse), Damage 2d8+4 slashing to deliver especially perishable goods
Primal Innate Spells DC 18; 2nd glitterdust (×3) quickly, particularly when their destination
Disintegration Beam 2 (acid, concentrate, evocation, primal) The coppersmyf fires a pulsating is far away or in a dangerous area.
beam of corroding energy from its eye, dealing 3d6 acid damage (DC 18 basic Reflex save) to all • Orichalcumsmyfs, only mentioned
creatures in a 15-foot line. in legends, coordinate all other smyfs
across a vast restaurant empire, using their
mastery over temporal magic and time
Silversmyf management in order to manage dozens or
The world of fey-operated fine dining attracts a lucrative clientele, and the even hundreds of other smyfs.
most affluent customers demand full service that only a silversmyf can provide.
While lesser staff members and coppersmyfs might merely ferry ingredients
back and forth from the fey realm, silvermyfs have the enviable distinction of
bringing and serving the rarest prepared delicacies directly to discerning patrons,
wherever they might be.
A disanimated silversmyf presents itself as a fancy silver serving tray capped
with an intricately engraved cloche. It also consists of ten pieces of silverware,
usually five forks and five knives, but different silversmyfs have different
combinations of utensils. A silversmyf prides itself on never leaving the table
untidy and fusses to reposition the serving ware and table décor, sometimes to
the wait staff ’s vexation.
When a silversmyf reanimates, it forms a crab-like creature with a glowing
white eye, with the tray and clouche acting as a body and the silverware acting
as appendages. Though they do not speak, silversmyfs are cordial and comport
themselves with the utmost decorum, bowing to patrons as they deliver their
extravagant meals.
As decorous and polite as silversmyfs are while they are within their
establishment, while en route to deliver their delicacies, they defend their exotic
dishes with violent attacks. Using their bodies and silverware appendages,
silversmyfs shoot thieves with freezing beams and throw grenades of crushed ice
at them to slow their escape. The silversmyf ’s delicious cargo is premade food
with a limited shelf life, but as long as these gustatory delights are sold right
away, they could be quite valuable.
133
Smyf
SILVERSMYF CREATURE 6
PLATINUM AWARD RARE N SMALL CONSTRUCT FEY
RPG SUPERSTAR 2021
Perception +14
BY DAVE BREITMAIER
Languages Gnome, Sylvan (can’t speak any language)
Skills Acrobatics +15, Diplomacy +13, Society +12, Stealth +15 (+18 in kitchens)
SILVERSMYF HOSPITALITY Str +4, Dex +5, Con +0, Int –2, Wis +2, Cha +3
Silversmyfs never fail to be courteous to Disanimate 1 (concentrate, polymorph, primal, transmutation) A silversmyf can disanimate itself
a guest, even though they are ruthless and take the form of 10 pieces of silverware (usually 5 forks and 5 knives) and a silver serving
when it comes to guarding their customers’ tray with a clouche. In this form, the silversmyf has no Speed and can take no actions other than
meals. When it isn’t clear whether an reanimating itself. While in its disanimated form, the Silversmyf also gains and can use the
intruder will eventually prove to be a Deterrent Stab reaction. If all of its pieces are within 5 feet of each other, the silversmyf can use
customer or a larcenous bandit, silversmyfs this action again in order to reanimate.
typically default to a polite approach. AC 23; Fort +8, Ref +17, Will +14
After all, if they do so, in the worst case, HP 120; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing,
they act with excessive decorum toward necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious; Weaknesses cold
a criminal, whereas if they default away iron 5
from a polite attitude, they might commit Deterrent Stab 5 Requirements The silversmyf is in its Disanimated form; Trigger A creature
the grave sin of offending a guest. touches one of the silversmyf’s silverware pieces; Effect The piece of silverware attacks the
triggering creature, making a silverware knife Strike even though the silversmyf can’t normally
do so while Disanimated. The silversmyf then reanimates.
Silvering Aura (aura, primal, transmutation) 20 feet. All weapons within the silversmyf’s aura count
as silver for the purposes of determining weaknesses, resistances, and the like. The silversmyf’s
silverware knife Strike is silver even if this aura is somehow canceled.
Speed 40 feet, climb 35 feet
Melee 1 silverware knife +17 (agile, finesse), Damage 2d6+8 piercing
Primal Innate Spells DC 21; 7th plane shift (self only; to the fey realm or back to the Material Plane
only; x2); 2nd web (×3)
Crushed Ice Grenade 2 (cold, evocation, primal) A silversmyf throws a grenade made of
crushed ice, dealing 4d6 cold damage to creatures in a 5-foot burst within 30 feet with a
DC 21 basic Reflex save. On a failure, a creature also falls prone.
Freeze Beam 2 (cold, concentrate, evocation, primal) The silversmyf fires a
pulsating beam of freezing cold energy from its eye, dealing 4d6 cold damage (DC
24 basic Reflex save) to all creatures in a 30-foot line.

Goldsmyf
Goldsmyfs are the most sought-after
guardians in the dangerous enterprise of fey-
owned gastronomy. Imbued with powerful magic,
these creatures guard the thing most precious
to any business—the money. A goldsmyf waits
undetected in its disanimated form of three gold
coins for unsuspecting thieves who veer too
close to the till or the safe. Not only can these
guardians release a bursting puff of permanent dye
that paints the thieves, but they also explode into
flames when provoked.
The three coins of a disanimated goldsmyf
are usually marked so those in the know can
avoid touching the faux coins and setting off the
dye bomb. Untrained eyes can’t easily detect these
engravings, but they can be found even by those
who don’t know of them if they look carefully and
beat the natural talent of goldsmyf to disguise itself
as normal coins.
An animated goldsmyf uses its three coins to form the three segments
of an ant, with legs formed from green primal magic, mandibular pincers, and
glowing emerald eyes.
134
Smyf
GOLDSMYF CREATURE 10
RARE N TINY CONSTRUCT FEY PLATINUM AWARD
RPG SUPERSTAR 2021
Perception +22
BY DAVE BREITMAIER
Languages Gnome, Sylvan (can’t speak any language)
Skills Acrobatics +22, Stealth +22 (+25 in kitchens), Thievery +22
Str +5, Dex +6, Con +4, Int –2, Wis +7, Cha +4 GOLDSMYF ACCOUNTANTS
Disanimate 1 (concentrate, polymorph, primal, transmutation) A goldsmyf can disanimate Sometimes, a goldsmyf becomes bored
itself and take the form of 3 gold coins. In this form, the goldsmyf has no Speed and can take no of simply remaining in a restaurant’s
actions other than reanimating itself. While in its disanimated form, the goldsmyf also gains and vault disguised as ordinary coins. Such
can use the Deterrent Dye reaction. If all of its gold pieces are within 5 feet of each other, it can goldsmyfs turn their intellect toward
use this action again in order to reanimate. other pursuits, and, given that they’re
AC 29; Fort +16, Ref +20, Will +21 surrounded by coins, money, and financial
HP 225; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, forms, they often take up accounting as a
necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious; Weaknesses cold hobby. Goldsmyf accountants might not be
iron 10 mathematical geniuses, but their patience
Deterrent Dye 5 Requirements The goldsmyf is in its Disanimated form; Trigger A creature and ability to focus for long stretches on
touches one of the goldsmyf’s gold coin pieces; Effect The goldsmith forcibly expels blue dye financial topics still make them impressive
in a 20-foot radius. Unattended objects within the radius are permanently covered with dye and implacable when it comes to filing
(though the stain can be removed as normal for dye). Creatures within the radius must attempt a forms, counting money, or implementing a
DC 29 Reflex save with the following effects. The goldsmyf then reanimates. restaurant’s taxes.
Critical Success The creature avoids getting covered with dye and is unaffected.
Success The creature is stunned 1 and is permanently covered with dye.
Failure The creature is stunned 2, is permanently covered with dye, and takes 2d10 bludgeoning
damage.
Critical Failure The creature is stunned 3, is permanently covered with dye, and takes 4d10
bludgeoning damage.
Speed 20 feet, climb 20 feet
Melee 1 mandibles +23 (agile, finesse), Damage 2d10+11 piercing
Primal Innate Spells DC +29, attack +18; 7th plane shift (self only; to the fey realm or back to the
Material Plane only; x2); 5th passwall; 4th fire shield (×3), freedom of movement, solid fog;
2nd faerie fire (×2), glitterdust (×2); Cantrips (5th) detect magic, tanglefoot
Aurumfire Explosion 3 (concentrate, evocation, fire, primal) The goldsmyf can
cause itself to explode in a
fiery 30-foot emanation. Each
creature in the area takes 8d6 fire
damage (DC 29 basic Reflex save).
During the explosion, the goldsmyf
can release the three gold coins that
make up its body and use them as
projectile weapons. The goldsmyf can
target up to three creatures within the 30-
foot emanation, dealing 2d12 additional
piercing damage to those creatures
with the explosion; this damage is
part of the explosion and is subject
to the same basic Reflex save as
the fire damage. At the end of the
Aurumfire Explosion, the goldsmyf
reforms back to its animated ant form
adjacent to one of the creatures it
targeted with coins (or anywhere in
the emanation if it chose to target two
or fewer creatures with coins).
Breath Weapon 2 (evocation, fire,
primal) The goldsmyf breathes a blast
of flame in a 15-foot cone that deals 11d6 fire damage
(DC 29 basic Reflex save). The goldsmyf can’t use its Breath Weapon
again for 1d4 rounds.
135
Sorrow Portrait
Said to be created from paint mixed with the blood of a still-living victim,
COPPER AWARD sorrow portraits are magical paintings that can trap other creatures within
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their artificial painted world. Sadistic manor owners favor the use of sorrow
BY JUNIPER SCOTT
portraits, as they provide two benefits at once: they decorate the mansion
with a certain horrific aesthetic, and they provide protection to the dwelling
HAUNTING ART from potential intruders or other undesirables. Appearing as large paintings,
Anyone whose blood contributed to a sorrow sorrow portraits always depict some form of tragedy, but they lack a central
portrait has part of their essence tied to the humanoid subject.
painting. When they die, they become a Sorrow portraits typically spend most of their time dormant, impersonating
ghost who haunts the scenes painted with a regular, albeit macabre, painting. However, when a sorrow portrait detects
their blood. These ghosts cannot leave an unwelcome intruder, it suddenly flies from its placement and attempts
the painting, but they can speak to warn to transport that intruder into the twisted realm within the painting. Once
potential victims. The ghost can also aid its new subject is trapped, the sorrow portrait attempts to flee from any
or hinder a subject’s escape attempt. other would-be assailant so that the soul of its newly painted victim remains
imprisoned forever.

SORROW PORTRAIT CREATURE 12


RARE NE MEDIUM CONSTRUCT
Perception +18; darkvision
Skills Acrobatics +20, Athletics +20, Deception +22 (+25 to Impersonate a regular
painting)
Str +4, Dex +4, Con +5, Int –4, Wis +0, Cha –3
AC 31; Fort +25, Ref +22, Will +18
HP 255; Immunities bleed, death effects, disease, doomed, drained, fatigued,
healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened,
unconscious; Weaknesses acid 10; Resistances physical 10 (except adamantine
and slashing)
Speed fly 20 feet
Melee 1 frame +24, Damage 3d12+12 bludgeoning plus Improved Push
Subject of Horror 2 (conjuration, extradimensional, incapacitation, occult, teleportation)
The sorrow portrait transports a creature into a painted world where it becomes
the subject of the horrors it depicts. The sorrow portrait
can target a creature within 30 feet, and the target must
succeed a DC 33 Will save or be transported into an
extradimensional space within the sorrow portrait and
become the subject of the painting. Failing the Will
save and being sucked into the painting has the
effects of the maze spell on the unfortunate
victim, except for the following
differences:
• The sorrow portrait doesn’t need to
Sustain the effect.
• The victim can also attempt to escape
the painting by attempting a check relevant
to what the sorrow portrait depicts, as determined by the GM
(such as Athletics check to Swim from a shipwreck, or a Strike
to fend off wolves).
• At the end of its turn, if the subject is still within the sorrow
portrait, it takes 5d6 mental damage with a DC 29 basic Will
save. The damage type and save type might change to suit the
sorrow portrait’s depiction, as determined by the GM. If the sorrow
portrait is destroyed, the effect ends immediately.
• The sorrow portrait can only have one subject inside of it at one
time, and if the subject escapes it becomes immune to that sorrow
portrait’s Subject of Horror for 1 minute.
• If the subject dies within the painted world, any attempt to resurrect
the subject must succeed at a DC 15 flat check if the painting is still
intact, or the resurrection magic fails.
136
Spellfilcher
Spellfilchers are a small type of fey that delight in mischief. They seem to have
an innate understanding of which minor magics would be missed the most if COPPER AWARD
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they were gone. Spellfilchers claim to be born out of the jealousy of the magically
BY CARLOS H. CARO
inept for more skilled magicians. If this is true, it means that more powerful
spellfilchers likely exist, which would be capable of stealing more powerful magic.
Spellfilchers are tiny creatures that possess the upper half of a colorful dragon STEALING FROM A THIEF
that carries a tiny wand, while their lower halves trail off into sparks of mystical The spellfilcher’s fae wand only works for
energies. the spellfilcher, so creatures who take one
Spellfilchers treasure their wands. They can replace a lost or stolen wand with cannot use it to steal spells. However, if the
one day of work, but they are loathe to do so and bargain dearly to get back a spellfilcher stole a spell and has not cast it
wand that belongs to them. yet, the wand functions as a scroll of that
spell at the appropriate level and crumbles
SPELLFILCHER CREATURE 3 to dust after casting the spell. Destroying
UNCOMMON CN TINY FEY a wand in this way greatly upsets the
Perception +10; glean magic, low-light vision spellfilcher, so bargaining with it is usually
Languages Common, Draconic, Sylvan more advantageous.
Skills Acrobatics +9, Arcana +11, Athletics +5, Crafting +9, Deception +9, Diplomacy +9,
Nature +8, Occultism +8, Religion +8, Society +9, Stealth +11, Survival +8, Thievery +11
Str +0, Dex +4, Con +2, Int +4, Wis +3, Cha +4
Glean Magic The spellfilcher can sense the presence, though not the location, of spellcasters
within 60 feet. This is a vague sense.
Wand Dependence A spellfilcher can substitute its wand for any material component it needs to
cast a stolen spell. It can’t use its Steal Spell or Cast Stolen Spell abilities without its wand.
Items fae wand
AC 18; Fort +7, Ref +11, Will +8
HP 42; Weaknesses cold iron 5
Spell Siphon 5 (abjuration, arcane) Trigger The spellfilcher critically succeeds at
a saving throw against a spell; Effect The spellfilcher attempts to Steal Spell
on the triggering spell, without needing to meet the usual requirements.
Speed 20 feet, fly 45 feet
Melee 1 fae wand +11 (agile, finesse), Damage 1d6+4 bludgeoning
Arcane Innate Spells DC 20, attack +12; Cantrips (2nd) dancing
lights, detect magic, electric arc, ghost sound, light, prestidigitation,
ray of frost, read aura
Cast Stolen Spell A spellfilcher can use the Cast a Spell activity with
any spell it has stolen, regardless of the source or tradition. It then loses
the stolen spell. A spell cast this way gains the trait corresponding to the magical tradition of
the spell’s original source. For example, even though a spellfilcher’s innate spells are normally
arcane, if a spellfilcher steals burning hands from a druid and casts it, the spell would have the
primal trait instead of the arcane trait.
Feather Strike 1 The spellfilcher gently taps its wand against a creature with its
fae wand in a way that doesn’t damage them and is almost impossible to notice.
It makes an attack roll, uses its attack bonus with its fae wand of +11, but dealing
no damage. If the spellfilcher is hidden, undetected, or unnoticed, it remains
hidden, undetected, or unnoticed after using Feather Strike (as well as Steal
Spell, if the spellfilcher uses Steal Spell after Feather Strike).
Steal Spell 1 (arcane) Requirements The spellfilcher’s last action was to Strike
or Feather Strike a creature with its fae wand; Effect The spellfilcher steals a
spell from the creature it struck. The spellfilcher chooses a spell prepared
by the creature or in the repertoire of that creature. If the spell
was prepared, the creature must attempt a DC 22 Will
save or lose that prepared spell. If the creature casts
spells spontaneously, it must attempt a DC 22 Will
save or lose a spell slot of the appropriate level. The
spellfilcher can only steal a 1st or 2nd level spell this
way. A spellfilcher can store up to three stolen 1st-level
spells and three stolen 2nd-level spells at the same
time. A spellfilcher can’t steal cantrips.
137
Squichlek
A squichlek is an alien creature formed when the severed tendrils and tentacles
GOLD AWARD of greater aberrations fuse together into a tiny mass of tentacles and gain a
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life of their own. With a squid-like beak and three slitted eyes spaced equally
BY RYAN KING
around its body, squichleks are flying masses of tentacles the size of a cat that
vaguely resemble a squid. The writhing of a squichlek’s tentacles is particularly
ACCIDENTAL SUMMONINGS sickening to look upon. A squichlek’s dark purple-blue coloration and ability
The severed body parts that comprise to defy gravity reveal their origin from outer space rather than under the sea.
squichleks are of no more concern to While they are capable of surviving the vacuum of space, they aren’t inclined to
the greater aberrations who shed them traverse the vast distances alone. Instead, squichleks prefer to travel in the wake
than hair or other replaceable parts are of larger void wanderers. They rely on other creatures both as protectors and
to humanoids. However, the psychic guides through the great expanse.
sensitivities of squichleks mean that if Squichleks are attracted to psychic energy and tend to congregate near
enough of them gather in one location, creatures with powerful mental capabilities. Squichleks defer to creatures that
a bit of stray conjuration magic can end demonstrate impressive mental abilities and won’t attack such creatures except
up summoning the aberrations that make as a last resort for survival. When disturbed, they surround and peck at foes
up the squichleks to their location. with their piercing, penetrative beak while disorienting them with unsettling
undulations of tentacles.
Some enterprising wizards, and even a few adventuresome bards,
keep squichleks as pets or curiosities. A sharp mental rebuke is
usually enough to keep the creatures from attacking their keeper.
They are far from docile, however, and eventually try to eat anyone
else aside from their keeper who comes near.

SQUICHLEK CREATURE 3
UNCOMMON CE TINY ABERRATION
Perception +9; darkvision
Languages Aklo; can’t speak any language
Skills Acrobatics +10, Athletics +7, Intimidation +9, Stealth +10
Str +1, Dex +4, Con +1, Int –1, Wis +0, Cha +1
AC 18, all-around vision; Fort +6, Ref +11, Will +9
HP 65; Weaknesses mental 5
No Breath A squichlek doesn’t breathe and is immune to effects that
require breathing (such as inhaled poisons).
Weak Mind A squichlek’s sensitivity to psychic energy makes it
especially susceptible to mental effects. The squichlek takes
nonlethal damage equal to its weakness to mental damage
whenever it is affected by a non-damaging mental ability or spell.
Speed 10 feet, fly 30 feet
Melee 1 beak +10 (finesse), Damage 1d12+5 piercing
Melee 1 tentacle +10 (agile, finesse), Damage 1d8+5 bludgeoning
plus agonizing enzyme
Agonizing Enzyme (occult, poison) A squichlek’s
tentacles secrete an enzyme that causes a brief, but
intense pain. A living creature hit by a tentacle Strike
or grabbed by the squichlek must succeed at a DC 19
Fortitude save or become stupefied 1 for 1 round from
the pain.
Disturbing Display 1 (concentrate, emotion,
enchantment, mental, occult, visual) The squichlek writhes its
tentacles in a particularly disturbing manner, and creatures in a
10-foot emanation must attempt a DC 19 Will save. Once a creature attempts this save,
it is temporarily immune to further Disturbing Displays for 1 minute.
Critical Success The creature is unaffected.
Success The creature is flat-footed until its next turn.
Failure The creature is sickened 1, and is flat-footed for as long as it is sickened.
Critical Failure The creature is sickened 2 and is flat-footed for as long as it is sickened.
Tearing Beak The squichlek’s beak attack does an additional 1d4 persistent bleed damage against
flat-footed creatures.
138
Star Wyrm
Star wyrms are beings similar to true dragons that live in the vacuum of space.
They appear as countless motes of light that gather into the shape of a dragon. SILVER AWARD
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Intensely social creatures, their social groups—called constellations—are
BY JOSHUA WHITE
metaphysically connected. They are almost never found alone and occasionally
ally with other kinds of creatures.
As a loose collection of smaller elements, star wyrms are greatly harmed by FUSION CUISINE
foes who disrupt their integrity with precise strikes at their component stars. The star wyrm’s digestion process resembles
the processing of raw materials in the hearts
STAR WYRM CREATURE 19 of stars. The results are an alchemist’s
RARE LN LARGE DRAGON LIGHT dream come true, with organic material
Perception +32; darkvision transforming into metals and base metals
Languages Draconic, Voidspeech turning into precious ones. A star wyrm’s
Skills Acrobatics +33, Athletics +37, Diplomacy +37, Intimidation +33, Occultism +35, Stealth +33 conception of treasure revolves around
Str +10, Dex +5, Con +9, Int +6, Wis +5, Cha +9 philosophical concepts, for otherwise their
No Breath A star wyrm doesn’t breathe and is immune to effects that require breathing (such as latrines would be their hoards.
an inhaled poison).
AC 43; Fort +36, Ref +32, Will +29
HP 335; Immunities paralyzed, sleep; Weaknesses precision 20, chaotic 20; Resistances negative 20
Bolster Ally 5 Trigger the star wyrm gains temporary Hit Points from a source other than another
creature’s Bolster Ally; Effect One of the star wyrm’s allies within 30 feet gains half as many
temporary Hit Points as the star wyrm did. These temporary Hit Points last for 1 minute.
Extra Reaction The wyrm gains 2 reactions at the start of its turn each round.
Intercept Attack 5 Trigger One of the star wyrm’s allies is hit by a Strike that could have
targeted the wyrm; Effect The wyrm takes the effects of the successful Strike instead.
Speed 40 feet, fly 150 feet
Melee 1 jaws +36 (reach 10 feet), Damage
4d10+16 piercing plus leaking power
Melee 1 claw +36 (agile, reach 10 feet),
Damage 4d12+16 slashing
Melee 1 tail +36 (reach 20 feet), Damage
4d12+16 bludgeoning
Breath Weapon 2 The wyrm breathes in one of two
ways, as determined by its Celestial Attunement. The
wyrm can’t use its Breath Weapon again for 1d4 rounds.
• Void (arcane, necromancy, negative) The wyrm breathes
out the soul-sucking emptiness between stars in a 50-foot
cone that deals 12d10 negative damage (DC 42 basic Fortitude
save). The wyrm gains temporary Hit Points equal to half the
damage a single creature takes from the Breath Weapon; calculate
these temporary Hit Points using the creature that took the most
damage. These temporary Hit Points last 1 minute.
• Nebula (arcane, evocation, fire, positive) The wyrm breathes the
primordial stuff of proto-stars in a 50-foot cone that deals 20d6 fire
damage (DC 42 basic Reflex save) to the wyrm’s foes in the area, or
positive damage to undead foes, whichever is worse for each undead
foe. The wyrm’s allies in the area instead heal half as many Hit Points.
Celestial Attunement 1 (arcane, necromancy, negative) The star wyrm attunes to
either the emptiness of the void between the stars or the primordial potential of a nebula. This
attunement lasts until the star wyrm uses Celestial Attunement again, so when first encountered,
the star wyrm is attuned to one of these two cosmic sources, determined by the GM.
Leaking Power When attuned to void, the star wyrm’s jaw Strikes do 4d6 negative damage. When
attuned to nebula, their jaw Strikes do 4d6 fire damage, or positive damage to undead foes,
whichever is worse for each undead foe.
Share Attunement 1 The star wyrm shares its cosmic energy with an ally that doesn’t have the
Celestial Attunement ability within 30 feet. Each time that ally deals damage with a Strike before
the start of the wyrm’s next turn, they add the additional damage from the wyrm’s Leaking Power.
Teamwork An enemy is flat-footed to the star wyrm’s melee attacks due to flanking as long as it is
within reach of two of the star wyrm’s allies.
139
Stick Tongue
COPPER AWARD To the unsuspecting goblin, a stick tongue is the enormous tongue that snapped
RPG SUPERSTAR 2021
out of a tree’s foliage, wrapped itself around their armpits, and snatched them
BY ERICA ABENTI
up forever. In reality, they are large mantids with numerous joints that allow
them to navigate tree foliage nimbly and a toad-like tongue that lets them reach
DON’T LICK THAT their prey below. A stick tongue’s limbs are often thicker than the branches, and
Travelers in regions where stick tongues live they are covered in small, often scaly growths that resemble the leaves of their
try various tricks to protect themselves. The favorite trees.
most common involve wearing tearaway Their natural camouflage varies between regions. They may have a sappy,
clothing or coating their armor in slick oil, rotting bark appearance in haunted forests full of dead or undead trees or have
but other strategies aim to make themselves lush green, feathery growths to sway alongside a willow tree or even large, bushy
less appetizing targets. Some carry leaves in tropical environments.
pouches of ground chili peppers, thinking
the spiciness might stun the tongue. Other STICK TONGUE CREATURE 5
folk tales say that the smell of peppermint UNCOMMON N LARGE ANIMAL
sickens the creatures, preventing them Perception +11; low-light vision, scent (imprecise) 30 feet
from swallowing. Which strategies work Skills Acrobatics +14, Athletics +12 (+16 to Grapple with tongue), Stealth +14, Survival +10
best is unknown and may vary depending Str +5, Dex +5, Con +2, Int –4, Wis +2, Cha –4
on the unique tastes of each stick tongue. Clever Positioning A stick tongue leverages foliage to shield and obscure itself. It can always Take
Cover while in a tree and gains the benefits of Take Cover in a tree regardless of positioning
or line of sight. It prefers to have greater cover as often as possible, by choosing positions
that would normally grant cover without the use of this ability. If a stick tongue uses Stealth for
initiative while in a tree, it uses Take Cover as part of rolling initiative.
AC 22; Fort +11, Ref +15, Will +9
HP 57
Retract Tongue 5 Trigger An enemy targets the
stick tongue’s tongue with an attack; Effect The
stick tongue retracts its tongue back into its
mouth. It gains a +2 circumstance bonus
to AC against the triggering attack.
Any creature grabbed or restrained
by the tongue is released
immediately after the attack
resolves.
Vulnerable Tongue When
a creature is grabbed or
restrained by a stick tongue’s
tongue, creatures can attack
the tongue directly to harm
the stick tongue. The tongue
has the same AC as the
stick tongue normally does,
but it can’t benefit from any
circumstance bonuses due to cover.
Speed 30 feet, climb 30 feet
Melee 1 tongue +15 (reach 15 feet), Damage 2d4+7
bludgeoning plus Improved Grab
Melee 1 claw +15, Damage 2d8+7 slashing
Rehome 3 The stick tongue abandons its perch for a safer
tree. It Strides up to three times, ending its movement next to
another three, then Takes Cover in that tree.
Snatch 1 Requirements The stick tongue is in a tree and has
a creature grabbed with its tongue; Effect The stick tongue
attempts an Athletics check to Grapple its prey with its tongue.
If it rolls a success, it gets a critical success instead, and the
stick tongue then pulls the creature up to 10 feet toward it.
Swallow Whole 1 (attack) Medium, 1d6
bludgeoning and 1d6+7 acid, Rupture 12
140
Stiltwalker
Stiltwalkers are incredibly long-limbed monstrosities twisted from giants.
While they’re only encountered rarely, when a stiltwalker appears, it is COPPER AWARD
RPG SUPERSTAR 2021
the stuff of nightmares, able to decimate a village or small town’s entire
BY J.A. SAUNDERS
guard contingent on its own. Its body has a twisted and warped but almost
humanoid anatomy, with extreme proportions even compared to giants.
Each limb stretches 40 feet in length and ends in a single, vast hand. Its WHAT LIES BENEATH
torso, however, is a small, bulbous core balanced off these limbs. What creates stiltwalkers is a mystery.
A stiltwalker roams by moving on all fours and using its extreme reach to Common folk assume aberrations from
climb nimbly, tending to roost in areas of great verticality, such as along cliff space hang giants from the sky until their
faces, within vast redwood forests, or in immense caverns deep underground. limbs stretch and their minds break, but
When hunting, a stiltwalker seeks out opportunities to drag, drop, or those in the know whisper of hands from
toss prey to their doom and let gravity do the work that their strength can’t underground. Perhaps when stiltwalkers
accomplish. Once they notice nearby prey, they perch themselves at the throw their victims skyward, they are trying to
apex of the area, using their height to monitor for the slightest hint of save others from their creators.
movement before diving in with their limbs when prey arrives within reach
of an ambush.
Stiltwalkers tend to be solitary creatures, but on the rare occasion that
more than one stiltwalker attacks at a time, tales are told of dozens of awful
limbs crisscrossing the sky and entire towns being methodically dragged
out of their hiding holes one by one, tossed into the air, and dashed on the
ground in bloody pulp.

STILTWALKER CREATURE 12
RARE N GARGANTUAN ABERRATION
Perception +22; darkvision
Skills Acrobatics +25, Athletics +25, Intimidation +22, Stealth +25, Survival +22
Str +5, Dex +7, Con +5, Int –4, Wis +4, Cha +2
AC 33; Fort +21, Ref +25, Will +20
HP 245
Vulnerable to Trip A stiltwalker’s long dexterous limbs provide it most of its defense and its
main body is usually 30 feet in the air on its stilt-like legs, which means that being tripped
is even more painful for a stiltwalker than other creatures. A tripped stiltwalker takes
15 falling damage as its body slams into the ground. While flat-footed from being
prone, a stiltwalker takes a –4 circumstance penalty to AC instead of the usual –2
circumstance penalty, as its easy for its foes to attack its body directly.
Speed 40 feet, climb 40 feet
Melee 1 fist +26 (finesse, reach 40 feet), Damage 3d12+11 bludgeoning plus
Improved Grab
Melee 1 detritus +26 (range increment 30 feet), Damage 3d8+11 bludgeoning
plus stunning detritus
Stunning Detritus When a stiltwalker makes a telling blow with its thrown
detritus, the detritus clobbers its target so hard that it leaves the target
momentarily stunned and unable to react to the stiltwalker’s further
rampage. When the stiltwalker critically hits a creature with its detritus
Strike, and the critical hit deals damage to the detritus Strike’s target,
the target of the detritus Strike becomes stunned 1.
Trebuchet Toss 1 (attack) Requirements The stiltwalker has a
creature grabbed in one of its limbs; Effect The stiltwalker winds
up its lanky limb and tosses a grabbed creature high up into the air
far away from itself. The creature must attempt a DC 32 Fortitude save,
with the following effects. The stiltwalker’s multiple attack penalty applies to
Trebuchet Toss’s DC, even though Trebuchet Toss doesn’t have an attack roll.
Critical Success The creature not only isn’t thrown, they also struggle free of the grapple
and are no longer grabbed.
Success The creature isn’t thrown.
Failure The stiltwalker throws the creature up to 50 feet up into the air, and can also throw
the creature up to 50 feet laterally. Falling from this throw typically causes the creature
to take 25 falling damage and fall prone.
141
Susurration
Formed as a mass of disembodied humanoid tongues, a susurration floats a
SILVER AWARD few feet off the ground, lazily swirling as if caught in the eddy of a quiet river.
RPG SUPERSTAR 2021
Something lies at the heart of the tongues, but it can’t be clearly seen, and since
BY SPENCER WHITING
it disappears when the creature is destroyed, only the original creator knows
what’s there. Silence emanates forcefully from the susurration, blanketing the
TONGUE IN CHEEK nearby area in almost complete soundlessness. Behind the silence, however, is
When destroyed, a susurration simply falls an inaudible but noticeable hint of endless, sorrowful whispering. Dark, frigid
apart into a pile of tongues. Age and decay tendrils of undeath lance out from within the writhing mass.
catch up with the tongues based on how Reclusive spellcasters, often those pursuing lichdom or even viler paths to
long the susurration has existed—ancient power, find themselves warding their towers or lairs against potential intruders.
ones may have the tongues crumble to While many build up a host of guardians with common and successful minions
dust, while younger ones result in a rain like mimics or skeletal warriors, only the most talented and paranoid overlords
of tongues flopping to the ground. For would animate a susurration into existence.
whatever reason, multiple adventurers Whatever magic animates a susurration is a closely guarded secret, though over
have succumbed to the temptation of the years theories have risen to the surface. Did the tongues belong to talented
putting one of the tongues in their own sorcerers? Faithless heretics? People exceptional at channeling the power of the
mouths. The disembodied tongue springs world through their songs? Others have mused quietly if perhaps they were
to life, dissolving the fool’s original one donated willingly to the creator’s cause, perhaps from some secret cult of silence
and replacing it. The host becomes and horror that removed their own tongues for the foul ritual of animation.
unable to vocalize any sounds ever However it might have come to be, the magic driving a susurration imbues
again but suffers no other ill effects. it with a mindless duty to defend. It waits for decades on end in a dusty heap
until living creatures enter its designated territory. The only creatures safe from
this calculated, unbending malice are other undead. The living are not welcome
within the reach of a susurration.

SUSURRATION CREATURE 6
UNCOMMON N SMALL MINDLESS UNDEAD
Perception +14; lifesense 30 feet, tremorsense (imprecise) 60 feet
Skills Acrobatics +13 (+17 to Escape), Stealth +13
Str +0, Dex +4, Con +5, Int –4, Wis +0, Cha +5
AC 23; Fort +17, Ref +12, Will +10
HP 90, negative healing; Immunities death effects, disease, doomed, drained, fatigued,
mental, nonlethal attacks, paralyzed, poison, sickened, unconscious,
visual; Weaknesses positive 5
Voice Thief (aura, illusion, occult) 10 feet. The susurration is
surrounded by an aura of silence, with the effects of a 4th level
silence spell at all times. For the purposes of counteracting, this
effect is level 3 and has a DC of 21.
Speed fly 20 feet
Melee 1 myriad tongues +17 (finesse, negative), Damage
2d12+4 negative plus warding horror
Melee 1 invisible claw +17 (agile, finesse), Damage 2d10+4
slashing
Hole in the World 2 (manipulate, negative) The susurration
releases a wave of negative energy. All creatures in the
susurration’s voice thief aura take 3d8 negative damage with a
basic DC 22 Fortitude save. A creature that fails this save is also
sickened 1, and one that critically fails is sickened 2. As long as the
susurration isn’t grabbed or restrained, it can then choose to teleport
up to 20 feet away. This movement is a teleportation effect; it doesn’t
trigger reactions and isn’t impacted by difficult terrain or obstacles.
The susurration can’t use Hole in the World again for 1d4 rounds.
Warding Horror 1 (negative, mental) Requirements The
susurration’s last action was a successfully Strike with its myriad tongues
that dealt damage to a creature; Effect Twisting, shadowy coils of negative
energy and body horror branch out from the creature initially licked by the
susurration’s horrifying tongues. Up to two other creatures within 15 feet of the target
take 2d6 negative and 2d6 mental damage, with a basic Will save against DC 22.
142
Telepathic Earwig Swarm
Telepathic earwigs resemble tiny brown insects with long antennae and pincers
on their abdomens. Unable to reproduce on their own, these earwigs have COPPER AWARD
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developed a unique life cycle: they insert themselves into a host’s body, use their
BY BRITE CHENEYE
telepathic powers to control the mind of their host, and then begin the process
of using the creature to incubate new earwigs.
Throughout the gestation, they mentally control the host in order to create a EAR TODAY, GONE TOMORROW
suitable living and reproductive environment. The young earwigs continue to live The name earwig comes from the popular
within the host, taking over its actions and keeping it alive until it is no longer belief that the creatures crawl into people’s
useful. They will use the host to defend themselves if required, but by using their ears to lay their eggs. Earmuffs and ear
keen intellect and ability to read the host’s mind, they are often able to avoid plugs are no defense against the telepathic
danger and suspicion. When the host outlives their usefulness, the earwigs eject earwig swarm, though. Their eggs can enter
from its body violently, exploding from the host’s brain as a new swarm. the body anywhere, with their telepathic
Telepathic earwigs have learned to use their telepathy to link their minds abilities coaxing the body to let down its
together when not inside a host, which has the effect of boosting their telepathic defenses and absorb their offspring. Not all
powers and allowing them to cast occult spells. Fighting a telepathic earwig swarm infestations are lethal, however. A strong
isn’t necessarily about destroying every single earwig, but instead more about enough blast of psychic energy can cause a
disconnecting the hivemind enough that they can no longer amplify each other’s swarm to exit the host prematurely, in which
latent telepathic abilities, thereby becoming nothing more than regular earwigs. case they do pour out of the ears in their
rush to escape the mental damage.
TELEPATHIC EARWIG SWARM CREATURE 6
UNCOMMON N LARGE ABERRATION SWARM
Perception +14
Languages Aklo, Common; telepathy 60 feet
Skills Acrobatics +12, Athletics +10, Occultism +15
Str +2, Dex +4, Con +2, Int +5, Wis +5, Cha +3
AC 24; Fort +11, Ref +14, Will +17
HP 81; Immunities precision; Weaknesses area damage 8, splash damage 8;
Resistances bludgeoning 4, piercing 8, slashing 8
Speed 25 feet
Occult Innate Spells DC 21, attack +13; 4th confusion ; 2nd calm emotions, telekinetic maneuver;
1st charm, command (at will); Cantrips (3rd) daze, ghost sound
Earwig Infection (disease, enchantment, occult, mental) Saving Throw
Fortitude DC 24; Stage 1 stupefied condition from Psychic Sunder
doesn’t decrease on its own (1 day); Stage 2 Same as stage 1 and
drained 1 (1 day); Stage 3 Same as stage 1, drained 1, and
the creature must attempt a DC 5 flat check before taking
any action or lose the action (1 day); Stage 4 Same
as stage 2 and the creature must attempt a DC 11 flat
check before taking any action or lose the action (1
day); Stage 5 The creature become
permanently controlled by the larval
earwig swarm. If reduced to 0 HP while
controlled, the creature dies and spawns a new
telepathic earwig swarm.
Psychic Sunder 1 (divination, occult, mental)
Requirement The telepathic earwig swarm’s
previous action was Telepathic Barrage and a
creature failed its saving throw and took mental
damage; Effect The earwig swarm focuses its
telepathic powers on breaking down the mental defenses
of its victim. The swarm chooses a creature that failed its
saving throw against the Telepathic Barrage and took mental
damage. That creature becomes stupefied 1. This is cumulative across
multiple uses of Psychic Sunder to a maximum of stupefied 4. A creature who
reaches stupefied 4 in this way (or who is already stupefied 4) is exposed to the swarm’s earwig
infection. The stupefied condition from Telepathic Sunder decreases by 1 every hour.
Telepathic Barrage 1 (mental) Each creature in the swarm’s area takes 2d12 mental damage
(DC 21 Basic Fort save)
143
Testudan
A testudan is a massive chimera with faint relations to dragons, with the head
COPPER AWARD of a lion, six bear-like feet, the back of a turtle, and the tail of a serpent. These
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creatures tend to be solitary, never mingling even with members of their own kind
BY LOGAN FRANCE
except during mating season. Brash and ornery, the average testudan spends its
time bullying smaller creatures and attacking small towns until an army or group
TESTY ABOUT TRESSES of adventurers show up to send it running with its tail between all six of its legs.
Making a testudan retreat does not always
require besting it with a display of strength. TESTUDAN CREATURE 19
It is also possible to strike at its pride. RARE CE HUGE AMPHIBIOUS BEAST
Some towns have reported success hiring Perception +29; darkvision, scent (imprecise) 60 feet
a thief to shave off an offending testudan’s Languages Aquan, Draconic; can’t speak any language
mane in the dead of night, perhaps Skills Athletics +37, Intimidation +32
with the assistance of a mage with the Str +10, Dex +5, Con +10, Int –2, Wis +2, Cha +5
sleep spell to make doubly sure it does AC 40 (44 with Shell Defense); Fort +37, Ref +30, Will +27
not interrupt the process. The creature, HP 485; Resistances physical 15
horrified by its crudely shorn locks, hides Always Someone Better Though the testudan revels in its strength and power, it fears those who
until it feels it can show its face again. are more powerful than it. If the testudan fails a Will save or Perception check to disbelieve
against an illusion that makes it see a creature that appears more powerful than the testudan,
it becomes frightened 1 and takes 4d6 mental damage. On a critical failure, it becomes
frightened 2, takes 8d6 mental damage, and is fleeing for 1 round. It is then temporarily immune
to Always Someone Better for 1 minute.
Tail Lash 5 Trigger A creature within reach of the testudan’s serpent tail takes an action to Strike
or attempt a skill check; Effect The testudan Strikes with its serpent tail at the triggering creature
at a –2 penalty. If it hits, the creature takes a –2 circumstance penalty to the triggering roll.
Speed 40 feet
Melee 1 lion jaw +36 (poison, reach 15 feet), Damage 4d10+18 piercing plus 1d8
poison
Melee 1 bear claw +34 (reach 15 feet), Damage 4d8+18 slashing plus
Improved Grab
Melee 1 serpent tail +36 (agile, reach 20 feet), Damage 4d8+18 bludgeoning
Bestial Frenzy 2 The testudan makes up to six bear claw Strikes,
attacking a given creature no more than once. It doesn’t increase
its multiple attack penalty until after making all six attacks.
Shell Defense 1 The testudan retracts its limbs and head into
its shell and ends its turn. It gains a +4 circumstance bonus to
AC, increasing its AC to 44, as well as to Reflex saves against
area attacks. However, while in its shell, it can’t act except to
Shell Slam, Stand, or use the Shell Defense action again to re-
emerge. If the testudan is prone while in its shell, it doesn’t gain
the circumstance bonus to AC from Shell Defense and it must
spend two actions in order to Stand.
Shell Slam 2 Requirements The testudan is in its shell from
Shell Defense and is not prone; Effect The testudan Leaps up to
20 feet horizontally, passing over the space of any Large or smaller
creature before landing prone. Any creature within the testudan’s space
at the end of its movement takes 10d6 piercing and 10d6 bludgeoning
damage and must attempt a DC 38 Reflex save with the following
effects. Regardless of the result, the creature is moved out of
the testudan’s space to the closest empty space. If the testudan
attempts to pass through the space of a Huge or larger creature,
it stops its movement early and lands adjacent to the creature,
forcing that creature to make the Reflex save in addition to all
creatures in the testudan’s space.
Critical Success The creature takes no damage.
Success The creature takes half damage.
Failure The creature takes full damage and is knocked prone.
Critical Failure The creature takes double damage, is knocked prone, and is
paralyzed for 1 round.
144
Thicket Urchin
The hills have teeth. At rest, a thicket urchin resembles a hill covered in short,
evergreen shrubbery. When it hunts, however, it reveals its true form as an SILVER AWARD
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enormous fungal creature with a hard but porous shell. Bristling green spines
BY JEFFREY ANDERSON
extend from its shell, like those of its namesake, the mundane sea urchin. A
thicket urchin’s formidable armored shell has only one weak point: the soft
underbelly, which is hard to reach but can be tipped over, leaving the creature THICK AS THIEVES
helpless until it can right itself. Thicket urchins are so large that there
The spines of a thicket urchin are coated with a powerful hallucinogenic is space between their spines for small
poison that can be distilled into a potent drug for spiritual or recreational uses, creatures to hide in them, provided they
but the thicket urchin is too powerful for most to safely hunt. Instead, drug can deal with accidental scratches and the
peddlers scavenge spent harpoons and needles in the wake of its passing, and resulting poison. They are a natural fit for
locals give any new hills a wide berth. pukwudgies, who delight in driving thicket
urchins toward villages that they perceive
THICKET URCHIN CREATURE 15 as having slighted them. Should the thicket
N GARGANTUAN FUNGUS MINDLESS urchin fail to cause enough destruction, an
Perception +23; darkvision, tremorsense (imprecise) 120 feet entire band of pukwudgies may leap out to
Skills Athletics +30 finish the job.
Str +9, Dex –4, Con +8, Int –5, Wis +4, Cha –3
AC 37; Fort +29, Ref +23, Will +26
HP 340; Immunities mental; Weaknesses fire 10
Prone Vulnerability A thicket urchin suffers a –4 circumstance penalty to AC whenever it’s flat-
footed due to being prone instead of the usual –2 circumstance penalty. The only action it can
use while prone is to Stand, and it must attempt a DC 6 flat check to do
so or its action is lost.
Speed 15 feet
Melee 1 spine +30 (reach 10 feet), Damage 3d12+17 piercing
plus thicket urchin venom
Melee 1 body +30, Damage 3d6+17 bludgeoning
Ranged 1 harpoon +28 (brutal, range increment 60 feet),
Damage 3d10+14 piercing plus thicket urchin venom and
impale
Thicket Urchin Venom (poison) Saving Throw DC 33
Fortitude; Maximum Duration 6 rounds; Stage 1 2d6 poison
damage, clumsy 1, and stupefied 1 (1 round); Stage 2 3d6
poison damage, clumsy 2, and stupefied 2 (1 round); Stage 3
4d6 poison damage, clumsy 3, and stupefied 3 (1 round)
Drag 1 Requirements The thicket urchin has a creature
impaled; Effect The thicket urchin reels in its harpoon, pulling
an impaled creature toward it. The thicket urchin attempts an
Athletics check against an impaled target’s Fortitude DC.
Critical Success The thicket urchin pulls the target 30 feet
closer.
Success The thicket urchin pulls the target 10 feet closer.
Critical Failure The target is no longer impaled.
Hillock 1 (concentrate) The thicket urchin settles down and
disguises itself as a hill. Until the next time it acts, the thicket
urchin appears to be a normal hill covered in short evergreen
bushes. It has an automatic result of 47 on Deception checks
and DCs to pass as a normal part of the landscape.
Impale A creature hit by a thicket urchin’s harpoon Strike
becomes impaled on its barbed harpoon. Such a creature is
grabbed (Escape DC 37, or 39 if the harpoon was critical hit),
and exposed to thicket urchin venom at the end of each of its
turns as long as it remains grabbed.
Needle Storm 2 The thicket urchin sheds needles in a 30-foot
emanation, causing 8d6 piercing damage (basic Reflex save DC
36). A creature that fails its save is exposed to thicket urchin venom.
Trample 3 Large or smaller, body, DC 36
145
Thunderhead Willow
Thunderhead willows are electric trees native to alien forests, where incessant
GOLD AWARD thunderstorms roil. Much of their time is spent chasing these storms, as they rely
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on lightning strikes for sustenance and to energize their natural abilities. They
BY BRIAN NOWOSATKA
also serve as lightning rods to protect the forest, lifting their many branches high
into the air and drawing the lightning to themselves. They then select the best
WIND IN THE WILLOWS time and place to discharge any excess energy.
Thunderhead willow seeds resemble When particularly large and fierce storms appear, these normally solitary
fluffy caterpillars that dislodge from their creatures gather in groves and feed off of the frequent lightning bolts as well
branches during the winds of strong as each other’s electric fields. Such gatherings are marked by dazzling electric
thunderstorms. These seed pods retain displays and a chorus of singing in modulated and buzzing tones.
some electrical impulse that allows them During calm weather, thunderhead willows relax their boughs and dig their
to crawl until they find a good spot to grow. roots into the ground, seeking subterranean electric pulses. At these times,
The electricity causes a tingling sensation many smaller forest creatures seek shelter under the umbrella of drooping, thin
in the mouth when eaten, which seems to branches, as the strong current pulsing through these spiny branchlets deters
appeal to some creatures. Digestion does many a predator with an unexpected shock.
not harm the seeds, so being eaten helps
disperse the willows over larger areas. THUNDERHEAD WILLOW CREATURE 9
UNCOMMON CN HUGE ELECTRICITY PLANT
Perception +18
Languages Arboreal, Sylvan
Skills Athletics +20, Stealth +16 (+21 in forests)
Str +6, Dex +3, Con +7, Int +1, Wis +4, Cha +1
AC 27; Fort +22, Ref +14, Will +15
HP 190; Immunities electricity; Weaknesses axe vulnerability; Resistances fire 10
Axe Vulnerability A thunderhead willow takes 5 additional damage from axes.
Branches Down 5 (electricity) Trigger A creature uses a move action within the thunderhead
willow’s reach or to enter the thunderhead willow’s reach; Effect The thunderhead willow’s
branches brush the creature, dealing 4d6 electricity damage (DC 25 basic Reflex save). On a
critical failure, the movement is disrupted.
Branches Up 5 (electricity) Trigger A spell or effect with the electricity descriptor is cast or
activated within 30 feet of the thunderhead willow; Effect The spell or effect is drawn towards
the thunderhead willow. Single-target spells and effects target only the thunderhead willow,
while all other spells and effects are reoriented to include the thunderhead willow as one
of its targets or in its area.
Speed 25 feet
Melee 1 bough +21 (reach 15 feet), Damage 2d6+10 slashing plus 2d6 electricity
Melee 1 root +21 (agile, reach 20 feet, trip), Damage 2d8+10 bludgeoning
Explosion 2 (fire, sonic) Frequency once per day; Effect The thunderhead
willow expends all of its collected energy, unleashing a thunderous blast that deals
5d6 fire damage and 5d6 sonic damage in a 30-foot emanation to creatures, non-
creature plants, and unattended objects (DC 28 basic Reflex save). Flammable
objects and creatures that fail the Reflex save also catch fire and take 1d6
persistent fire damage. Until Explosion is recharged, a thunderhead willow
deals no electricity damage with its bough Strike and is unable to use its
Whirling Dynamo ability or Branches Down reaction.
Lightning Collection (abjuration, nature) Whenever the thunderhead
willow is hit by an electricity spell’s attack roll, rolls a successful save
against a spell or effect that deals electricity damage, or is struck by
lightning, they absorb the energy. Until the end of thunderhead
willow’s next turn, its Strikes deal 1d6 additional electricity damage
and its Explosion and Whirling Dynamo deal 2d6 additional electricity
damage.
Whirling Dynamo 3 (electricity) The thunderhead willow spins
in place, generating a sparking electric field that deals 8d6 electricity
damage within a 15-foot emanation (DC 28 basic Reflex save). Creatures
that fail their save become electrically charged. They are flat-footed against
the thunder willow’s attacks and attacks by metal weapons for 1 minute. On a critical failure, they
are also stunned 1. The thunderhead willow can’t use Whirling Dynamo again for 1d4 rounds.
146
Tidragat
Tidragats, like other dragons, collect a hoard of treasure, though the contents
of a tidragat’s hoard are a little different than those of its larger brethren. Using COPPER AWARD
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its highly dextrous opposable front claws, a tidragat collects items that would be
BY GARRY STACEY JOHNSTON
inconvenient to lose; the more inconvenient its loss would be, the more value
the tidragat places on that particular item. Thus, their Hoard could contain the
hair brush of a noble who prided themselves on their appearance or the water SCAPEGOAT ENTOURAGE
skins from an adventuring party that was about to head out into the wilderness. Tidragats are popular with kobolds
Tidragats are usually smart enough to not take items that would be so because their size makes kobolds
inconvenient to lose that their victims are determined to track them down, feel closer to a true dragon. They also
except when it comes to items involving the art of wizardry. If there’s a wand, offer helpful advice to kobold warrens,
scroll, or spellbook to steal, tidragats can’t help themselves. Tidragats love improving their defensibility and the
playing with and learning how to use tools of wizardry, and most tidragats carry effectiveness of their members. In turn,
and use a few scrolls or a wand. A tidragat doesn’t normally keep a spellbook of tidragats task the kobolds with stealing
their own. Instead, they rely on spellbooks and scrolls that they’ve stolen from risky items for them, giving them a degree
others to provide the knowledge needed to prepare their spells, so two tidragats of separation from any retribution that may
will rarely have the same spells prepared. result from the thefts.

TIDRAGAT CREATURE 3
CN TINY DRAGON
Perception +8; darkvision, low-light vision
Languages Common, Draconic
Skills Acrobatics +10, Arcana +9,
Athletics +6, Deception +9, Stealth +11,
Thievery +11
Str +1, Dex +4, Con +1, Int +4, Wis +1, Cha +3
AC 19; Fort +6, Ref +13, Will +6
HP 45; Immunities paralyzed, sleep
Speed 30 feet
Melee 1 claw +10 (agile, finesse), Damage 1d6+5
slashing
Arcane Innate Spells DC 20; 2nd invisibility (at will, self
only); 1st invisible itemAPG (at will)
Arcane Prepared Spells DC 20, attack +12; 2nd knock,
illusory object; 1st color spray, floating disk, sleep;
Cantrips (2nd) daze, detect magic, ghost sound, mage
hand, telekinetic projectile
Numbing Breath 2 (arcane, evocation, poison) The tidragat
breathes a 15-foot cone of invisible numbing gas. Each creature in the area
must attempt a DC 20 Fortitude save, with the following effects. The tidragat
can’t use Numbing Breath again for 1d4 rounds.
Critical Success the creature is unaffected.
Success The creature is clumsy 1 and enfeebled 1 for 1 round as its body is
awash with pins and needles.
Failure The creature becomes numb for 1 minute. In addition to being clumsy 1 and
enfeebled 1, they automatically critically fail Perception checks that rely
on touch, and they take a –2 circumstance penalty when using
Perception for an initiative roll, as well as to any checks
that involve touch but also use other senses. If a numb
creature performs an action with the manipulate trait,
they must succeed at a DC 5 flat check or the action
is lost.
Critical Failure As failure, but the creature’s clumsy and
enfeebled conditions are 2 instead of 1.
Pickpocket A tidragat can Steal or Palm an Object that’s closely
guarded, such as in a pocket, without taking the –5 penalty.
The tidragat can also attempt to Steal from a creature in combat or
otherwise on guard. When doing so, Stealing requires 2 manipulate
actions instead of 1, and it takes a –5 penalty.
147
Time Golem
Intricate constructs worked from the immaterial threads of time itself, time golems
COPPER AWARD serve as guardians of the temples and vaults of their nameless eldritch creators. A
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time golem is a formable opponent who can erase opponents from existence.
BY GABRIEL M.S. SANTOS

TIME GOLEM CREATURE 21


UNTIMELY DEMISE RARE N TINY CONSTRUCT INCORPOREAL MINDLESS TIME
Time itself unravels with a time golem’s Perception +34; greater darkvision
defeat, sending ripples that manifest Skills Acrobatics +43
as future anomalies. Someone who Str +6, Dex +10, Con +7, Int –5, Wis +5, Cha –5
slays a time golem may encounter a Unaffected by Gravity The time golem is not affected by gravity in the Material Plane. It does not
weak but still hostile version of it at an need to Fly to hover in place, and it does not fall. This ability might be suppressed in other planes,
inopportune time down the road. at the GM’s discretion.
AC 49; Fort +34, Ref +41, Will +32
HP 270; Immunities bleed, death effects, disease, doomed, drained, fatigued, force, healing,
magic (see below), mental, necromancy, nonlethal attacks, paralyzed, poison, sickened,
unconscious; Resistances all damage 20 (except orichalcum weapons with a speed rune;
double resistance vs. non-magical)
Golem Antimagic harmed by electricity (11d8, 3d8 from areas or persistent
damage); healed by force (areas 3d8 HP); slowed by time stop (see below)
Timelike (occult, transmutation) A time golem inherently defends the time
stream from any nearby interference with the flow of time and hijacks
temporal magic. If a creature within the golem’s time vortex casts time stop,
the golem enters the stoppage along with the caster and can also use 6
actions in 3 sets of 2 actions each, following initiative order, and it can both
affect and be affected by the triggering creature. After the flow of time is
restored, the golem becomes clumsy 2, flat-footed and slowed 1 for 1 round.
Time Vortex (aura, occult, transmutation) 120 feet. Time warps and bends
around the time golem. As long as the time vortex is active, the golem is
quickened. It can only use its extra action for Fly or Strike actions. Foes who
start their turn within the aura must succeed at a DC 41 Fortitude save or be
slowed 1 (slowed 2 on a critical failure) for 1 minute. The golem can activate
or deactivate this aura using a single action with the concentrate trait.
Vulnerable to Slow A time golem targeted by slow takes 3d6 damage per
spell level, with a basic Fortitude save against the caster’s spell DC. On a
failure, the golem’s time vortex is suppressed for 1d4 rounds.
Speed fly 120 feet
Melee 1 fourth dimensional face +41 (reach 120 feet), Damage
4d8+14 force plus shorten timeline
Shorten Timeline (death, necromancy, occult) The first time each
round a creature takes damage from the time golem’s fourth dimensional
face Strike, the target must attempt a DC 41 Fortitude save. If it fails,
it becomes doomed 1 (doomed 2 on a critical failure), or increases its
doomed condition by 1 if it was already doomed (or by 2 on a critical failure)
to a maximum of doomed 3. If this would have otherwise increased the
creature’s doomed condition beyond doomed 3, the creature takes 10d8
additional force damage from the Strike (doubled on a critical failure).
Temporal Barrage 2 The time golem makes a fourth dimensional
face Strike against each creature within its reach. Each Strike counts
separately for the golem’s multiple attack penalty, but the penalty only
increases after resolving all the attacks.
Time Prison 2 (conjuration, extradimensional, occult) Requirements
The golem has no more than two creatures imprisoned in its Time Prison;
Effect Twisting time into a liminal void, the time golem attempts to trap a creature
within 60 feet inside the timeless abyss within itself. The target must attempt a DC 44
Reflex save or be stunned 3 and drawn into the void within the golem for 1d4 rounds. The space
within the golem seems boundless to its target, regardless of the target’s size. While trapped, the
creature can’t sense, target or be targeted by creatures outside the golem’s extradimensional
interior. Aside from that limitation and its stunned condition, it can otherwise act normally.
148
Tree of Eyes
Contrary to its appearance, a tree of eyes is actually a parasitic fungus that
burrows throughout a living tree, killing it in the process, and then uses the tree SILVER AWARD
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as a host, hanging its exposed eyes from the branches. Creatures that make eye
BY JAKE MAROHL
contact with one of these eyes are mesmerized and feel an intense urge to sleep
at the base of the tree. The tree then engulfs the prey with its roots and slowly
drains the creature of its nutrients. EYEING TO CULTIVATE
Although the host of a tree of eyes is stationary, the fungus itself is not. It can Some humanoids have limited immunity
move between these trees as easily as a human can walk, and over time, it will to lung rot and become addicted to it. They
burrow into adjacent trees, often hollowing entire sections of forest. A truly then form cults devoted to harvesting and
desperate tree of eyes can use its host’s roots to drag itself short distances. spreading eyes to new trees so they can bask
The eyes of a tree of eyes contain its spores, which it uses as both a weapon in their hypnotic gazes.
and a means of spreading its fungus.

TREE OF EYES CREATURE 8


UNCOMMON N LARGE FUNGUS
Perception +19; darkvision, tremorsense (imprecise) 60 feet
Skills Stealth +15
Str +6, Dex –1, Con +7, Int –4, Wis +3, Cha –2
AC 24, all-around vision; Fort +20, Ref +11, Will +16
HP 180; Immunities bleed, fatigued, sleep, unconscious; Weaknesses axe
vulnerability, fire 10; Resistances bludgeoning 10, piercing 10
Axe Vulnerability The tree of eyes takes 10 additional damage from axes.
Speed 5 feet
Melee 1 branch +20 (reach 30 feet), Damage 2d10+10 piercing
Ranged 1 eye +20 (brutal, range increment 40 feet), Damage 2d4+10
bludgeoning plus spore burst
Drain Life 2 The tree of eyes’s roots come out of the ground and
attempt to sap an adjacent creature of nutrients. The target must
attempt a Fortitude save. Prone creatures treat the result of their
save as one degree worse.
Success The target is unaffected.
Failure The target becomes drained 1 or increases its
drained value by 1 if it was already drained (to a maximum
of drained 3). The tree of eyes gains 5 temporary Hit Points.
Critical Failure The target becomes drained 2, or increases
its drained value by 2 if it was already drained (to a
maximum of drained 3). and the target becomes
blinded for 1 round and dazzled for 1 minute. The tree
of eyes gains 10 temporary Hit Points.
Hypnotic Gaze 2 (incapacitation, mental, visual) The tree of
eyes hypnotizes a creature it can see within 60 feet. The
target must attempt a DC 25 Will save.
Success The target is unaffected.
Failure The target must use its next action to Stride toward the
tree of eyes, falling prone if it ends this movement adjacent to the tree of eyes.
Critical Failure As a failure, except the target must use all of its actions on its next
turn to do so.
Lung Rot (poison, inhaled) While a creature is afflicted by this poison, it can’t reduce its sickened
condition below 1; Saving Throw Fortitude DC 25; Maximum Duration 5 rounds; Stage 1
2d6 poison damage and sickened 1 (1 round); Stage 2 2d8 poison damage and sickened 2
(1 round); Stage 3 3d8 poison damage and sickened 2 (1 round).
Spore Burst When the tree of eyes damages a creature with an eye Strike, the creature and
each other creature within 5 feet of it are exposed to Lung Rot.
Transfer Host 2 (move) Requirements The tree of eyes is touching
another tree beyond its host, either along its current host’s branches
(within 30 feet) or root system (within 50 feet); Effect The tree of eyes
moves to the other tree. The tree of eyes’s Hit Points represent damage to the
fungus, not the host, so they aren’t affected by transferring hosts.
149
Trickster Echoes
Trickster echoes are fragments left behind due to the actions of a powerful
PLATINUM AWARD trickster deity, drifting throughout the universe in the wake of the trickster’s
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mischief. Tricksters are a popular archetype among the many different deities
BY NATHAN BERG
across the world’s various pantheons and cultures. Traditionally, trickster deities
take many forms, using their disguises and deceptions to bewilder, confuse,
IDLE HANDS and mislead all those around them. Why trickster deities continually deceive
While meddling hands supposedly act in all those around them varies from trickster to trickster. Some tricksters are
unexpected ways to enact a secret scheme compulsive liars. Others have an agenda they seek to pursue or simply find
related to their progenitor’s own goals, most the idea of successfully pulling off pranks exhilarating or hilarious. Still other
tricksters don’t have continual work for their tricksters flit between moral codes, attempting to join with heroic deities for a
meddling hands to perform at all times. time, only to inevitably betray their allies, or even their siblings, in a series of
This leaves meddling hands to their own countless shifting adjustments of allegiance
devices for a time before the trickster calls Disguises are a big part of the reason mortals and other deities alike
them back to the next phase of the plan. can’t help but continue engaging with trickster deities, as they might never
While meddling hands often use their spare come to realize exactly with whom they are dealing or only discover that
time to enact tricks and pranks of their own, the mysterious figure offering advice was a trickster after it was too late.
they sometimes just want to work with their However, deception alone isn’t sufficient. Tricksters tend to be legitimately
hands and take up various tasks in earnest, multi-talented in a variety of different skills, with incredible talent and
performing them to the best of their abilities. unparalleled techniques. Thus, before their sudden but inevitable betrayal,
a trickster is a superlative ally, capable of achieving all sorts of impossible
feats on behalf of their allies, deific or otherwise.
When trickster deities perform an especially notable prank, betrayal,
or other act of mischief, they might leave behind a powerful echo,
known as a trickster echo. Depending on the trickster’s actions
and physicality, various sorts of trickster echoes congeal or
coagulate. For instance, a trickster’s skills and clever
nature can give rise to a meddling hands, while a
trickster’s lies, alongside its deceptive tongue and
facial features, lead to the birth of a many faces. A
thousand skins slough off when a trickster changes
guises between various forms in order to mislead
all around them or ruin another’s
reputation. Meanwhile, the
mindless malice of a trickster deity’s
laughter births a congealed laughter.

Meddling Hands
A writhing mass of arms and
hands animated by the concentrated
embodiment of a trickster god’s
capacity for cleverness, manual
dexterity, and skill, the strange beings
known as meddling hands are exceptional
infiltrators and dangerous opponents.
While they are incredibly intelligent,
meddling hands don’t communicate
via language, and their methods and
reasoning are as inscrutable as the god
from which they attained life. So far as
any can tell, they perform actions at
the whims of their deific progenitor
as an extension of some unknowable
scheme.
Meddling Hands appear to be massive,
semi-upright writhing masses of arms and
hands, interlocking to create “limbs” and
something resembling a face.
150
Trickster Echoes
MEDDLING HANDS CREATURE 13
RARE CN LARGE ABERRATION PLATINUM AWARD
RPG SUPERSTAR 2021
Perception +20
BY NATHAN BERG
Skills Acrobatics +24, Athletics +27, Crafting +24, Medicine +24, Stealth +24, Thievery +27
Str +8, Dex +9, Con +5, Int +8, Wis +2, Cha +0
AC 33; Fort +23, Ref +26, Will +20 TRICKSTER’S TRAIL
HP 300; Weaknesses cold 10; Resistances bludgeoning 10 Adventurers who find themselves at odds
Delicate Fingers While the hands of thieves and spies grant the meddling hands exceptional with a trickster, chasing after the deity’s
agility and fine manipulation, it leaves the creature uniquely vulnerable to extreme temperatures. trail of plots and schemes, often find
Whenever the meddling hands takes cold damage, in addition to any other effects of the attack, their path obstructed by a variety of foes
it becomes clumsy 1 for 1 round. thrown in their way by the trickster deity
Speed 25 feet themselves. Chief among these opponents
Melee 1 fist +27, Damage 3d10+16 bludgeoning are the trickster echoes, whether they
Ranged 1 finger dart +27 (agile, range 30 feet), Damage 3d6+12 piercing arise naturally and inadvertently through
Deep Pockets 1 (conjuration, divine, extraplanar) The meddling hands Interacts to place one the trickster’s actions or the trickster
held object into an interdimensional pocket deep inside its teeming mass. This space functions intentionally creates them in order to
as a type I bag of holding. It can remove an object by using this ability again. The Deep Pocket oppose those who threaten to catch them
disgorges its contents into an adjacent square when the meddling hands dies. in the act.
Disable Organ 1 (interact, manipulate) The meddling hands strikes a nerve cluster, liver, or other
vital organ on a living creature within reach, choosing to inflict either the clumsy, enfeebled, This could lead to an entire adventure
or stupefied condition. The meddling hands attempts a Thievery check against the target’s or campaign: First, the adventurers
Fortitude DC. challenge the meddling hands setting up
Critical Success The target suffers the meddling hands’s choice of clumsy, enfeebled, or the trickster’s schemes. Then come across
stupefied 2 for 1 minute. A successful DC 32 Medicine check to Administer First Aid removes a congealed laughter while the trickster
the condition. chortles with glee as their plans near
Success As critical success, but the condition only lasts for 1 round. completion. As the adventurers begin to
Failure The target is unaffected. unravel the trickster’s lies, they come face
Critical Failure The target is unaffected, and the meddling hands is flat-footed until the to face (or perhaps face to faces?) with a
beginning of its next turn. many faces. Before they have grown strong
Make Light Work 2 The meddling hands performs any three of the following five actions once enough to challenge the trickster directly,
each: Battle Medicine, Pick a Lock, Steal, Trip, or Tumble Through. The actions combined the trickster sends a thousand skins to
take only the two actions spent to Make Light Work, even if they would normally take longer finish them off. Finally, the adventurers
to complete. When using the Steal action, a meddling hands can attempt to Steal even during confront the trickster to solve this cosmic
combat or while the target is on guard. jest once and for all.
Many Hands 2 The meddling hands makes fist attacks against all creatures within its reach.
These attacks count toward its multiple attack penalty, but it doesn’t suffer the penalty until after
the attacks have been made.
Uncanny Theft 1 Requirements The meddling hands’ last action this turn was a successful fist
attack against an opponent; Effect The meddling hands attempts a Thievery check to Steal an
object from the creature it hit with its fist. The meddling hands can attempt this Thievery check
even though it’s in combat and the target is on guard. If its fist attack was a critical success, it can
choose to Steal an item held by the target, such as a weapon or shield, albeit with a –5 penalty
to the check.

Congealed Laughter
Most trickster gods have many faces, and usually at least one of those faces is
malicious. A trickster god’s malice embodies schadenfreude at the suffering of
others and laughs at displays of depravity and cruelty. This cruel laughter echoes
across the darkness between the stars and in the minds of those who follow their
more wicked urges. Sometimes, this laughter reaches strange magical anomalies
in the void, and the two conjoin and congeal into a thick, mindless substance
that seeks out souls to devour so that it may grow and spread its heinous mockery
across the universe.
Congealed laughter is an ectoplasmic mass that resembles a dark storm cloud
roiling with countless vile mouths that cackle discordantly, pulsing with bright
veins of some strange extraplanar energy, floating through the planes in search
of souls to devour.
151
Trickster Echoes
CONGEALED LAUGHTER CREATURE 15
PLATINUM AWARD RARE CE GARGANTUAN MINDLESS OOZE
RPG SUPERSTAR 2021
Perception +25; emotionsense 100 feet, no vision
BY NATHAN BERG
Skills Athletics +33
Str +9, Dex –4, Con +8, Int –5, Wis +6, Cha +4
MINDLESS LAUGHTER Emotionsense (divination, divine, emotion, mental) A congealed laughter can sense nearby
Congealed laughter doesn’t have a mind creatures with emotions as a precise sense. This doesn’t allow the congealed laughter to
of its own. It merely embodies the eldritch sense creatures with literally no emotions, such as mindless creatures, but also certain sapient
and otherworldly sense of humor of a creatures without emotions. Typically, creatures without emotions list an immunity to emotion
trickster deity. Some might find it strange or mental effects.
that a creature composed of a complex AC 24; Fort +32, Ref +20, Will +26
mental and emotional phenomenon HP 420; Immunities critical hits, mental, precision, unconscious, visual; Weaknesses slashing 10;
such as laughter can fulfill its purpose Resistances bludgeoning 10
without a mind, but congealed laughter Distracting Aura (auditory, aura, emotion, enchantment, mental) 40 feet. The congealed laughter
proves with deadly certainty just how emits a constant discordant chorus of laughter in an aura around its amorphous form. Living
possible such a thing could be. creatures who begin their turn inside the congealed laughter’s distracting aura must succeed
at a DC 33 Will saving throw. On a failure, the creature is afflicted with fits of giggles. Until the
end of their turn, the creature must succeed at a DC 5 flat check to perform any activity with the
manipulate trait, as well as any spell with a verbal component. Failing the flat check means the
action or activity is wasted.
Split Whenever a congealed laughter that has 10 or more HP is hit by an attack that would deal the
congealed laughter piercing or slashing damage, after applying the damage to the congealed
laughter, the congealed laughter splits into two identical oozes, each with half the original’s
remaining Hit Points. One congealed laughter is in the same space as the
original, and the other is in an adjacent, unoccupied space. If no adjacent
space is unoccupied, the new congealed laughter automatically pushes
creatures and objects out of the way to fill a space (the GM decides
if an object or creature is too big or heavy for the new
congealed laughter to push).
Speed fly 30 feet
Melee 1 jaws +32 (reach 30 feet), Damage
3d12+17 piercing plus giggle fits
Devour Laughter 3 (emotion, mental)
Requirements The congealed laughter has a living
creature Engulfed, and the Engulfed creature failed
or critically failed its most recent saving throw
against giggle fits; Effect The congealed laughter
feeds on the Engulfed creature’s laughter. The
Engulfed creature suffers 16d6 mental damage
and must attempt a Will saving throw. If the
congealed laughter brings the creature to 0 Hit
Points, the creature dies and feeds the congealed
laughter, healing it for half the damage taken (to a
maximum of the creature’s remaining Hit Points). If the
congealed laughter has split, this healing is equal to only
one quarter of the damage taken, instead of one half.
Critical Success The target is unaffected.
Success The target takes half damage, and it’s stupefied 1 for
1 round.
Failure The target takes full damage, and it’s stupefied 2 for 1 round.
Critical Failure The target takes double damage, and it’s stupefied 4 for 1 minute
and confused for 1 minute.
Engulf 2 DC 35, 5d6 acid, Escape DC 35, Rupture 25. A creature that begins their turn Engulfed
by the congealed laughter is affected by its giggle fits ability.
Giggle Fits (emotion, enchantment, mental) A creature Engulfed by the congealed laughter or
struck by its jaws Strike is afflicted with a horrible, uncontrollable urge to laugh along with it. The
creature suffers the effects of a hideous laughter spell with a DC of 34 until the beginning of the
congealed laughter’s next turn.
152
Trickster Echoes
Many Faces PLATINUM AWARD
RPG SUPERSTAR 2021
A trickster deity’s duplicitous nature is well known; in fact, such a demeanor
BY NATHAN BERG
is absolutely integral to the god’s nature. That duplicity, distilled from the
trickster god’s essence, sometimes coalesces on the Material Plane into a
strange shapeshifter called many faces. MANY FACES, MANY LIES
Like the god from which they were created, these aberrant creatures are Trickster deities, such as the goddess Sewa
capricious and clever. While not outright malicious, they delight in disrupting on the world of Alacar, are known for taking
the everyday lives of mortal folk without much thought to the consequences various forms in order to deceive others and
for those they hurt. They live to deceive, not for material gain or cruelty, but achieve their goals. By obfuscating their
simply for the act itself. true identity, tricksters are able to convince
even savvy victims who would otherwise be
MANY FACES CREATURE 18 too skeptical to listen to anything a trickster
RARE CN MEDIUM ABERRATION said if they knew it came from the tongue of
Perception +30 a trickster.
Languages tongues
Skills Acrobatics +35, Deception +38, Stealth +35
Str +5, Dex +9, Con +3, Int +6, Wis +4, Cha +10
AC 42; Fort +27, Ref +33, Will +30
HP 380; Weaknesses mental 15 (while telepathic aura is active); Resistances bludgeoning 15
Telepathic Aura (aura, divine, enchantment, mental) 20 feet. The many faces constantly plucks
subconscious thoughts from those around it within the range of its telepathic aura, allowing it
to use its Familiar Face ability, but also leaving its mind more open to psychic assault. When
the many faces takes mental damage while its telepathic aura is active, the many faces must
succeed at a DC 40 Will save or be stunned 1 (or stunned 2 on a critical failure). If a spell or
effect causes the many faces’s telepathic aura to be suppressed, the many faces
also no longer possesses the weakness to mental damage for the duration of
the spell or effect. The Many Faces can suppress this aura for a round as a
single action, which has the concentrate and manipulate traits, but the aura
returns automatically at the start of its next turn.
Speed 25 feet
Melee 1 rending claw +35 (finesse), Damage 3d12+13 slashing
Melee 1 shifted glob +35 (range increment 60 feet), Damage 3d8+13 piercing
Divine Innate Spells DC 37; Constant (5th) tongues
Change Shape 1 (concentrate, divine, polymorph, transmutation) A many faces can
transform into any Large or smaller humanoid form, even a specific creature. This doesn’t
change its abilities or statistics, but it might change the type of its Strike damage to match
the new form.
Familiar Face 1 (concentrate, divine, emotion, fear, mental, transmutation, visual) The many
faces plucks a face from the subconscious mind of one target within its telepathic aura and alters
its form to match this face. The target must attempt a DC 40 Will saving throw. The many faces
can dismiss this face by using this ability again to choose a new target, or revert to its true form
as a single action, which has the concentrate trait. If the many faces changes to a new face while
a target who failed their save is still suffering from the frightened condition from Familiar Face,
the frightened condition ends early.
Critical Success The many faces accidentally chooses a face the target hates. The target
gains a +1 status bonus to attack rolls against the many faces until it dismisses or changes
faces.
Success The target is unaffected.
Failure The target is frightened 2.
Critical Failure The target is frightened 3 and flat-footed to the Many Faces as long as
they are frightened.
Sneak Attack The many faces’s Strikes deal an additional 2d6 precision damage to flat-
footed creatures.
Trickster’s Feint 1 (concentrate, mental, visual) Frequency once per round; Effect The
Many Faces is highly adept at deception, and uses it to great effect in combat. The Many
Faces rolls a single Deception check to Feint, and compares it to the Perception DC of
all enemies within 20 feet.
153
Trickster Echoes
PLATINUM AWARD
RPG SUPERSTAR 2021
Thousand Skins
The ultimate embodiment of the trickster god’s vicious cunning, a thousand
BY NATHAN BERG
skins is a master of violence that lives to shed the blood of those who have
wronged its deific master. A thousand skins knows no honor or rules when
THOUSAND SKINS ORIGINS it hunts; it only cares about enacting pain and death, particularly if the death
Thousand skins are born in the forgotten humiliates its enemy.
corners of the chaos-infused wilds of Thousand skins are perhaps best known for their hideous hide outfit, sewn
the fey realm, where trickster gods often from the flesh of slain opponents, including animals, humanoids, fiends, angels,
dwell. Some trickster gods even make a and many others. Each victim grants it more martial prowess as it absorbs the
pilgrimage to these locations to purposely slain opponent’s combat abilities via this grisly method. This makes a thousand
forge one of these terrifying warriors. skins a terrifying opponent to behold, let alone to fight.
A thousand skins appears as a large humanoid with raw-looking skin stretched
too tight over misshapen muscles, which are barely visible through several layers
of gore-soaked pelts from a variety of sapient creatures. Its yellow, pupilless eyes
glow with malice.

THOUSAND SKINS CREATURE 20


RARE CE LARGE FEY
Perception +30
Skills Acrobatics +38, Athletics +38, Intimidation +38, Stealth +38
Str +10, Dex +11, Con +10, Int +3, Wis +2, Cha +8
AC 45; Fort +34, Ref +36, Will +30
HP 375; Weaknesses cold iron 15
Grisly Trophies (aura, divine, enchantment, emotion, fear, visual, 20 feet) The very sight of the
thousand skins’ horrific trophies is enough to make most enemies flee in a fit of abject horror.
Living creatures who start their turn within 20 feet of the thousand skins must attempt a DC 39
Will save.
Critical Success The creature is unaffected, and immune to the thousand skins’s Grisly
Trophies for 1 minute.
Success The creature is frightened 1.
Failure The creature is frightened 2.
Critical Failure The creature is frightened 3 and fleeing for 1 round.
Shifting Defense 5 (abjuration, divine) Trigger The thousand skins takes damage; Effect The
thousand skins’ pelts shift their physicality to defend against any further damage. For the next
minute, the thousand skins has resistance 15 against the triggering damage type (or one of the
triggering types of the thousand skins’s choice if the triggering damage had two or more damage
types). If it uses this ability again, it loses its previous resistance from Shifting Defense and
replaces it with the new resistance. This resistance never applies to damage from cold iron
weapons, even if it currently has resistance to the weapon’s associated damage type.
Speed 30 feet
Melee 1 skinwhip +38 (finesse, reach 40 feet), Damage 4d12+19
slashing
Mutable Combatant 4 Trigger the thousand skins
begins its turn; Effect The thousand skins chooses one of the following benefits to gain
until the start of its next turn:
• The thousand skins gains a +2 circumstance bonus to its AC.
• The thousand skins deals 2d6 additional damage with its skinwhip and Skinwhip Eruption.
• The thousand skins gains a +2 circumstance bonus to its Athletics checks.
• The thousand skins gains 20 temporary Hit Points that last until its next turn.
Skinwhip Eruption 2 The pelts draped across the thousand skins erupt in all directions, whipping
and slicing all creatures in a 20-foot emanation with the thousand skins’s rampaging aggression.
Those in the area suffer 12d10 slashing damage and 6d6 persistent bleed damage, and must
attempt a DC 42 Reflex save. The Thousand Skins cannot use this ability again for 1d4 rounds.
Critical Success The creature is unaffected.
Success The target takes half damage and no persistent bleed damage.
Failure The target takes full damage.
Critical Failure The target takes double damage.
154
Twistwere Wolf
When one thinks of werecreatures, the mind’s eye typically goes to those
humanoids doomed to transform into animals and their vicious animal- COPPER AWARD
RPG SUPERSTAR 2021
humanoid hybrid shapes beneath the full moon, cursed to rampage through
BY MICHAEL BRAMNIK
their own communities. Recently, though, this primal curse made a subtle but
startling zoonotic jump from humanoids to animals, resulting in shapechanging
beasts called twistweres. OTHER TWISTWERES
A twistwere’s animal form can be of any size and only affects animals. The The statistics below represent a twistwere
first known creatures of this kind were house cats, songbirds, and small rodents, wolf, but other twistweres exist. You can
but later it was said that dogs, livestock, and wild animals had been seen as well. build these other twistweres by adjusting
While in their animal form, twistweres behave as perfectly normal animals of these statistics to gain abilities relevant to
their type, that is, until the light of the full moon shines upon them. the other animal, removing Knockdown, and
Twistweres can pass on their curse to their offspring, or they can transmit potentially adjusting its level.
the curse through their bite. As with other true werecreatures, those born with
the curse have full control over their shapechanging abilities except during a
full moon, when the transformation is irresistible, though they typically only
transform by choice when their lives are in danger.
In hybrid form, a twistwere appears as a stretched-out and distorted version
of their animal form, with muscular bulges and elongated appendages that drive
fear into the hearts of any who are unfortunate enough to fall prey to their
uncontrollable rage.

TWISTWERE WOLF CREATURE 5


UNCOMMON N LARGE ANIMAL WERECREATURE
Perception +13; low-light vision, scent (imprecise) 30 feet
Skills Acrobatics +12, Athletics +13, Deception +8, Intimidation +12,
Stealth +10, Survival +10
Str +5, Dex +3, Con +4, Int –4, Wis +2, Cha +1
AC 22; Fort +15, Ref +12, Will +9
HP 90; Weaknesses silver 5
Twisted Vitality 5 Requirements The twistwere wolf is in
animal form; Trigger The twistwere wolf takes more
than 10 points of damage; Effect The twistwere wolf
immediately shifts into its hybrid form and must succeed
at a DC 20 Will save or else enter an out of control frenzy
with the effects of moonlight frenzy for 1 minute or until
being rendered unconscious.
Speed 30 feet
Melee 1 jaws +15, Damage 2d8+6 piercing plus curse of
the twistwere
Melee 1 claw +15 (agile), Damage 2d6+6 slashing
Change Shape 1 (concentrate, polymorph, primal,
transmutation) The twistwere wolf changes into their hybrid or animal shape. Each
shape has a specific, persistent appearance. Its natural form looks like a normal
wolf, whereas its hybrid form looks like a twisted version of a wolf.
Curse of the Twistwere (curse, necromancy, primal) This curse affects only
animals; Saving Throw DC 18 Fortitude. On each full moon, the cursed creature
must succeed at another Fortitude save or turn into the same kind of werecreature
until dawn. The creature is under the GM’s control and goes on a rampage for half
the night before falling unconscious until dawn.
Moonlight Frenzy (polymorph, primal, transmutation) When the light of a full
moon shines upon them, the twistwere wolf must enter hybrid form, can’t
Change Shape thereafter, becomes one size larger, increases their
reach by 5 feet, and increases the damage of their jaws Strike
by 2. When the moon sets or the sun rises, the werecreature
returns to animal form and is fatigued for 2d4 hours.
Primal Shock 1 Requirements The twistwere wolf used Change Shape or Twisted Vitality this
round; Effect The twistwere wolf makes a Strike. If it hits, it attempts to Demoralize the creature
it struck, ignoring the penalty for not sharing a language.
155
Unscaled Tyrant
Sometimes a kobold hatchling stands out due to extreme latent magical ability.
SILVER AWARD When spellcasters in the young kobold’s community recognize this, they tend
RPG SUPERSTAR 2021
to mark the hatchling for greatness and future leadership. However, on rare
BY MICHAEL BRAMNIK
occasions, this destined leader is murdered prematurely, whether by their own
jealous clutch-mates, monstrous rivals, or even the community’s own paranoid
KEEP YOUR ENEMIES CLOSE leader. If the would-be ruler’s body is not destroyed utterly, their eternal desire
Unscaled tyrants often keep the ones who to lead could cause the soul of the young kobold to rise as an unscaled tyrant,
murdered them as their lieutenants. They continuing their pursuit of greatness stolen from them by an early death.
revel in making their former foes obey their After killing a few stray kobolds and demonstrating the ability to command
whims and reanimating them after defeats the undead, most unscaled tyrants are able to take control of their community.
to suffer further humiliation. Sometimes Communities of kobolds ruled by an unscaled tyrant often become brutal but
tyrants gain so much amusement watching murderously efficient, and their brutality and efficiency both increase as the
enemies kill these lieutenants that number of living kobolds plunges.
they become distracted and lower their Unscaled tyrants usually lead from the rear, letting both their living and dead
guard to attacks against themselves. kobold brethren do their dirty work. Often, opponents fighting these kobolds
or undead might not even realize a tiny undead kobold is controlling their
opposition. These unfortunate souls might have a difficult time living
long enough to realize their mistake.
While unscaled tyrants are fairly rare, even among kobolds, whispers
of similar undead for other ancestries are rumored.

UNSCALED TYRANT CREATURE 4


RARE LE TINY UNDEAD
Perception +8; darkvision
Languages Draconic, Necril
Skills Acrobatics +11, Diplomacy +11, Intimidation +13, Religion +9,
Stealth +11
Str –2, Dex +5, Con +3, Int +3, Wis +2, Cha +5
AC 20; Fort +11, Ref +14, Will +8
HP 44, negative healing; Weaknesses positive 5; Resistances slashing 5, piercing 5
Command Presence (arcane, aura,
necromancy, Arcane) 60 feet. Mindless
undead of level 2 or lower within the aura
that are not otherwise controlled follow an
unscaled tyrant’s commands reflexively, treating
the scion and its kobold minions as allies.
Eternal Service 5 (arcane, necromancy) Trigger
A kobold ally is slain within 30 feet of the unscaled tyrant; Effect
The fallen scion immediately sends a bolt of negative energy towards
the fallen ally. The ally sloughs off its skin and rises as a Small-sized
skeleton guard (Pathfinder Bestiary), acting at its same spot in the initiative order. The
new skeleton guard begins its turn prone and holding any weapons the kobold held
when it fell, rather than the usual scimitar.
Speed 30 feet
Melee 1 hand +11 (finesse), Damage 2d4+4 negative
Ranged 1 unnerving ray +11, Damage 2d8+5 negative
Arcane Spontaneous Spells DC 21, attack +12; 2nd animate dead, mirror
image (2 slots); 1st fear, magic missile, ray of enfeeblement (3 slots);
Cantrips (2nd) detect magic, shield
Petulant Demand 1 (arcane, auditory, necromancy) Frequency Once per
round; Effect The unscaled tyrant commands one mindless undead ally of
level 2 or lower to Step and Strike against a foe of the tyrant’s choice, in either
order. As normal for an attack made off the undead ally’s turn, this attack doesn’t
apply or increase the undead ally’s multiple attack penalty.
Tyrant’s Desire 1 (auditory) The unscaled tyrant belts out direction to its allies.
All allied kobolds and mindless undead within 60 feet receive a +1 status
bonus on attack rolls, damage rolls, and saving throws against fear for
1 round.
156
Vaspertil
Vaspertil are mirrors of potential, a clean slate: demons who decided to follow
a path of redemption. Whether through summons or of their own volition, SILVER AWARD
RPG SUPERSTAR 2021
vaspertil seek out those who pride themselves on their powers and talents and
BY JULIAN RÖTH
force them to question what really defines them.
While atoning for their fiendish nature has left vaspertils faceless and mutilated,
dismissing their abyssal roots has also introduced a sense of appreciation to their ‘TIL WE MEET AGAIN
existence, one that is usually only acquired by the loss of something previously Vaspertils consider their battles to be
taken for granted. tests of their foes. Those able to defeat
Despite being telepathic, vaspertils almost exclusively communicate through a vaspertil in fair combat earn its respect
body language. and a boon appropriate to vaspertil
philosophy. They may be willing to join a
VASPERTIL CREATURE 10 quest that confronts an adventurer’s fears
RARE CN MEDIUM DEMON MONITOR or provide information against abyssal
Perception +19; darkvision threats. Vaspertils won’t fight people’s
Languages Abyssal, Celestial, Draconic, Requian; can’t speak any language; telepathy 100 feet battles for them but are willing to help
Skills Acrobatics +22, Religion +19, Society +17, Stealth +22, Survival +19 them supplement and overcome their
Str +7, Dex +7, Con +3, Int +2, Wis +5, Cha +2 weaknesses.
Sign Magic If the vaspertil has at least one free hand, it can substitute somatic components for
verbal components when casting spells. Instead of speaking aloud it makes the appropriate
hand signs. This causes the somatic components to gain the manipulate trait, in addition to the
concentrate trait.
Items +1 striking bastard sword
AC 30; Fort +16, Ref +22, Will +19
HP 180; Weaknesses cold iron 10
Speed 40 feet, freedom of movement
Melee 1 bastard sword +23 (two-hand 1d12), Damage 2d8+10
slashing plus drain life
Divine Innate Spells DC 26, attack +18; 5th dimension door; 4th darkness;
3rd nondetection; Constant (4th) freedom of movement
Drain Life (divine, necromancy) When the vaspertil damages a creature, the
creature must succeed at a DC 26 Fortitude save or become drained 1; on a
failure, the vaspertil gains 10 temporary Hit Points. Further failures increases
the drained condition value by 1 on a failed save, to a maximum of drained 4.
Proliferate 5 (morph, transmutation) Trigger The vaspertil takes slashing
damage and has fewer than four arms; Effect The vaspertil grows a new arm
from the wound. If Proliferate is triggered by vigorous acquisition, the new arms
might resemble one of the targeted creature’s limbs. If the vaspertil ever
reaches full Hit Points, all its wounds close and the proliferated arms
fall dead to the ground, which additionally ends any ongoing benefits of
vigorous acquisition.
Vigorous Acquisition 2 (divination, necromancy, transmutation)
Requirements The vaspertil has temporary hit points from drain life and is able to
use Proliferate; Effect With a swift motion the vaspertil cuts into its own flesh,
dealing 1d6 slashing damage. If the vaspertil successfully Proliferates from this
slashing damage, the creature most recently drained by drain life must attempt
a DC 26 Fortitude saving throw.
Critical Success The target is unaffected and temporarily immune for 1 minute.
Success Until the end of the its next turn, the vaspertil gains the benefit of one of
the targeted creature’s feats, chosen by the GM, and the target loses the benefits
of the acquired feat. The GM should typically choose a feat the vaspertil would be
capable of using, a feat on which the target overrelies, or preferably both.
Failure As success, but the vaspertil steals the benefits of two feats, and the
effect lasts as long as the vaspertil has temporary Hit Points or until the
end of the vaspertil’s next turn, whichever is longer. At the end of each of
the vaspertil’s turns, starting from its next turn, the targeted creature can attempt a new saving
throw against vigorous acquisition.
Critical Failure As success, but the vaspertil steals the benefit of three feats and the effects
persists for 1 minute. At the end of each of the vaspertil’s turns, starting from its next turn.
157
Vengewhisper
Vengewhispers are departed spirits that haunt a spellcaster after a corpse
SILVER AWARD critically succeeds against talking corpse or a similar effect. They might have
RPG SUPERSTAR 2021
died keeping a terrible secret, they might resent having their remains disturbed,
BY W. BRIAN LANE
or they might hold a specific vendetta against the spellcaster. Vengewhispers
are also known to spawn after a cursed scroll of talking corpse is activated. A
GUESSING GAMES vengewhisper can defend itself when discovered, but most vengewhispers prefer
Vengewhispers tell the truth when to remain invisible to their victims and antagonize them throughout their
they assail a victim’s curiosity and can search for knowledge. Nevertheless, occasionally a vengewhisper that’s cornered,
accidentally hint at the answers the desperate, or particularly enraged chooses to engage in battle instead of subtler
victim tried to get out of its corpse. torments, and they can be particularly troublesome foes.
Whether by embarrassment or magical
compulsion, guessing those answers VENGEWHISPER CREATURE 11
often dismisses the vengewhisper. RARE CE MEDIUM INCORPOREAL SPIRIT UNDEAD
Perception +24; darkvision
Languages Common, one language spoken by the triggering victim
Skills Intimidation +26, Life Lore +23 (topics related to the creature’s life), Stealth +23
Str –4, Dex +5, Con +0, Int +3, Wis +5, Cha +7
Claim Victim 5 Trigger The vengewhisper’s corpse critically
succeeds against talking corpse or a similar effect to access
its memories. Effect The vengewhisper manifests adjacent to
the spellcaster, appearing from any distance, under the effects
of invisibility. The vengewhisper designates the spellcaster
as its victim. The spellcaster remains designated as the
vengewhisper’s victim until the vengewhisper is destroyed
or the vengewhisper uses Claim Victim again.
Haunt Victim Each day, the vengewhisper can
choose one victim to haunt, in addition to any victim
it maintains with its Claim Victim reaction. It must
be observing a creature to choose that creature as
its victim for the day. As long as the vengewhisper
is within 60 feet of its victim and has line of effect,
it takes the haunted victim twice as long to carry out
exploration activities and they’re slowed 1 for their first
turn after rolling initiative. If the haunted victim travels via
a teleportation effect, the vengewhisper can choose to travel
with them.
AC 28; Fort +18, Ref +21, Will +24
HP 125, negative healing; Immunities death effects, disease, fear, paralyzed,
poison, precision, unconscious; Resistances all damage 10 (except force,
ghost touch, or positive; double resistance vs. non-magical)
Assail Curiosity 5 (auditory, emotion, mental) Trigger The
vengewhisper’s victim attempts to Recall Knowledge. Effect The
vengewhisper surrounds its victim in whispers that speak terrifying
truths. After resolving the effects of Recall Knowledge, the victim
becomes frightened 1, or frightened 2 if the victim received two or more pieces
of information (true or otherwise) from Recalling Knowledge. The victim can’t
Recall Knowledge again while frightened in this way.
Speed fly 25 feet
Melee 1 whisper hand +22 (finesse, magical), Damage 2d10+12
force plus 2d6 sonic
Occult Innate Spells DC 30, attack +22; 6th phantom pain (×3);
4th confusion, invisibility (at will, self only, unlimited duration), nightmare;
Cantrips (6th) ghost sound, mage hand, telekinetic projectile
Vengeance Surge 2 Requirements The vengewhisper is affected by invisibility.
Effect The vengewhisper Dismisses invisibility, Flies up to twice its fly Speed, and
makes a melee Strike against a victim. The victim is flat-footed against this Strike.
Victim Strike 5 (emotion, fear, mental) Trigger The vengewhisper hits its victim with a
whisper hand Strike. Effect The victim becomes frightened 1 (frightened 2 on a critical hit).
158
Vile Ascender
Vile ascenders are shadowy tricksters who offer tainted gifts that bring
others under the vile ascender’s will. They are quick to practice their wiles COPPER AWARD
RPG SUPERSTAR 2021
on innocent travelers who venture past their dwellings, pretending to be
BY W. BRIAN LANE
solitary sages capable of bestowing powerful boons upon those who visit
their homes. The more mischievous and enthusiastic vile ascenders actively
seek out victims to bestow with their gifts, disguising themselves as gnomes GREED IS GOOD
to more easily approach a wider range of potential victims. Ironically, the most greedy travelers don’t
Once a vile ascender afflicts a creature with its curse of ascendance, it succumb to vile ascenders. The curse of
typically flees, waiting for the target to succumb to its will. The eldest of ascendance applies to those who accept
these vile ascenders retains an entire army of such victims, sending them out their gifts, not to those who rob them of all
into the world to accomplish their bidding. Although they are treacherous, their possessions.
some vile ascenders hire themselves out to powerful beings looking to
conscript an army.

VILE ASCENDER CREATURE 10


RARE CE MEDIUM FEY
Perception +19; low-light vision
Languages Common, Gnomish, Sylvan; thrallspeech
Skills Acrobatics +19, Crafting +22 (+25 to Craft an ascending gift), Deception +22 (+25
to Impersonate a gnome version of themself), Nature +19, Society +19, Stealth +22,
Survival +19, Thievery +19
Str +5, Dex +7, Con +5, Int +4, Wis +7, Cha +5
Thrallspeech Whenever the vile ascender gains a thrall, it learns one language that the thrall
speaks, typically the thrall’s most commonly used language.
Items potion of expeditious retreat, +1 striking shortbow
AC 29; Fort +17, Ref +19, Will +21
HP 230; Weaknesses cold iron 10
Speed 30 feet
Melee 1 claw +21 (agile, finesse, magical), Damage 2d12+11 slashing and
ascending critical
Melee 1 shortbow +23 (deadly d10, magical, range 60 feet), Damage
2d6+8 piercing
Primal Innate Spells DC 29, attack +21; 5th locate (×2; thrall only);
4th darkness (×2), dimension door (×2); 3rd haste; 2nd entangle (at
will); Cantrips (5th) acid splash, tanglefoot
Rituals DC 29; geas (5th)
Ascending Critical A creature critically hit by the vile ascender’s claw is exposed to
curse of ascendance.
Ascending Gift 2 (manipulate) The vile ascender draws and presents a wondrous
gift to another creature. If the creature accepts the gift the vile ascender offers, they are
exposed to curse of ascendance.
Curse of Ascendance (curse, mental, primal, transmutation) A creature who fails to identify
the vile ascender’s curse of ascendance believes that the curse of ascendance is a divine
blessing, magical boon, or other beneficial effect. The curse ends if the vile ascender is slain,
removing both the beneficial and detrimental effects. Saving Throw DC 29 Will; Stage 1
Whenever the target rolls initiative, they become quickened until the end of their first turn.
They can use the extra action only to Strike or Stride (1 day); Stage 2 As Stage 1, and the
target gains the ability to cast an innate spell chosen by the GM once per day, typically of
a level up to half the victim’s level – 1. The spell is intended to tempt the victim and suit the
victim’s interests (1 day); Stage 3 As Stage 2, and the victim can use the spell once per hour
instead of once per day (1 day); Stage 4 As Stage 3, and the target becomes an NPC thrall
controlled by the vile ascender (permanent).
Sneak Attack The vile ascender deals 2d6 precision damage against flat-footed creatures.
When a creature takes precision damage from a vile ascender, they are exposed to curse of
ascendance.
Wanderer’s Bane Vile ascenders know exactly how to take advantage of others when their
targets are distracted by the environment. Creatures in difficult terrain are flat-footed to the
vile ascender.
159
Wackadodo
Wackadodos are two-headed birds that fight via discombobulating movements
COPPER AWARD and a strange disease they spread that gives their victims a growing urge to
RPG SUPERSTAR 2021
dance. They stand between 5 and 6 feet tall with elongated necks, stubby
BY TONY SAUNDERS
wings, and long legs that end in large talons. Uncharacteristically for avians,
the bird has sharp teeth in its beaks. The species brandishes a large fan of
TRENDY DANCER feathers for a tail, consisting of many colors, which they use to engage in
Dancing for wackadodos can distract them abnormal dances. These dances are a means of communication between
from blind aggression. Experts recommend wackadodos, but they also double as a way to attract prey. Sometimes, during
keeping up with new trends as wackadodos a rare astrological event, many wackadodos engage in dancing together, but
enjoy studying and imitating dances they the meaning of this odd ritual is unknown.
haven’t seen before. When witnessing
familiar dances, they often interpret them WACKADODO CREATURE 6
as a message that usually causes them UNCOMMON NE MEDIUM ANIMAL
to either become friendly with the dancer Perception +14; low-light vision
or fly into a rage and attack the dancer. Skills Athletics +13 (+17 to High Jump or Long Jump), Deception +13, Intimidation +13,
On the other hand, when witnessing a Performance +15 (+17 to dance), Stealth +13
new dance, the dancer must be careful Str +4, Dex +5, Con +2, Int –4, Wis +2, Cha +5
as well, as ending a new dance before Duo Bird Brains Each of a wackadodo’s heads rolls their own initiative and has their own turn.
the wackadodo has absorbed its nuances Neither of the wackadodo’s heads can Delay. At the start of one of the wackadodo’s heads’ turns,
may cause the bird to bite the dancer that head gets 2 actions and 1 reaction. Either of the heads, or both, can move the wackadodo’s
to encourage the dance to continue. legs on any given turn. Any ability that would sever a wackadodo’s head (such as the vorpal
weapon property) doesn’t cause the wackadodo to die as long as the wackadodo still has their
other head intact, but it does cause the wackadodo to lose the turns, actions, and reactions
that would ordinarily come from the severed head. Mental effects that can only target a single
creature affect only one of the wackadodo’s heads, but
not both.
AC 22; Fort +11, Ref +17, Will +14; +2 vs.
mental
HP 140; Weaknesses fire 5
Speed 25 feet
Melee 1 talon +14, Damage
2d12+8 slashing
Melee 1 beak +14 (agile,
reach 10 feet), Damage 2d8+8
piercing plus gyrating fever
Awkward Dance 2 (emotion,
incapacitation, mental, occult, visual) The
wackadodo bobs its head while shaking its tail feathers and Strides up to half
its speed. Each creature within 30 feet of the wackadodo at the end of their
movement must attempt a DC 22 Will save.
Critical Success The creature is unaffected and is temporarily immune to Awkward
Dance for 24 hours.
Success The creature is stupefied 1 for 1 round and is temporarily immune to
Awkward Dance for 24 hours.
Failure The creature is fascinated by the wackadodo, and it’s stupefied 2 as long
as it’s fascinated. Hostile actions against the fascinated creature’s allies don’t end
this fascination, though hostile actions against the fascinated creature itself ends the
fascination for that creature.
Critical Failure The creature is confused for 1d4 rounds. Once the confusion ends, the creature
suffers the failure effects.
Gyrating Fever (disease, incapacitation) Saving Throw DC 20 Fortitude; Stage 1 You can’t
become temporarily immune to the wackadodo’s Awkward Dance (1 day); Stage 2 As Stage 1,
and you must spend the first action on each of your turns to use Perform to dance (1 day); Stage
3 As Stage 1, and you must spend the first two actions on each of your turns to use Perform to
dance (1 day); Stage 4 dead
Opportune Chomp 5 Trigger On one of the wackadodo heads’ initiative, the wackadodo
ends its turn next to a fascinated enemy; Effect The other head makes a beak Strike against
the triggering enemy.
160
Wandering Plague
The result of abhorrent occult experiments, the wandering plague is a predatory
scourge that replicates itself by infecting living organisms with its festering GOLD AWARD
RPG SUPERSTAR 2021
touch. Once a living creature becomes host to the carnivorous disease borne by
BY GABRIEL M.S. SANTOS
these creatures, its vitality degrades as it is slowly digested from within by the
nascent wandering plague. Upon becoming fully grown, the entity bursts out of
its former host, killing it, and burrows deep, seeking others of its kind. IN REMISSION
This interwoven mass of bloodstained fat and sinew is capable of ravaging When a wandering plague senses others of
entire nations if left unchecked. While most scholars believe the spread of this its kind being killed nearby, it may go into
living sickness could indeed pose a grave threat, certain eldritch tomes suggest hibernation either underground or within a
even grimmer connections, alluding to ancient beings dwelling at the edge of deep cave. During this time, it shrinks to a
reality whose hunger is only rivaled by their callous, unrelenting cruelty. small size and slows down its metabolism
to the point that most spells can’t detect its
WANDERING PLAGUE CREATURE 9 presence as a living creature. It can stay in
UNCOMMON N MEDIUM MINDLESS OOZE this state nearly indefinitely, but will quickly
Perception +11; motion sense 60 feet, plaguesense 60 feet, no vision spring back to full alertness if it comes into
Skills Athletics +22 contact with a potential host, ready to begin
Str +7, Dex –4, Con +6, Int –5, Wis +0, Cha –5 its spread again.
Motion Sense A wandering plague can sense nearby creatures through vibration and air or water
movement.
Plaguehive (divination, occult) A wandering plague is preternaturally aware of others of its kind
within 1 mile. Additionally, if at least two wandering plagues are within 100 feet of each other,
they gain a +2 circumstance bonus to initiative checks and Perception checks.
Plaguesense A wandering plague senses any creature infected with carnivorous plague, and it
knows the current stage of any creature within range infected by that disease.
AC 17; Fort +21, Ref +11, Will +13
HP 300; Immunities critical hits, disease, mental, negative, precision, unconscious, visual
Virulent Nature A wandering plague targeted by remove disease takes 2d10 damage per spell
level, with a basic Fortitude save against the caster’s spell DC. On a failure, the wandering
plague is stunned 1. On a critical failure, the wandering plague is instead stunned 4.
Speed 20 feet, burrow 20 feet
Melee 1 pseudopod +20, Damage 2d8+9 bludgeoning plus 3d6 negative and carnivorous
plague
Carnivorous Plague (disease, virulent) Saving Throw Fortitude DC 28; Stage 1
sickened 1 (1 day); Stage 2 sickened 2 (1 day); Stage 3 sickened 2 and drained
1 (1 day); Stage 4 sickened 4 and drained 3 (1 day); Stage 5 as stage 4 (1 day);
Stage 6 dead, and an independent wandering plague bursts from the corpse.
Cannibalize Plague 1 (occult, transmutation) Requirements The wandering plague
is adjacent to a creature afflicted by stage 2 or higher carnivorous plague, and the
wandering plague is Large or smaller; Effect Reclaiming pieces of itself, the wandering
plague makes a pseudopod Strike against the plagued creature. If the Strike
hits, the creature’s carnivorous plague’s stage is reduced by one, and
the wandering plague becomes Large for 1 minute, increasing its
reach by 5 feet, and regaining 4d8+10 Hit Points. If the wandering
plague is already Large due to a previous use of this ability,
it instead becomes Huge for 1 minute. In that case, it
increases its reach by 10 feet instead of 5, and regains
6d8+15 Hit Points instead of 4d8+10 Hit Points.
Pestilent Assault 2 (necromancy, occult) Violently
thrashing at its target, the wandering plague hastens
the progress of its infectious reproduction by leaving
behind loose lumps of its own flesh. The wandering
plague Strides once, then makes a pseudopod Strike
against a creature within its reach. On a hit, if the
creature is already afflicted by carnivorous plague, it
must attempt a Fortitude save against the disease as if
enough time had passed for it to progress to its next stage.
Engulf 2 DC 28, 2d8+6 negative plus carnivorous plague,
Escape DC 28, Rupture 20
161
Wannabe Knight
Wannabe knights appear as regal knights clad in shining armor with a lance at
COPPER AWARD their side. However, upon closer inspection, it has glistening black ooze creeping
RPG SUPERSTAR 2021
out of its armor. More jarring yet is the knight’s “steed,” which is composed of
BY JUSTIN CANDO
nothing more than the same black ooze that makes up its body.
Wannabe knights are huge fans of tales of knights and chivalry, so they try
MY KINGDOM FOR A HORSE to stick to the code that the knights of legend supposedly follow. Acting like a
Some equipment goes further for wannabe silent knight out of a storybook, wannabe knights value a fair fight and accept the
knights than others. Knights welcome new challenge of battle to prove their skill. Far too often, a wannabe’s need for glory
armor but find their own pseudopods to be leads it to attack the actual heroes it encounters. Other times, a wannabe knight
sufficient weaponry. Their greatest desire might pledge its sword to an entity that convinces it to serve and protect an area.
is a real horse, which frees their form to
create longer weapons and extend their WANNABE KNIGHT CREATURE 13
reach. The horse becomes the knight’s UNCOMMON LN MEDIUM OOZE
best friend, receiving doting care. Losing Perception +23; motion sense 240 feet, no vision
the steed is devastating, though, and Languages Common, can’t speak
many veteran wannabe knights never seek Skills Athletics +27, Legend Lore +24, Society +22
out a replacement as the pain of losing Str +8, Dex +4, Con +6, Int +1, Wis +2, Cha +4
their original mount is simply too great to Items lesser sturdy shield
experience again. Motion Sense A wannabe knight can sense nearby creatures through vibration and air or water movement.
AC 33 (35 with shield raised); Fort +26, Ref +23, Will +20
HP 175; Immunities critical hits, precision, unconscious, visual effects
Attack of Opportunity 5
Shield Block 5
Speed 20 feet
Melee 1 lance pseudopod +27 (deadly 2d8, jousting 1d6, reach 10 feet), Damage 3d8+14 piercing
Melee 1 bastard sword pseudopod +27 (two-hand 1d12), Damage 3d8+14 slashing
Issue Challenge 3 (visual, mental) The wannabe knight points at a foe, usually the
strongest looking creature it can see, issuing a challenge to single combat. That creature
can choose whether to accept. If the creature denies the challenge, the wannabe
knight wins by default. If the creature accepts, both it and the knight gain 50
temporary Hit Points, which only protect them from damage they each
deal to the other. They can only attack each other for the duration of
the challenge and if any ally assists the challenged opponent,
the challenged opponent forfeits and loses. When
either combatant reduces the other’s temporary
Hit Points from Issue Challenge to 0, they are
the victor and gain a +2 status bonus to attack rolls, saving throws, and skill checks for 1
minute. Additionally if the wannabe knight wins, its opponent becomes frightened 2. Afterward, the
challenged creature is temporarily immune for 1 month.
Mount Up 2 The wannabe knight creates a growth that extends below it and out of its armor to form
a mount, which typically resembles a featureless black horse whose
shape is slightly off. While “mounted,” the wannabe knight’s size
increases to Large, it gains a +20-foot circumstance bonus to its
Speed, and it takes a –2 penalty to its AC.
Pseudopod Weapons 1 (manipulate) The wannabe knight
forms a pseudopod that appears to be a lance or bastard sword
held in its hand. The weaponized pseudopod remains until it
uses this action again to change its type or remove it. The wannabe
knight’s pseudopods are limited to one at a time, and while wielding
its shield, it can spare only one “hand” for the pseudopod weapons; this
means it deals d8 damage from the bastard sword pseudopod and can only
use the lance pseudopod when mounted via Mount Up with the jousting trait.
Without the shield, it can deal d12 damage with the bastard sword pseudopod
and use the lance pseudopod in both hands for its full damage.
Whirlwind Charge 3 The wannabe knight Strides up to twice its Speed
in a straight line and can make a Strike against each foe within its reach
throughout the movement. These attacks increase its multiple attack
penalty, but only after the Whirlwind Charge is complete.
162
War Tortoise
The problem of mobilizing siege equipment has long plagued armies.
Carts are unwieldy and difficult to move over rough terrain, and horses COPPER AWARD
RPG SUPERSTAR 2021
are easily spooked. With careful breeding, desert-dwelling dwarves created
BY MICHAEL VIETHS
an innovative new solution to those problems: an enormous, trained siege
turtle known as a war tortoise.
With a tough armored shell, a steady pace, stable footing, and a ARMS RACE
propensity for ramming things with their heads, war tortoises are perfect Dwarves experimented with several
siege transports. Their shells are augmented with large decks, which can be animals before settling on the tortoise.
outfitted with an array of siege weapons. One contender was the giant desert
Dwarven siege crews train for at least a decade in order to work in perfect hare, whose swiftness brought it into
tandem with each other and with their war tortoise. This coordination contention. That project failed because
allows them to work together as a single team, similarly to a troop. they had a tendency to drop dead from
fright when cannons were fired. Giant
WAR TORTOISE CREATURE 8 scorpions were effective, but siege
RARE N HUGE ANIMAL crews were uneasy about having a
Perception +13 massive stinger hanging over their heads.
Skills Athletics +21 Rocs were too difficult to tame, and
Str +6, Dex +3, Con +6, Int –4, Wis +3, Cha +3 elephants were too easy for enemies to
AC 27 (30 using Shell Defense); Fort +20, Ref +13, Will +13 hit with return fire. Rumors persist about
HP 135 gargantuan golems that hold crews within
Speed 20 feet their bodies, but military experts insist
Melee 1 jaws +20 (reach 15 feet), Damage 2d10+11 piercing plus Grab they are only fanciful tales.
Melee 1 foot +20 (agile, reach 10 feet), Damage 2d6+11 bludgeoning
Fire Cannons 3 (manipulate) The dwarven siege crew on the upper deck of the war tortoise’s
shell ready, aim, and fire the war tortoise’s cannons, dealing 6d10 bludgeoning
damage to all creatures in a
10-foot radius burst, which
is centered within 200 feet of
the war tortoise, with a DC 26
basic Reflex save. After Firing
its Cannons, the war tortoise
can’t Fire its Cannons again for
2 rounds, as it takes the dwarven
siege crew 2 rounds of work to
reload the cannons. If the war
tortoise can’t act for its entire turn
while the dwarven siege crew are
reloading the cannons, the team
are unable to reload the cannons
on that turn, and so it takes 1
additional round before the war
tortoise can Fire its Cannons
again.
Shell Defense 1 The war
tortoise retracts its limbs
and head safely into its shell,
bringing its siege crew inside
the shell along with it in order to protect
them as well. The war tortoise then ends its turn.
Retracting into its shell increases the war tortoise’s
AC to 30, but the war tortoise can’t act while inside its shell except to
reemerge, which it can do by spending a single action.
Siege Crew A dwarven siege crew on a retractable deck atop the war
tortoise’s shell allows the war tortoise to fire off its siege
weapons, but they aren’t as sturdy as the tortoise
itself. Once the tortoise is reduced to 60 Hit Points
or lower, the crew perish, preventing the tortoise from using Fire Cannons.
Swallow Whole 1 (attack) Large, 2d12+6 bludgeoning, Rupture 20
163
Whorl Ooze
Often found clustered around chemical spills in abandoned laboratories, whorl
GOLD AWARD oozes are the spawn of alchemical experiments with mind-altering or mood-
RPG SUPERSTAR 2021
enhancing potions gone terrifyingly wrong. While most oozes are disquieting to
BY DAVE BREITMAIER
behold, perceiving a whorl ooze is a sensory nightmare. The ooze’s concentric
swirling patterns defy and cloud visuospatial reasoning, causing onlookers to
A PRISON OF THE MIND stumble about in disorientation. With a whorl ooze’s devastating pseudopod
Adventurers have discovered villages where attack, the unluckiest victims experience the horror of their bodies gelatinizing
inhabitants seem to live in an alternate, before they turn into oozes themselves.
terrifying reality. They don’t perceive Some who escape whorl oozes with their lives experience anosmia, persistent
outsiders and behave as though in an nausea, or the disturbing sensation of their bones turning to jelly. Stranger still,
alcohol-induced daze. The subsequent other survivors of particularly nasty encounters murmur about an underground
discovery of whorl oozes in one of the war among alchemists, insisting that whorl oozes will be weaponized as pawns
buildings revealed the oozes had shattered in a great coming battle. Only others who have beheld whorl oozes tend to
the villagers’ minds, trapping them in believe these seemingly hallucinatory mutterings.
a shared hallucination. Though their
bodies had escaped the oozes, they’d left WHORL OOZE CREATURE 10
part of their psyches behind forever. UNCOMMON N LARGE ALCHEMICAL MINDLESS OOZE
Perception +15; motion sense 60 feet, no vision
Skills Athletics +22
Str +7, Dex –4, Con +6, Int –5, Wis +1, Cha –5
Motion Sense A whorl ooze can sense nearby motion through vibration and air
or water movement.
AC 18; Fort +22, Ref +14, Will +16
HP 360; Immunities critical hits, mental, precision, unconscious, visual;
Weaknesses sonic 10
Extra Reaction A whorl ooze gains an extra reaction each round. It
can only use this reaction to Spin Whorls.
Spin Whorls 5 (mental, visual) Trigger A creature that the whorl
ooze can sense makes a ranged attack targeting the whorl ooze;
Effect The patterns and spirals on the whorl ooze begin to spin
and rotate hypnotically, overloading the creature’s mind and
distorting the creature’s spatial reasoning. The creature must
attempt a DC 26 Will save.
Success The creature is unaffected.
Failure The creature takes 4d10 mental damage and is sickened 1.
Critical Failure The creature takes 8d10 mental damage and is
sickened 2, and the creature’s ranged attack automatically
fails.
Transfixing Display (aura, mental, visual) 10 feet. A
creature that enters or begins its turn within the aura must
succeed at a DC 26 Fortitude save or be sickened 1 and also
dazzled for 1 round. Regardless of the result of the saving throw,
the creature is temporarily immune to this ability for 24 hours.
Speed 20 feet
Melee 1 pseudopod +23 (reach 10 feet), Damage 2d12+13 bludgeoning plus
Grab and gelatinizing strike
Gelatinizing Strike (polymorph, transmutation) When a whorl ooze critically
succeeds at an attack against a creature, the creature liquefies into an ooze, as per the
ooze form spell unless it succeeds at a DC 26 Fortitude save. Like the spell, this effect lasts
for 1 minute, but each round, on the target’s turn, it must attempt a DC 26 Will save or it
becomes confused for the remaining duration of the transformation. While confused,
the target doesn’t attack other oozes. Roll 1d4 to determine the battle form, with
the following results.
d4 Form 1 Black Pudding; 2 Gelatinous Cube; 3 Gray Ooze; 4 Ochre Jelly
Mind Vice 1 (mental) Requirements The whorl ooze has a creature grabbed; Effect While
grabbed, the whorl ooze can overwhelm the creature’s brain, dulling perception and dealing
2d12+9 mental damage, with a DC 26 basic Will save. On a critical failure, the creature is also
stunned 1.
164
Wildcat Gorger
Wildcat gorgers, best known for their almost body-length mouths, are
fearsome apex predators of the natural world. One of the larger species of big COPPER AWARD
RPG SUPERSTAR 2021
cats, they rely on brute strength to overwhelm prey, though they also excel at
BY ERIN A. KESTON
stalking and stealth.
To hunt, wildcat gorgers first stalk their prey before pouncing to engulf
them in their maw. Once they have caught a creature in this way, they hold it DON’T TALK WITH YOUR
there until it is entirely digested, making it challenging to use their maw again MOUTH FULL
unless they’re willing to lose their current meal. When outnumbered, they Wildcat gorgers share similar
first isolate an enemy by swallowing them and then fend off any others with vocalizations to their smaller feline
brute strength and vicious claw attacks. counterparts, meaning they are prone to
Though they usually avoid conflicts with bigger creatures, a confrontation hiss when surprised or yowl when faced
is almost inevitable if such creatures remain in a wildcat gorger’s territory with an unpleasant situation. Those who
for any length of time. In these situations, wildcat gorgers usually rely on are unable to defeat a wildcat gorger
their strength and assault the creature with unrelenting physical force. The may be able to use this tendency to their
same applies to small groups of adventurers or people traveling within their advantage if the feline swallows one of
territory. their companions. A jab at a foot or a leap
Wildcat gorgers are most commonly found in forests, grasslands, and onto its back can trigger involuntary cries
mountains. They prefer more temperate climates, though they are not that give the victim a better chance of
unheard of in colder areas. Their coats range from browns to grays depending escaping.
on their environment, usually with darker stripes. Wildcat gorgers in forested
or woodland areas tend to be brown, whereas those in more mountainous
terrains tend to be grayer. Like tigers, wildcat gorgers are extremely territorial
and often make their dens in caves. After establishing themselves in an area,
they rarely leave other than to mate and generally remain there for the rest
of their lives. This is partly due to their aggressive nature and
unique way of feeding, which make any collaboration or
sharing of meals difficult.
Due to their aggressive and solitary natures,
wildcat gorgers seldom mate. When they do,
the mother raises the few cubs alone, and even
then, only until they’re big enough to hold
their own in the wild. Thus, often as early as
four months old, the cubs have to survive on
their own, contributing to their aggressive
nature as a means of survival.

WILDCAT GORGER CREATURE 7


UNCOMMON N LARGE ANIMAL
Perception +15; low-light vision, scent (imprecise) 60 feet
Skills Acrobatics +13, Athletics +18, Stealth +15
Str +6, Dex +3, Con +4, Int –4, Wis +2, Cha +0
AC 24; Fort +18, Ref +15, Will +12
HP 140
Speed 35 feet, climb 20 feet
Melee 1 jaws +16, Damage 2d8+9 piercing plus Improved Grab
Melee 1 claw +16 (agile), Damage 2d6+9 slashing plus Grab
Pouncing Swallow 2 The wildcat gorger pounces, its large maw
unfurling to envelop its victim. It Strides and makes a jaws
Strike with its maw. On a success, if the creature is
Medium or smaller, the wildcat gorger attempts to
Swallow it Whole. If the wildcat gorger began this
action hidden, it remains hidden until after this
ability’s Strike.
Sneak Attack The wildcat gorger deals 2d6 extra
precision damage to flat-footed creatures.
Swallow Whole 1 (attack) Medium, 2d6+6
piercing plus 2d6 acid, Rupture 20. The wildcat
gorger cannot Strike with its maw if it has a creature swallowed.
165
Writer’s Block
Many writers dream of leaving their mark on the world with a work of such
SILVER AWARD staggering genius that they will be remembered long after their time has passed,
RPG SUPERSTAR 2021
achieving a sort of immortality through their magnum opus. The pursuit
BY KALEN H.M.
of such a masterpiece, however, invariably comes at a dire price. Sleepless
nights and failing health, the descent into a hermetic life, and profane deals
WRITER’S BLOCK VARIANTS with otherworldly entities are all frequently encountered themes in tales told
Some writer’s blocks may have additional of authors in pursuit of perfection. Upon confronting the realities of a life of
abilities related to the contents of such toil, many simply give up, finding meaning and happiness in other forms.
their writing, such as Forced Reading However, some scribes, utterly fixated on their goal, keep a white-knuckled grip
causing the frightened condition instead on their quills until their final breath yet still fail to deliver their timeless work,
of flat-footed for a tale of horror. falling just short of greatness. While the ink on the final pages of these obsessive
writers’ works quickly dry, the visceral force of their drive to create lingers on.
UNFINISHED BUSINESS Their haunted manuscript becomes animated by a tangle of their remaining
The worst outcome for dead writers is emotions: obsession, frustration, and regret, creating a newborn literary spirit
to become a ghost fixated on finishing that doesn’t contain any components of the author’s soul. While the author
their manuscript only to encounter the failed to create a manuscript, they’ve brought something else into the world.
writer’s block they left behind. The two Some scholars have posited that powerful fey intentionally create writer’s
creatures typically deadlock and require a blocks in the First World in order to create lively sources of entertainment in
third party to decide who wins out, but on particularly grand personal libraries or to pay tribute to deceased authors. In
rare occasions they end up collaborating some cases, writer’s blocks have been found being used as macabre paperweights
to produce a haunting new story. by infernal creatures with a penchant for irony.

WRITER’S BLOCK CREATURE 5


RARE CN SMALL SPIRIT
Perception +9; darkvision
Languages Common, Necril; tongues
Skills Deception +13, Diplomacy +13, Intimidation +13, Performance +12, Society +13, Stealth +12
Str +3, Dex +5, Con +4, Int +4, Wis +5, Cha +5
AC 20; Fort +11, Ref +12, Will +14; +2 status to all saves vs. linguistic effects
HP 75
Creative Plagiarism 5 (abjuration, mental, occult) Trigger A creature within 100 feet of the writer’s
block Casts a Spell with a verbal component of a level no greater than half the writer’s block’s level
rounded up (usually 3), a creature Activates an Item with a command component of a level
no greater than the writer’s block’s (usually 5), or a creature of a level no greater than the
writer’s block’s (usually 5) uses an action with the linguistic trait; Effect For 1 minute,
the writer’s block can replicate the triggering effect a single time, as if it had
Cast the Spell, Activated the Item, or taken the action or activity itself.
This takes the normal required number of actions, but uses the same
modifiers and DCs as the triggering effect.
Pithy Retorts (enchantment, mental, occult) Whenever a creature
uses a linguistic effect, such as Bon Mot or Demoralize, against the
writer’s block, the creature’s degree of success is one step worse than
it rolled. If the creature critically fails after this adjustment, their mind is
filled with writer’s block, and they can’t use a linguistic ability for 1 minute.
Speed 30 feet
Melee 1 sharp edge +13 (finesse), Damage 2d8+7 slashing
Ranged 1 ink spray +15 (mental, range 40 feet), Damage 2d6+5
mental plus 1d6 persistent mental and forced reading
Occult Innate Spells DC 19; Constant (5th) tongues
Forced Reading (enchantment, linguistic, mental, occult) The
supernatural ink sprayed by a writer’s block shapes itself into passages of
the author’s unfinished prose upon making contact with a creature. The writing is distracting:
creatures suffering from the writer’s block’s persistent mental damage are flat-footed until they
recover. Once per turn, an affected creature can make a DC 20 Society check to Decipher Writing
as a single action to make a scathing critique of the writing. Succeeding on the check ends the
persistent damage; on a critical success, the creature additionally becomes temporarily immune
to the writer’s block’s mental damage for 1 hour, and the writer’s block becomes stunned 2.
These critiques are not subject to the writer’s block’s pithy retorts ability.
166
Xotlxotl
Xotlxotl are hybrids of salamanders, toads, catfish, and roughly humanoid
forms, created by more powerful aberrations long ago. They seek to emulate COPPER AWARD
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their creators by warping reality around themselves, forcing mutations upon
BY JEFFREY ANDERSON
their own flesh, and disappearing as foes approach.
Variations in individual appearance are great, but xotlxotl all share some similar
features. Standing fully upright, they reach around five feet tall, but their hunched XOTLXOTL CHARACTERS
posture makes them closer to four feet instead. External gill stalks around Xotlxotl who become interested in the
their scalps and barbels on their faces vary greatly in number and size between outside world as a vector to explore their
individuals. Their smooth skin is vibrant and riotous, typically with a main mutations can be strong allies, though
coloration of black, white, or pink but with starkly contrasting spots or stripes. It’s they might put their companions through
the combination of large, unblinking black eyes and a mouth that always seems to merciless challenges as a form of training
be smiling that is most endearing to some and off-putting to others. and self-improvement. For rules of playing
Fortunately, xotlxotl seem to have little interest in conflict with others. a xotlxotl PC, check out World of Battlezoo:
Travelers have reported being met with a cold and reserved attitude, but not Indigo Isles!
hostility. They do, however, engage in a form of casual cruelty toward their own
kind, or at least that’s how those who don’t know their ways would perceive it.
To xotlxotl, bullying and abuse are normal. They know that in life only the
strongest and fittest survive, and they push the ones they care about most to be
the toughest and best they can be. Xotlxotl even expose their own clutches of
eggs to poisons and alchemical wastes to weed out the weakest specimens before
hatching. They prefer to keep strangers weak, and so they typically avoid conflict
when possible unless they plan to finish their foes off. This makes developing
friendships and diplomatic relations with xotlxotl a double-edged sword at best,
since increasing closeness or intimacy leads to increased bullying.
Though mutation is common among xotlxotl, most of these differences are
cosmetic, but three bear special mention. The xotlxotl presented here has a
sudden mutation based on a lesser juggernaut mutagen, but others might have
mutations based on other lesser mutagens instead. Some choose to undergo an
irreversible alchemical procedure that forces them to develop into a stronger,
larger form but loses their aquatic prowess in the process. A small percentage of
xotlxotl who live to old age experience a strange transformation. Rather than
succumbing to frailty with age, they
begin to grow and twist into stranger
and more powerful forms, more akin to
their elder god progenitors.

XOTLXOTL CREATURE 1
UNCOMMON CN SMALL ABERRATION AMPHIBIOUS XOTLXOTL
Perception +5; darkvision
Languages Aklo, Aquan
Skills Athletics +6, Nature +5, Occultism +6, Stealth +7, Survival +6
Str +2, Dex +3, Con +4, Int +2, Wis +2, Cha +3
Items Spear (×2)
AC 15; Fort +9, Ref +7, Will +5
HP 16; Resistances acid 2, poison 2
Perfect Healing Xotlxotl’s regrow lost limbs or organs in 1d4 days, and their wounds never leave
scars.
Vanish 5 Frequency Once per day; Trigger The xotlxotl is targeted with a Strike and can see the
attacker; Effect The xotlxotl becomes invisible until the end of it’s next turn and Steps 10 feet.
The invisibility occurs before resolving the Strike, but the movement happens afterward.
The invisibility ends early if the xotlxotl takes a hostile action.
Speed 25 feet, swim 15 feet
Melee 1 spear +8, Damage 1d6+2 piercing
Ranged 1 acidic spittle +9 (range 30 feet), Damage 1 acid plus 1d6 persistent acid
Ranged 1 spear +9 (range increment 20 feet), Damage 1d6+2 piercing
Sudden Mutation 1 Frequency Once per day; Effect The xotlxotl gains a +1 item bonus to
Fortitude saves and 5 temporary Hit Points, but suffers a –2 penalty to Will saves, perception
checks, and initiative rolls for 1 minute.
167
Zakurak
The sahkil tormentor Zakurak is the manifestation of mortals’ fear of dragons,
COPPER AWARD as well as the terrifying draconic presence possessed by true dragons. A massive
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blend of dragon, skeleton, and arachnid, Zakurak often travels from the Ethereal
BY JAMESON KNOPP
Plane to the Dreamlands to infect the minds of ancient dragons, promising
them power in exchange for spreading terror.
DEVOTEE BENEFITS
Divine Ability: Strength or Charisma ZAKURAK CREATURE 24
Divine Font: harm UNIQUE NE GARGANTUAN FIEND SAHKIL
Divine Skill: Arcana Perception +42; darkvision, scent 120 feet; true seeing
Favored Weapon: dagger Languages Abyssal, Celestial, Draconic, Infernal, Requian; telepathy 200 feet
Domains: destruction, dreams, Skills Acrobatics +39, Athletics +45, Deception +43, Dragon Lore +42, Intimidation +48,
nightmare, wyrmkin Nature +38, Occultism +39, Religion +40
Cleric Spells 1st: phantom pain, Str +11, Dex +9, Con +12, Int +7, Wis +10, Cha +13
2nd: illusory creature (dragons only), Easy to Call A sahkil’s level is considered 2 lower for the purpose of being conjured by the planar
5th: summon dragon binding ritual (and potentially other rituals, at the GM’s discretion), but it is always free to attack
Edicts: spread the dread of dragonkind, or leave instead of negotiate unless the primary caster’s check is a critical success.
convince dragons to act as terrifying AC 51; Fort +42, Ref +37, Will +38
monsters, collect a hoard of terrifying HP 500; Immunities death effects, fear; Weaknesses good 25
stories, objects and deeds Attack of Opportunity 5 If a frightened creature triggers an attack of opportunity, Zakurak can
Anathema: slay or degrade dragons in make 2 claw Strikes against that creature instead of 1 Strike.
view of those that fear them, improve the Feed on Fear Zakurak regains 50 Hit Points at the start of their turn as long as any frightened
fearsome reputation of other creatures creature is within 100 feet of them.
above that of dragons, offer comfort or Ferocity 5
assistance to the frightened and weak Frightful Presence (aura, emotion, fear, mental) 200 feet, DC 45
Follower Alignments: LE, NE, CE Mindcrushing Aura (aura, divine, emotion, enchantment, fear, mental) 10 feet, 2d6 evil damage
and 4d6 mental damage (DC 45 basic Will save)
Speed 60 feet, fly 200 feet
Melee 1 jaws +44 (evil, magical, reach 20 feet), Damage 5d10+23 piercing plus 1d10 evil and
Improved Grab
Melee 1 claw +44 (agile, magical, reach 15 feet), Damage 5d8+23 slashing
Melee 1 tail +44 (magical, reach 25 feet, versatile B), Damage
5d10+23 piercing plus Improved Push
Divine Innate Spells DC 48, attack +40;
10th summon dragon (adult red dragon only);
9th summon draconic legionSOM, summon
dragon (adult blue dragon or adult
green dragon only); 8th dispel magic
(at will), divine aura; 7th tempest of
shadesSOM, shadow raidSOM, warp mind;
6th spellwrack (×2); 3rd fear (at will);
Constant (10th) true seeing
Draconic Momentum Zakurak
recharges their Breath Weapon
whenever they critically hit with a Strike.
Mindcrushing Breath 2 (divine,
enchantment, evil) Zakurak breathes
a blast of concentrated fear energy that
deals 12d12 mental and 4d12 evil damage
in a 60-foot cone (DC 48 basic Will save). They can’t
use Mindcrushing Breath again for 1d4 rounds.
Skip Between 1 (conjuration, divine, teleportation) The
sahkil moves from the Material Plane to the Ethereal Plane or
vice-versa, with the effects of ethereal jaunt except that the effect
has an unlimited duration and can be Dismissed. A summoned sahkil can’t use Skip Between.
Snatch Between When using Skip Between, Zakurak can bring along any creatures they have grabbed.
Swallow Whole 1 (attack) Huge, 4d12+12 bludgeoning plus 1d8 evil, Rupture 44
Unsettled Mind Any creature affected by any of Zakurak’s mental spells or abilities becomes
stupefied 3 for the duration of that effect and for 1d4 rounds thereafter.
168
Zweiblade Guardian
Created to defend against one or many intruders, zweiblade guardians are
powerful, imposing constructs that can split apart into two when necessary. SILVER AWARD
RPG SUPERSTAR 2021
Their deadly whirling blades are capable of cutting down solitary foes, and their
BY NICHOLAS POTTER
resilient outer shell inures them from most serious harm.
The true terror one feels when facing these constructs comes when they take
enough damage, or when a lucky hit shatters their protective exoskeletons. TWO SIDES TO EVERY STORY
Without the outer layer binding the interior together, the zweiblade guardian The zweiblade guardian’s inventor claimed
is free to move at full speed, and the truth of its construction is revealed: one the kitsune as inspiration, citing their two
animating spark controls two separate bodies. forms within one body. Little else is known
The guardians take full advantage of their newfound duality, immediately about the inventor due to a lack of other
transitioning to flanking tactics or dividing their attention between priority notable creations, leading to speculation
targets. Though each half only has one arm, those arms are more than powerful that they were a charlatan covering for
enough to make a split guardian a dangerous foe. However, the expensive repairs shoddy construction that caused their
necessary after a split make zweiblade guardians a relatively unpopular choice, regular constructs to split in two.
reserved primarily for rich eccentrics.

ZWEIBLADE GUARDIAN CREATURE 9


N LARGE CONSTRUCT MINDLESS
Perception +18
Skills Acrobatics +23, Athletics +20, Intimidation +18
Str +4, Dex +7, Con +6, Int –5, Wis +0, Cha –5
Twin Body When a zweiblade guardian’s construct armor is broken, its
body splits down the middle, with each half left with a pair of legs but
only one arm. In this form, the guardian has two different spaces; each
half is a Medium creature. The two halves share a pool of Hit Points and actions per turn, as well
as their multiple attack penalty. The zweiblade guardian is quickened 1 when split, and can use
the extra action to Stride, Step, or Strike. If both halves have to save against the same effect, it
rolls the save twice and uses the worse result. If both halves take damage from the
same effect, they take damage only once, taking the greater amount if the damage
isn’t the same. The two halves of a split guardian can’t stay far apart for long. If the
two halves remain separated by over 60 feet for more than 1 minute, one half (randomly
determined) permanently loses its animating spark, and the remaining half remains active.
AC 30, (26 when broken); construct armor; Fort +18, Ref +21, Will +15
HP 135; Hardness 10; Immunities bleed, death effects, disease, doomed,
drained, fatigued, healing, mental, necromancy, nonlethal attacks,
paralyzed, poison, sickened, unconscious
Attack of Opportunity 5
Construct Armor Like normal objects, a zweiblade guardian has
Hardness. This Hardness reduces any damage the guardian
takes by an amount equal to the Hardness. Once a zweiblade
guardian is reduced to fewer than half its Hit Points, or immediately
upon being damaged by a critical hit, its construct armor breaks, removing the
Hardness and reducing its Armor Class to 26.
Speed 20 feet; 35 feet when construct armor is broken
Melee 1 stone blade +21 (agile, finesse, versatile B), Damage 2d10+8
slashing
Ranged 1 blade projection +21 (range increment 20 feet), Damage 2d6+6
piercing
Double Slice 2 Requirements The zweiblade guardian’s construct
armor isn’t broken; Effect The zweiblade guardian lashes out at
its foe with both blades. It makes two Strikes, one with each of its
stone blades, each using its current multiple attack penalty. Both
Strikes must have the same target. If both attacks hit, combine
their damage, and then add any other applicable effects from
both weapons. Add any precision damage only once, to the
attack of your choice. Combine the damage from both Strikes and apply
resistances and weaknesses only once. This counts as two attacks
when calculating its multiple attack penalty.
169
170
Monster Parts
As I wrapped my tentacle around the spore, the larger fungus rushed past Krueger and grabbed
me with its own tendrils. I suppose that was only fair. Unfortunately for my mycelial adversary,
I imbued my ensemble with magical spikes. In fact, I thought they would be perfect for situations
just like this one. I activated my imbued spikes immediately, causing them to jut out every which
way. The creature let out a strange scream, somehow both strangled and squishy...
—Xan, Aberrant Soul

The Monster Parts system allows PCs to upgrade weapons and armor using SECTION SUMMARIES
pieces from foes they defeat. It is a perfect fit for adventures that take place far Battlezoo Bestiary: Strange and Unusual’s
from civilization, where the PCs need to scrounge and forage for all the gear Monster Parts chapter has seven sections,
they need. However, the aesthetics of using the parts of defeated monsters each detailing a variety of ways you can use
to improve and customize gear can be exciting and rewarding for PCs in all parts from monsters to enrich your game.
sorts of campaigns. Monster parts can replace some or even all of the standard The first six sections are all connected
rewards that PCs would receive, depending upon what works best for your to a brand new system to upgrade your
group. equipment using monster parts, while the
With this system, PCs can gather parts from monsters they defeat and use final section offers a new way to use monster
them to upgrade weapons, armor, and even skill items. The upgrades come parts.
in two major types—refinement improves the fundamental abilities of the Quick Start Guide for PCs (page 172):
item, and imbuing adds increasingly powerful special properties, which can This section is a fast and easy way to learn
sometimes branch along multiple paths. As weapons and armor become what you need to know to use the new
more refined, they can eventually be imbued multiple times, becoming truly system for upgrading your PC with monster
fearsome armaments. In order to achieve these upgrades, the PCs need to parts.
defeat monsters with parts that meet the requirements for the refinement or Quick Start Guide for GMs (page 174):
imbuing. This section is a quick guide to the choices
If you’re a player, your next step is to check out the Quick Start Guide for you need to make as the GM and how to
PCs on the next two pages, which will let you know what you need to do to implement the rules for upgrading with
use the new system. In the end it’s pretty simple: you kill monsters and use monster parts in your game.
their parts to first create and then upgrade your weapons, armor, and gear, but The Three Variants (page 176): This
as with all new things, it can take a little while to get used to the new way of section explains the three different versions
handling treasure. of the new system you can use depending on
Next, you might want to check out some of the benefits you can gain how big a role you want monster parts to play
on your items by refining or imbuing them, so you can start planning the in your game.
paths you’ll take and potentially aiming to kill specific types of monsters that Gathering Ingredients (page 178): This
provide the parts you’ll need. section outlines how to gather ingredients from
You can enhance your game further with the backgrounds, items, and monsters in order to use them to upgrade your
especially the innovative archetypes at the end of the chapter, which allow a items.
character to learn spells and special abilities from the monsters they defeat in Refining (page 182): This section
battle. covers the most basic way you use monster
If you’re a GM, you can start instead with the Quick Start Guide for GMs parts to upgrade your items, refining them
on page 174. You’ll need to make a few quick decisions on how you want to to increase their basic attributes.
use the new system, which you can figure out together with the group. Imbuing (page 188): This section
Don’t worry, all the math and extra work has been calculated for you, so covers the more advanced way to upgrade
once you know what you want to do, you’ll find a comprehensive set of tables items with monster parts by imbuing the
that do the work for you when it comes to figuring out how much value of item with special powers related to the
monster parts to give the PCs so that they can create awesome new items monsters’ abilities.
out of monster parts. If you’re midway through your campaign and want Strange & Unusual Character Options
to convert midstream, there’s also advice for how to swap over to the new (page 198): This section presents new
system quickly and easily with the minimum amount of friction and time backgrounds and an archetype with
spent updating characters, so you can get right to the action. connections to bizarre entities or knowledge.
There are even extra sidebars throughout the section with all sorts of
additional tweaks and tips, as well as ways to combine these rules with other
variants like automatic bonus progression and relics. The only limit is your
own imagination!
171
Quick Start Guide for PCs
If your character is using the Monster Parts system from this book, you can use the following steps
to create awesome items for yourself and your teammates out of monster parts.

Step 1: Slay Monsters

This part works like normal. Normally, you need to kill monsters before you can harvest their parts, though if your
group is more peaceful, you might be able to find monster parts as quest rewards, or even unlock the powerful magical
effects of monster parts freely given.

Step 2: Gather Ingredients

Next, you gather ingredients from the monsters you defeated. The GM will tell you how much value the monster parts
have as well as their Bulk. To prevent you from having to carry a lot of materials and keep track of them all, you might
want to consider using them right away, but if not, you can hold onto them as long as you want. For more information,
see Gathering Ingredients on page 178. If you have plenty of downtime, you can try to get a higher total value of
monster parts from a monster’s corpse. For more information, see Gathering More From Monsters on page 181.
172
Step 3: Refine Item

Refining an item with monster parts is the first step towards creating an awesome custom item with the parts you’ve
found. During this step, you can either create the base mundane item from scratch by providing monster parts equal
to its Price, or you can start with an existing mundane item. Once you’ve chosen the item, refine it to make it more
powerful, using as many monster parts as you like, as long as they meet the item’s refining requirements. For instance,
you can refine a sword out of parts from a monster that had slashing or piercing unarmed attacks. As you reach certain
threshold values while refining, your item will level up, increasing its item level and potentially gaining more benefits.
You can’t refine an item higher than your own level. For more information, see Refining on page 182, and for an
example, see Example of Refining on page 187.

Step 4: Imbue Item

Imbuing an item is where the item starts getting really interesting. As you continue to refine your item, the item
eventually gains the capacity to be imbued with special imbued properties. A few types of items can even eventually
be imbued multiple times. Just like refining, you can imbue an item by using monster parts that meet the imbued
property’s requirements. For instance, if you want to imbue an item with fire, you’ll need parts from a fire monster or
a monster with fire abilities. Just like with refining, as you reach certain thresholds, the imbued property will level up,
potentially granting increased benefits. You can’t imbue a property on an item to be higher level than the item’s own
level. For more information, see Imbuing on page 188, and for an example, see Example of Imbuing on page 189.
173
Quick Start Guide for GMs
If you’re a GM and you want to start using the Monster Parts system from this book, you can use
the following steps to get your group started in no time!

Step 1: Choose a Variant

To ensure that this system works great for any group that wants to upgrade items with monster parts, the system
includes three variants that vary depending on how heavily your group relies on this system compared to the magic
item system in the Pathfinder Second Edition Core Rulebook. Start by talking to your players to gauge interest and
choosing the variant that’s right for you. For more information, see The Three Variants on page 176.

Step 2: Determine Monster


Parts as Treasure

Once you know which variant you’re using, you can start giving your PCs monster parts as treasure. It’s most accurate
to use Table 1A, 1B, or 1C (depending on which variant you choose) to plan out monster part drops per level. You can
also use Table 2A, 2B, or 2C to determine the value of parts that a given monster grants the PCs; this method is much
more flexible and perfect for a sandbox campaign, but depending on if the group fights mostly single strong monsters
or many weak monsters, it might distort wealth over time. Thus, you might want to occasionally keep an eye out to be
sure the PCs don’t have too much or too little. For more information, see Gathering Ingredients on page 178.
174
Step 3: Communicate With
Your Players

Ask your players what sorts of items and imbued properties they want to create, and you can use that to help them
guide the story towards opponents that meet the necessary requirements. For instance, if one of the PCs is interested
in creating a weapon imbued with electricity, you could give them a rumor when they Gather Information about a
dungeon haunted by electric monsters. If you want to see the requirements for refining and imbuing for yourself, you
can check out Refining on page 182 and Imbuing on page 188.

Step 4: Play the Game

Now all that’s left is to play the game with the new system! As the PCs defeat monsters, the players will have their
characters make decisions about how to use the parts they’ve found to upgrade their items. All you have to do is keep
giving them more parts, using the appropriate tables to do so, and they’ll do the rest. Continue to keep in mind what
sorts of refining and imbuing your PCs are interested in pursuing so that you can make sure they have a chance to find
the right sorts of monsters to accomplish their goals.
175
The Three Variants
Whether your group wants to use this system to replace variant replaces half but not all the permanent items,
all magic items, add it alongside magic items with this is the most difficult variant for a GM to apply to a
minimum disruption, or do something in between, this pre-published adventure. However, it provides enough
system provides both guidelines and specific tables to materials for the party to have an assortment of refined
make introducing monster parts as seamless as possible. items while maintaining permanent and consumable
Full Variant: With this option, the GM replaces all or magic items.
nearly all wealth with this subsystem.
Light Variant: With this option, the GM replaces
only currency with this subsystem. Other magic items Identifying Monster
still exist, even weapons and armor upgraded with runes,
as presented in the Pathfinder Core Rulebook. This is Part Items
easy to apply and has the flexibility of using plenty of Items made of monster parts gain a magic of their own
magic items from other sources, but the disadvantage is and can be identified just like other magic items can.
that there won’t be enough ingredients for more than a However, since this system deemphasizes the benefits
few items in the party to be built using this subsystem of the Crafting skill, you might consider allowing the
without falling behind in item levels. So the party will Crafting skill to identify all items built using the system,
likely have only a few refined items total, most likely with as a character with deep knowledge of the process of
only moderate levels of imbuing. crafting and the use of different crafting components
Alternatively, the GM can simply add the Light variant from various creatures might be able to use that to
without removing other rewards. This produces PCs that identify the effect of the finished product. This removes
are a little more powerful in terms of gear than expected. much of the value of the Crafter’s Appraisal skill feat from
Hybrid Variant: This option is halfway between the the Advanced Player’s Guide, but it nonetheless could be
other two; the GM replaces about half of permanent a useful tweak to add more value to the Crafting skill in
items, as well as currency, with this subsystem while a game using the Monster Parts system, especially the full
keeping the rest, as well as all consumables. Because this variant.
176
Investing Monster Part Items GLOSSARY OF TERMS
Worn monster part items are invested in exactly the same The following terms are used throughout this
way as any other invested item, and follow the same chapter, presented here so you can quickly look up
investiture limit of 10 invested items. their definitions without having to flip later in the
chapter to their appropriate sections.

Naming Monster Part Items Full Variant The variant of the monster part crafting system where
This new system gives your group incredible flexibility crafting with monster parts is the only form of itemization.
for advancing your items in various ways, but as a result, Gathering The process of collecting monster parts from the
there’s more information you might need to know about enemies you defeat.
an item than normal, as you and your players track Hybrid Variant The variant in between the full variant and the
the item’s refining level and various imbued property light variant where crafting with monster parts represents a
levels. When necessary, you can indicate the level of the significant chunk of all itemization, but there are still plenty of
weapon’s various features in parentheses. other items as well.
For example, a +3 major striking fire might (16) fire Imbued Property A special benefit you add to an item, such as
magic (18) cold technique (20) longsword (20) is a extra fire damage or the ability to cast a magic spell.
magical longsword that has been refined to level 20 and Imbuing The process of adding and improving imbued properties
has three imbued properties, fire might at level 16, fire on items crafted from monster parts.
magic at level 18, and cold technique at level 20. Most Light Variant The variant of the monster part crafting system
times you can abbreviate this name or even just use a where only a small amount of itemization depends on crafting
fanciful name based on the monsters whose parts you with monster parts, perfect for replacing the loose coin
used to refine and imbue the item, such as “Blade of the treasure in a campaign without access to shops.
Dueling Frostflame Dragons.” Monster Parts A new currency gathered from defeated monsters
and used to refine and imbue items.
Refinement Benefit A fundamental benefit gained by an item
Converting Your Game when the item is refined to a certain level, akin to fundamental
As you read these new rules, you might be in the middle of runes. One refinement benefit is the ability to imbue the item
an ongoing campaign but excited to start using monster with one or more imbued properties.
parts in your game right away. These tips will help you Refining The process of creating an item out of monster parts
convert your game to the new system with minimum fuss. and improving an item’s fundamental properties by using more
and more powerful monster parts. Refining an item raises its
LIGHT VARIANT level and grants refinement benefits based on the type of item.
You might not need to do anything at all to convert to Salvaging The process of taking apart an item made from
the light variant, since this variant assumes that only a monster parts to recover some of the component parts.
few items are made of monster parts. Most likely, take Transferring The process of transferring monster parts from one
the player or players most interested in having a monster refined item to another, granting the transferred benefits to the
part item or two aside and see if you want to convert any new item instead.
of their items using the tips from hybrid and full variants.

HYBRID OR FULL VARIANT Sturdy shields are simple to convert over, but you might
In the hybrid variant, many of the party’s weapons, not be able to convert over a special shield exactly, so in
armor, shields, Perception items, and skill items will be the hybrid variant you can just keep that shield.
using the new system, though perhaps not all. In the full For weapons and armor, you should be able to convert
variant, they all use the new system. In hybrid, it’s easiest fundamental runes to refining levels pretty easily. Many of
to try to convert whichever of those you can first and the most popular weapon runes have a might path that
leave behind the items that are most obviously steeped in does something similar, such as fire might working roughly
the base magic item system, such as specific magic items. similarly to flaming. For armor runes, there are fewer
In full variant, convert everything to a similar item. Here imbued properties to choose from, and the armor runes
are some best practices for converting items. that grant skill bonuses you can just replace with a skill
When converting a skill or Perception item, check to item, opening up two possible slots for imbued properties.
see if there’s a refined and imbued version that works for If the PCs have a precious material item or a specific
you and convert to the nearest equivalent item. If not, weapon like a staff or a flame tongue, consider leaving
and if you’re using the hybrid variant, you can always them as-is in the hybrid variant or else using the sidebar on
keep the old item. For example, a +1 shadow leather page 184 for the precious materials. You might even allow
armor could be converted into a +1 leather armor (5) and a specific item to be refined, but it should never be given
a +1 Stealth skill item (3). imbued properties, and the refining level should not alter
When converting a shield, use the same process. or adjust the effects of the specific item in any way.
177
Gathering Ingredients
The first step in upgrading weapons with monster parts as well as the monster that provided them (for instance,
is gathering suitable parts. After a battle, the PCs can “12 gp of giant crab parts”). This represents a variety
spend 10 minutes gathering the monsters’ parts (a PC of parts from those creatures, and the PCs can split the
can instead take their time to gain a greater value of value of parts as needed. For instance, if the PCs used
parts, see Gathering More from Monsters on page 181). 10 gp of those giant crab parts to refine a weapon, they
The time it takes to gather normally does not depend would have 2 gp of giant crab parts remaining.
on how big or numerous the monsters were, though It’s recommended that the PCs be allowed to allocate
the GM might determine that a battle with particularly and spend monster parts shortly after earning them, to
enormous or numerous monsters require multiple 10 avoid needing to drag along bulky materials and keep track
minute increments to gather all the parts. Gathering of a large list of parts from different creatures and values
parts automatically succeeds without a check. Monster (see Refining below for a discussion on how to allocate
parts vary in Bulk based on the original monster, but they these quickly). As the GM, you determine the value of the
generally tend to be extremely bulky. While the Bulk is at monster parts the PCs find. To determine how much value
the GM’s discretion, typical Bulk values are light Bulk for in monster parts, as well as other treasure, PCs should be
the parts of a Small creature, 1 Bulk for Medium, 2 Bulk earning over the course of a level, use the appropriate Party
for Large, 4 Bulk for Huge, and 8 Bulk for Gargantuan. Treasure by Level table: Table 1A for the Light variant,
As such, it is usually a good idea for PCs to use the parts Table 1B for the Hybrid variant, or Table 1C for the Full
quickly to upgrade their items via refining and imbuing. variant. These tables replace the Table 10-9: Party Treasure
While many monster parts are gathered by harvesting table of the Pathfinder Second Edition Core Rulebook.
them directly from monsters, most campaigns will For GMs looking to select treasure for a single encounter,
include opponents that are not sources of parts (such use the tables of monster parts per monster: Table 2A for
as human foes). These foes might instead carry refined the Light variant, Table 2B for the Hybrid Variant, or Table
items that the PCs can break down for useful parts for 2C for the Full variant. These tables work on the same
their own equipment, or even unrefined monster parts. encounter building assumptions used in the Pathfinder
The PCs can keep track of monster parts by their value, Second Edition Gamemastery Guide Treasure by Encounter
178
table. This means they provide approximately the right
amount of monster parts for the level if the GM uses about WHAT MAKES A MONSTER?
640 XP worth of monsters that grant monster parts, with This system works no matter how you define
the rest of the XP from hazards and achievements and the a monster, but, in most cases, PC ancestries like
rest of the wealth from “Extra Treasure” (as indicated in the humans, elves, or orcs aren’t a source for parts,
final column in the Gamemastery Guide’s table) found in except among evil groups that might wear leather
caches, treasure chests, and other such locations. The GM armor made of tanned human skin and the like.
can supply some or all of the Extra Treasure in the form of Similarly, while killing an angel for parts would
monster parts given as rewards for the PCs’ accomplishments. work following these rules, most groups would
In the Full variant, if the GM wants to have more monster likely balk at murdering a being of pure good.
battles than normal for each level, she can just use 800 XP When it comes to a diplomatic solution, an angel
worth of monsters instead of giving Extra Treasure (with the or other creature the PCs befriend might be willing
rest of the XP from hazards and achievements). to offer some shed feathers, scales, or so on to use
GMs can also use the monster parts per monster table to in item crafting. The way magic works, an angel’s
adjust a prepublished adventure to use this system. Simply feather freely given to a worthy ally after a quest
add the listed monster parts by level for each opponent, might have as much potential for crafting as
and then subtract the appropriate amount of other many feathers as those taken from the corpse of a
treasure elsewhere (just currency for Light, coin and half murdered angel. Since the system only measures the
the permanent items for Hybrid, and everything for Full). value of the parts and not the volume, you are free
Because treasure doesn’t vary at exactly the same rate as to make the decisions that work for your situation.
experience, it is possible that if your group’s encounters
are particularly skewed towards single opponents above
the party’s level or many weak opponents; these situations sets of tables to suit their style of running games.
might wind up giving a value of monster parts that is above For example, a group of 4 level 10 PCs using the full
or below expectations. This is especially true with very low variant just defeated a level 13 purple worm. According
level monsters and with monsters levels 17 through 20, the to Table 1C, the GM should give out a total of 8,000
values for low level monsters have been adjusted slightly to gp of monster parts for level 10 PCs, and the purple
reduce this effect. Because of these factors, the tables for worm was worth 120 XP, representing a little over 1/5 of
monster parts over the course of an entire level (Tables the total XP of monsters the party will face at this level,
1A through 1C) more accurately represent an appropriate so the GM decides to give the PCs 1,750 gp worth of
amount of treasure than the monster parts value per monster parts. If the GM needed an answer quickly and
monster tables (Tables 2A through 2C). However, the hadn’t planned out the treasure for the entire level, they
parts per monster tables are easier and more convenient to could instead use Table 2C, which says to give out 1,560
use when building encounters; GMs can use either or both gp worth of monster parts since the monster was level 13.

TABLE 1A: PARTY TREASURE BY LEVEL (LIGHT VARIANT)


Permanent Items Consumables Monster Parts Monster Parts per
Level Total Value (By Item Level) (By Item Level) (Value) Additional PC (Value)
1 175 gp 2nd: 2, 1st: 2 2nd: 2, 1st: 3 40 gp 10 gp
2 300 gp 3rd: 2, 2nd: 2 3rd: 2, 2nd: 2, 1st: 2 70 gp 18 gp
3 500 gp 4th: 2, 3rd: 2 4th: 2, 3rd: 2, 2nd: 2 120 gp 30 gp
4 860 gp 5th: 2, 4th: 2 5th: 2, 4th: 2, 3rd: 2 200 gp 50 gp
5 1,350 gp 6th: 2, 5th: 2 6th: 2, 5th: 2, 4th: 2 320 gp 80 gp
6 2,000 gp 7th: 2, 6th: 2 7th: 2, 6th: 2, 5th: 2 500 gp 125 gp
7 2,900 gp 8th: 2, 7th: 2 8th: 2, 7th: 2, 6th: 2 720 gp 180 gp
8 4,000 gp 9th: 2, 8th: 2 9th: 2, 8th: 2, 7th: 2 1,000 gp 250 gp
9 5,700 gp 10th: 2, 9th: 2 10th: 2, 9th: 2, 8th: 2 1,400 gp 350 gp
10 8,000 gp 11th: 2, 10th: 2 11th: 2, 10th: 2, 9th: 2 2,000 gp 500 gp
11 11,500 gp 12th: 2, 11th: 2 12th: 2, 11th: 2, 10th: 2 2,800 gp 700 gp
12 16,500 gp 13th: 2, 12th: 2 13th: 2, 12th: 2, 11th: 2 4,000 gp 1,000 gp
13 25,000 gp 14th: 2, 13th: 2 14th: 2, 13th: 2, 12th: 2 6,000 gp 1,500 gp
14 36,500 gp 15th: 2, 14th: 2 15th: 2, 14th: 2, 13th: 2 9,000 gp 2,250 gp
15 54,500 gp 16th: 2, 15th: 2 16th: 2, 15th: 2, 14th: 2 13,000 gp 3,250 gp
16 82,500 gp 17th: 2, 16th: 2 17th: 2, 16th: 2, 15th: 2 20,000 gp 5,000 gp
17 128,000 gp 18th: 2, 17th: 2 18th: 2, 17th: 2, 16th: 2 30,000 gp 7,500 gp
18 208,000 gp 19th: 2, 18th: 2 19th: 2, 18th: 2, 17th: 2 48,000 gp 12,000 gp
19 355,000 gp 20th: 2, 19th: 2 20th: 2, 19th: 2, 18th: 2 80,000 gp 20,000 gp
20 490,000 gp 20th: 4 20th: 4, 19th: 2 140,000 gp 35,000 gp
179
TABLE 1B: PARTY TREASURE BY LEVEL (HYBRID VARIANT)
Permanent Items Consumables Monster Parts Monster Parts per
Level Total Value (By Item Level) (By Item Level) (Value) Additional PC (Value)
1 175 gp 2nd: 1, 1st: 1 2nd: 2, 1st: 3 95 gp 24 gp
2 300 gp 3rd: 1, 2nd: 1 3rd: 2, 2nd: 2, 1st: 2 165 gp 40 gp
3 500 gp 4th: 1, 3rd: 1 4th: 2, 3rd: 2, 2nd: 2 280 gp 70 gp
4 860 gp 5th: 1, 4th: 1 5th: 2, 4th: 2, 3rd: 2 460 gp 115 gp
5 1,350 gp 6th: 1, 5th: 1 6th: 2, 5th: 2, 4th: 2 730 gp 180 gp
6 2,000 gp 7th: 1, 6th: 1 7th: 2, 6th: 2, 5th: 2 1,110 gp 275 gp
7 2,900 gp 8th: 1, 7th: 1 8th: 2, 7th: 2, 6th: 2 1,580 gp 400 gp
8 4,000 gp 9th: 1, 8th: 1 9th: 2, 8th: 2, 7th: 2 2,200 gp 550 gp
9 5,700 gp 10th: 1, 9th: 1 10th: 2, 9th: 2, 8th: 2 3,100 gp 775 gp
10 8,000 gp 11th: 1, 10th: 1 11th: 2, 10th: 2, 9th: 2 4,400 gp 1,100 gp
11 11,500 gp 12th: 1, 11th: 1 12th: 2, 11th: 2, 10th: 2 6,200 gp 1,550 gp
12 16,500 gp 13th: 1, 12th: 1 13th: 2, 12th: 2, 11th: 2 9,000 gp 2,250 gp
13 25,000 gp 14th: 1, 13th: 1 14th: 2, 13th: 2, 12th: 2 13,500 gp 3,375 gp
14 36,500 gp 15th: 1, 14th: 1 15th: 2, 14th: 2, 13th: 2 20,000 gp 5,000 gp
15 54,500 gp 16th: 1, 15th: 1 16th: 2, 15th: 2, 14th: 2 29,500 gp 7,375 gp
16 82,500 gp 17th: 1, 16th: 1 17th: 2, 16th: 2, 15th: 2 45,000 gp 10,250 gp
17 128,000 gp 18th: 1, 17th: 1 18th: 2, 17th: 2, 16th: 2 69,000 gp 17,250 gp
18 208,000 gp 19th: 1, 18th: 1 19th: 2, 18th: 2, 17th: 2 112,000 gp 28,000 gp
19 355,000 gp 20th: 1, 19th: 1 20th: 2, 19th: 2, 18th: 2 190,000 gp 47,500 gp
20 490,000 gp 20th: 2 20th: 4, 19th: 2 280,000 gp 70,000 gp

TABLE 1C: PARTY TREASURE BY LEVEL (FULL VARIANT) TABLE 2A: MONSTER PARTS GAINED PER MONSTER
Monster Parts Monster Parts per (LIGHT VARIANT)
Level (Value) Additional PC (Value) Creature Level Monster Parts (Value)
1 175 gp 45 gp -1 1.5 gp
2 300 gp 75 gp 0 2.25 gp
3 500 gp 125 gp 1 3.5 gp
4 860 gp 215 gp 2 5 gp
5 1,350 gp 340 gp 3 7 gp
6 2,000 gp 500 gp 4 12 gp
7 2,900 gp 725 gp 5 18 gp
8 4,000 gp 1,000 gp 6 30 gp
9 5,700 gp 1,425 gp 7 45 gp
10 8,000 gp 2,000 gp 8 64 gp
11 11,500 gp 2,875 gp 9 90 gp
12 16,500 gp 4,125 gp 10 125 gp
13 25,000 gp 6,250 gp 11 175 gp
14 36,500 gp 9,125 gp 12 250 gp
15 54,500 gp 13,625 gp 13 375 gp
16 82,500 gp 20,625 gp 14 560 gp
17 128,000 gp 32,000 gp 15 810 gp
18 208,000 gp 52,000 gp 16 1,250 gp
19 355,000 gp 88,750 gp 17 1,875 gp
20 490,000 gp 122,500 gp 18 3,000 gp
19 5,000 gp
20 8,750 gp
21 10,000 gp
22 17,500 gp
23 20,000 gp
24 35,000 gp
25 40,000 gp

180
TABLE 2B: MONSTER PARTS GAINED PER MONSTER TABLE 2C: MONSTER PARTS GAINED PER MONSTER
(HYBRID VARIANT) (FULL VARIANT)
Creature Level Monster Parts (Value) Creature Level Monster Parts (Value)
-1 3.5 gp -1 6.5 gp
0 5 gp 0 9 gp
1 7 gp 1 13 gp
2 12 gp 2 22 gp
3 18 gp 3 30 gp
4 27 gp 4 50 gp
5 45 gp 5 80 gp
6 65 gp 6 125 gp
7 100 gp 7 180 gp
8 140 gp 8 250 gp
9 200 gp 9 360 gp
10 275 gp 10 500 gp
11 390 gp 11 720 gp
12 560 gp 12 1.030 gp
13 840 gp 13 1,560 gp
14 1,250 gp 14 2,300 gp
15 1,850 gp 15 3,400 gp
16 2,800 gp 16 5,150 gp
17 4,300 gp 17 8,000 gp
18 7,000 gp 18 13,000 gp
19 12,000 gp 19 22,500 gp
20 17,500 gp 20 30,000 gp
21 24,000 gp 21 45,000 gp
22 35,000 gp 22 60,000 gp
23 48,000 gp 23 90,000 gp
24 70,000 gp 24 120,000 gp
25 96,000 gp 25 180,000 gp

GATHERING MORE FROM MONSTERS HAUNTS AND HAZARDS


Regardless of the variant your group is using, a PC with an PCs can also gather parts or residues from a hazard with
appropriate Lore skill (such as Dragon Lore when gathering a physical manifestation. You can use the value for a
dragon parts) can spend downtime carefully foraging from creature if it’s a complex hazard, or ¼ that value for a
a monster corpse to increase the value of scavenged parts, simple hazard.
using Earn Income with a task level equal to the monster’s
level. On a critical failure, or once they have doubled the
value of the monster parts, the PC has garnered everything
they can from this monster’s corpse. A PC particularly
interested in this task can also take the skill feat below.

MONSTER SCAVENGER FEAT 1


GENERAL SKILL
Prerequisites trained in Survival
You are particularly adept at using every part of the creatures you
defeat. You can use Survival to Earn Income scavenging monster
parts. If you choose to use an appropriate Lore skill instead, you gain
a +1 circumstance bonus to the check. The bonus increase to a +2
circumstance bonus if you’re a master in Survival.

TRADING MONSTER PARTS


Monster parts typically aren’t sold on the open market,
and they sell for half of their listed value if selling them
is possible. If a monster’s parts are inappropriate for any
item the entire party wants to refine or imbue, the GM
might allow the PCs to trade their findings with other
adventurers for parts they can use.
181
Refining
The first step in creating an item out of monster parts is limit druids to a base armor that wouldn’t contain metal
refining the item. At its most basic level, refining monster and have their shields use the Hardness, HP, and BT
parts into an item allows you to create a mundane thresholds listed for bucklers.
weapon, armor, or shield out of those parts, as well as the It’s recommended that GMs allow characters to assign
basis for an item that will become a Perception item or monster parts to refine or imbue items as soon as they
skill item, like goggles or an anklet. This costs the normal collect the monster parts and then gain the benefits of
amount for an item of that type. For instance, it would refining or imbuing during their next daily preparations
take 1 gp worth of parts to make a longsword, so you without waiting to spend downtime. This keeps things
could slay a bulette and build a longsword out of its claws simpler, allows for fast-paced games with plenty of
with plenty of materials to spare. monster part upgrades, and prevents the party from
Beyond the basics, refining upgrades an item’s basic needing to track exactly which monster dropped which
functionality and allows the item to be imbued with parts in what quantities over time.
additional powers (See Imbuing on page 188). To If the GM prefers, it can be part of the Craft activity
refine an item, you first gather monster parts that meet using downtime instead. This choice makes a big
the requirements listed in the item’s refining entry and difference in the value of Crafting in your game. For
combine them into the item. You can’t use this process groups using the Craft activity, Crafting could become
on an item made from a particular material since you’re mandatory for multiple characters in the group to max
building and refining it out of monster parts, and you out. By contrast, for groups using refinement during
can’t use this process on a magic item. A refined shield daily preparations, particularly those using the Full
normally uses the statistics for a steel shield. Because variant, Crafting is less valuable than it is in a normal
items refined from monster parts usually aren’t metal, game. Discuss with your group and make the decision
they bypass a druid’s restriction against wearing metal that works best for the story and pacing you want to tell.
armor and shields, which offers a small but noticeable If your party doesn’t decide to use the monster parts
improvement for druids’ survivability. If your group right after gathering, it’s good practice to record the type
wishes to maintain the status quo for druids instead, of monster the parts came from and their value (such as
182
45 gp worth of elite mimic parts). Later, when you wish
to refine or imbue a part that requires a specific type of VARIANT: PERSONAL REFINING
monster ability, you can always reference the monster to
ensure the monster parts can be used for your item. AND IMBUING
While there’s no need to keep track of every monster Sometimes the story you want to tell is less about
that provided the parts you used to refine your items, you building items from monster parts and more about
might want to consider noting particular powerful or characters who are permanently changed by their
memorable monsters whose parts you include in an item adventures and the creatures they encounter. In
by changing the item’s name to incorporate the monster’s some cases, this might be visceral and material, such
name, typically appended at the end. For instance, if you as when a character eats monster parts to gain the
incorporated jabberwock parts in your greatsword, you monster’s power, but often the connection can be
might add “of the jabberwock” to the end of the item’s magical, emotional, or metaphysical. The undying
name, or if you incorporated ancient red dragon parts, hatred of the defeated demon lord or fey monarch
you might add “of the crimson wyrm.” or the love of the allied nymph queen or vampire
count can both be powerful forces that change the
REFINING DETAILS character. In fact, these might be preferable to the
The five main categories of items you can refine are narrative when it comes to determining rewards for
weapons, armor, shields, Perception items, and skill items. nonviolent encounters.
You can refine an item with monster parts, causing the When using this variant, the characters themselves
item’s value to increase. Refined items level up when the can be the target for refining and imbuing
total value of monster parts used to refine them reaches for unarmed attacks (instead of handwraps),
set thresholds, and as you keep refining and leveling up unarmored defense (instead of explorer’s clothing),
your items, they grant additional benefits. Use Table 3A or for a skill item or Perception item (without
and Table 3B to determine the total value of monster the item). In that case, decide what part of the
parts needed to level up your items. Tables 4A through character’s body, mind, life force, or spirit is being
4E list the benefits each type of item grants based upon refined or imbued, reduce the character’s limit on
its level. In addition to these specific benefits, increasing invested items by 1 (as if they were permanently
an item’s level also increases your options when imbuing investing an item), and then otherwise use the
the item (see page 188). You can’t refine an item to normal rules for refining and imbuing.
a level above your character’s level, but you can refine For example, while playing with hybrid variant of
additional monster parts to an item to increase its value monster parts, blessings from a mated pair of giant
towards the next level. If you refine enough parts into an eagles might imbue the party ranger’s eyes with
item in which your character level is the only limitation greater perception. The ranger would mark the
preventing it from leveling up, the item levels up as soon investiture, the same as if they were investing eyes
as your character does. of the eagle, and then add 36 gp (the appropriate
value for two level 3 creatures in the hybrid variant)
SALVAGING & TRANSFERRING to refine the ranger’s eyes as a Perception item. As
Sometimes you’ll come across refined items during your this is enough to bring the ranger’s eyes up to a
travels. When you do, you typically have a decision to refinement level of 3, the ranger would gain a +1
make: do you salvage the item, or decide to keep it and item bonus to Perception checks.
refine it further? Salvaging an item deconstructs the
item into monster parts that can be used for refining or
imbuing. However, salvaging can retrieve parts worth from one item of the same type (a weapon, armor, shield,
at most 50% of the cost of the item’s refinement and Perception item, or skill item) to another with a lower
imbued properties, similarly to selling an item but value, first choose what to swap, either the refinement value
without the need to return to town and find a shop to or the value of one of the imbued properties. In order to
use as an intermediary. For example, an axe with 100 successfully transfer refinement value, the two items must
gp of parts spent to refine it and 100 gp of parts spent have compatible requirements for the type of monster parts
to imbue a fire property has a total cost of 200 gp of they need. For instance, you couldn’t transfer refinement
parts. Salvaging would recover 100 gp of parts, 50 from from a bludgeoning weapon to a slashing weapon because
each. These salvaged parts can be used for refinement or they have different requirements. To perform the transfer,
imbuing as normal. you’ll need to provide additional monster parts worth 10%
On the other hand, you might find an item and want of the difference in values between the two. Finally, you
to keep its refinement and imbued properties but transfer swap the refinement or imbued property value between the
them to another item of the same type. For instance, a rogue two items.
might find a greatsword but want to transfer the refinement For our example rogue, if they had a +1 striking cold
and imbue properties to a shortsword. To transfer the might (4) rapier (6) with a refinement value of 250 gp and
refinement value or the value of an imbued property an imbued cold property (4) with a value of 100 gp, and
183
TABLE 3A: REFINEMENT COST BY ITEM LEVEL
VARIANT: PRECIOUS (WEAPONS AND ARMOR)
Item Level Total Cost
MATERIALS AND REFINING 1 20 gp
Normally, a refined item is made out of various 2 35 gp
monster parts, so it can’t be made out of a precious 3 60 gp
item. However, it’s possible that you might have 4 100 gp
a situation where you want to mimic the rules 5 160 gp
of a special material, perhaps for an item made 6 250 gp
entirely out of dragon scales, or for something 7 360 gp
made of extremely light monster parts that mimic 8 500 gp
the effects of mithral. In this case, choose which 9 700 gp
types of monsters provide parts that can create a 10 1,000 gp
special material item, for instance, dragons are 11 1,400 gp
a natural choice for the effects of dragonhide. A 12 2,000 gp
character can contribute monster parts towards the 13 3,000 gp
special material’s effects in the same way as refining 14 4,500 gp
monster parts into a mundane item. Just like normal 15 6,500 gp
for items made out of precious materials, a low- 16 10,000 gp
grade precious material item can only be refined up 17 15,000 gp
to level 8, and a standard-grade precious material 18 24,000 gp
item can be refined up to level 15. A character can 19 40,000 gp
improve the grade of a precious material item from 20 70,000 gp
low to standard to high by providing an appropriate
monster equal to the difference in price. TABLE 3B: REFINEMENT COST BY ITEM LEVEL
Using a suit of dragonhide full plate as an example, (SHIELDS, PERCEPTION ITEMS, AND SKILL ITEMS)
a character could use 2,240 gp of dragon parts to Item Level Total Cost
create a standard-grade suit of dragonhide full plate. 1 10 gp
Later, to increase to a high-grade suit of dragonhide 2 20 gp
full plate, they would need to use a total of 44,800 3 35 gp
gp of dragon parts. Since they already have a suit of 4 60 gp
standard-grade dragonhide full plate, they’d need to 5 100 gp
find 42,560 gp worth of more dragon parts to do so. 6 160 gp
7 240 gp
8 340 gp
they wanted to transfer the refinement from a +2 striking 9 470 gp
greatsword (10) with a refinement value of 1,000 gp to 10 670 gp
the rapier, and keep the rapier’s imbue property, they 11 950 gp
would calculate the difference in refinement value 12 1,350 gp
(1,000 gp – 250 gp = 750 gp), divide by 10 (for the 13 2,000 gp
additional 10%) to then provide 75 gp worth of 14 3,000 gp
monster parts to perform the transfer. 15 4,300 gp
With the transfer complete, the 16 6,500 gp
rapier would become a +2 striking 17 10,000 gp
cold might (4) rapier (10) and 18 16,000 gp
have a refinement value of 19 25,000 gp
1,000 gp and the greatsword 20 45,000 gp
would become a +1 striking
greatsword (6) would have a
refinement value of 250 gp.
On the other hand, if the
barbarian insisted that instead
of transferring the refinement
value to the rapier, the group
should transfer the cold imbued
property onto the greatsword, the transfer would require
10 gp of parts (100 gp for the cold imbued property – 0
gp for the greatsword, divided by 10).
184
REFINING WEAPONS
To refine a weapon (or handwraps of mighty blows), you REFINING AND IMBUING VS RUNES
need monster parts from a monster with an unarmed An item is either built and upgraded using this
attack that matches the weapon’s physical damage type system or the normal rules for magic items
(bludgeoning, piercing, or slashing). If a weapon has the with precious materials, fundamental runes,
versatile or modular traits, you can use monster parts and property runes. Even in the light or hybrid
from monsters with unarmed attacks matching any of versions, where magic weapons and armor using
the weapon’s different damage types. Refining a weapon fundamental runes and property runes still exist, a
grants the following benefits, as shown on Table 4A. single item can’t use both at once.
Item Bonus to Attack Rolls The weapon grants you
the listed item bonus to attack rolls.
Imbuing You can imbue the weapon up to the listed Item Bonus to Saving Throws The armor grants the
number of times (see Imbuing on page 188). listed item bonus to all saving throws. The italicized
Additional Damage Dice The weapon’s damage dice name is the equivalent fundamental rune, and you
increase to the listed amount of weapon damage dice. can use it as part of the armor’s name to make it more
The italicized name is the equivalent fundamental rune, recognizable to a group used to the core magic item
and you can use it as part of the weapon’s name to make system (i.e. +3 greater resilient leather armor (19)).
it more recognizable to a group used to the core magic
item system (i.e. +2 greater striking longsword (12)). TABLE 4B: REFINEMENT BENEFITS BY LEVEL (ARMOR)
Item Level Refinement Benefits
TABLE 4A: REFINEMENT BENEFITS BY LEVEL (WEAPON) 1
Item Level Refinement Benefits 2
1 3
2 item bonus to attack rolls (+1), imbuing (1) 4
3 5 increased item bonus to AC (+1), imbuing (1)
4 additional damage dice (2 dice, striking) 6
5 7
6 8 item bonus to saving throws (+1, resilient)
7 9
8 10
9 11 increased item bonus to AC (+2), imbuing (2)
10 item bonus to attack rolls (+2), imbuing (2) 12
11 13
12 additional damage dice (3 dice, greater striking) 14 item bonus to saving throws (+2, greater resilient)
13 15
14 16
15 17
16 item bonus to attack rolls (+3), imbuing (3) 18 increased item bonus to AC (+3), imbuing (3)
17 19
18 20 item bonus to saving throws (+3, major resilient)
19 additional damage dice (4 dice, major striking)

REFINING ARMOR
You can use monster parts to refine a suit of armor or
explorer’s clothing. The monster must have suitable
materials: hairs, fibers, or silk for explorer’s clothing
and padded armor; skin for leather and hide armors; or
some sort of hard component like bones or horns for
armor typically made of metal. Monsters lacking any sort
of armored component, such as oozes, do not provide
suitable components. Refining a suit of armor grants the
following benefits, as shown on Table 4B. Just like magic
armor created using the normal rules, refined armor has
the invested trait.
Increased Item Bonus to AC The armor increases its
item bonus to AC by the listed amount.
Imbuing You can imbue the armor up to the listed
number of times (see Imbuing on page 188).
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TABLE 4C: REFINEMENT BENEFITS BY LEVEL (SHIELD)
OTHER ITEMS Item Level Refinement Benefits
Except in the full variant, other magic items exist 1
in the world, using the system from the Pathfinder 2
Second Edition Core Rulebook rather than the rules 3 Hardness 5, HP 30, BT 15
for upgrading items with monster parts. However, 4 imbuing
if your group is using the full variant, you might 5 Hardness 6, HP 36, BT 18
still want to include some types of items other 6
than the ones listed, such as potions or talismans. 7 Hardness 7, HP 42, BT 21
To do that, just decide what type of monster parts 8 Hardness 8, HP 48, BT 24
apply towards creating a given item, and let the 9 Hardness 9, HP 54, BT 27
PCs refine that item by paying the item’s Price in 10 Hardness 10, HP 60, BT 30
monster parts. For instance, you might decide that 11
healing potions made from monster parts require 12 Hardness 11, HP 66, BT 33
parts from a creature with the positive trait or 13 Hardness 12, HP 72, BT 36
blood from a creature with regeneration or fast 14
healing, such as a troll. In that case, a PC could 15 Hardness 13, HP 78, BT 39
use 12 gp of troll parts to refine a lesser healing 16 Hardness 14, HP 84, BT 42
potion. As normal, a character can’t use this process 17 Hardness 15, HP 90, BT 45
to create an item of a level higher than their own. 18 Hardness 16, HP 96, BT 48
19 Hardness 17, HP 102, BT 51
20 Hardness 18, HP 108, BT 54
REFINING SHIELDS
You can typically use monster parts to refine a shield if REFINING PERCEPTION ITEMS
the monster has Hardness, resistance to physical damage, Perception items are worn magic items that enhance
or resistance to one of the three physical damage types Perception, and you can refine them out of monsters
(bludgeoning, piercing, or slashing damage). In some with special senses. You can use monster parts to refine
cases, you and the GM might decide together that a a Perception item if the monster has a special sense in
monster with resistance to physical damage because it is its stat block other than low-light vision. Refining a
amorphous or gaseous doesn’t provide appropriate parts Perception item grants the following benefits, as shown
to refine a shield. Refining a shield grants the following on Table 4D. Perception items are worn items, and just
benefits as shown on Table 4C. When refining a buckler, like worn items created using the normal rules, refined
reduce the listed Hardness by 2, HP by 12, and BT by 6. Perception items have the invested trait.
You can’t refine a tower shield in this way. Item Bonus to Perception The item grants the listed
Hardness The shield has the listed Hardness. item bonus to Perception checks.
HP The shield has the listed number of Hit Points. Imbuing You can imbue the Perception item once,
BT The shield has the listed Broken Threshold. starting at level 3 (see Imbuing on page 188).
Imbuing You can imbue the shield once, starting at
level 4 (see Imbuing on page 188). TABLE 4D: REFINEMENT BENEFITS BY LEVEL
(PERCEPTION ITEM)
Item Level Refinement Benefits
1
2
3 item bonus to Perception (+1), imbuing
4
5
6
7
8
9 item bonus to Perception (+2)
10
11
12
13
14
15
16
17 item bonus to Perception (+3)
186
REFINING SKILL ITEMS TABLE 4F: REFINEMENT BENEFITS BY LEVEL (STAFF)
Skill items refer to a category of worn magic items that Item Level Refinement Benefits
enhance a specific skill, and you can refine them out of 1
monsters good at that skill. You can use monster parts 2
to refine a skill item if the monster has the skill listed in 3 1 cantrip
its stat block. Refining a skill item grants the following 4
benefits, as shown on Table 4E. Skill items are worn 5 2 1st-level spells
items, and just like worn items created using the normal 6
rules, refined skill items have the invested trait. 7 2 2nd-level spells
Item Bonus to Skill The item grants the listed item 8
bonus to skill checks with its associated skill. 9 2 3rd-level spells
Imbuing You can imbue the skill item once, starting at 10
level 3 (see Imbuing on page 188). 11 2 4th-level spells
12
TABLE 4E: REFINEMENT BENEFITS BY LEVEL 13 2 5th-level spells
(SKILL ITEM) 14
Item Level Refinement Benefits 15 2 6th-level spells
1 16
2 17 2 7th-level spells
3 item bonus to skill (+1), imbuing 18
4 19 2 8th-level spells
5
6 EXAMPLE OF REFINING
7 The party’s level 7 fighter recently lost their favorite
8 weapon, and so they want to refine an amazing longsword
9 item bonus to skill (+2) out of the teeth of the tyrannosaurus they just defeated.
10 They’re using the hybrid variant and have 275 gp of
11 tyrannosaurus parts. Although a tyrannosaurus doesn’t
12 have a slashing attack, longswords have the versatile
13 piercing trait, which means the fighter can use the teeth
14 to refine their longsword. They start the refinement by
15 building the tyrannosaurus tooth longsword (0) for 1 gp,
16 and then put the remaining 274 gp into the longsword’s
17 item bonus to skill (+3) refinement. Next, they refine the sword and spend 250
gp, which means the fighter has refined the longsword
REFINING STAVES to item level 6, and it gains the appropriate benefits: a
Just like any other kind of item from the base crafting +1 item bonus to hit, a second weapon damage die, and
system, you can choose to build a magic staff normally the ability to imbue an imbued property. The sword is
using refinement as a single-step process by simply paying now a +1 striking longsword (6), with 24 gp of monster
the material cost for the base item. However, if your group parts remaining. Finally, the fighter decides they want
uses the rules for personal staves from Pathfinder Secrets of their longsword to reach level 7 as quickly as possible, so
Magic, you can also refine a personal staff incrementally they apply the remaining 24 gp of monster parts to the
using the monster part system. Refining staves uses the longsword, which makes the final weapon a +1 striking
same costs as weapons and armor, but staves are a little longsword (6) refined to 274 gp—just 86 gp more of parts
different. They can’t accept imbued properties, but they for the longsword to reach 7th level!
can be refined as weapons in addition to being refined In addition, the fighter is particularly excited about
as staves. Doing so gives them two different item levels, that imbued property, as the group also recently defeated
one as a weapon and one as a staff, and they use these 2 magma scorpions, and now they have fiery plans for
item levels separately to determine any necessary DCs what comes next for their +1 striking tyrannosaurus tooth
and other statistics. The level-by-level benefits of refining longsword (6) (to see the fighter’s next steps, check out
a staff are summarized on Table 4F. Any time the table Example of Imbuing on page 189).
lists a number of spells, the staff gains that many spells,
all of which must share a single trait that isn’t too broad to
use (such as incapacitation, spell schools, or traditions).
Spells The staff gains the listed number of spells at the
listed spell level.
Imbuing You can’t imbue the staff, but you can refine
it as a weapon.
187
Imbuing
Once you’ve refined an item to a high enough level, you lower. Much like in refining, you can keep contributing
unlock the ability to imbue the item. The necessary level monster parts and imbuing the property past that point,
to unlock imbuing varies from item to item; see Tables and in that case, the imbued property’s level increases
4A through 4E for more details. Imbuing an item follows immediately once you refine the item enough to increase
a similar process as refining: add monster parts that meet the item’s refining level. Unlike refining, which only has
the requirements for the imbued property you want to a single option depending on the type of item, you can
add to the item. You can’t use monster parts if they do not choose from several options when you imbue an item, and
meet the requirements for the imbued property. some of them have multiple upgrade paths, allowing you
For example, if you are imbuing a cold property, you to customize your item to match your personal playstyle.
can’t use parts from a monster that doesn’t have any cold
abilities. Track this value separately from the monster TABLE 5A: IMBUING COST BY ITEM LEVEL
parts you use to refine the item, and if the item is high (WEAPONS AND ARMOR)
enough level and of the right type to be imbued multiple Item Level Total Cost
times, track the value for each imbued property separately. 1 20 gp
Continue adding value to the imbued property as you use 2 35 gp
more parts to imbue the property, just like with refining. 3 60 gp
When you reach the values specified in Table 5A (if 4 100 gp
imbuing a weapon or suit of armor) or Table 5B (if 5 160 gp
imbuing a shield, Perception item, or skill item), the 6 250 gp
imbued property levels up, potentially granting increased 7 360 gp
benefits to the item. Just like with refining, the value and 8 500 gp
benefits are cumulative, and you can keep adding value 9 700 gp
to increase the imbued property’s level further and gain 10 1,000 gp
more benefits. An imbued property’s level can never be 11 1,400 gp
higher than the item’s level or your level, whichever is 12 2,000 gp
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13 3,000 gp
14 4,500 gp VARIANT: RELIC IMBUING
15 6,500 gp Relic aspects and gifts, originally created to support
16 10,000 gp relics in the Pathfinder Second Edition Gamemastery
17 15,000 gp Guide, are a natural fit for crafting with monster
18 24,000 gp parts. Is the weapon refined with parts from aquatic
19 40,000 gp and water monsters on one side and fiends on the
20 70,000 gp other? That could lend itself well to a relic with the
fiend and water aspects. In general, relics keep the
TABLE 5B: IMBUING COST BY ITEM LEVEL refining process but replace imbuing for an item,
(SHIELDS, PERCEPTION ITEMS, AND SKILL ITEMS) using the relic rules to grant gifts instead. If you’re
Item Level Total Cost interested in mixing and matching, you might
1 10 gp consider creating imbued properties based on relic
2 20 gp gifts or relic gifts based on imbued properties!
3 35 gp
4 60 gp
5 100 gp certain criteria. In this case, the item gains a command
6 160 gp and Interact activation the same number of actions as
7 240 gp the listed spell, with an effect of casting the listed spell.
8 340 gp The item’s DC for any effects is based on its item level,
9 470 gp using the value from the Magic Item DCs table, found
10 670 gp in the Pathfinder Second Edition Gamemastery Guide. If
11 950 gp the item needs to make a spell attack roll or counteract
12 1,350 gp check, its modifier is equal to its DC - 10.
13 2,000 gp Some imbued properties, especially for weapons, have
14 3,000 gp multiple upgrade paths, reflecting the different ways you
15 4,300 gp can adjust the imbuing process. These paths are magic
16 6,500 gp (emphasizing thematic spells), might (emphasizing direct
17 10,000 gp damage), and technique (emphasizing special effects and
18 16,000 gp damage over time). If the weapon is capable of holding
19 25,000 gp multiple imbued properties, you can apply the same imbued
20 45,000 gp property to the weapon multiple times as long as you choose
a different path each time.
EXAMPLE OF IMBUING To use an activated ability
The party’s level 7 fighter just refined a level 6 longsword of an imbued property on
out of tyrannosaurus parts (see Example of Refining on a held item, such
page 187). Realizing they could also imbue a property, as a weapon, you
they decided the only thing better than a tyrannosaurus must be wielding the
tooth longsword is one that’s on fire! Fortunately, the item. Any effects are
group recently defeated 2 magma scorpions, gaining 280 cumulative.
gp worth of parts. Since the magma scorpions have the For instance, if you
fire trait or an attack or spell that deals fire damage (they wanted to make the ultimate
have both!), the fighter imbues all the parts into their fire sword, you could
longsword, choosing to imbue the property of fire. The imbue the sword
fighter has three choices of path for this imbued property with fire from
and chooses the path of might. Imbuing 250 gp of parts each of the
increases the imbued property’s level to 6 (the current magic, might,
maximum, since the item level of the longsword is 6), and technique
and lights the tyrannosaurus tooth longsword aflame, paths. You would
allowing it to deal 1d4 additional fire damage! The final combine the fire
weapon is a +1 striking fire might (6) tyrannosaurus tooth damage and persistent
longsword (6) refined to 274 gp! fire damage from all three
paths to determine the
IMBUED PROPERTIES weapon’s total effects,
The following imbued properties are available when meaning you would
imbuing items with different kinds of monster parts. eventually deal 5d10
Sometimes an imbued property lists that the item gains persistent fire damage
either a specific spell or a chosen spell that follows on a critical hit!
189
12th The armor’s activation gains a frequency of once per hour
Imbued Property Stat Blocks instead of once per day. Even when it isn’t activated, adjacent
An imbued property stat block reads as follows. creatures that hit you with a melee attack, as well as creatures
that touch you or hit you with an unarmed attack, take 1
IMBUED PROPERTY’S NAME IMBUED piercing damage each time they do. If they Grab or Grapple
TRAITS you, the damage increases to 1d4 piercing damage instead.
Type This entry lists the types of item you can imbue with this property When activated, the damage from the activation increases this
(weapon, armor, shield, perception item, or skill item) damage; they aren’t cumulative.
Parts If present, this entry lists the requirements for monster parts you 14th The damage from the activation increases to 3d6, or 6d6 when
can use to imbue this property. creatures Grab or Grapple you.
Effect These are the effects of the imbued property. While a few 16th The armor’s activation takes only a single action, instead of
properties, like sturdy, have a scaling effect explained in text, most two actions.
properties have a list of imbuing levels and the benefits the item 18th The damage from the activation increases to 4d6, or 8d6 when
gains when the imbued property reaches each of those levels, creatures Grab or Grapple you. The damage when the armor
separated by semicolons. These effects are cumulative. If an isn’t activated increases to 1d4, or 2d4 when creatures Grab or
imbued property has multiple paths, each path is separated by a Grapple you.
divider. Some imbued properties have activated abilities. To use 20th The armor’s activation gains a frequency of once per 10
an activated ability of an imbued property on a held item, such as a minutes instead of once per hour. Furthermore, in addition to its
weapon, you must be wielding the item. one action activation, the armor can be activated as a reaction
Path If present, this entry provides the name of the path; any triggered when a creature Grabs or successfully Grapples you.
mechanical notes that apply to the entire imbued property or path When you activate the armor in this way, the triggering creature
are noted here takes the increased damage from the armor. This usage is still
2nd The effect the imbued property provides at level 2 subject to the armor’s frequency of once per 10 minutes.
4th The effect the imbued property provides at level 4 (and so on)
SHIELD IMBUED PROPERTY
ARMOR IMBUED PROPERTY The following imbued property is available for shields.
The following imbued property is available for armor.
MIRRORED
SPIKED
MIRRORED IMBUED
SPIKED IMBUED ABJURATION MAGICAL
EVOCATION MAGICAL Type Shield
Type Armor Parts The monster must have a status bonus on saves against
Parts The monster must have a reaction, free action, or magic, golem antimagic, or an ability to counter or reflect magic
passive ability that deals piercing or slashing damage. or ranged attacks, such as Counterspell or spell
Effect You imbue the armor with vicious spikes. turning.
2nd The armor gains the following activation: Effect You imbue the shield with reflective power.
Activate 2 Interact; Frequency once 2nd The shield gains the following activation:
per day; Effect You cause vicious spikes Activate 5 command; Frequency once per day;
to protrude from the armor. For 1 minute, Trigger A foe’s ranged Strike critically fails against
adjacent creatures that hit you with a melee you; Requirements The shield with the mirrored
attack, as well as creatures that touch you or imbued property is raised; Effect You turn a poorly
hit you with an unarmed attack, take 1 piercing aimed attack back at your foe. Reroll the triggering
damage each time they do. If they Grab or Strike against the foe who made it, using either the
Grapple you, the damage increases to 1d4 same attack bonus the foe made with that Strike
piercing damage instead. or your most accurate ranged attack bonus with a
4th The damage from the activation weapon or unarmed attack, whichever is lower. On a
increases to 1d4, or 2d4 when success, the foe suffers the full effect of the reflected
creatures Grab or Grapple you. attack.
6th The damage from the activation 4th The shield’s activation gains a frequency of once
increases to 1d6, or 2d6 when per hour instead of once per day.
creatures Grab or Grapple you. 6th The activation uses the higher of the same
8th The damage from the activation attack bonus the foe made with the triggering
increases to 2d4, or 4d4 when creatures Strike or your own ranged attack bonus, instead
Grab or Grapple you. of the lower.
10th The damage from the activation 10th The trigger changes to “A foe’s ranged Strike
increases to 2d6, or 4d6 when or ranged spell attack roll critically fails against
creatures Grab or Grapple you. you,” allowing you to use the activation against
190
spells in addition to Strikes. When reflecting a spell, you can
choose to use your spell attack bonus on the reflected attack roll MASTER ALL 13 ELEMENTS
if it’s higher than the other two options. The weapon-imbued properties in this book cover
12th The shield’s activation gains a frequency of once per 10 6 of the 13 elements in Battlezoo Eldamon. You
minutes instead of once per hour. can find the other seven elements in the original
16th The shield’s activation triggers any time a foe fails with a Battlezoo Bestiary: the negative property works for
ranged Strike or ranged spell attack roll against you, instead of the death element, the positive property works for
only on a critical failure. the life element, and all the rest have properties
20th Once per day, you can use the shield’s activation with the with names that are clearly connected to the
trigger of “A foe targets you with a spell” instead of the usual element names.
trigger. This still counts toward the shield’s frequency. When you
use this alternate trigger, the shield can reflect even spells that
don’t have spell attack rolls, and the reflection happens before Path Technique
determining the attack roll or saving throw, but the shield must 4th Strikes with the weapon deal 1 persistent slashing damage as
succeed at a counteract check (counteract level 10, counteract blades of wind surround and slash them; this additional damage
modifier +33) against the triggering spell or the reflection fails. has the air trait.
6th Strikes with the weapon deal 1 additional slashing damage from
WEAPON IMBUED PROPERTIES blades of wind; this additional damage has the air trait.
The following imbued properties are available for 8th The persistent slashing damage on a hit increases to 1d6. On
weapons. a critical hit, you can push the target up to 5 feet away from you.
12th The additional damage and persistent slashing damage dealt
AIR by this imbued property ignores resistances (as does the damage
from hazardous terrain caused by this imbued property’s 16th
AIR IMBUED level effect). Even if the main weapon deals slashing damage,
AIR EVOCATION MAGICAL this benefit only applies to the slashing damage from this imbued
Type Weapon property.
Parts The monster must have the air trait or an attack or spell with the 14th The persistent slashing damage on a hit increases to 1d8.
air trait. 16th While suffering from the persistent slashing damage, the
Effect You imbue the weapon with slicing blades of wind. surrounding blades of air damage the creature the more it moves,
Path Magic; Choose when you first imbue the weapon for the granted slashing at them each time they do. All terrain is hazardous
spells to be either arcane or primal. terrain for them, dealing 2 slashing damage for each square
2nd The weapon can cast gale blastSOM as a cantrip, heightened to through which they move (this includes the movement from being
half the item’s level rounded up. pushed by a critical hit). On a critical hit, you can push the target
4th The weapon can cast gust of wind once per day. up to 10 feet away.
6th Strikes with the weapon deal 1 additional slashing damage from 18th The persistent slashing damage on a hit increases to 1d10.
blades of wind; this additional damage has the air trait. 20th On a critical hit, you can push the target up to 20 feet away.
8th The weapon can cast wall of wind once per day.
10th The weapon can cast air walk once per day. DARKNESS
12th The weapon can cast elemental giftSOM (air only) once per day.
14th The additional slashing damage increases to 1d4. DARKNESS IMBUED
16th The additional slashing damage increases to 1d6. DARKNESS EVOCATION MAGICAL
18th The weapon’s elemental gift (air only) heightens to 8th level. Type Weapon
20th The weapon can cast 9th-level whirlwindSOM once per day. Parts The monster must have an attack or spell with the darkness trait.
Path Might Effect You imbue the weapon with creeping darkness.
4th Strikes with the weapon deal 1 additional slashing damage from Path Magic; Choose when you first imbue the weapon for the granted
blades of wind; this additional damage has the air trait. spells to be either arcane or divine.
6th The additional slashing damage increases to 1d4. 2nd The weapon gains a two-action Interact and command
8th The additional slashing damage increases to 1d6. On a critical activation allowing it to attempt to counteract the light cantrip
hit, you can push the target up to 5 feet away from you. (but not other light effects) with a counteract level equal to half
12th The additional slashing damage dealt by this imbued property the item’s level rounded up.
ignores resistances. Even if the main weapon deals slashing 4th The weapon can cast penumbral shroud once per day.
damage, this benefit only applies to the additional damage. 6th The weapon can cast darkness once per day.
14th On a critical hit with the weapon, you can push the target up to 8th The weapon can cast chilling darkness once per day.
10 feet away from you. 10th Strikes with the weapon deal 1 additional cold damage as the
18th The additional slashing damage increases to 1d8. darkness saps warmth; this additional damage has the darkness
20th On a successful Strike with the weapon, before applying the trait.
additional slashing damage, the target gains weakness 1 to air 12th The weapon’s chilling darkness, darkness, and penumbral
until the beginning of your next turn. shroud heighten to 4th level.
191
14th The additional cold damage increases to 1d4. even on a success or critical success, everything around it is
16th The weapon’s chilling darkness, darkness, and penumbral concealed to it unless it has greater darkvision.
shroud heighten to 6th level. 18th The additional cold damage increases to 1d8.
18th The cold damage increases to 1d6. 20th On a successful Strike with the weapon, before applying the
20th The weapon can cast 9th-level eclipse burst once per day. additional cold damage, the target gains weakness 1 to darkness
Path Might until the beginning of your next turn.
4th Strikes with the weapon deal 1 additional cold damage as the Path Technique
darkness saps warmth; this additional damage has the darkness 4th Strikes with the weapon deal 1 persistent cold damage as
trait. encroaching darkness slowly drains their warmth away; this
6th The additional cold damage increases to 1d4. additional damage has the darkness trait.
8th The additional cold damage increases to 1d6. On a critical hit, 6th Strikes with the weapon deal 1 additional cold damage as the
darkness shrouds the target’s vision, causing everything around darkness saps warmth; this additional damage has the darkness
it to be concealed to it unless it has darkvision. trait.
12th The additional cold damage dealt by this imbued property 8th The persistent cold damage on a hit increases to 1d6. On
ignores resistances. a critical hit, darkness shrouds the target’s vision, causing
14th On a critical hit with the weapon, the target must attempt a everything around it to be concealed to it unless it has darkvision.
Fortitude save against the weapon’s DC. On a failure, it’s blinded 12th The additional damage and persistent cold damage dealt by
for 1 round by magical darkness unless it has greater darkvision; this imbued property ignores resistances.
14th The persistent cold damage on a hit increases to 1d8.
16th While suffering from the persistent cold damage, the shrouding
darkness interferes with the target’s vision. Everything around it
is concealed to it unless it has darkvision. On a critical hit with
a weapon, the target must attempt a Fortitude save against the
weapon’s DC. On a failure, it’s blinded for 1 round by magical
darkness unless it has greater darkvision; even on a success
or critical success, everything around it is concealed to it
unless it has greater darkvision.
18th The persistent cold damage on a hit increases to 1d10.
20th The persistent darkness devours the light. Each time the
target takes the persistent cold damage from this property, the
darkness attempts to counteract one light effect on the target
or the target’s belongings with a counteract level of 10 and a
counteract modifier of +33.

EARTH
EARTH IMBUED
EARTH EVOCATION MAGICAL
Type Weapon
Parts The monster must have the earth trait or an attack or spell with
the earth trait.
Effect You imbue the weapon with churning earth.
Path Magic; Choose when you first imbue the weapon for the granted
spells to be either arcane or primal.
2nd The weapon can cast scatter screeSOM as
a cantrip, heightened to half the item’s level
rounded up.
4th The weapon can cast pummeling rubbleAPG once per
day.
6th The weapon’s pummeling rubble heightens to 2nd
level.
8th The weapon can cast earthbind once per day.
10th Strikes with the weapon deal 1 additional piercing
damage from spikes of stone; this additional damage
has the earth trait.
12th The weapon’s earthbind and pummeling rubble
heighten to 4th level and the weapon can cast stoneskin once
per day.
192
14th The additional piercing damage increases to 1d4.
16th The weapon’s earthbind, pummeling rubble, and stoneskin ELONGATING
heighten to 6th level.
18th The additional piercing damage increases to 1d6. ELONGATING IMBUED
20th The weapon’s stoneskin heightens to 8th level, and it can cast MAGICAL TRANSMUTATION
earthquake once per day. Type Weapon
Path Might Parts The monster must have reach of 10 feet or more on one or more
4th Strikes with the weapon deal 1 additional piercing damage from of its Strikes.
spikes of stone; this additional damage has the earth trait. Effect You imbue the weapon with the ability to elongate itself.
6th The additional piercing damage increases to 1d4. 2nd The weapon gains the following activation:
8th The additional piercing damage increases to 1d6. On a Activate 2 Interact; Effect You elongate your weapon,
critical hit, the piercing rock shards attach the target’s feet to increasing your reach. You Strike with the weapon, and you
the ground, forcing extra effort to break the rocks and move have reach 10 feet for the Strike, or reach 15 feet if the weapon
from its current space. As long as it was on the ground, its first already had the reach trait.
5 feet of movement are difficult terrain, typically preventing it 4th The activation increases the weapon’s reach for the Strike to 15
from Stepping. This effect lasts until it moves or for 1 minute, feet (or 20 feet if it had the reach trait).
whichever comes first. 6th The activation increases the weapon’s reach for the Strike to 20
12th The additional piercing damage dealt by this imbued property feet (or 25 feet if it had the reach trait).
ignores resistances. Even if the main weapon deals piercing 8th The activation increases the weapon’s reach for the Strike to 30
damage, this benefit only applies to the additional damage. feet (or 35 feet if it had the reach trait).
14th On a critical hit, the rocks connecting the creature to the ground
fragment into damaging shards when the creature moves. If the
creature breaks the rocks connecting it to the ground by moving,
it takes an additional 1d8 piercing damage, which has the earth
trait. If the creature instead chooses to wait the effect out for 1
minute without moving, it doesn’t take the additional damage.
18th The additional piercing damage increases to 1d8.
20th On a successful Strike with the weapon, before applying the
additional piercing damage, the target gains weakness 1 to earth
until the beginning of your next turn.
Path Technique
4th Strikes with the weapon deal 1 persistent piercing damage as
stone spikes grow and pierce them; this additional damage has
the earth trait.
6th Strikes with the weapon deal 1 additional piercing damage from
spikes of stone; this additional damage has the earth trait.
8th The persistent piercing damage on a hit increases to 1d6. On
a critical hit, the piercing rock shards attach the target’s feet to
the ground, forcing extra effort to move from its current space.
As long as it was on the ground, its first 5 feet of movement are
difficult terrain, typically preventing it from Stepping. This effect
lasts until it moves or for 1 minute, whichever comes first.
12th The additional damage and persistent piercing damage dealt
by this imbued property ignores resistances. Even if the main
weapon deals piercing damage, this benefit only applies to the
piercing damage from this imbued property.
14th The persistent piercing damage on a hit increases to 1d8.
16th While a target is suffering from the persistent piercing damage,
the earth spikes growing on the target transform into an earthen
shield that blocks their attacks against you. Whenever they hit
you with a Strike, you gain resistance to physical damage (except
adamantine) to that Strike with a value equal to the persistent
piercing damage.
18th The persistent piercing damage on a hit increases to 1d10.
20th Foes suffering from the persistent piercing damage become
very partially petrified in their extremities, making fine movements
difficult. They are clumsy 1 as long as they have the persistent
piercing damage.
193
VARIANT: AUTOMATIC BONUS LIGHT
PROGRESSION AND IMBUING LIGHT IMBUED
What if your campaign uses the automatic EVOCATION LIGHT MAGICAL
bonus progression subsystem? You can still use Type Weapon
imbuing, replacing refining with the automatic Parts The monster must have an attack or spell with the light trait.
bonus progression. This works in a simple way for Effect You imbue the weapon with shining light.
weapons and armor: bonuses happen automatically Path Magic; Choose when you first imbue the weapon for the granted
per the automatic bonus progression rules. Use spells to be either arcane or divine.
monster parts to imbue weapons and armor, 2nd The weapon can cast light as a cantrip, heightened to half the
gaining the ability to imbue the item at the same item’s level rounded up.
levels as normal on Tables 4A and 4B. 4th Strikes with the weapon deal 1 additional fire damage as the
For shields, either use the normal refining and light warms from within; this additional damage has the light trait.
imbuing rules, or you might consider adding 6th The weapon can cast faerie fire once per day.
the shield refining rules as an “automatic shield 8th The weapon can cast searing light once per day.
progression” for 1 shield per character since those 10th The weapon’s searing light heightens to 4th level.
are the only items that have refinement and aren’t 12th The weapon’s faerie fire heightens to 4th level, and it can cast
part of the automatic bonus progression. chromatic raySOM once per day.
For Perception and skill items, there’s one 14th The fire damage increases to 1d4.
decision you need to consider: imbued properties 16th The weapon’s chromatic ray, faerie fire, and searing light
for skill items and Perception items are intentionally heighten to 6th level.
a much lower cost than imbued properties for 18th The fire damage increases to 1d6.
weapons and armor, to encourage imbuing these 20th The weapon can cast 9th-level sunburst once per day.
items with additional abilities. This works in much Path Might
the same way that skill and Perception items in the 4th Strikes with the weapon deal 1 additional fire damage as the
normal magic item rules have extra abilities built light warms from within; this additional damage has the light trait.
in, while weapons and armor only add abilities 6th The additional fire damage increases to 1d4.
with property runes. With the automatic bonus 8th The additional fire damage increases to 1d6. On a critical hit,
progression, a character eventually receives six the target must attempt a Fortitude save against the weapon’s
different skill potencies, but you probably don’t DC. On a failure, it’s blinded by the light for 1 round.
want this to mean the character can gain up to six 12th The additional fire damage dealt by this imbued property
imbued properties, allowing them to cast six spells ignores resistances.
per day for not much more than the cost of six 14th On a critical hit with the weapon, the target is dazzled for 1
scrolls of the same spells. You can easily avoid this round by the light even on a success or critical success on its
by disallowing the imbuing of skill and Perception Fortitude save.
items, but for a middle ground, you might only 18th The additional fire damage increases to 1d8.
allow one or two imbued skill items, increase the 20th On a successful Strike with the weapon, before applying the
cost of imbuing these items to double the listed additional fire damage, the target gains weakness 1 to light until
cost, or both. In any case, due to apex items being the beginning of your next turn.
baked into automatic bonus progression, the apex Path Technique
imbued properties shouldn’t be available. 4th Strikes with the weapon deal 1 persistent fire damage as the
light continues to sear them; this additional damage has the light
trait.
10th The activation increases the weapon’s reach for the Strike to 6th Strikes with the weapon deal 1 additional fire damage as the
60 feet (or 65 feet if it had the reach trait). light warms from within; this additional damage has the light trait.
12th The activation increases the weapon’s reach for the Strike to 8th The persistent fire damage on a hit increases to 1d6. On a
90 feet (or 95 feet if it had the reach trait). critical hit, the target must attempt a Fortitude save against the
14th The activation increases the weapon’s reach for the Strike to weapon’s DC. On a failure, it’s blinded by the light for 1 round.
120 feet (or 125 feet if it had the reach trait). 12th The additional damage and persistent fire damage dealt by
16th The weapon’s elongating activation can be used as only a this imbued property ignores resistances.
single action once per hour. 14th The persistent fire damage on a hit increases to 1d8.
18th The weapon’s elongating activation can be used as only a 16th While suffering from the persistent fire damage, the light
single action once per 10 minutes, rather than once per hour. limns the creature, outlining it and preventing it from becoming
20th The weapon’s base reach increases to 10 feet if it doesn’t concealed or becoming invisible. A visible creature can’t be
have the reach trait, or to 15 feet if it has the reach trait. This also concealed while suffering from the persistent fire damage; if
increases the reach when using the activation to 125 feet (130 the creature is invisible, it’s concealed while suffering from the
feet if the weapon has the reach trait). persistent fire damage, rather than being undetected.
194
18th The persistent fire damage on a hit increases to 1d10.
20th The persistent light cancels out the darkness. Each time the WATER
target takes the persistent fire damage from this property, the
light attempts to counteract one darkness effect on the target WATER IMBUED
or the target’s belongings with a counteract level of 10 and a EVOCATION MAGICAL WATER
counteract modifier of +33. Type Weapon
Parts The monster must have the water trait or an attack or spell with
THROWING the water trait.
Effect You imbue the weapon with flowing water.
THROWING IMBUED Path Magic; Choose when you first imbue the weapon for the granted
EVOCATION MAGICAL spells to be either arcane or primal.
Type Weapon 2nd The weapon can cast spoutSOM as a cantrip, heightened to half
Parts The monster must have a ranged unarmed attack or Rock the item’s level rounded up.
Throwing or a similar ability. 4th The weapon can cast hydraulic push once per day.
Effect You imbue the weapon with advantages when thrown, such as 6th The weapon’s hydraulic push heightens to 2nd level.
the power to return to you when you throw it. 8th The weapon can cast aqueous orbAPG once per day.
2nd When you make a thrown Strike with this weapon, it flies back to 10th Strikes with the weapon deal 1 additional bludgeoning damage
your hand at the end of your turn. If your hands are full when the from a crashing wave of water; this additional damage has the
weapon returns, it falls to the ground in your space. water trait.
4th Instead of flying back to your hand at the end of
your turn, the weapon flies back to your hand after
each Strike is complete, allowing you to use it to
make multiple thrown Strikes with it in sequence.
6th The weapon’s range increment increases by 10
feet.
8th After making a Strike with the weapon, instead of
having it return to your hand, if your next action is a
Strike, you can have the weapon Strike starting from
the previous target’s location. If you do, you use this
position to determine the distance, cover, and other
factors to the new target. You can continue to do so as
long as you continue Striking, and when you stop, the
weapon returns to your hand as normal.
10th The weapon’s range increment increases by 20 feet,
instead of 10 feet.
12th When you throw the weapon, it spins with whirling
blades or creates a shockwave nearby, dealing 1 splash
damage of the weapon’s normal type to the target and
all adjacent creatures. As normal for splash damage, this
damage is combined together against the target on a hit,
and it also applies on a failed Strike, but not on a critical
failure.
14th The weapon’s range increment increases by 30 feet,
instead of 20 feet.
16th The weapon gains the following activation:
Activate 3 command, envision; Frequency once
per day; Effect You spin around, launching myriad
duplicates of your weapon at foes all around you. Make
thrown Strikes against all foes within 30 feet. These
Strikes don’t increase your multiple attack penalty until
after you’ve finished making all of them.
18th The weapon’s range increment increases by 40 feet,
instead of 30 feet.
20th When you make a thrown Strike with the weapon against
a foe, instead of having the weapon return to you, you can
choose to hold onto the weapon and have it pull you through
the air to the nearest available space to your target along the
path of the throw.
195
12th The weapon’s aqueous orb and hydraulic push heighten to 4th Path Technique
level and the weapon can cast hydraulic torrent once per day. 4th Strikes with the weapon deal 1 persistent bludgeoning damage
14th The additional bludgeoning damage increases to 1d4. as torrents of water continue to pummel them; this additional
16th The weapon’s aqueous orb, hydraulic push, and hydraulic damage has the water trait.
torrent heighten to 6th level. 6th Strikes with the weapon deal 1 additional bludgeoning damage
18th The additional bludgeoning damage increases to 1d6. from a crashing wave of water; this additional damage has the
20th The weapon can cast 9th-level horrid wilting once per day. water trait.
Path Might 8th The persistent bludgeoning damage on a hit increases to 1d6.
4th Strikes with the weapon deal 1 additional bludgeoning damage On a critical hit, the target is also knocked prone by the force
from a crashing wave of water; this additional damage has the of the enormous wave unless it succeeds at a Fortitude save
water trait. against the weapon’s DC.
6th The additional bludgeoning damage increases to 1d4. 12th The additional damage and persistent bludgeoning damage
8th The additional bludgeoning damage increases to 1d6. On a dealt by this imbued property ignores resistances. Even if the
critical hit, the target is also knocked prone by the force of the main weapon deals bludgeoning damage, this benefit only
enormous wave unless it succeeds at a Fortitude save against applies to the bludgeoning damage from this imbued property.
the weapon’s DC. 14th The persistent bludgeoning damage on a hit increases to 1d8.
12th The additional bludgeoning damage dealt by this imbued 16th While suffering from the persistent bludgeoning damage,
property ignores resistances. Even if the main weapon deals the target is drenched in water, potentially making their footing
bludgeoning damage, this benefit only applies to the additional slippery. Each turn, they must succeed at a Reflex save against
damage. the weapon’s DC, or else everywhere they walk, the ground is
14th On a critical hit with the weapon, if the target is knocked prone, difficult terrain for them.
they take 3d6 bludgeoning damage from the hard landing. 18th The persistent bludgeoning damage on a hit increases to 1d10.
18th The additional bludgeoning damage increases to 1d8. 20th Foes suffering from the persistent bludgeoning damage
20th On a successful Strike with the weapon, before applying the have difficulty speaking as long as they have the persistent
additional bludgeoning damage, the target gains weakness 1 to bludgeoning damage, as the sloshing waves pour into their
water until the beginning of your next turn. mouth when it opens. Unless they can breathe underwater or
don’t breathe, they must succeed at a DC 5 flat check every time
they use an action with the linguistic trait or cast a spell with a
verbal component or the action or spell is disrupted.

WOOD
WOOD IMBUED
EVOCATION MAGICAL WOOD
Type Weapon
Parts The monster must have the plant trait or an attack or spell with
the plant trait.
Effect You imbue the weapon with growing wood.
Path Magic; The spells granted by this imbued property are always
primal.
2nd The weapon can cast tanglefoot as a cantrip, heightened to
half the item’s level rounded up.
4th The weapon can cast protector treeSOM once per day.
6th The weapon’s protector tree heightens to 2nd level.
8th The weapon’s protector tree heightens to 3rd level and it can
cast entangle once per day.
10th Strikes with the weapon deal 1 additional piercing damage
from thorns and pointed branches; this additional damage has
the plant trait.
12th The weapon’s entangle and protector tree heighten to 4th level
and the weapon can cast petal stormSOM once per day.
14th The additional piercing damage increases to 1d4.
16th The weapon’s petal storm and protector tree heighten to 6th
level and it can cast tangling creepers once per day but can no
longer cast entangle.
18th The additional piercing damage increases to 1d6.
20th The weapon’s petal storm heightens to 8th level, and it can
cast 8th-level nature’s reprisalSOM once per day.
196
Path Might thorns and pointed branches; this additional damage has the
4th Strikes with the weapon deal 1 additional piercing damage from plant trait.
thorns and pointed branches; this additional damage has the 8th The persistent piercing damage on a hit increases to 1d6. On
plant trait. a critical hit, vines attempt to entangle the target; they must
6th The additional piercing damage increases to 1d4. attempt a Reflex save against the weapon’s DC. On a failure,
8th The additional piercing damage increases to 1d6. On a critical they’re immobilized, and on a success they take a –10-foot
hit, vines attempt to entangle the target; they must attempt circumstance penalty to their Speeds. Either condition ends after
a Reflex save against the weapon’s DC. On a failure, they’re 1 round or if they spend an Interact action to remove the effect,
immobilized, and on a success they take a –10-foot circumstance whichever comes first.
penalty to their Speeds. Either condition ends after 1 round or if 12th The additional damage and persistent piercing damage dealt
they spend an Interact action to remove the effect, whichever by this imbued property ignores resistances. Even if the main
comes first. weapon deals piercing damage, this benefit only applies to the
12th The additional piercing damage dealt by this imbued property piercing damage from this imbued property.
ignores resistances. Even if the main weapon deals piercing 14th The persistent piercing damage on a hit increases to 1d8.
damage, this benefit only applies to the additional damage. 16th Even on a normal hit, the vines on the target grow longer and
14th On a critical hit with the weapon, if the target succeeds at their impede their movement. They take a –5-foot circumstance penalty
saving throw, they take a –20-foot circumstance penalty to their to their Speeds for 1 round, on until they spend an Interact action
Speeds, instead of a –10-foot circumstance penalty. pulling off the vines to remove the effect, whichever comes first.
18th The additional piercing damage increases to 1d8. On a successful Reflex save after a critical hit, the circumstance
20th On a successful Strike with the weapon, before applying the penalty increases to a –20-foot circumstance penalty.
additional piercing damage, the target gains weakness 1 to 18th The persistent piercing damage on a hit increases to 1d10.
damage and effects with the plant trait until the beginning of your 20th The pollen, spores, and seeds from the plants growing on your
next turn. foes when they take the persistent piercing damage spreads
Path Technique between them, growing more and more plants. At the end of a
4th Strikes with the weapon deal 1 persistent piercing damage foe’s turn, when they take damage from the imbued property’s
as thorns and vines continue to sprout from within them; this persistent piercing damage, the plants spread to all foes
additional damage has the plant trait. adjacent to the foe not already sprouting plants, and they take
6th Strikes with the weapon deal 1 additional piercing damage from the persistent piercing damage as well.
197
Strange & Unusual Character Options
These pages will do little, I fear, to instill in you true a reference to a different intangibility, such as an aberrant mind
comprehension of the peculiarities described therein. I know or aberrant heart? Before you continue reading, make your
because I was once you. I longed to study the most unusual own inference, think about how you would justify it, and then
cases and explore the process by which we become… something proceed further.
more—something different. I read through clinical tomes The truth is, the aberrations that have become a part of an
explaining all the facts and figures, and, in the youthful aberrant soul are so anathematic to the very nature of mortality
academic bliss of my ignorance, I believed myself an expert on that it is our soul itself that is at risk from our exposure. This
the matter. Played make-believe, more like, but I would only is not meant to be alarmist; somehow speaking about threats
come to understand that later. to souls always raises some hackles. Rather, it is a self-reflection
This book is not like those others. This story is not like the grounded in analysis, inference, and data. To explain, allow me
ones you have seen before. My reader, wise or foolish as you are, to give some examples from my own experience.
you will be following me on my own journey, and in so doing, —From Death of the Self or New Beginning?,
you will understand a side of the process you could never know a psychological exploration of the aberrant soul
from dry academic dissertations alone. Instead, I invite you to transformation, written by the aberrant soul Xan
experience the highs and lows, the excitement and the horror,
and all the little details that make this what it is and that make Strange and Unusual
me who I am. Perhaps then you won’t make the same mistakes
I did; you’ll make different mistakes instead. Or if you do repeat Backgrounds
my decisions, you’ll do so with your eyes open, understanding Some characters have already wandered far beyond the
exactly what you’ve chosen for yourself. realm of the ordinary even before they begin their first
To begin, I’ll ask you a question to get you thinking about adventure. The following backgrounds represent several
the philosophical implications of the matter: why do we call such bizarre beginnings. Horror’s godchild requires some
someone in the throes of an aberrant transformative process an buy-in from the GM and the rest of the group since the
“aberrant soul?” Why not something more tethered to the body, GM will need to insert a specific NPC, and so it is rare
such as an aberrant mutation or aberrant fleshwarp, or perhaps while the others are common, despite being so unusual.
198
ABDUCTED BY THE UNSEEN BACKGROUND TOUCHED BY THE BEYOND BACKGROUND
The formative event in your life, whether during your childhood or Too often in your childhood, you gazed into the abyss, and eventually
adulthood, was being abducted by them. You’re not sure exactly the abyss gazed back. Whatever form it took, you’ve experienced
who they are. All you know is that they were able to infiltrate your life unusual occurrences and become inured to them. Your own gaze has
easily enough to abduct you without any traces or clues, but then they now become unsettling to others, who see the echoes of the beyond
released you some time later, leaving you with only a vague and hazy deep within your eyes.
memory of your lost time. You might call your abductors something Choose two ability boosts. One must be to Constitution or
odd, like “The Unseen.” Whether you’re trying to move past your Charisma, and one is a free ability boost.
abduction or are determined to dig up details, your abduction has left You’re trained in the Intimidation skill, and the Aberration Lore
you forever changed, and you rely on special magic to protect others skill related to one city you’ve visited often. You gain the Intimidating
from sharing your fate. Glare skill feat.
Choose two ability boosts. One must be to Constitution or Wisdom,
and one is a free ability boost.
You’re trained in the Occultism skill, and the Conspiracy Lore skill.
You gain the Root MagicSOM skill feat.

HORROR’S GODCHILD BACKGROUND


RARE
There are some horrors in the multiverse better off unknown,
which mortal beings weren’t meant to see. Whether you
wished upon an ill-fated star, your parents made nefarious
bargains, or even for no apparent reason whatsoever, one of
those horrors considers itself your godparent and is looking
out for you in a way that is at least as likely to cause you strife
as it is to bring you succor. More often, when your godparent gets
involved, it’s up to you to flatter them and keep them from
unleashing some sort of cataclysmic fate on those who
don’t deserve it, while they might ignore the moments you
were in true peril as a “learning experience” that will make you
grow stronger.
Choose two ability boosts. One must be to Strength or
Charisma, and one is a free ability boost.
You’re trained in the Occultism skill, and in a Lore skill
associated with your godparent (for instance, if your
godparent is an aberration, you might be trained in
Aberration Lore and if they are a fey, you might be
trained in Fey Lore). You can also ask them for help,
but potentially at great cost. Any time you attempt a skill
check to Recall Knowledge, the GM can choose to offer
you a +1 circumstance bonus to the check, as though your
godparent were Aiding you with a small fragment of their
otherworldly knowledge. If you accept but fail the check,
your godparent sends a torrent of alien information to try
to “help you” more that causes you to become stupefied
2 for 1 minute (stupefied 4 on a critical failure). The
stupefied value can’t be reduced by effects that would
reduce or prevent the condition.

SCHOLAR OF THE UNUSUAL BACKGROUND


The strangest and most bizarre occurrences are unsettling
to most people, but to you, they are thrilling and unexplored
mysteries just waiting for the right person to solve them... and that
person is you! Whatever the oddity, you’re all too eager to study it,
understand it, and chronicle it.
Choose two ability boosts. One must be to Intelligence or
Wisdom, and one is a free ability boost.
You’re trained in the Occultism skill, and the Academia Lore skill.
You gain the Oddity Identification skill feat.
199
Aberrant Soul Archetype THE LURE OF THE VOID
You might have made a choice, accepted something alien While the story of an aberrant soul is one of
within you in exchange for the power you would gain, or constant temptation, where the further power of
decided to further your experiments by testing them on the archetype leads you down an inevitable spiral
yourself. Perhaps it started as an accident after contact to corruption, on the mechanical side of things,
with an aberration, a strange idol, or a tome of corrupted the only effect is that you lose your humanity (or
lore. Maybe it’s always been lurking somewhere inside other ancestry trait if you aren’t a humanoid) if you
you, ready to surface at the right moment. Whatever the take too many feats. This allows you maximum
case, your mind, body, soul, and life force have become flexibility in how harsh and unforgiving you want to
corrupted by aberrant energies, slowly transforming be with your character’s story. That way, you can use
you into an aberration through and through. The only the aberrant soul archetype to play a light-hearted
way to avoid the slow descent into a completely alien game where corruption is a narrative element
monstrosity is to avoid progressing in the power you acknowledged in the background that rarely presents
gained from being an aberrant soul... but can you resist a hardship, but you can also use the archetype to tell
that temptation? a grimmer story with travails and dangers that befall
Aberrant souls are sometimes seen as villains or you as you slough off the trappings of your mortal
dangerous monsters by society at large, but far more often life.
they are tragic figures who never asked for what happened You and your GM can work together to create
to them or made a decision without understanding the further details to represent the specific story you wish
potential consequences. On the other hand, those with to tell of your character’s descent into an aberration.
strong enough wills can survive the process of becoming If you have Battlezoo Ancestries: Dragons, the void
an aberration with enough of their personality intact dragon’s similar tragic tale of corruption synergizes
that they can continue their relationships with others well with the aberrant soul archetype, so you might
virtually unscathed. These well-adjusted aberrant souls consider playing a void dragon aberrant soul.
don’t understand what all the fuss is about. Nonetheless,
many stories tell of aberrant souls whose bonds with
others were shattered by their transformations. ABERRATION EMPATHY FEAT 4
Many of the special backgrounds from this chapter ARCHETYPE SKILL
are especially fitting for an aberrant soul character, Prerequisites Aberrant Soul Dedication, Expert in Diplomacy
though aberrant souls can come from any background. Due to your corrupted soul, you have a kinship with aberrations,
If your character is exposed to aberrations during play allowing you to influence them more easily. You can use Diplomacy
in a significant fashion, such as if you were captured and to Make an Impression on aberrations and make Requests even if the
had experiments performed on you, or if you were killed aberration is mindless, if you don’t share a language, or if their mindset
by an aberration and came back… different, your GM is so alien that it’s difficult for others to communicate with them. You
might allow you to instantly retrain some of your feats gain a +1 circumstance bonus on such checks. In addition, whenever
into aberrant soul archetype feats to represent a sudden you meet an aberration in a non-hostile situation, you can immediately
and explosive transformation. attempt a Diplomacy check to Make an Impression on that creature
rather than needing to converse for 1 minute. You take a –5 penalty to
ABERRANT SOUL DEDICATION FEAT 2 the check. If you fail but can engage in 1 minute of conversation, you
UNCOMMON ARCHETYPE DEDICATION can attempt a new check at the end of that time rather than accepting
Through accident or intent, you are slowly transforming into an the failure or critical failure result.
aberration. You gain the aberration trait, in addition to your other Special If you have the Glad-Hand skill feat, you don’t take
traits. You gain the ability to transform one of your arms into a rubbery the penalty on your immediate Diplomacy check if the target is an
tentacle and back as a single action, which has the concentrate trait. aberration.
While one of your arms is a tentacle, it can hold objects normally, but
you can also use it to make a tentacle unarmed attack, which deals SENSE ABERRATION FEAT 4
1d6 bludgeoning damage and has the agile, finesse, and grapple traits. ARCHETYPE
Lastly, your partially aberrant nature inures you to external aberrations, Prerequisites Aberrant Soul Dedication
even as it threatens to change you permanently from the inside, while The itching feeling in your mind and soul grows even stronger when
alerting you through a strange itch in your mind to other aberrations’ other aberrations are nearby, allowing you to sense their presence
movements. This grants you a +1 circumstance bonus to Perception at all times, if not their exact positions. When in the presence of an
checks and saving throws against aberrations. aberration, you eventually detect its presence. This acts as a vague
Special You can’t select another dedication feat until you have sense, similar to humans’ sense of smell. An aberration using a
gained two other feats from the aberrant soul archetype. Additionally, disguise or otherwise trying to hide its presence attempts a Deception
once you gain those two feats, the transformation progresses further, or Stealth check against your Perception DC to hide from you. If the
and you lose your other ancestry’s other creature type trait (typically creature succeeds, it is then temporarily immune to your Sense
humanoid), fully transforming into an aberration. Aberration for 1 day.
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STRETCHING STRIKE 2 FEAT 6 BIG STRETCH FEAT 16
ARCHETYPE ARCHETYPE
Prerequisites Aberrant Soul Dedication Prerequisites Stretching Strike
You transform more and more of your arm, shoulder, and torso into an Your tentacle can extend far longer than even other aberrant souls.
aberration for a brief moment, stretching your tentacle out to a great When you use Stretching Strike, your reach increases to 120 feet
distance to attack. Make a tentacle Strike with a reach of instead of 30 feet.
30 feet.

ABERRANT CONSTRICT 1  FEAT 8


ARCHETYPE
Prerequisites Aberrant Soul Dedication
Requirements You have a foe grabbed with
your tentacle.
You squeeze your tentacle tightly around your
foe, crushing them in your grasp. The foe
takes damage equal to your level + your
Strength modifier, with a basic Fortitude
save, using your class DC or spell DC,
whichever is higher.

ABERRANT ANATOMY FEAT 10


ARCHETYPE
Prerequisites Aberrant Soul Dedication
You can transform your body into an even more aberrant
configuration with bizarre redundant parts, confusing vitals, and
way too much acid everywhere. You gain the unusual anatomy
sorcerer bloodline spell and a focus pool of 1 Focus Point; you
can refocus by concentrating on adjusting your bizarre aberrant
anatomy and soul, either keeping the power under control or
allowing it to run loose, depending on your personality and
situation. If you already have a focus pool, increase your
number of Focus Points by 1.

EXTEND TENTACLE 1 FEAT 12


ARCHETYPE
Prerequisites Aberrant Soul Dedication
You can make your tentacle unnaturally long, allowing you
to attack opponents with it from reach but not use it for
anything else. Until you use Extend Tentacle again to switch
back or change your tentacle back into a normal arm, your
tentacle unarmed attack gains the reach trait, typically
granting it a reach of 10 feet, but you can’t use the tentacle
to Interact, hold an object, or perform other actions.

ABERRANT GRAB 1  FEAT 14


ARCHETYPE
Prerequisites Aberrant Soul Dedication
Requirements Your last action was a successful
tentacle Strike.
You grab the enemy you hit in your tentacle. The foe you
hit becomes grabbed, as if you had succeeded at an
Athletics check to Grapple the foe.
Special You can use Aberrant Grab after Stretching
Strike, even though the grabbed condition would normally end due
to the creature being out of your reach. If you do, attempt an
Athletics check against the creature’s Fortitude DC. On a
success, you pull the creature until it’s within your reach and
it remains grabbed; on a failure, the grabbed condition ends.
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Appendix
Ability Glossary can Release anything it’s holding as part of this reaction; Trigger
The monster is targeted with a thrown rock Strike or a rock would fall
The following creature abilities are listed here because on the monster; Effect The monster gains a +4 circumstance bonus
they are shared by many creatures or are highly complex. to its AC against the triggering attack or to any defense against the
The statistics for individual creatures might alter the falling rock. If the attack misses or the monster successfully defends
traits, the number of actions, or other rules of these against the falling rock, the monster catches the rock, takes no
abilities. Anything noted in a specific creature’s stat block damage, and is now holding the rock.
overrides the general rules for the ability below. In these Change Shape 1 (concentrate, [magical tradition], polymorph,
abilities, “monster” is used for the creature that has the transmutation) The monster changes its shape indefinitely. It can
ability, to differentiate it from any other creatures the use this action again to return to its natural shape or adopt a new
ability might affect. For additional information, please shape. Unless otherwise noted, a monster cannot use Change
refer to the Pathfinder Second Edition Core Rulebook. Shape to appear as a specific individual. Using Change Shape
counts as creating a disguise for the Impersonate use of Deception.
All-Around Vision This monster can see in all directions The monster’s transformation automatically defeats Perception
simultaneously, and therefore can’t be flanked. DCs to determine whether the creature is a member of the ancestry
Aquatic Ambush 1 Requirements The monster is hiding in water or creature type into which it transformed, and it gains a +4 status
and a creature that hasn’t detected it is within the listed number bonus to its Deception DC to prevent others from seeing through its
of feet; Effect The monster moves up to its swim Speed + 10 feet disguise. Change Shape abilities specify what shapes the monster
toward the triggering creature, traveling on water and on land. Once can adopt. The monster doesn’t gain any special abilities of the
the creature is in reach, the monster makes a Strike against it. The new shape, only its physical form. For example, in each shape,
creature is flat-footed against this Strike. it replaces its normal Speeds and Strikes, and might potentially
Attack of Opportunity 5 Trigger A creature within the monster’s change its senses or size. Any changes are listed in its stat block.
reach uses a manipulate action or a move action, makes a ranged Constant Spells A constant spell affects the monster without the
attack, or leaves a square during a move action it’s using; Effect The monster needing to cast it, and its duration is unlimited. If a constant
monster attempts a melee Strike against the triggering creature. If spell gets counteracted, the monster can reactivate it by spending
the attack is a critical hit and the trigger was a manipulate action, the normal spellcasting actions the spell requires.
the monster disrupts that action. This Strike doesn’t count toward Constrict 1 The monster deals the listed amount of damage to any
the monster’s multiple attack penalty, and its multiple attack penalty number of creatures grabbed or restrained by it. Each of those
doesn’t apply to this Strike. creatures can attempt a basic Fortitude save with the listed DC.
At-Will Spells The monster can cast its at-will spells any number of Coven (divination, mental, occult) This monster can form a coven with
times without using up spell slots. two or more other creatures who also have the coven ability. This
Aura A monster’s aura automatically affects everything within a involves performing an 8-hour ceremony with all prospective coven
specified emanation around that monster. The monster doesn’t members. After the coven is formed, each of its members gains elite
need to spend actions on the aura; rather, the aura’s effects are adjustments, adjusting their levels accordingly. Coven members
applied at specific times, such as when a creature ends its turn in can sense other members’ locations and conditions by spending a
the aura or when creatures enter the aura. single action, which has the concentrate trait, and can sense what
If an aura does nothing but deal damage, its entry lists only the another coven member is sensing as a two action activity, which has
radius, damage, and saving throw. Such auras deal this damage to the concentrate trait as well.
a creature when the creature enters the aura and when a creature Covens also grant spells and rituals to their members, but these
starts its turn in the aura. A creature can take damage from the aura can be cast only in cooperation between three coven members who
only once per round. are all within 30 feet of one another. A coven member can contribute
The GM might determine that a monster’s aura doesn’t affect its to a coven spell with a single-action spellcasting activity that has a
own allies. For example, a creature might be immune to a monster’s single verbal component. If two coven members have contributed
frightful presence if they have been around each other for a long these actions within the last round, a third member can cast a coven
time. spell on her turn by spending the normal spellcasting actions. A
Buck 5 Most monsters that serve as mounts can attempt to buck coven can cast its coven spells an unlimited number of times but
off unwanted or annoying riders, but most mounts won’t use this can cast only one coven spell each round. All covens grant the 8th-
reaction against a trusted creature unless the mounts are spooked level baleful polymorph spell and all the following spells, which the
or mistreated; Trigger A creature Mounts or uses the Command coven can cast at any level up to 5th: augury, charm, clairaudience,
an Animal action while riding the monster; Effect The triggering clairvoyance, dream message, illusory disguise, illusory scene,
creature must succeed at a Reflex saving throw against the listed prying eye, and talking corpse. Individual creatures with the coven
DC or fall off the creature and land prone. If the save is a critical ability also grant additional spells to any coven they join. A coven
failure, the triggering creature also takes 1d6 bludgeoning damage can also cast the control weather ritual (Pathfinder Second Edition
in addition to the normal damage for the fall. Core Rulebook), with a DC of 23 instead of the standard DC.
Catch Rock 5 Requirements The monster must have a free hand but If a coven member leaving the coven or the death of a coven
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member brings the coven below three members, the remaining grabbed using this action; Effect The monster automatically Grabs
members keep their elite adjustments for 24 hours, but without the target until the end of the monster’s next turn. The creature is
enough members to contribute the necessary actions, they can’t grabbed by whichever body part the monster attacked with, and that
cast coven spells. body part can’t be used to Strike creatures until the grab is ended.
Darkvision A monster with darkvision can see perfectly well in areas Using Grab extends the duration of the monster’s Grab until the
of darkness and dim light, though such vision is in black and white end of its next turn for all creatures grabbed by it. A grabbed creature
only. Some forms of magical darkness, such as a 4th-level darkness can use the Escape action to get out of the grab, and the Grab ends
spell, block normal darkvision. A monster with greater darkvision, for a grabbed creatures if the monster moves away from it.
however, can see through even these forms of magical darkness. Greater Constrict 1 The monster deals the listed amount of damage
Disease When a creature is exposed to a monster’s disease, it to any number of creatures grabbed or restrained by it. Each of those
attempts a Fortitude save or succumbs to the disease. The level creatures can attempt a basic Fortitude save with the listed DC. A
of a disease is the level of the monster inflicting the disease. The creature that fails this save falls unconscious, and a creature that
disease follows the rules for afflictions found in the “Afflictions” succeeds is then temporarily immune to falling unconscious from
section of the Pathfinder Second Edition Core Rulebook. Greater Constrict for 1 minute.
Engulf 2 The monster Strides up to double its Speed and can move Improved Grab, Improved Knockdown, or Improved Push 4 The
through the spaces of any creatures in its path. Any creature of the monster can use Grab, Knockdown, or Push (as appropriate) as a
monster’s size or smaller whose space the monster moves through free action triggered by a hit with its initial attack. A monster with
can attempt a Reflex save with the listed DC to avoid being engulfed. Improved Grab still needs to spend an action to extend the duration
A creature unable to act automatically critically fails this save. If for creatures it already has grabbed.
a creature succeeds at its save, it can choose to be either pushed Knockdown 1 Requirements The monster’s last action was a
aside (out of the monster’s path) or pushed in front of the monster success with a Strike that lists Knockdown in its damage entry;
to the end of the monster’s movement. The monster can attempt to Effect The monster knocks the target prone.
Engulf the same creature only once in a single use of Engulf. The Lifesense Lifesense allows a monster to sense the vital essence of
monster can contain as many creatures as can fit in its space. living and undead creatures within the listed range. The sense can
A creature that fails its save is pulled into the monster’s body. It is distinguish between the positive energy animating living creatures
grabbed, is slowed 1, and has to hold its breath or start suffocating. and the negative energy animating undead creatures, much as sight
The creature takes the listed amount of damage when first engulfed distinguishes colors.
and at the end of each of its turns while it’s engulfed. An engulfed Light Blindness When first exposed to bright light, the monster is
creature can get free by Escaping against the listed Escape DC. blinded until the end of its next turn. After this exposure, light
An engulfed creature can attack the monster engulfing it, but only doesn’t blind the monster again until after it spends 1 hour in
with unarmed attacks or with weapons of light Bulk or less. The darkness. However, as long as the monster is in an area of bright
engulfing creature is flat-footed against the attack. If the monster light, it’s dazzled.
takes piercing or slashing damage equaling or exceeding the listed Low-Light Vision The monster can see in dim light as though it were
Rupture value from a single attack or spell, the engulfed creature bright light, so it ignores the concealed condition due to dim light.
cuts itself free. A creature that gets free by either method can Negative Healing A creature with negative healing draws health
immediately breathe and exits the engulfing monster’s space. from negative energy rather than positive energy. It is damaged by
If the monster dies, all creatures it has engulfed are automatically positive damage and is not healed by positive healing effects. It
released as the monster’s form loses cohesion. does not take negative damage, and it is healed by negative effects
Fast Healing A monster with this ability regains the given number of Hit that heal undead.
Points each round at the beginning of its turn. Poison When a creature is exposed to a monster’s poison, it attempts a
Ferocity 5 Trigger The monster is reduced to 0 HP; Effect The Fortitude save to avoid becoming poisoned. The level of a poison is the
monster avoids being knocked out and remains at 1 HP, but its level of the monster inflicting the poison. The poison follows the rules
wounded value increases by 1. When it is wounded 3, it can no for afflictions found in the Pathfinder Second Edition Core Rulebook.
longer use this ability. Push 1 Requirements The monster’s last action was a success with
Form Up [one-action] The troop chooses one of the squares it currently a Strike that lists Push in its damage entry; Effect The monster
occupies and redistributes its squares to any configuration in which automatically knocks the target away from the monster. Unless
all squares are contiguous and within 15 feet of the chosen square. otherwise noted in the ability description, the creature is pushed 5
The troop can’t share its space with other creatures. feet. If the attack was a critical hit, this distance is doubled.
Frightful Presence (aura, emotion, fear, mental) A creature that first Regeneration This monster regains the listed number of Hit Points
enters the area must attempt a Will save. Regardless of the result each round at the beginning of its turn. Its dying condition never
of the saving throw, the creature is temporarily immune to this increases beyond dying 3 as long as its regeneration is active.
monster’s Frightful Presence for 1 minute. However, if it takes damage of a type listed in the regeneration entry,
Critical Success The creature is unaffected by the presence. its regeneration deactivates until the end of its next turn. Deactivate
Success The creature is frightened 1. the regeneration before applying any damage of a listed type, since
Failure The creature is frightened 2. that damage might kill the monster by bringing it to dying 4.
Critical Failure The creature is frightened 4. Rend 1 A Rend entry lists a Strike the monster has; Requirements
Grab 1 Requirements The monster’s last action was a success The monster hit the same enemy with two consecutive Strikes of
with a Strike that lists Grab in its damage entry, or it has a creature the listed type in the same round; Effect The monster automatically
203
deals that Strike’s damage again to the enemy. Throw Rock 1 The monster interacts to pick up a rock within reach or
Retributive Strike 5 Trigger An enemy damages the monster’s ally, retrieve a stowed rock and throws it, making a ranged Strike.
and both are within 15 feet of the monster; Effect The ally gains Trample 3 The monster Strides up to double its Speed and can
resistance to all damage against the triggering damage equal to 2 move through the spaces of creatures of the listed size, Trampling
+ the monster’s level. If the foe is within reach, the monster makes a each creature whose space it enters. The monster can attempt to
melee Strike against it. Trample the same creature only once in a single use of Trample.
Scent Scent involves sensing creatures or objects by smell, and The monster deals the damage of the listed Strike, but trampled
is usually a vague sense. The range is listed in the ability, and it creatures can attempt a basic Reflex save at the listed DC (no
functions only if the creature or object being detected emits an damage on a critical success, half damage on a success, double
aroma (for instance, incorporeal creatures usually do not exude an damage on a critical failure).
aroma). Tremorsense Tremorsense allows a monster to feel the vibrations
If a creature emits a heavy aroma or is upwind, the GM can double through a solid surface caused by movement. It is usually an
or even triple the range of scent abilities used to detect that creature, imprecise sense with a limited range (listed in the ability).
and the GM can reduce the range if a creature is downwind. Tremorsense functions only if the monster is on the same surface
Shield Block 5 Trigger The monster has its shield raised and takes as the subject, and only if the subject is moving along (or burrowing
damage from a physical attack; Effect The monster snaps its shield through) the surface.
into place to deflect a blow. The shield prevents the monster from Troop Defenses Troops are composed of many individuals, and over
taking an amount of damage up to the shield’s Hardness. The the course of enough attacks and downed comrades, troops shrink in
monster and the shield each take any remaining damage, possibly size. Most troops start with 16 squares (4 by 4), and their Hit Points
breaking or destroying the shield. have two listed thresholds, typically the first is at 2/3 their maximum
Swallow Whole 1 (attack) The monster attempts to swallow a Hit Points and the second is at 1/3 their maximum Hit Points. Once
creature of the listed size or smaller that it has grabbed in its jaws the troop drops below the first threshold, it loses 4 squares, leaving
or mouth. If a swallowed creature is of the maximum size listed, 12 squares remaining, and the first threshold becomes the troop’s
the monster can’t use Swallow Whole again. If the creature is new maximum Hit Points. Once the troop falls below the second
smaller than the maximum, the monster can usually swallow more threshold, it loses another 4 squares, leaving 8 squares remaining,
creatures; the GM determines the maximum. The monster attempts and the second threshold becomes the troop’s new maximum Hit
an Athletics check opposed by the grabbed creature’s Reflex DC. If Points. In order to restore its size and maximum Hit Points, a troop
it succeeds, it swallows the creature. The monster’s mouth or jaws needs to spend downtime to use long-term treatment on casualties
no longer grab a creature it has swallowed, so the monster is free or recruit new members to replace the fallen. At 0 Hit Points, the troop
to use them to Strike or Grab once again. The monster can’t attack is reduced down to 4 squares, which is too few to sustain the troop,
creatures it has swallowed. so it disperses entirely, with the few remaining members surrendering,
A swallowed creature is grabbed, is slowed 1, and has to hold its fleeing, or easily dispatched, depending on their nature.
breath or start suffocating. The swallowed creature takes the listed A damaging single-target effect, such as a Strike, can’t force a
amount of damage when first swallowed and at the end of each of its troop to pass through more than one threshold at once. For instance,
turns while it’s swallowed. If the victim Escapes this ability’s grabbed if a troop had 60 Hit Points, with thresholds at 40 and 20, a Strike for
condition, it exits through the monster’s mouth. This frees any other 50 damage would leave the troop at 21 Hit Points, just above the
creature grabbed in the monster’s mouth or jaws. A swallowed second threshold. A damaging area effect or multi-target effect can
creature can attack the monster that has swallowed it, but only cross multiple thresholds at once and could potentially destroy the
with unarmed attacks or with weapons of light Bulk or less. The entire troop in one shot.
swallowing creature is flat-footed against the attack. If the monster Non-damaging effects with an area or that target all creatures in a
takes piercing or slashing damage equaling or exceeding the listed certain proximity affect a troop normally if they affect the entire area
Rupture value from a single attack or spell, the swallowed creature occupied by the troop. If an effect has a smaller area or numbers of
cuts itself free. A creature that gets free by either Escaping or targets, it typically has no effect on the troop. However, if the effect
cutting itself free can immediately breathe and exits the swallowing can target at least four creatures or cover at least four squares in the
monster’s space. troop, and if it would prevent its targets from acting, cause them to
If the monster dies, a swallowed creature can be freed by flee, or otherwise make them unable to function as part of the troop
creatures adjacent to the corpse if they spend a combined total of 3 for a round or more, the troop loses a number of Hit Points equal
actions cutting the monster open with a weapon or unarmed attack to the amount required to bring it to the next threshold, removing
that deals piercing or slashing damage. 4 squares. If an effect would both deal damage and automatically
Swarm Mind This monster doesn’t have a single mind (typically cross a threshold due to incapacitating some of the creatures in
because it’s a swarm of smaller creatures), and is immune to mental the troop, apply the damage first. If the damage wasn’t enough to
effects that target only a specific number of creatures. It is still cross a threshold on its own, then reduce the Hit Points to cross the
subject to mental effects that affect all creatures in an area. threshold for the incapacitating effect.
Telepathy (aura, divination, magical, mental) A monster with Wavesense This sense allows a monster to feel vibrations caused by
telepathy can communicate mentally with any creatures within the movement through a liquid. It’s usually an imprecise sense with a
listed radius, as long as they share a language. This doesn’t give limited range (listed in the ability). Wavesense functions only if the
any special access to their thoughts, and communicates no more monster and the subject are in the same body of liquid, and only if
information than normal speech would. the subject is moving through the liquid.
204
same square on the grid. At least four Tiny creatures can occupy the
Creature Traits same square, and even more can occupy the same square, at the
Some of these traits appear in the Pathfinder Second Edition GM’s discretion. They can also occupy the same space as larger
Core Rulebook or previous Pathfinder Second Edition creatures, and if their reach is 0 feet, they must do so in order to
Bestiary volumes, while others are new to this book. attack.

RARITY TRAITS OTHER TRAITS


Unless the creature is common, its trait list starts with a After any rarity traits, the alignment abbreviation, and
rarity trait. Creatures that don’t start with a rarity trait the size, each creature’s trait line lists all other traits the
have the common rarity. creature has in alphabetical order. The following is a list
Common A creature of this rarity is generally known and can be of those traits found in the book.
summoned with the appropriate summon spell. Aberration Aberrations are creatures from beyond the planes or
Uncommon Less is known about uncommon creatures than common corruptions of the natural order.
creatures. They typically can’t be summoned. The DC of Recall Acid Creatures with this trait are primarily constituted of acid or have a
Knowledge checks related to this creature is increased by 2. magical connection to it.
Rare As the name suggests, these creatures are rare. They typically Air Creatures with this trait consist primarily of air or have a magical
can’t be summoned. The DC of Recall Knowledge checks related to connection to that element.
this creature is increased by 5. Alchemical An alchemical creature was artificially created through
Unique A creature with this rarity is one of a kind. The DC of Recall the science of alchemy.
Knowledge checks related to this creature is increased by 10. Amphibious An amphibious creature can breathe in water and in air,
even outside of its preferred environment, usually indefinitely but
ALIGNMENT TRAIT ABBREVIATION at least for hours. These creatures often have a swim Speed. Their
Following any listed rarity trait is one of nine alignment bludgeoning and slashing unarmed Strikes don’t take the usual –2
trait abbreviations. They are listed below with the penalty for being underwater.
alignment traits that these abbreviations represent. Animal An animal is a creature with a relatively low intelligence. It
General descriptions of alignments can be found in the typically doesn’t have an Intelligence modifier above –4, can’t speak
Pathfinder Second Edition Core Rulebook. languages, and can’t be trained in Intelligence based skills.
CE Chaotic and evil Aquatic Aquatic creatures are at home underwater. Their bludgeoning
CG Chaotic and good and slashing unarmed Strikes don’t take the usual –2 penalty for
CN Chaotic and neutral being underwater. Aquatic creatures can breathe water but not air.
LG Lawful and good Arcane This magic comes from the arcane tradition, which is built on
LE Lawful and evil logic and rationality. Anything with this trait is magical. A creature
LN Lawful and neutral with this trait is primarily constituted of or has a strong connection
N Neutral to arcane magic.
NE Neutral and evil Astral Astral creatures are native of the Astral Plane. They can survive
NG Neutral and good the basic environmental effects of the Astral Plane.
Beast A creature similar to an animal but with an Intelligence modifier
SIZE of –3 or higher is usually a beast. Unlike an animal, a beast might be
After any listed rarity trait and the alignment able to speak and reason.
abbreviation, each creature has its size listed before its Bacoo A family of fey who either mischievously haunt their
other traits. surroundings or serve contracts with mortals. Either way, they have
Gargantuan This size of creature takes up a space of at least 20 a particular connection to food and drink.
feet by 20 feet (16 squares on the grid), but can be much larger. Bannog Bipedal rabbitlike aberrations from the Dreamlands.
Gargantuan creatures typically have a reach of 20 feet if they are Celestial Creatures that hail from or have a strong connection to the
tall, or 15 feet if they are long, but larger ones could have a much good-aligned planes are called celestials. Celestials can survive the
longer reach. basic environmental effects of planes in the Outer Sphere.
Huge A Huge creature takes up a 15-foot-by-15-foot space (9 squares Cold Creatures with this trait have a magical connection to cold.
on the grid). It typically has a reach of 15 feet if the creature is tall or Construct A construct is an artificial creature empowered by a force
10 feet if the creature is long. other than necromancy. Constructs are often mindless; they
Large A Large creature takes up a 10-foot-by-10-foot space (4 squares are immune to bleed damage, death effects, disease, healing,
on the grid). It typically has a reach of 10 feet if the creature is tall or necromancy, nonlethal attacks, poison, and the doomed, drained,
5 feet if the creature is long. fatigued, paralyzed, sickened, and unconscious conditions; and
Medium A Medium creature takes up a 5-foot-by-5-foot space (1 they may have Hardness based on the materials used to construct
square on the grid) and typically has a reach of 5 feet. their bodies. Constructs are not living creatures, nor are they
Small A Small creature takes up a 5-foot-by-5-foot space (1 square on undead. When reduced to 0 Hit Points, a construct creature is
the grid) and typically has a reach of 5 feet. destroyed.
Tiny A creature of this size takes up less than a 5-foot-by-5-foot space Curse A creature with the curse trait is the living incarnation of a
(1 square on the grid), and multiple Tiny creatures can occupy the magical curse.
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Cursed A cursed creature is under the effects of a powerful curse. Illusion Effects and magic items with this trait are associated with the
Removing the curse might change the creature into something else. illusion school of magic, typically involving false sensory stimuli. A
Demon A family of fiends hailing from the Abyss, most demons are creature with the illusion trait is entirely illusory, though it has Hit
chaotic evil. Most demons have darkvision and weakness to good Points and functions like a creature.
damage. Incorporeal An incorporeal creature or object has no physical form.
Devil A family of fiends from Hell, most devils are lawful evil. They It can pass through solid objects, including walls. When inside an
typically have greater darkvision, weakness to good damage, object, an incorporeal creature can’t perceive, attack, or interact
immunity to fire, and telepathy. with anything outside the object, and if it starts its turn in an object,
Dragon Dragons are reptilian creatures, often winged or with the power it is slowed 1. Corporeal creatures can pass through an incorporeal
of flight. Most are able to use a breath weapon and are immune to creature, but they can’t end their movement in its space.
sleep and the paralyzed condition. An incorporeal creature can’t attempt Strength-based checks
Dream Creatures native to the Dimension of Dreams can be any against physical creatures or objects—only against incorporeal
alignment and possess a diverse array of abilities, although those ones—unless those objects have the ghost touch property rune.
associated with the nightmare realm of Leng are almost always evil Likewise, a corporeal creature can’t attempt Strength-based checks
and immune to that realm’s freezing temperatures. against incorporeal creatures or objects.
Earth Creatures with this trait consist primarily of earth or have a Incorporeal creatures usually have immunity to effects or
magical connection to that element. conditions that require a physical body, like disease, poison,
Electricity Creatures with this trait have a magical connection to and precision damage. They usually have resistance against all
electricity. damage (except force damage and damage from Strikes with the
Elemental Elementals are creatures directly tied to an element and are ghost touch property rune), with double the resistance against non-
native to the Elemental Planes. Elementals don’t need to breathe. magical damage.
Elf A creature with this trait is a member of the elf ancestry. Elves are Kami Kami are spirits of the Material Plane that bond with a specific
mysterious people with rich traditions of magic and scholarship who object or place.
typically have low-light vision. An ability with this trait can be used or Leshy Leshys are small, roughly humanoid plant creatures.
selected only by elves. A weapon with this trait is created and used Light Creatures with the light trait have a connection to magical light.
by elves. Magical Something with the magical trait is imbued with magical
Ethereal Ethereal creatures are natives of the Ethereal Plane. They energies not tied to a specific tradition of magic. A magical item
can survive the basic environmental effects of the Ethereal Plane. radiates a magic aura infused with its dominant school of magic.
Evocation Effects and magic items with this trait are associated Some items or effects are closely tied to a particular tradition of
with the evocation school of magic, typically involving energy and magic. In these cases, the item has the arcane, divine, occult, or
elemental forces. A creature with this trait is primarily constituted of primal trait instead of the magical trait. Any of these traits indicate
or has a strong connection to evocation magic. that the item is magical.
Feddry Amphibious humanoids who protect themselves by wearing Mental A mental effect can alter the target’s mind. It has no effect on
rocks. an object or a mindless creature. Mindless creatures and objects
Fey Creatures of the Fey World are called the fey. are entirely immune to a mental creature and can’t perceive it.
Fiend Creatures that hail from or have a strong connection to the Mindless A mindless creature has either programmed or rudimentary
evil-aligned planes are called fiends. Fiends can survive the basic mental attributes. Most, if not all, of their mental ability modifiers are
environmental effects of planes in the Outer Sphere. –5. They are immune to all mental effects.
Fire Creatures with this trait are primarily constituted of fire or have a Monitor Creatures that hail from or have a strong connection to the
magical connection to that element. neutrally aligned planes are called monitors. Monitors can survive
Fungus Fungal creatures have the fungus trait. They are distinct from the basic environmental effects of planes in the Outer Sphere.
normal fungi. Negative Creatures with this trait are natives of the Negative Energy
Giant Giants are massive humanoid creatures. Plane. They can survive the basic environmental effects of the
Gnome A creature with this trait is a member of the gnome ancestry. Negative Energy Plane.
Gnomes are small people skilled at magic who seek out new Nymph This family of beautiful fey creatures has strong ties to natural
experiences and usually have low-light vision. locations.
Goblin A creature with this trait can be one of several kinds of creature, Ooze Oozes are creatures with simple anatomies. They tend to have
including goblins, hobgoblins, and bugbears. Goblins tend to have low mental ability scores and immunity to mental effects and
darkvision. precision damage.
Golem Golems are a special type of construct. Golems are immune to Plant Vegetable creatures have the plant trait. They are distinct from
almost all magic, but most have a weakness to certain spells. normal plants.
Gremlin Cruel and mischievous fey, gremlins have acclimated to life Positive Creatures with this trait are natives of the Positive Energy
on the Material Plane. Plane. They can survive the basic environmental effects of the
Human A creature with this trait is a member of the human ancestry. Positive Energy Plane.
Humans are a diverse array of people known for their adaptability. Qlippoth A family of fiends hailing from the Abyss, most qlippoth are
An ability with this trait can be used or selected only by humans. chaotic evil. Their appearance affects the minds of non-qlippoth
Humanoid Humanoids reason and act much like humans. They that view them.
typically stand upright and have two arms and two legs. Sahkil Sahkils are fiends that delight in spreading fear and unease
206
among mortal creatures. They typically have darkvision, immunity
to fear, and weakness to good. Rituals
Shadow Creatures with this trait are natives of the Shadow Plane. They Some creatures from the Outer Planes can use special
can survive the basic environmental effects of the Shadow Plane. rituals to call their kin or transport themselves to another
Skeleton This undead is made by animating a dead creature’s skeleton plane. These are the rituals used by various creatures in
with negative energy. this book.
Sonic A creature with this trait has a magical connection to powerful
sound. ABYSSAL PACT RITUAL 1
Spirit Spirits are ephemeral creatures defined by their spiritual UNCOMMON CONJURATION
essence. They often lack a material form. Cast 1 day
Sprite A family of diminutive winged fey with a strong connection to Primary Check Religion (expert; you must be a demon)
primal magic. You call in a favor from another demon whose level is no more than
Swarm A swarm is a mass or cloud of creatures that functions as one double Abyssal pact’s spell level, two demons whose levels are each at
monster. Its size entry gives the size of the entire mass, though for least 2 less than double the spell level, or three demons whose levels
most swarms the individual creatures that make up that mass are are each at least 3 less than double the spell level.
Tiny. A swarm can occupy the same space as other creatures, and Critical Success You conjure the demon or demons. They are eager to
must do so in order to use its damaging action. A swarm typically pursue the task, so they don’t ask for a favor.
has weakness to effects that deal damage over an area (like area Success You conjure the demon or demons. They are not eager to
spells and splash weapons). Swarms are immune to the grabbed, pursue the task, so they require a favor in return.
prone, and restrained conditions. Failure You don’t conjure any demons.
Time Time creatures are natives of the Dimension of Time. They do Critical Failure The demon or demons are angry that you disturbed
not age, and while some may be driven by supernatural hungers, them. They appear before you, but they immediately attack you.
they do not need to eat or drink to survive. They can survive the basic
environmental effects of the Dimension of Time.
Troop A troop is an organized collection of component creatures, Languages
typically Small or Medium in size, working as a cohesive whole. A Some creatures in this book speak languages not found in
troop is 16 squares in size and has two Hit Point thresholds in their the “Languages” section of the Pathfinder Second Edition
HP entry, under which it reduces in size to 12 squares and then 8 Core Rulebook. The languages are listed below.
squares. A troop has the Troop Defenses, Form Up, and Troop
Movement abilities. Most troops have a weakness to area damage. TABLE: UNCOMMON AND RARE LANGUAGES
Because they consist of multiple discrete creatures, they can’t be Language Speakers
summoned. Residui (rare) This extraordinarily rare language from a
Undead Once living, these creatures were infused after death with previous universe is spoken exclusively by
negative energy and soul-corrupting evil magic. When reduced to arkyrons
0 Hit Points, an undead creature is destroyed. Undead creatures
are damaged by positive energy, are healed by negative energy, and
don’t benefit from healing effects.
Velstrac A family of fiends from the Shadow Plane that are associated
with pain and agony. All velstracs possess some form of disturbing
gaze.
Water Creatures with this trait are primarily constituted of water or
have a magical connection to the element.
Werecreature Shapechanging creatures that either are naturally able
to shift between animal, humanoid, and hybrid forms or are afflicted
with a curse that forces them to shift involuntarily.
Xotlxotl Bipedal axolotl aberrations with a penchant for mutation.
Zombie These undead are mindless rotting corpses that hunger for
living flesh.

WEAPON TRAITS
The bonuses from these weapons traits are included in
creatures’ statistics, but the traits appear because they’re
relevant for the clumsy and enfeebled conditions.
Brutal A ranged attack with this trait uses its Strength modifier instead
of Dexterity on the attack roll.
Finesse This melee attack is Dexterity based. Even if a weapon
normally has the finesse trait, this trait is omitted in the Strike entry if
the monster is applying its Strength.
207
MONSTER PARTS
Suggested Monster Parts
We have compiled a list of the various monster parts ABANDONED CREATURE 2
you can gather from each monster outlined within this Monster Parts 5/12/22 gp
book. You can present directly to the players after they Eligible Refinements weapons (bludgeoning), armor (light, medium),
have defeated the creature so they can determine how to perception item, skill items (Athletics)
best use the parts to refine and imbue items. No roll is Eligible Imbued Properties acid, constitution, dexterity, energy
needed to determine what the parts can do. Using this resistant (negative), evil, mental, negative, poison, strength,
list will significantly save time; otherwise you will need throwing, wild
to present the stat block to the players and they’ll have
to spend time determining the possible components that ADADA CREATURE 17
can be salvaged from the monster. Monster Parts 1,875/4,300/8,000 gp
The refinements and imbued properties listed in Eligible Refinements weapons (piercing, slashing), armor (light,
these stats blocks are a suggested starting point for each medium), perception item, skill items (Arcana, Athletics, Crafting,
creature. However, there’s a fair degree of judgment Lore [Art], Performance)
calls used in making certain decisions, so you and your Eligible Imbued Properties bane, chaotic, charisma, constitution,
group can and should adjust them depending on your dexterity, elongating, energy resistant (positive), intelligence, spells
group’s preferences or needs. For example, when refining (Divine: freedom of movement, mind blank, teleport), strength,
armor, you need to determine if a creature can provide wild, winged
the equivalent of cloth, leather, or metal. Dragons in this
table provide any type of armor, as perhaps the wings AKAKY CREATURE 3
could be used for cloth, the skin for leather, and the Monster Parts 7/18/30 gp
scales and bones for metal. But perhaps in your game Eligible Refinements perception item, skill items (Acrobatics,
you only want dragons to provide heavy armor. These Intimidation, Society)
are all judgment calls, so feel free to adjust, especially if Eligible Imbued Properties chaotic, cold, dexterity, energy resistant
your players have a good explanation of why they think (negative), evil, fortification, negative, wild, winged
the part should work for a different refining or imbuing
option. AMALGAMESS CREATURE 10
However, keep in mind that the other categories Monster Parts 125/275/500 gp
that are directly based upon abilities and skills, should Eligible Refinements weapons (bludgeoning, slashing), armor
probably be kept as presented as those are less up to (light, medium), perception item, skill items (Arcana, Athletics,
interpretation. And if you adjust any of these abilities Intimidation)
from the initial stat blocks presented in this book, you Eligible Imbued Properties bane, chaotic, charisma, constitution,
should change the properties in turn. For example, if elongating, energy resistant (positive), fire, fortification,
you want to change the ice zuggle into a fire zuggle, you intelligence, mental, negative, spells (Arcane: fleet step, fly,
should also remove the cold imbued property from the hydraulic push, mage hand, produce flame, tanglefoot, touch of
list of options in favor of the fire imbued property. idiocy, vampiric touch, ventriloquism), spiked, strength, water, wild
Also note, these lists are derived from the original
monster stat block and not any listed alternate abilities ARRONGTATA COMMANDER CREATURE 4
detailed in some monster descriptions. If you decide to Monster Parts 12/27/50 gp
utilize a variable version of a creature, or you change a Eligible Refinements weapons (bludgeoning), armor (light), shield,
creature to better suit your game, make sure to adjust perception item, skill items (Acrobatics, Athletics, Lore [Warfare],
their monster parts accordingly. Nature)
Of course, this is your game, and you can adjust these Eligible Imbued Properties bane, constitution, dexterity, energy
tables however you wish; perhaps you don’t even require resistant (positive), spells (Primal: speak with plants), strength,
any limitations! Whatever you choose, try to keep it wild
consistent for both yourself and your players so that it
feels fair. ARRONGTATA HAWK RIDER CREATURE 3
Monster Parts 7/18/30 gp
CREATURE NAME  LEVEL Eligible Refinements weapons (piercing), armor (light), shield,
Monster Parts value light variant/hybrid variant/full variant perception item, skill items (Acrobatics, Athletics, Lore [Warfare],
Eligible Refinements Suggested refinements from the creature Nature)
are listed here. You might determine the creature has additional Eligible Imbued Properties bane, dexterity, energy resistant
refinements available or lacks any of these refinements. (positive), intelligence, spells (Primal: speak with plants), strength,
Eligible Imbued Properties Suggested imbued properties from the wild, winged
creature are listed here. You might determine the creature has
additional imbued properties available or lacks any of these imbued
properties.
208
ARRONGTATA SWARM CREATURE 5 BATHTUB OOZE CREATURE 3
Monster Parts 18/45/80 gp Monster Parts 7/18/30 gp
Eligible Refinements weapons (piercing), armor (light), shield, Eligible Refinements weapons (bludgeoning), perception item, skill
perception item, skill items (Acrobatics, Athletics, Lore [Warfare], items (Acrobatics, Athletics, Stealth)
Nature) Eligible Imbued Properties bane, constitution, energy resistant
Eligible Imbued Properties bane, constitution, dexterity, energy (positive), mirrored, negative, strength, wild
resistant (positive), fortification, mental, spells (Primal: speak with
plants), strength, sturdy, wild BELL WALKER CREATURE 10
Monster Parts 125/275/500 gp
ASKYRON CREATURE 18 Eligible Refinements weapons (bludgeoning), armor (light, heavy),
Monster Parts 3,000/7,000/13,000 gp shield, perception item, skill items (Acrobatics, Arcana, Lore
Eligible Refinements armor (light, medium, heavy), perception [Fungus], Occultism, Stealth, Survival)
item, skill items (Acrobatics, Athletics, Deception, Lore [Previous Eligible Imbued Properties bane, constitution, elongating, energy
Reality], Stealth) resistant (positive), evil, poison, strength, sturdy, wild
Eligible Imbued Properties bane, chaotic, dexterity, energy resistant
(acid, positive), evil, force, fortification, good, intelligence, lawful, BETWEEN CREATURE 12
mental, mirrored, spells (Arcane: disintegrate, plane shift, shield, Monster Parts 250/560/1,030 gp
teleport, tongues), strength, throwing, wild, winged Eligible Refinements perception item, skill items (Acrobatics,
Occultism, Stealth)
ATONING SPIRIT CREATURE 6 Eligible Imbued Properties bane, chaotic, charisma, dexterity,
Monster Parts 30/65/125 gp energy resistant (positive), evil, fire, force, throwing, wild
Eligible Refinements perception item, skill items (Deception,
Diplomacy, Intimidation, Lore [Penitent], Nature, Religion, Society) BLINK DRAKE CREATURE 11
Eligible Imbued Properties bane, dexterity, energy resistant Monster Parts 175/390/720 gp
(positive), mental, spells (Primal: atone, invisibility, teleport), wild, Eligible Refinements weapons (bludgeoning, piercing), armor (light,
winged medium, heavy), shield, perception item, skill items (Acrobatics,
Athletics, Deception, Intimidation, Stealth)
AUROPLASM CREATURE 15 Eligible Imbued Properties bane, constitution, dexterity, elongating,
Monster Parts 810/1,850/3,400 gp energy resistant (positive), force, spells (Arcane: blink, blink
Eligible Refinements weapons (bludgeoning), perception item, charge, dimension door, unexpected transposition), wild, winged
skill items (Arcana, Athletics, Crafting, Deception, Diplomacy,
Intimidation, Society, Stealth) BLOODSPORT REMNANT CREATURE 10
Eligible Imbued Properties acid, bane, charisma, constitution, Monster Parts 125/275/500 gp
electricity, elongating, energy resistant (acid, electricity, fire, Eligible Refinements weapons (bludgeoning), armor (light, medium),
positive), fire, fortification, intelligence, light, mental, mirrored, shield, skill items (Acrobatics, Athletics, Intimidation, Performance)
negative, poison, spells (Arcane: crushing despair, detect magic, Eligible Imbued Properties charisma, constitution, dexterity, energy
dispel magic, dispel magic, fly, haste, horrid wilting, mage hand, resistant (negative), evil, mental, strength, sturdy, wild
maze, mind blank, prismatic spray, read aura, shield, telekinetic
projectile, tempest of shades), strength, sturdy, wild BOE ERCHITU CREATURE 7
Monster Parts 45/100/180 gp
AYD-RAHIBA CREATURE 10 Eligible Refinements weapons (bludgeoning, piercing), armor (light,
Monster Parts 125/275/500 gp medium), perception item, skill items (Athletics, Intimidation)
Eligible Refinements weapons (bludgeoning), armor (light, medium, Eligible Imbued Properties bane, charisma, constitution, energy
heavy), shield, perception item, skill items (Athletics, Intimidation, resistant (positive), evil, lawful, negative, strength, wild
Stealth)
Eligible Imbued Properties bane, chaotic, dexterity, elongating, BOG BOMBER CREATURE 10
energy resistant (positive), evil, strength, sturdy, wild Monster Parts 125/275/500 gp
Eligible Refinements weapons (bludgeoning, piercing), armor (light,
BANNOG THIEF CREATURE 5 medium, heavy), perception item, skill items (Acrobatics, Athletics,
Monster Parts 18/45/80 gp Intimidation, Stealth)
Eligible Refinements weapons (bludgeoning), armor (light), Eligible Imbued Properties bane, constitution, elongating, energy
perception item, skill items (Lore [Dreamlands], Stealth, Survival, resistant (fire, positive), fire, strength, wild
Thievery)
Eligible Imbued Properties bane, chaotic, dexterity, energy resistant
(positive), evil, mental, poison, wild

209
BOWLFISH CREATURE 1 CELESTIAL GEOMETRY CREATURE 14
Monster Parts 3.5/7/13 gp Monster Parts 560/1,250/2,300 gp
Eligible Refinements weapons (piercing), armor (light), skill items Eligible Refinements weapons (bludgeoning, piercing), armor (light,
(Athletics, Deception, Diplomacy, Intimidation, Performance, medium, heavy), shield, perception item, skill items (Athletics)
Society) Eligible Imbued Properties bane, cold, constitution, earth, electricity,
Eligible Imbued Properties bane, chaotic, charisma, dexterity, energy resistant (cold, electricity, fire, positive, negative), fire, sonic,
energy resistant (positive), intelligence, mental, spells (Occult: spells (Arcane: dimension door, teleport), strength, sturdy, wild, winged
daze, ghost sound, prestidigitation), wild
CHIRALUS CREATURE 9
BULBEKKEN CREATURE 3 Monster Parts 90/200/360 gp
Monster Parts 7/18/30 gp Eligible Refinements weapons (slashing), armor (light), perception
Eligible Refinements weapons (piercing, slashing), armor (light, item, skill items (Stealth)
medium), skill items (Athletics, Intimidation) Eligible Imbued Properties bane, chaotic, constitution, dexterity,
Eligible Imbued Properties acid, bane, charisma, constitution, energy energy resistant (positive), mental, throwing, wild, winged
resistant (positive), spells (Primal: acidic burst, prestidigitation,
vomit swarm), strength, wild CHOSAINTOR CREATURE 2
Monster Parts 5/12/22 gp
CADAVALIER CREATURE 7 Eligible Refinements weapons (piercing, slashing), armor (light,
Monster Parts 45/100/180 gp medium), skill items (Acrobatics, Athletics, Deception, Diplomacy,
Eligible Refinements weapons (bludgeoning, piercing), armor (light), Intimidation, Stealth)
perception item, skill items (Acrobatics, Athletics) Eligible Imbued Properties bane, chaotic, charisma, dexterity, energy
Eligible Imbued Properties constitution, dexterity, elongating, energy resistant (positive), mental, spells (Primal: charm, prestidigitation,
resistant (negative), evil, mental, negative, strength, wild tame), wild

CARNIVOROUS CHAPEAU CREATURE -1 CHRONOCEROS CREATURE 7


Monster Parts 1.5/3.5/6.5 gp Monster Parts 45/100/180 gp
Eligible Refinements weapons (bludgeoning), armor (light), Eligible Refinements weapons (piercing), armor (light, medium),
perception item, skill items (Athletics, Deception, Stealth) perception item, skill items (Acrobatics, Athletics, Survival)
Eligible Imbued Properties bane, constitution, dexterity, energy Eligible Imbued Properties bane, constitution, energy resistant
resistant (positive, negative), strength, wild (positive), strength, sturdy, wild

CASTER DETRITUS CREATURE 8 CITRIC EVAPORITE CREATURE 11


Monster Parts 64/140/250 gp Monster Parts 175/390/720 gp
Eligible Refinements weapons (piercing, slashing), armor (light, Eligible Refinements weapons (bludgeoning), perception item, skill
medium), shield, skill items (Arcana, Athletics, Deception) items (Athletics, Stealth)
Eligible Imbued Properties bane, chaotic, charisma, constitution, Eligible Imbued Properties bane, constitution, energy resistant
dexterity, elongating, energy resistant (positive), evil, intelligence, (electricity, fire), fire, fortification, strength, wild
poison, spells (Arcane: gaseous form, glitterdust, grease, stinking
cloud, tanglefoot), strength, throwing, wild CLOAKED CADAVER CREATURE 10
Monster Parts 125/275/500 gp
CATHARTIC WORM CREATURE 9 Eligible Refinements armor (light), perception item, skill items
Monster Parts 90/200/360 gp (Acrobatics, Intimidation, Stealth)
Eligible Refinements weapons (bludgeoning, piercing), armor (light, Eligible Imbued Properties constitution, dexterity, energy resistant
medium, heavy), perception item, skill items (Acrobatics, Arcana, (negative), evil, negative, wild, winged
Athletics, Lore [Emotion], Nature, Occultism, Stealth)
Eligible Imbued Properties bane, chaotic, constitution, dexterity, CONGEALED LAUGHTER CREATURE 15
elongating, energy resistant (positive), mental, strength, wild, Monster Parts 810/1,850/3,400 gp
winged Eligible Refinements weapons (piercing), shield, perception item,
skill items (Athletics)
CAXIRUS CREATURE 8 Eligible Imbued Properties acid, bane, chaotic, constitution, elongating,
Monster Parts 64/140/250 gp energy resistant (positive), evil, fortification, mental, strength, wild
Eligible Refinements weapons (bludgeoning, piercing, slashing),
armor (light, medium), perception item, skill items (Athletics, CONTORTION CREEPER CREATURE 4
Deception, Intimidation, Nature, Stealth, Survival) Monster Parts 12/27/50 gp
Eligible Imbued Properties bane, chaotic, constitution, darkness, Eligible Refinements weapons (bludgeoning, piercing, slashing), armor
elongating, energy resistant (positive), evil, intelligence, mental, (light, medium), skill items (Acrobatics, Deception, Stealth, Thievery)
spells (Primal: animal vision, coral eruption, crashing wave, Eligible Imbued Properties bane, constitution, dexterity, energy
darkness, hydraulic torrent, spout), strength, water, wild resistant (positive), strength, wild
210
CONTORTION CROWN CREATURE 12 DEMON SHEPHERD CREATURE 10
Monster Parts 250/560/1,030 gp Monster Parts 125/275/500 gp
Eligible Refinements weapons (bludgeoning), armor (light, medium), Eligible Refinements weapons (bludgeoning, slashing), armor (light),
perception item, skill items (Athletics, Society, Stealth, Thievery) perception item, skill items (Acrobatics, Athletics, Deception,
Eligible Imbued Properties bane, constitution, elongating, energy Intimidation, Occultism, Religion)
resistant (positive), intelligence, strength, wild Eligible Imbued Properties bane, chaotic, charisma, constitution,
dexterity, energy resistant (positive), evil, intelligence, mental,
CONTORTION SWARM CREATURE 3 negative, spells (Divine: command, daze, impending doom, rip the
Monster Parts 7/18/30 gp spirit ), strength, wild
Eligible Refinements weapons (bludgeoning), armor (light), skill
items (Acrobatics, Thievery) EBIRAH CREATURE 18
Eligible Imbued Properties bane, constitution, dexterity, energy Monster Parts 3,000/7,000/13,000 gp
resistant (positive), wild Eligible Refinements weapons (bludgeoning, slashing), armor
(heavy), shield, perception item, skill items (Acrobatics, Athletics,
CONVOLUTE KEYWEED CREATURE 11 Diplomacy, Intimidation, Nature, Stealth)
Monster Parts 175/390/720 gp Eligible Imbued Properties bane, constitution, elongating, energy
Eligible Refinements weapons (slashing), armor (light), perception item, resistant (positive), evil, sonic, strength, sturdy, wild
skill items (Acrobatics, Athletics, Crafting, Society, Stealth, Thievery)
Eligible Imbued Properties bane, chaotic, charisma, dexterity, EMPEROR SHARK PENGUIN CREATURE 2
elongating, energy resistant (positive), strength, throwing, wild Monster Parts 5/12/22 gp
Eligible Refinements weapons (piercing, slashing), armor (light),
COPPERSMYF CREATURE 4 perception item, skill items (Athletics, Intimidation, Stealth)
Monster Parts 12/27/50 gp Eligible Imbued Properties bane, constitution, energy resistant
Eligible Refinements weapons (slashing), armor (medium, heavy), (cold, positive), evil, strength, wild
shield, perception item, skill items (Acrobatics, Crafting, Lore
[Cooking], Stealth) ERYGLOID CREATURE 3
Eligible Imbued Properties acid, bane, dexterity, electricity, energy Monster Parts 7/18/30 gp
resistant (negative, positive), strength, wild, winged Eligible Refinements weapons (bludgeoning), perception item, skill
items (Athletics, Stealth)
CRYPTFOWL SWARM CREATURE 5 Eligible Imbued Properties acid, bane, constitution, energy resistant
Monster Parts 18/45/80 gp (acid, positive), fortification, mirrored, strength, wild
Eligible Refinements weapons (piercing, slashing), armor (light),
perception item, skill items (Acrobatics, Athletics, Stealth) EUPHORIA OOZE CREATURE 4
Eligible Imbued Properties acid, bane, constitution, energy resistant Monster Parts 12/27/50 gp
(positive), wild, winged Eligible Refinements weapons (bludgeoning), perception item, skill
items (Athletics)
CRYSTALLINE OWL CREATURE 2 Eligible Imbued Properties bane, energy resistant (positive),
Monster Parts 5/12/22 gp fortification, positive, wild
Eligible Refinements weapons (piercing, slashing), armor (light),
perception item, skill items (Acrobatics, Stealth, Survival) EXTRA TOE CREATURE -1
Eligible Imbued Properties bane, charisma, dexterity, energy Monster Parts 1.5/3.5/6.5 gp
resistant (fire, positive), fire, mirrored, wild, winged Eligible Refinements weapons (piercing), armor (light, medium),
skill items (Stealth, Survival)
CUNOMAGLOS CREATURE 15 Eligible Imbued Properties bane, constitution, dexterity, energy
Monster Parts 810/1,850/3,400 gp resistant (positive), wild
Eligible Refinements weapons (piercing, slashing), perception item,
skill items (Arcana, Athletics, Diplomacy, Intimidation, Nature, EYE STALKER CREATURE 7
Occultism, Survival) Monster Parts 45/100/180 gp
Eligible Imbued Properties bane, chaotic, charisma, dexterity, Eligible Refinements weapons (piercing, slashing), armor (light,
energy resistant (positive), strength, wild medium), perception item, skill items (Athletics, Stealth)
Eligible Imbued Properties bane, constitution, dexterity, energy
CURSE EATER CREATURE 12 resistant (positive), evil, intelligence, strength, wild
Monster Parts 250/560/1,030 gp
Eligible Refinements weapons (piercing, slashing), armor (light),
perception item, skill items (Athletics, Lore [Curse], Stealth, Survival)
Eligible Imbued Properties bane, constitution, dexterity, energy
resistant (positive), spells (Primal: dominate, freedom of movement,
moon frenzy, remove curse, true seeing), spiked, strength, sturdy, wild
211
FALSE TARRASQUE CREATURE 1 FRAGMENTOR CREATURE 7
Monster Parts 3.5/7/13 gp Monster Parts 45/100/180 gp
Eligible Refinements weapons (bludgeoning, piercing, slashing), Eligible Refinements weapons (piercing, slashing), armor (medium),
armor (light, medium), skill items (Deception, Intimidation, Lore perception item, skill items (Stealth)
[Legendary Monster], Performance) Eligible Imbued Properties bane, charisma, constitution, energy
Eligible Imbued Properties bane, charisma, dexterity, elongating, resistant (positive), strength, wild, winged
energy resistant (positive), mental, wild
FRENZIED TRASHFIRE CREATURE 8
FEDDRY CREATURE 0 Monster Parts 64/140/250 gp
Monster Parts 2.25/5/9 gp Eligible Refinements weapons (bludgeoning), armor (light),
Eligible Refinements weapons (bludgeoning), armor (light), skill perception item, skill items (Acrobatics, Athletics, Lore [Filth])
items (Crafting, Deception, Diplomacy, Lore [Rock], Society, Eligible Imbued Properties bane, chaotic, dexterity, energy resistant
Stealth) (fire, positive), fire, spells (Primal: stinking cloud), wild
Eligible Imbued Properties charisma, constitution, dexterity,
electricity, energy resistant (positive), strength, throwing, wild FURNACE NEWT CREATURE 3
Monster Parts 7/18/30 gp
FETCHFISHER CREATURE 7 Eligible Refinements weapons (piercing), skill items (Acrobatics,
Monster Parts 45/100/180 gp Athletics, Stealth)
Eligible Refinements weapons (bludgeoning, piercing, slashing), Eligible Imbued Properties bane, charisma, constitution, dexterity,
armor (light, medium), perception item, skill items (Athletics, energy resistant (fire, positive), fire, throwing, wild
Deception, Lore [Fetchling], Stealth)
Eligible Imbued Properties bane, constitution, dexterity, elongating, FURY SPHERE CREATURE 9
energy resistant (positive), spiked, strength, wild Monster Parts 90/200/360 gp
Eligible Refinements weapons (bludgeoning), armor (medium,
FETCHFISHER BROOD SWARM CREATURE 5 heavy), shield, skill items (Athletics, Intimidation, Lore [Heaven,
Monster Parts 18/45/80 gp Legal])
Eligible Refinements weapons (piercing), armor (light, medium), Eligible Imbued Properties bane, charisma, constitution, darkness,
perception item, skill items (Acrobatics, Athletics, Stealth) energy resistant (positive, negative), strength, sturdy, wild
Eligible Imbued Properties bane, constitution, dexterity, energy
resistant (positive), fortification, strength, wild GASPER CREATURE 9
Monster Parts 90/200/360 gp
FETHROTTE CREATURE 3 Eligible Refinements weapons (bludgeoning, piercing), armor (light),
Monster Parts 7/18/30 gp shield, perception item, skill items (Athletics, Lore [Elemental
Eligible Refinements weapons (piercing), armor (light, medium), Plane of Air], Stealth)
skill items (Acrobatics, Athletics, Stealth) Eligible Imbued Properties air, bane, charisma, constitution,
Eligible Imbued Properties acid, bane, cold, constitution, electricity, dexterity, elongating, energy resistant (positive), strength, sturdy,
energy resistant (positive), fire, poison, sonic, strength, wild wild

FETH VELAUNT CREATURE 9 GASTROPHAGE CREATURE 9


Monster Parts 90/200/360 gp Monster Parts 90/200/360 gp
Eligible Refinements weapons (bludgeoning, piercing), armor (light), Eligible Refinements weapons (piercing, slashing), armor (light,
perception item, skill items (Athletics, Intimidation, Occultism, medium), perception item, skill items (Athletics)
Stealth) Eligible Imbued Properties acid, bane, constitution, elongating,
Eligible Imbued Properties bane, constitution, energy resistant energy resistant (positive), strength, throwing, wild
(cold, positive), evil, mental, strength, wild
GLADELICH CREATURE 13
FOSTERKIN CREATURE 12 Monster Parts 375/840/1,560 gp
Monster Parts 250/560/1,030 gp Eligible Refinements weapons (piercing), armor (light, medium),
Eligible Refinements weapons (bludgeoning), armor (light), shield, perception item, skill items (Arcana, Crafting, Intimidation,
perception item, skill items (Athletics, Deception, Lore [Parenting], Medicine, Nature, Stealth, Survival)
Occultism, Stealth) Eligible Imbued Properties acid, air, bane, earth, energy resistant
Eligible Imbued Properties bane, chaotic, charisma, energy resistant (negative), intelligence, mental, negative, poison, spells (Primal;
(positive), good, mental, spells (Occult: modify memory, sanctuary, animal vision, cloudkill, corrosive body, detect magic, dispel magic,
sleep, soothe), strength, wild entangle, finger of death, haste, longstrider, nature’s reprisal,
necrotize, puff of poison, read aura, shape wood, slow, speak with
animals, speak with plants, tanglefoot, tree shape, tree stride, true
seeing, wall of stone, wall of thorns), sturdy, throwing, wild

212
GOBLIN CIRCUS TROUPE CREATURE 6 GUILLOTINE HEAD CREATURE 0
Monster Parts 30/65/125 gp Monster Parts 2.25/5/9 gp
Eligible Refinements weapons (bludgeoning), armor (light), Eligible Refinements weapons (piercing), perception item, skill items
perception item, skill items (Acrobatics, Athletics, Nature, (Stealth, Survival)
Performance) Eligible Imbued Properties dexterity, energy resistant (negative),
Eligible Imbued Properties constitution, dexterity, energy resistant evil, strength, wild
(positive), mental, strength, wild
GUILTBOUND CREATURE 10
GOLDEN COINIVORE SWARM CREATURE 8 Monster Parts 125/275/500 gp
Monster Parts 64/140/250 gp Eligible Refinements weapons (bludgeoning), armor (light),
Eligible Refinements weapons (piercing), armor (heavy), perception perception item, skill items (Athletics, Intimidation)
item, skill items (Athletics, Stealth, Survival) Eligible Imbued Properties chaotic, charisma, elongating, energy
Eligible Imbued Properties bane, constitution, dexterity, energy resistant (negative), evil, negative, strength, wild
resistant (positive), mental, wild
GUNPOWDER BEAR CREATURE 1
GOLDSMYF CREATURE 10 Monster Parts 3.5/7/13 gp
Monster Parts 125/275/500 gp Eligible Refinements weapons (piercing, slashing), armor (light),
Eligible Refinements weapons (piercing), armor (medium, heavy), perception item, skill items (Crafting, Deception, Stealth, Thievery)
skill items (Acrobatics, Stealth, Thievery) Eligible Imbued Properties bane, chaotic, dexterity, energy resistant
Eligible Imbued Properties bane, dexterity, energy resistant (negative, positive), evil, fire, intelligence, wild
(negative, positive), fire, light, spells (primal: detect magic, faerie
fire, fire shield, freedom of movement, glitterdust, passwall, plane HANDLESS MAGE CREATURE 9
shift, solid fog, tanglefoot), throwing, wild Monster Parts 90/200/360 gp
Eligible Refinements weapons (bludgeoning), perception item, skill
GOLEM OF WONDER CREATURE 11 items (Arcana, Deception, Diplomacy, Survival)
Monster Parts 175/390/720 gp Eligible Imbued Properties energy resistant (negative), evil,
Eligible Refinements weapons (bludgeoning, slashing), armor intelligence, mental, spells (Arcane: charitable urge, mage hand,
(medium, heavy), shield, perception item, skill items (Acrobatics, phantom pain, telekinetic maneuver, telekinetic projectile), wild
Athletics)
Eligible Imbued Properties bane, chaotic, constitution, dexterity, HAUNTING SPOON CREATURE 1
electricity, elongating, energy resistant (negative, positive), force, Monster Parts 3.5/7/13 gp
strength, sturdy, wild Eligible Refinements weapons (bludgeoning), armor (light, medium),
shield, perception item, skill items (Acrobatics)
GOREHED CREATURE 5 Eligible Imbued Properties bane, constitution, dexterity, energy
Monster Parts 18/45/80 gp resistant (negative, positive), mental, sturdy, wild, winged
Eligible Refinements weapons (piercing, slashing), armor (light),
perception item, skill items (Acrobatics, Athletics, Deception, HEAT GLUTTON CREATURE 10
Nature, Stealth, Survival) Monster Parts 125/275/500 gp
Eligible Imbued Properties bane, charisma, constitution, dexterity, Eligible Refinements weapons (piercing, slashing), armor (light,
energy resistant (positive), evil, strength, wild medium), perception item, skill items (Acrobatics, Athletics,
Intimidation, Stealth, Survival)
GREATER FETCHFISHER CREATURE 13 Eligible Imbued Properties bane, cold, constitution, dexterity,
Monster Parts 375/840/1,560 gp elongating, energy resistant (fire, positive), evil, spiked, strength,
Eligible Refinements weapons (piercing, slashing), armor (light, wild
medium), perception item, skill items (Athletics, Deception, Lore
[Fetchling], Stealth) ICTIOCTOR CREATURE 4
Eligible Imbued Properties bane, constitution, dexterity, elongating, Monster Parts 12/27/50 gp
energy resistant (positive), spiked, strength, wild Eligible Refinements weapons (bludgeoning, slashing), armor (light,
medium), shield, perception item, skill items (Acrobatics, Athletics,
GROUNDGULLET CREATURE 8 Intimidation, Occultism)
Monster Parts 64/140/250 gp Eligible Imbued Properties bane, chaotic, charisma, dexterity,
Eligible Refinements weapons (bludgeoning), armor (light), energy resistant (positive), intelligence, poison, spells (Occult:
perception item, skill items (Stealth) vomit swarm), strength, sturdy, throwing, wild
Eligible Imbued Properties acid, bane, constitution, energy resistant
(positive), strength, wild

213
ILLICERU CREATURE 11 KEENINGREED CREATURE 7
Monster Parts 175/390/720 gp Monster Parts 45/100/180 gp
Eligible Refinements weapons (piercing), armor (light), perception Eligible Refinements weapons (slashing), armor (light), perception
item, skill items (Athletics, Deception, Diplomacy, Stealth) item, skill items (Deception, Diplomacy, Intimidation, Nature,
Eligible Imbued Properties acid, bane, charisma, constitution, Occultism, Performance, Religion, Stealth, Survival)
dexterity, elongating, energy resistant (positive), intelligence, Eligible Imbued Properties bane, chaotic, charisma, energy resistant
mental, strength, wild (negative, positive), intelligence, mental, negative, positive, sonic,
spells (Primal: counter performance, dirge of doom, enervation,
IMAGINARY FRIEND CREATURE 4 ghost sound, soothe, sound burst), throwing, wild
Monster Parts 12/27/50 gp
Eligible Refinements perception item, skill items (Acrobatics, KELPSTEED CREATURE 1
Athletics, Deception) Monster Parts 3.5/7/13 gp
Eligible Imbued Properties bane, constitution, dexterity, energy Eligible Refinements weapons (bludgeoning, piercing), armor (light),
resistant (positive), force, mental, wild skill items (Acrobatics, Lore [Ocean], Nature, Survival)
Eligible Imbued Properties bane, chaotic, charisma, constitution,
INKBLOT OOZE CREATURE 6 elongating, energy resistant (positive), poison, strength, wild
Monster Parts 30/65/125 gp
Eligible Refinements weapons (bludgeoning), perception item, skill KEYWEED CREATURE 3
items (Athletics, Stealth) Monster Parts 7/18/30 gp
Eligible Imbued Properties bane, constitution, energy resistant Eligible Refinements weapons (bludgeoning), armor (light),
(positive), mental, strength, wild perception item, skill items (Acrobatics, Athletics, Crafting, Society,
Stealth, Thievery)
IRON HOUNDMASTER CREATURE 8 Eligible Imbued Properties bane, chaotic, charisma, dexterity,
Monster Parts 64/140/250 gp energy resistant (positive), poison, wild
Eligible Refinements weapons (bludgeoning, piercing), armor
(heavy), perception item, skill items (Acrobatics, Athletics, Stealth, KOLUFS KRAFSA CREATURE 6
Survival) Monster Parts 30/65/125 gp
Eligible Imbued Properties bane, dexterity, electricity, energy Eligible Refinements weapons (piercing, slashing), armor (light,
resistant (negative, positive), strength, throwing, wild medium), perception item, skill items (Athletics, Stealth)
Eligible Imbued Properties constitution, energy resistant (positive),
JADRANI CREATURE 16 evil, strength, wild
Monster Parts 1,250/2,800/5,150 gp
Eligible Refinements weapons (piercing), armor (light, medium, LANTERN LESHY CREATURE 2
heavy), perception item, skill items (Acrobatics, Athletics, Monster Parts 5/12/22 gp
Deception, Intimidation, Stealth) Eligible Refinements weapons (bludgeoning, slashing), armor
Eligible Imbued Properties bane, dexterity, elongating, energy (light), perception item, skill items (Deception, Intimidation,
resistant (negative), evil, force, lawful, negative, spells (Occult: Occultism, Stealth)
spirit song), throwing, wild, winged Eligible Imbued Properties bane, charisma, constitution, dexterity,
energy resistant (negative), evil, fire, light, mental, negative, poison,
KAWAKAMI CREATURE 9 strength, throwing, wild
Monster Parts 90/200/360 gp
Eligible Refinements weapons (bludgeoning), skill items (Acrobatics, LIVING BONES CREATURE 3
Intimidation, Nature, Stealth) Monster Parts 7/18/30 gp
Eligible Imbued Properties bane, charisma, constitution, dexterity, Eligible Refinements weapons (bludgeoning), armor (heavy), shield,
energy resistant (positive), intelligence, spells (Primal: control perception item, skill items (Acrobatics, Athletics, Diplomacy,
water, hydraulic torrent), water, wild, winged Society)
Eligible Imbued Properties bane, dexterity, energy resistant (cold,
KAYMAN BACOO CREATURE 4 electricity, fire, positive), good, positive, spiked, strength, sturdy, wild
Monster Parts 12/27/50 gp
Eligible Refinements weapons (piercing), armor (light, medium), LIVING CONSTELLATION CREATURE 10
perception item, skill items (Acrobatics, Intimidation, Nature, Monster Parts 125/275/500 gp
Performance, Stealth, Thievery) Eligible Refinements weapons (piercing), armor (light, medium),
Eligible Imbued Properties bane, charisma, dexterity, earth, energy shield, perception item, skill items (Arcana, Deception, Intimidation,
resistant (positive), evil, intelligence, light, mental, spells (Primal: Nature, Occultism, Stealth)
dancing lights, glitterdust, jump, mud pit, pest form, restyle, spout, Eligible Imbued Properties bane, chaotic, charisma, dexterity,
vomit swarm), water, wild elongating, energy resistant (positive), evil, fire, good, light, mental,
spells (Primal: guidance, guiding star, light, searing light), strength,
sturdy, throwing, wild, winged
214
LIVING FIGMENT CREATURE 6 MEDDLING HANDS CREATURE 13
Monster Parts 30/65/125 gp Monster Parts 375/840/1,560 gp
Eligible Refinements skill items (Deception, Intimidation, Eligible Refinements weapons (bludgeoning, piercing), armor
Performance, Stealth) (medium), shield, skill items (Acrobatics, Athletics, Crafting,
Eligible Imbued Properties bane, charisma, dexterity, energy Medicine, Stealth, Thievery)
resistant (acid, cold, electricity, fire, negative, positive, sonic), Eligible Imbued Properties bane, chaotic, dexterity, energy resistant
mental, wild, winged (positive), intelligence, strength, throwing, wild

LIVING ORIGAMI CREATURE 0 MERCURIAL KNIGHT CREATURE 3


Monster Parts 2.25/5/9 gp Monster Parts 7/18/30 gp
Eligible Refinements weapons (slashing), skill items (Acrobatics, Eligible Refinements weapons (bludgeoning, slashing), perception
Deception, Nature, Stealth) item, skill items (Acrobatics, Athletics, Stealth)
Eligible Imbued Properties bane, charisma, dexterity, energy Eligible Imbued Properties bane, dexterity, energy resistant
resistant (positive), good, intelligence, wild, winged (negative, positive), poison, strength, wild

LOREKITH CREATURE 3 MIDNIGHT LILY CREATURE 3


Monster Parts 7/18/30 gp Monster Parts 7/18/30 gp
Eligible Refinements skill items (Crafting, Diplomacy, Intimidation, Eligible Refinements weapons (piercing), armor (light), shield,
Lore [Myth], Performance, Society, Stealth) perception item, skill items (Stealth)
Eligible Imbued Properties bane, charisma, cold, dexterity, energy Eligible Imbued Properties bane, charisma, constitution, dexterity,
resistant (positive), intelligence, mental, sonic, spells (Primal: energy resistant (positive), poison, spiked, wild
daze, haunting hymn, illusory creature, illusory object, inspire
courage, inspire defense), wild MIRAGE CRAWLER CREATURE 10
Monster Parts 125/275/500 gp
LUCENT DEMONSHEEP CREATURE 7 Eligible Refinements weapons (bludgeoning), armor (medium,
Monster Parts 45/100/180 gp heavy), perception item, skill items (Athletics, Stealth)
Eligible Refinements weapons (bludgeoning, piercing), armor (light), Eligible Imbued Properties acid, bane, constitution, energy resistant
perception item, skill items (Acrobatics, Athletics, Intimidation) (fire, positive), evil, strength, wild
Eligible Imbued Properties bane, chaotic, charisma, dexterity,
energy resistant (positive), evil, mental, strength, wild MONEY-GRUBBER SWARM CREATURE -1
Monster Parts 1.5/3.5/6.5 gp
MANY FACES CREATURE 18 Eligible Refinements perception item, skill items (Stealth, Thievery)
Monster Parts 3,000/7,000/13,000 gp Eligible Imbued Properties constitution, dexterity, energy resistant
Eligible Refinements weapons (piercing, slashing), shield, skill items (negative), mental, wild
(Acrobatics, Deception, Stealth)
Eligible Imbued Properties bane, charisma, dexterity, energy NAFIRUS CREATURE 9
resistant (positive), mental, sturdy, wild Monster Parts 90/200/360 gp
Eligible Refinements weapons (piercing), armor (light), skill
MARAMACULA CREATURE 12 items (Acrobatics, Athletics, Deception, Intimidation, Nature,
Monster Parts 250/560/1,030 gp Performance, Stealth, Survival)
Eligible Refinements weapons (bludgeoning), armor (light, medium), Eligible Imbued Properties air, bane, chaotic, charisma, constitution,
perception item, skill items (Athletics, Deception, Diplomacy, dexterity, electricity, energy resistant (positive), evil, fire, mental,
Society, Stealth) sonic, spells (Primal: animal vision, ash cloud, electric arc, freedom
Eligible Imbued Properties acid, bane, charisma, dexterity, of movement, gust of wind, lightning storm, wall of wind), wild,
elongating, energy resistant (positive), evil, mental, wild winged

MEATMONGER CREATURE 6 ODRAZU CREATURE 4


Monster Parts 30/65/125 gp Monster Parts 12/27/50 gp
Eligible Refinements armor (light, medium), perception item, skill Eligible Refinements weapons (bludgeoning), armor (light, medium),
items (Athletics, Crafting, Diplomacy, Lore [Cooking]) shield, perception item, skill items (Deception, Diplomacy,
Eligible Imbued Properties bane, charisma, constitution, energy Intimidation, Performance, Religion, Society, Stealth)
resistant (positive), evil, lawful, strength, wild Eligible Imbued Properties bane, charisma, dexterity, elongating,
energy resistant (fire, poison, positive), evil, intelligence, mental,
wild, winged

215
OWLPACA CREATURE 3 PSYCHOGENIC LAGOMORPH CREATURE 8
Monster Parts 7/18/30 gp Monster Parts 64/140/250 gp
Eligible Refinements weapons (piercing), armor (light, medium), Eligible Refinements weapons (piercing), armor (light, medium),
perception item, skill items (Acrobatics, Athletics, Intimidation) skill items (Acrobatics, Athletics, Stealth, Survival)
Eligible Imbued Properties bane, constitution, energy resistant Eligible Imbued Properties bane, charisma, constitution, dexterity,
(positive), mental, strength, throwing, wild energy resistant (positive), force, intelligence, mirrored, spells
(Occult: telekinetic projectile), spiked, wild, winged
PAINTBRUSH FOX CREATURE 2
Monster Parts 5/12/22 gp Q-METAL MORPHOID CREATURE 14
Eligible Refinements weapons (piercing), armor (light), perception Monster Parts 560/1,250/2,300 gp
item, skill items (Acrobatics, Athletics, Crafting, Deception, Eligible Refinements weapons (bludgeoning, piercing, slashing),
Performance, Stealth, Survival) armor (heavy), shield, perception item, skill items (Athletics, Stealth)
Eligible Imbued Properties bane, charisma, constitution, dexterity, Eligible Imbued Properties bane, constitution, dexterity, elongating,
energy resistant (positive), spells (Primal: ventriloquism), wild energy resistant (fire, positive), fire, strength, throwing, wild

PLUG-TAILED WOLLY CREATURE 1 RIBCAGE VINE CREATURE 5


Monster Parts 3.5/7/13 gp Monster Parts 18/45/80 gp
Eligible Refinements weapons (slashing), armor (light), skill items Eligible Refinements weapons (piercing, slashing), armor (light,
(Acrobatics, Athletics, Stealth) medium), shield, perception item, skill items (Athletics, Stealth)
Eligible Imbued Properties bane, constitution, dexterity, energy Eligible Imbued Properties bane, constitution, dexterity, elongating,
resistant (positive), strength, wild energy resistant (cold, electricity, negative), evil, negative, strength,
sturdy, wild
POSSIBILITY GOLEM CREATURE 14
Monster Parts 560/1,250/2,300 gp SALIRUS CREATURE 6
Eligible Refinements weapons (bludgeoning), armor (heavy), shield, Monster Parts 30/65/125 gp
perception item, skill items (Acrobatics, Athletics, Stealth) Eligible Refinements weapons (piercing), armor (light, medium),
Eligible Imbued Properties bane, constitution, elongating, energy skill items (Acrobatics, Athletics, Deception, Intimidation, Lore
resistant (negative, positive), force, mirrored, strength, sturdy, wild [Swamp], Nature, Stealth, Survival)
Eligible Imbued Properties bane, chaotic, constitution, dexterity,
PRECOGNATE CREATURE 5 energy resistant (positive), evil, light, mental, negative, poison,
Monster Parts 18/45/80 gp spells (Primal: animal vision, dancing lights, entangle, solid fog,
Eligible Refinements weapons (slashing), armor (light, medium), stinking cloud, sudden blight), water, wild
skill items (Acrobatics, Athletics, Stealth, Survival)
Eligible Imbued Properties bane, dexterity, energy resistant SAMARAN CREATURE 1
(positive), strength, wild Monster Parts 3.5/7/13 gp
Eligible Refinements weapons (bludgeoning), armor (light),
PROSELYTIZER CREATURE 15 perception item, skill items (Acrobatics, Athletics, Crafting, Lore
Monster Parts 810/1,850/3,400 gp [Arboreal], Stealth)
Eligible Refinements weapons (piercing, slashing), armor (light), Eligible Imbued Properties bane, charisma, constitution, dexterity,
perception item, skill items (Acrobatics, Diplomacy, Intimidation, energy resistant (positive), intelligence, wild
Lore [Torture], Medicine, Religion)
Eligible Imbued Properties bane, charisma, constitution, dexterity, SAVALIR CREATURE 10
energy resistant (cold, positive), evil, lawful, mental, throwing, wild Monster Parts 125/275/500 gp
Eligible Refinements weapons (slashing), armor (light), perception
PSYCHIC RAT KING CREATURE 14 item, skill items (Acrobatics, Intimidation, Stealth, Survival)
Monster Parts 560/1,250/2,300 gp Eligible Imbued Properties acid, bane, chaotic, cold, constitution,
Eligible Refinements weapons (piercing), armor (light, medium), dexterity, electricity, energy resistant (acid, positive), evil, fire,
perception item, skill items (Acrobatics, Athletics, Deception, intelligence, mental, poison, spiked, strength, throwing, wild
Diplomacy, Intimidation, Stealth)
Eligible Imbued Properties bane, energy resistant (positive), evil, SCYPHOZOID EYE CREATURE 13
intelligence, spells (Occult: command, confusion, daze, detect Monster Parts 375/840/1,560 gp
magic, dominate, déjà vu, fear, feeblemind, hideous laughter, Eligible Refinements weapons (bludgeoning, piercing), shield,
impending doom, invisibility, mage hand, message, mind reading, perception item, skill items (Acrobatics, Arcana, Occultism,
object reading, paralyze, paranoia, paranoia, phantasmal killer, Stealth)
phantom pain, retrocognition, schadenfreude, shield, soothe, Eligible Imbued Properties acid, bane, charisma, elongating, energy
synesthesia, tongues, visions of danger, warp mind), wild resistant (acid, positive), evil, light, poison, spells (Occult: color
spray, chromatic ray, cloak of colors, chroma leach, detect magic,
tongues), sturdy, wild, winged
216
SECRADOW CREATURE 7 STAR WYRM CREATURE 19
Monster Parts 45/100/180 gp Monster Parts 5,000/12,000/22,500 gp
Eligible Refinements weapons (bludgeoning), armor (light), Eligible Refinements weapons (bludgeoning, piercing, slashing),
perception item, skill items (Acrobatics, Deception, Lore [Secret], perception item, skill items (Acrobatics, Athletics, Diplomacy,
Stealth) Intimidation, Occultism, Stealth)
Eligible Imbued Properties dexterity, energy resistant (negative, Eligible Imbued Properties bane, charisma, constitution, elongating,
positive), strength, wild energy resistant (positive, negative), fire, lawful, light, negative,
positive, strength, wild, winged
SHRIEKING AUGER CREATURE 8
Monster Parts 64/140/250 gp STICK TONGUE CREATURE 5
Eligible Refinements weapons (piercing), armor (light, medium), Monster Parts 18/45/80 gp
perception item, skill items (Acrobatics, Arcana, Deception, Eligible Refinements weapons (bludgeoning, slashing), armor
Stealth) (medium), perception item, skill items (Acrobatics, Athletics,
Eligible Imbued Properties bane, dexterity, energy resistant Stealth, Survival)
(positive), mental, wild Eligible Imbued Properties acid, bane, dexterity, elongating, energy
resistant (positive), strength, wild
SILKWURM CREATURE 12
Monster Parts 250/560/1,030 gp STILTWALKER CREATURE 12
Eligible Refinements weapons (piercing), armor (medium, heavy), Monster Parts 250/560/1,030 gp
perception item, skill items (Athletics) Eligible Refinements weapons (bludgeoning), armor (light, medium),
Eligible Imbued Properties bane, constitution, elongating, energy perception item, skill items (Acrobatics, Athletics, Intimidation,
resistant (positive, negative), spiked, wild Stealth, Survival)
Eligible Imbued Properties bane, constitution, dexterity, elongating,
SILVERSMYF CREATURE 6 energy resistant (positive), strength, throwing, wild
Monster Parts 30/65/125 gp
Eligible Refinements weapons (piercing), armor (medium, heavy), SUSURRATION CREATURE 6
skill items (Acrobatics, Diplomacy, Society, Stealth) Monster Parts 30/65/125 gp
Eligible Imbued Properties bane, cold, dexterity, energy resistant Eligible Refinements weapons (slashing), armor (medium),
(negative, positive), spells (primal: plane shift, web), spiked, perception item, skill items (Acrobatics, Stealth)
strength, throwing, wild Eligible Imbued Properties charisma, constitution, energy resistant
(negative), intelligence, negative, wild, winged
SORROW PORTRAIT CREATURE 12
Monster Parts 250/560/1,030 gp TAHAGATA CREATURE 6
Eligible Refinements weapons (bludgeoning), armor (light), shield, Monster Parts 30/65/125 gp
perception item, skill items (Acrobatics, Arcana, Deception) Eligible Refinements weapons (slashing), armor (medium,
Eligible Imbued Properties bane, constitution, dexterity, energy heavy), shield, perception item, skill items (Acrobatics, Athletics,
resistant (negative, positive), evil, mental, strength, sturdy, wild, Deception, Intimidation, Occultism, Stealth)
winged Eligible Imbued Properties bane, charisma, constitution, dexterity,
energy resistant (positive), intelligence, spells (Occult; inevitable
SPELLFILCHER CREATURE 3 disaster, tongues), strength, throwing, wild
Monster Parts 7/18/30 gp
Eligible Refinements weapons (bludgeoning), armor (light), TELEPATHIC EARWIG SWARM CREATURE 6
perception item, skill items (Acrobatics, Arcana, Athletics, Crafting, Monster Parts 30/65/125 gp
Deception, Diplomacy, Nature, Occultism, Religion, Society, Eligible Refinements shield, skill items (Acrobatics, Athletics,
Stealth, Survival, Thievery) Occultism)
Eligible Imbued Properties bane, chaotic, charisma, cold, dexterity, Eligible Imbued Properties bane, energy resistant (positive),
electricity, energy resistant (positive), intelligence, light, spells force, mental, spells (Occult: calm emotions, charm, command,
(Arcane: dancing lights, detect magic, electric arc, ghost sound, confusion, daze, ghost sound, telekinetic maneuver), wild
light, prestidigitation, ray of frost, read aura), wild, winged
TESTUDAN CREATURE 19
SQUICHLEK CREATURE 3 Monster Parts 5,000/12,000/22,500 gp
Monster Parts 7/18/30 gp Eligible Refinements weapons (bludgeoning, piercing, slashing),
Eligible Refinements weapons (bludgeoning, piercing), armor (light), armor (light, medium, heavy), shield, perception item, skill items
perception item, skill items (Acrobatics, Athletics, Intimidation, (Athletics, Intimidation)
Stealth) Eligible Imbued Properties bane, charisma, constitution, dexterity,
Eligible Imbued Properties bane, dexterity, energy resistant elongating, energy resistant (positive), evil, poison, strength, sturdy,
(positive), mental, poison, wild wild

217
THICKET URCHIN CREATURE 15 Eligible Imbued Properties charisma, constitution, dexterity, energy
Monster Parts 810/1,850/3,400 gp resistant (negative), evil, intelligence, lawful, mental, negative,
Eligible Refinements weapons (bludgeoning, piercing), armor (light, sturdy, throwing, wild
heavy), perception item, skill items (Athletics)
Eligible Imbued Properties bane, constitution, elongating, energy VASPERTIL CREATURE 10
resistant (positive), poison, throwing, wild Monster Parts 125/275/500 gp
Eligible Refinements armor (light, medium), perception item, skill
THOUSAND SKINS CREATURE 20 items (Acrobatics, Religion, Society, Stealth, Survival)
Monster Parts 8,750/17,500/30,000 gp Eligible Imbued Properties bane, chaotic, darkness, dexterity,
Eligible Refinements weapons (slashing), armor (light, medium), energy resistant (negative), spells (Occult: darkness, dimension
skill items (Acrobatics, Athletics, Intimidation, Stealth) door, freedom of movement, nondetection), strength, wild
Eligible Imbued Properties bane, chaotic, constitution, dexterity,
elongating, energy resistant (positive), evil, mental, strength, wild VENGEWHISPER CREATURE 11
Monster Parts 175/390/720 gp
THUNDERHEAD WILLOW CREATURE 9 Eligible Refinements perception item, skill items (Intimidation, Lore
Monster Parts 90/200/360 gp [Life], Stealth)
Eligible Refinements weapons (bludgeoning, slashing), armor (light, Eligible Imbued Properties chaotic, charisma, dexterity, energy
medium), skill items (Athletics, Stealth) resistant (acid, cold, electricity, fire, negative, sonic), evil, force,
Eligible Imbued Properties bane, chaotic, constitution, electricity, mental, sonic, spells (Occult: confusion, ghost sound, invisibility,
elongating, energy resistant (fire, positive), fire, strength, wild mage hand, nightmare, phantom pain, telekinetic projectile), wild,
winged
TIDRAGAT CREATURE 3
Monster Parts 7/18/30 gp VILE ASCENDER CREATURE 10
Eligible Refinements weapons (slashing), armor (light, medium, Monster Parts 125/275/500 gp
heavy), perception item, skill items (Acrobatics, Arcana, Athletics, Eligible Refinements weapons (slashing), armor (light), skill items
Deception, Stealth, Thievery) (Acrobatics, Crafting, Deception, Nature, Society, Stealth, Survival,
Eligible Imbued Properties bane, charisma, dexterity, energy Thievery)
resistant (positive), intelligence, light, mental, poison, spells Eligible Imbued Properties acid, bane, charisma, constitution,
(Arcane: color spray, daze, detect magic, floating disk, ghost sound, darkness, dexterity, energy resistant (positive), mental, spells
illusory object, invisibility, invisible item, mage hand, telekinetic (Primal: acid splash, darkness, dimension door, entangle, haste,
projectile), wild, winged locate, tanglefoot), strength, wild

TIME GOLEM CREATURE 21 WACKADODO CREATURE 6


Monster Parts 10,000/24,000/45,000 gp Monster Parts 30/65/125 gp
Eligible Refinements perception item, skill items (Acrobatics) Eligible Refinements weapons (piercing, slashing), armor (light),
Eligible Imbued Properties bane, constitution, dexterity, elongating, skill items (Athletics, Deception, Intimidation, Performance,
energy resistant (positive, negative), force, mirrored, sturdy, wild, Stealth)
winged Eligible Imbued Properties bane, charisma, dexterity, elongating,
energy resistant (positive), spiked, strength, wild
TREE OF EYES CREATURE 8
Monster Parts 64/140/250 gp WADIRUS CREATURE 5
Eligible Refinements weapons (bludgeoning, piercing), armor (light, Monster Parts 18/45/80 gp
medium), shield, perception item, skill items (Stealth) Eligible Refinements weapons (bludgeoning, piercing), armor
Eligible Imbued Properties bane, constitution, elongating, energy (light), skill items (Acrobatics, Athletics, Deception, Intimidation,
resistant (positive), mental, poison, strength, sturdy, throwing, wild Nature, Stealth, Survival)
Eligible Imbued Properties bane, chaotic, charisma, constitution,
TWISTWERE WOLF CREATURE 5 dexterity, elongating, energy resistant (positive), evil, poison,
Monster Parts 18/45/80 gp throwing, wild
Eligible Refinements weapons (piercing, slashing), armor (light,
medium), perception item, skill items (Acrobatics, Athletics, WANDERING PLAGUE CREATURE 9
Deception, Intimidation, Stealth, Survival) Monster Parts 90/200/360 gp
Eligible Imbued Properties bane, constitution, elongating, energy Eligible Refinements weapons (bludgeoning), perception item, skill
resistant (positive), strength, wild items (Athletics)
Eligible Imbued Properties bane, constitution, energy resistant
UNSCALED TYRANT CREATURE 4 (positive), fortification, negative, strength, wild
Monster Parts 12/27/50 gp
Eligible Refinements armor (medium), shield, perception item, skill
items (Acrobatics, Diplomacy, Intimidation, Religion, Stealth)
218
WANNABE KNIGHT CREATURE 13 WRITER’S BLOCK CREATURE 5
Monster Parts 375/840/1,560 gp Monster Parts 18/45/80 gp
Eligible Refinements weapons (piercing, slashing), perception item, Eligible Refinements weapons (slashing), armor (light), perception
skill items (Athletics, Lore [Legend], Society) item, skill items (Deception, Diplomacy, Intimidation, Performance,
Eligible Imbued Properties bane, constitution, elongating, energy Society, Stealth)
resistant (positive), fortification, spiked, strength, wild Eligible Imbued Properties bane, chaotic, constitution, dexterity,
energy resistant (positive), intelligence, mental, throwing, wild
WAR TORTOISE CREATURE 8
Monster Parts 64/140/250 gp XOTLXOTL CREATURE 1
Eligible Refinements weapons (bludgeoning, piercing), armor Monster Parts 3.5/7/13 gp
(medium, heavy), skill items (Athletics) Eligible Refinements weapons (piercing), armor (light), perception
Eligible Imbued Properties bane, chaotic, charisma, constitution, item, skill items (Athletics, Nature, Occultism, Stealth, Survival)
dexterity, elongating, energy resistant (positive), strength, wild Eligible Imbued Properties acid, bane, charisma, constitution,
dexterity, energy resistant (acid, poison, positive), throwing, wild
WHORL OOZE CREATURE 10
Monster Parts 125/275/500 gp ZAKURAK CREATURE 24
Eligible Refinements weapons (bludgeoning), perception item, skill Monster Parts 35,000/70,000/120,000 gp
items (Athletics) Eligible Refinements weapons (bludgeoning, piercing, slashing),
Eligible Imbued Properties bane, constitution, elongating, energy armor (light, medium, heavy), perception item, skill items
resistant (positive), fortification, mental, spells (Occult: ooze form), (Acrobatics, Athletics, Deception, Intimidation, Lore [Dragon],
strength, wild Nature, Occultism, Religion)
Eligible Imbued Properties bane, charisma, constitution, elongating,
WILDCAT GORGER CREATURE 7 energy resistant (positive), evil, mental, spells (Divine: dispel
Monster Parts 45/100/180 gp magic, divine aura, fear, shadow raid, spellwrack, summon
Eligible Refinements weapons (piercing, slashing), armor (light, draconic legion, summon dragon, tempest of shades, true seeing,
medium), perception item, skill items (Acrobatics, Athletics, warp mind), spiked, wild, winged
Stealth)
Eligible Imbued Properties acid, bane, constitution, energy resistant ZWEIBLADE GUARDIAN CREATURE 9
(positive), strength, wild Monster Parts 90/200/360 gp
Eligible Refinements weapons (piercing, slashing), armor (heavy),
shield, skill items (Acrobatics, Athletics, Intimidation)
Eligible Imbued Properties bane, constitution, dexterity, energy
resistant (negative, positive), spiked, sturdy, throwing, wild

219
FEY
Creatures by Type Level 1 false tarrasqueU, plug-tailed wollyU; Level 2 chosaintorU,
The following lists organize the creatures by their major crystalline owlU; Level 3 arrongtata hawk rider, bulbekkenU, erygloidU,
types, subdivided by level. A superscript “U” indicates lorekithU, spellfilcherU; Level 4 arrongtata commander, coppersmyfU,
that a creature is uncommon, “R” that it’s rare, and “Uq” kayman bacoo; Level 5 arrongtata swarm, wadirusU; Level 6
that it’s unique. meatmongerU, salirusU, silversmyfR; Level 8 caxirusU; Level 9 cathartic
wormR, nafirusU; Level 10 goldsmyfR, vile ascenderR; Level 15
ABERRATION cunomaglosU; Level 20 thousand skinsR
Level 1 bowlfishR, xotlxotlU; Level 2 emperor shark penguinU; Level 3
contortion swarmU, squichlekU; Level 4 contortion creeperU; Level 5 FIEND
bannog thiefU, gorehed, precognateR; Level 6 tahagataU, telepathic Level 4 ictioctorU, odrazuU; Level 7 lucent demonsheepR; Level 9
earwig swarmU; Level 7 eye stalkerU; Level 8 caster detritus, golden fury sphereR; Level 10 amalgamessR, demon shepherdR; Level 15
coinivore swarmU, groundgulletU; Level 9 chiralusU, feth velauntR, proselytizerU; Level 24 zakurakUq
gasperR; Level 10 amalgamessR, ayd-rahibaR, bell walkerU, living
constellation, mirage crawlerU, savalirR; Level 11 illiceruU; Level 12 FUNGUS
betweenR, contortion crownR, fosterkinR, stiltwalkerR; Level 13 Level 8 tree of eyesU; Level 10 bell walkerU; Level 15 thicket urchin
meddling handsR, scyphozoid eyeR; Level 14 psychic rat kingR;
Level 18 many facesR HUMANOID
Level 0 feddry; Level 6 goblin circus troupe, kolufs krafsaR; Level 7
ANIMAL secradowU; Level 10 amalgamessR
Level -1 extra toe; Level 3 arrongtata hawk rider, fethrotteU, owlpacaU;
Level 5 cryptfowl swarmU, stick tongueU, twistwere wolfU; Level 6 MONITOR
wackadodoU; Level 7 lucent demonsheepR, wildcat gorgerU; Level 8 Level 10 vaspertilR; Level 17 adadaR
war tortoiseR; Level 18 ebirahUq
OOZE
ASTRAL Level 3 bathtub oozeU, erygloidU; Level 4 euphoria oozeU; Level 6
Level 4 odrazu ; Level 6 tahagata ; Level 7 fragmentor ; Level 9
U U U
inkblot oozeU; Level 9 wandering plagueU; Level 10 whorl oozeU;
chiralusU; Level 10 living constellation; Level 18 askyronR Level 11 citric evaporite; Level 13 wannabe knightU; Level 15
auroplasmR, congealed laughterR
BEAST
Level 1 plug-tailed wollyU; Level 2 paintbrush fox; Level 3 furnace PLANT
newtU; Level 5 fetchfisher brood swarmU; Level 7 boe erchituR, Level 0 living origami; Level 1 kelpsteed, samaran; Level 2 lantern
chronocerosU, fetchfisherU; Level 8 psychogenic lagomorphU, leshy; Level 3 keyweed, midnight lily; Level 5 ribcage vineU; Level 7
shrieking auger; Level 9 gastrophage; Level 10 heat gluttonU; keeningreed; Level 9 thunderhead willowU; Level 11 convolute
Level 12 curse eaterR, maramaculaUq; Level 13 greater fetchfisherU; keyweedU; Level 13 gladelichR
Level 14 psychic rat kingR; Level 16 jadraniR; Level 19 testudanR
SHADOW
CONSTRUCT Level 5 fetchfisher brood swarmU; Level 7 fetchfisherU, secradowU;
Level -1 carnivorous chapeau ; Level 1 gunpowder bear , haunting
U U
Level 13 greater fetchfisherU
spoonU; Level 3 mercurial knight; Level 4 coppersmyfU; Level 6
living figmentR, silversmyfR; Level 8 iron houndmasterR; Level 9 fury SPIRIT
sphereR, zweiblade guardian; Level 10 goldsmyfR; Level 11 golem Level -1 money-grubber swarmU; Level 1 haunting spoonU; Level
of wonderR; Level 12 silkwurmR, sorrow portraitR; Level 14 celestial 3 akakyU, arrongtata hawk rider, living bonesR; Level 4 arrongtata
geometryR, possibility golemR; Level 21 time golemR commander; Level 5 arrongtata swarm, writer’s blockR; Level 6
atoning spiritR; Level 9 kawakamiR; Level 11 vengewhisperR
DRAGON
Level 3 tidragat; Level 9 cathartic wormR; Level 10 bog bomberU; UNDEAD
Level 11 blink drakeR; Level 19 star wyrmR Level -1 money-grubber swarmU; Level 0 guillotine headU; Level 2
abandonedU, lantern leshy; Level 3 akakyU; Level 4 unscaled tyrantR;
DREAM Level 5 ribcage vineU; Level 6 susurrationU; Level 7 cadavalierU;
Level 4; imaginary friendR; Level 5 bannog thiefU Level 9 handless mageU; Level 10 bloodsport remnantU, cloaked
cadaverR, guiltboundU; Level 11 vengewhisperR; Level 13 gladelichR;
ELEMENTAL Level 16 jadraniR
Level 3 furnace newtU; Level 8 frenzied trashfireU; Level 9 gasperR;
Level 14 q-metal morphoidR

ETHEREAL
Level 4 imaginary friendR
220
Creatures by Level
The following tables present every single creature stat level. Each entry also details the creature’s prize ranking;
block that can be found in Battlezoo Bestiary: Strange its type traits, which are useful for summoning and some
and Unusual. These creature stat blocks are organized by other abilities; its rarity; and its page number.

Creature Prize Level Traits Rarity Page


Carnivorous Chapeau Copper -1 Construct, Mindless Uncommon 32
Extra Toe Copper -1 Animal Common 52
Money-Grubber Swarm Copper -1 Incorporeal, Spirit, Swarm, Undead Uncommon 115
Feddry Copper 0 Amphibious, Feddry, Humanoid Common 55
Guillotine Head Silver 0 Undead Uncommon 73
Living Origami Copper 0 Plant Common 102
Bowlfish Copper 1 Aberration Rare 29
False Tarrasque Silver 1 Fey Uncommon 54
Gunpowder Bear Copper 1 Construct, Gremlin Uncommon 75
Haunting Spoon Silver 1 Construct, Mindless, Spirit Uncommon 77
Kelpsteed Platinum 1 Aquatic, Plant Common 92
Plug-Tailed Wolly Copper 1 Beast, Fey Uncommon 118
Samaran Silver 1 Plant Common 126
Xotlxotl Copper 1 Aberration, Amphibious, Xotlxotl Uncommon 167
Abandoned Copper 2 Undead Uncommon 10
Chosaintor Copper 2 Fey Uncommon 36
Crystalline Owl Copper 2 Fey Uncommon 44
Emperor Shark Penguin Copper 2 Aberration, Amphibious Uncommon 49
Lantern Leshy Silver 2 Leshy, Plant, Undead Common 98
Paintbrush Fox Copper 2 Beast Common 117
Akaky Copper 3 Incorporeal, Spirit, Undead Uncommon 12
Arrongtata Hawk Rider Copper 3 Animal, Fey, Spirit Common 14
Bathtub Ooze Silver 3 Mindless, Ooze Uncommon 22
Bulbekken Gold 3 Fey, Gremlin Uncommon 30
Contortion Swarm Platinum 3 Aberration, Swarm Uncommon 40
Erygloid Copper 3 Fey, Ooze Uncommon 50
Fethrotte Copper 3 Alchemical, Animal Uncommon 60
Furnace Newt Copper 3 Beast, Elemental, Fire Uncommon 63
Keyweed Platinum 3 Plant Common 93
Living Bones Copper 3 Positive, Skeleton, Spirit Rare 99
Lorekith Silver 3 Fey Uncommon 103
Mercurial Knight Silver 3 Construct Common 107
Midnight Lily Copper 3 Mindless, Plant, Swarm Common 108
Owlpaca Copper 3 Animal Uncommon 116
Spellfilcher Copper 3 Fey Uncommon 137
Squichlek Gold 3 Aberration Uncommon 138
Tidragat Copper 3 Dragon Common 147
Arrongtata Commander Silver 4 Fey, Spirit Common 15
Contortion Creeper Platinum 4 Aberration Uncommon 41
Euphoria Ooze Silver 4 Mindless, Ooze Uncommon 51
Ictioctor Silver 4 Fiend, Qlippoth Uncommon 79
Imaginary Friend Copper 4 Dream, Ethereal, Incorporeal Rare 81
Kayman Bacoo Silver 4 Bacco, Fey Common 91
Odrazu Grand 4 Astral, Devil, Fiend Uncommon 110
Coppersmyf Platinum 4 Construct, Fey Uncommon 132
Unscaled Tyrant Silver 4 Undead Rare 156
Arrongtata Swarm Gold 5 Fey, Spirit, Swarm Common 16
Bannog Thief Copper 5 Aberration, Dream Uncommon 21
Cryptfowl Swarm Copper 5 Animal, Swarm Uncommon 43
Fetchfisher Brood Swarm Platinum 5 Beast, Shadow, Swarm Uncommon 56
Gorehed Copper 5 Aberration, Amphibious Common 71
221
Creature Prize Level Traits Rarity Page
Wadirus Platinum 5 Fey Uncommon 84
Precognate Silver 5 Aberration, Mindless Rare 120
Ribcage Vine Silver 5 Plant, Undead Uncommon 125
Stick Tongue Copper 5 Animal Uncommon 140
Twistwere Wolf Copper 5 Animal, Werecreature Uncommon 155
Writer’s Block Silver 5 Spirit Rare 166
Atoning Spirit Copper 6 Incorporeal, Spirit Rare 18
Goblin Circus Troupe Silver 6 Goblin, Humanoid, Troop Common 68
Inkblot Ooze Silver 6 Mindless, Ooze Uncommon 82
Salirus Platinum 6 Fey Uncommon 85
Kolufs Krafsa Silver 6 Cursed, Humanoid Rare 97
Living Figment Copper 6 Construct, Illusion, Incorporeal Rare 101
Meatmonger Silver 6 Fey Uncommon 106
Tahagata Grand 6 Aberration, Astral Uncommon 111
Silversmyf Platinum 6 Construct, Fey Rare 133
Susurration Silver 6 Mindless, Undead, Zombie Uncommon 142
Telepathic Earwig Swarm Copper 6 Aberration, Swarm Uncommon 143
Wackadodo Copper 6 Animal Uncommon 160
Boe Erchitu Copper 7 Beast Rare 27
Cadavalier Gold 7 Mindless, Undead, Zombie Uncommon 31
Chronoceros Copper 7 Beast Uncommon 37
Eye Stalker Copper 7 Aberration Uncommon 53
Fetchfisher Platinum 7 Beast, Shadow Uncommon 57
Keeningreed Platinum 7 Plant Common 94
Lucent Demonsheep Copper 7 Animal, Demon, Fiend Rare 104
Fragmentor Grand 7 Astral, Swarm Uncommon 112
Secradow Copper 7 Humanoid, Shadow Uncommon 129
Wildcat Gorger Copper 7 Animal Uncommon 165
Caster Detritus Gold 8 Aberration Common 33
Frenzied Trashfire Silver 8 Elemental, Fire Uncommon 62
Golden Coinivore Swarm Copper 8 Aberration, Swarm Uncommon 69
Groundgullet Copper 8 Aberration Uncommon 72
Iron Houndmaster Copper 8 Construct, Mindless Rare 83
Caxirus Platinum 8 Amphibious, Fey Uncommon 86
Psychogenic Lagomorph Copper 8 Beast Uncommon 123
Shrieking Auger Gold 8 Beast Common 130
Tree of Eyes Silver 8 Fungus Uncommon 149
War Tortoise Copper 8 Animal Rare 163
Cathartic Worm Copper 9 Dragon, Fey Rare 34
Feth Velaunt Gold 9 Aberration, Amphibious, Curse Rare 59
Fury Sphere Copper 9 Construct, Fiend Rare 64
Gasper Gold 9 Aberration, Air, Elemental Rare 65
Gastrophage Silver 9 Beast Common 66
Handless Mage Silver 9 Elf, Undead Uncommon 76
Nafirus Platinum 9 Fey Uncommon 87
Kawakami Silver 9 Incorporeal, Kami, Spirit, Water Rare 90
Chiralus Grand 9 Aberration, Astral Uncommon 114
Thunderhead Willow Gold 9 Electricity, Plant Uncommon 146
Wandering Plague Gold 9 Mindless, Ooze Uncommon 161
Zweiblade Guardian Silver 9 Construct, Mindless Common 169
Amalgamess Copper 10 Aberration, Fiend, Humanoid Rare 13
Ayd-rahiba Copper 10 Aberration, Troop Rare 20
Bell Walker Copper 10 Aberration, Fungus Uncommon 23
Bloodsport Remnant Copper 10 Undead Uncommon 26
Bog Bomber Copper 10 Amphibious, Dragon, Fire Uncommon 28
Cloaked Cadaver Copper 10 Undead Rare 39
Demon Shepherd Copper 10 Demon, Fiend Rare 47
222
Creature Prize Level Traits Rarity Page
Guiltbound Gold 10 Undead Uncommon 74
Heat Glutton Copper 10 Beast, Cold Uncommon 78
Living Constellation Silver 10 Aberration, Astral, Fire Common 100
Mirage Crawler Gold 10 Aberration Uncommon 109
Savalir Silver 10 Aberration Rare 127
Goldsmyf Platinum 10 Construct, Fey Rare 134
Vaspertil Silver 10 Demon, Monitor Rare 157
Vile Ascender Copper 10 Fey Rare 159
Whorl Ooze Gold 10 Alchemical, Mindless, Ooze Uncommon 164
Blink Drake Copper 11 Dragon Rare 25
Citric Evaporite Silver 11 Mindless, Ooze Common 38
Golem of Wonder Silver 11 Construct, Golem, Mindless Rare 70
Illiceru Gold 11 Aberration Uncommon 80
Convolute Keyweed Platinum 11 Plant Uncommon 95
Vengewhisper Silver 11 Incorporeal, Spirit, Undead Rare 158
Between Silver 12 Aberration, Incorporeal Rare 24
Contortion Crown Platinum 12 Aberration Rare 42
Curse Eater Silver 12 Beast Rare 46
Fosterkin Copper 12 Aberration Rare 61
Maramacula Copper 12 Amphibious, Beast Unique 105
Silkwurm Copper 12 Construct Rare 131
Sorrow Portrait Copper 12 Construct Rare 136
Stiltwalker Copper 12 Aberration Rare 141
Greater Fetchfisher Platinum 13 Beast, Shadow Uncommon 58
Gladelich Copper 13 Plant, Undead Rare 67
Scyphozoid Eye Copper 13 Aberration Rare 128
Meddling Hands Platinum 13 Aberration Rare 150
Wannabe Knight Copper 13 Ooze Uncommon 162
Celestial Geometry Copper 14 Construct, Mindless Rare 35
Possibility Golem Gold 14 Construct, Golem, Mindless Rare 119
Psychic Rat King Copper 14 Aberration, Beast, Swarm Rare 122
Q-Metal Morphoid Copper 14 Elemental Rare 124
Auroplasm Silver 15 Ooze Rare 19
Cunomaglos Copper 15 Fey Uncommon 45
Proselytizer Copper 15 Fiend, Velstrac Uncommon 121
Thicket Urchin Silver 15 Fungus, Mindless Common 145
Congealed Laughter Platinum 15 Mindless, Ooze Rare 151
Jadrani Copper 16 Beast, Undead Rare 89
Adada Copper 17 Monitor Rare 11
Askyron Gold 18 Astral Rare 17
Ebirah Copper 18 Animal, Aquatic Unique 48
Many Faces Platinum 18 Aberration Rare 153
Star Wyrm Silver 19 Dragon, Light Rare 139
Testudan Copper 19 Amphibious, Beast Rare 144
Thousand Skins Platinum 20 Fey Rare 154
Time Golem Copper 21 Construct, Incorporeal, Mindless, Time Rare 148
Zakurak Copper 24 Fiend, Sahkl Unique 168

223
OPEN GAME LICENSE Version 1.0a James Jacobs, Erik Keith, Lyz Liddell, Luis Loza, Ron Lundeen, Patchen Mortimer, Dennis
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards Muldoon, Stephen Radney‑MacFarland, Jessica Redekop, Mikhail Rekun, Alex Riggs, David
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using the name of any Contributor unless You have written permission from the Contributor guarantee compatibility, and does not endorse this product.
to do so. Pathfinder is a registered trademark of Paizo Inc. Pathfinder Second Edition and the
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this Pathfinder Second Edition Compatibility Logo are trademarks of Paizo Inc. The Pathfinder-
License with respect to some or all of the Open Game Content due to statute, judicial order, or Icons font is © 2019 Paizo Inc. These trademarks and copyrighted works are used under the
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13. Termination: This License will terminate automatically if You fail to comply with all more information on this license.
terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All Product Identity: The following items are hereby identified as Product Identity, as defined
sublicenses shall survive the termination of this License. in the Open Game License version 1.0a, Section 1(e), and are not Open Game Content: All
14. Reformation: If any provision of this License is held to be unenforceable, such trademarks, registered trademarks, proper nouns (characters, deities, locations, etc., as well
provision shall be reformed only to the extent necessary to make it enforceable. as all adjectives, names, titles, and descriptive terms derived from proper nouns), artworks,
15. COPYRIGHT NOTICE characters, dialogue, locations, organizations, plots, storylines, and trade dress. (Elements
Open Game License v 1.0a © 2000, Wizards of the Coast, Inc. that have previously been designated as Open Game Content, or are exclusively derived
System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan from previous Open Game Content, or that are in the public domain are not included in this
Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave declaration.)
Arneson. Open Game Content: The Open Content in this book includes the monster names,
Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Authors: Logan monster statistics, monster abilities, items, and the suggested monster parts system. No
Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter. portion of this work other than the material designated as Open Game Content may be
Pathfinder Advanced Player’s Guide © 2020, Paizo Inc.; Authors: Amirali Attar Olyaee, reproduced in any form without written permission.
Alexander Augunas, Kate Baker, Brian Bauman, Logan Bonner, Carlos Cabrera, James Case,
Jessica Catalan, John Compton, Paris Crenshaw, Jesse Decker, Fabby Garza Marroquín, Battlezoo Bestiary: Strange and Unusual (Pathfinder) © 2023, Skyscraper Studios, Inc.
Steven Hammond, Sasha Laranoa Harving, Joan Hong, Nicolas Hornyak, Vanessa Hoskins, All Rights Reserved. Printed in China.
224
Befriend, Train, Battle, Evolve
With Battlezoo Eldamon,
Eldamon, you can finally become the monster trainer of
your dreams. Befriend over 160 elemental monsters and battle with them
as an eldamon trainer or embody the powers of the elements yourself as
an elemental avatar! With 13 distinct elements, this book contains more
playstyles and character options than you can shake a lotusnek at!

BATTLEZOO.COM 225
Unleash Your Inner Dragon!
With Battlezoo Ancestries: Dragons,
Dragons, you can channel the might of
wyrms for your next PC! Using both the ancestry rules and innovative
archetypes, you can grow your dragon’s abilities and even focus your
class feats into gaining draconic power.
Featuring 45 different dragons with details on how to play any of these
dragons, or even your own homebrewed dragons, in your next campaign!

226
BATTLEZOO.COM
Become The Monster!
With Battlezoo Ancestries: Year of Monsters,
Monsters, you finally get a chance to play
as a monster. Discover the might and mysteries of 12 unique monstrous
ancestries,, including powerful demons, cunning doppelgangers,
ancestries
sentient dungeons, tricky gremlins, intelligent weapons, sneaky mimics,
brawny minotaurs, serene nymphs, determined oni, fairytale sidhe,
amorphous slimes, and medusakin sthenos.
Which one will you play next?

BATTLEZOO.COM 227
Search For Pirate Treasure!
Prepare to set sail for the Indigo Isles! Mysteries abound in the pirate town
of Rumplank, but none is as well known as the legend of Poppy von Barnacle’s
lost treasure. Will the characters rise to the challenge and return to Rumplank with
pockets full of gold? Or will the dangers of the Indigo Isles claim yet one more party
of would-be privateers? A mega adventure taking characters from level 1 to 11!

228
BATTLEZOO.COM
Discover the Unfamiliar!
Within the pages of Battlezoo Bestiary: Strange and Unusual, you’ll find over 150
bizarre new creatures to confound and perplex players and their characters alike!
The creatures in this eldritch tome arose from the most imaginative and compelling
submissions from the 2021 RPG Superstar contest, including monstrosities like
the roiling, giggling, congealed laughter, the firefly-swarming salirus, and the two-
dimensional chiralus.

BATTLEZOO BESTIARY: STRANGE & UNUSUAL


Battlezoo Bestiary: Strange and Unusual also includes everything you need to play
with the Monster Parts system—perfect for explorers of the unusual who want to
turn all those freshly collected bits and pieces into custom items and equipment,
along with never-before-seen new imbued properties and a refinement path for
staves. The creatures in this book are eclectic, esoteric, and just all-around fun,
providing fresh new threats to encounter, allies to meet, and inspirational plot
hooks for any game. This book is a completely stand-alone starting point into the
world of Battlezoo Bestiary.

Battlezoo Bestiary: Strange and Unusual includes:


• Over 150 new monsters based on the
winning entries from the 2021 RPG
Superstar contest, including full-color art,
stat blocks, lore, and sidebars full of fun
additional tidbits of information.
• A new character archetype: the aberrant soul,
who is slowly transforming into an aberration.
• New options for the Monster Parts crafting
system allowing players to craft weapons,
armor, and magic items from the foes they
defeat.
• New imbued properties and staff refinements
for the monster part system, adding new
depth and possibilities to your games.
• And much more!

Stephen Glicker and Mark Seifter


$49.99
ISBN 979-8-9881198-0-7
54999>

rollforcombat.com
9 798988 119807
Printed in China

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