Dung Beetle Gremlin CR 3

Welcome to Monster Mondays, today we present the dung beetle gremlin. Some gremlins steal… the dung beetle gremlins try to steal everything.

Dung Beetle Gremlin CR 3

A starry-eyed child, no taller than a halfling, dances on a precarious ball of scraps, its bare feet seemingly coating the ball in silky webbing as it rolls up everything nearby.

XP 800
NE Small fey
Init +6; Senses low-light vision; Perception +10

DEFENSE

AC 15, touch 13, flat-footed 12 (+2 armor, +2 Dex, +1 size)
hp 35 (5d6+15)
Fort +1, Ref +4, Will +4
Defensive Abilities DR 5/cold iron

OFFENSE

Speed 30 ft.
Melee 2 claws +0 (1d3-2)
Spell-Like Abilities (CL 5th; concentration +6)

At willprestidigitation

STATISTICS

Str 7, Dex 14, Con 12, Int 10, Wis 15, Cha 13
Base Atk +2; CMB -2; CMD 7 (9 vs. overrun)
Feats Improved Initiative, Improved Overrun, Skill Focus (Profession [drive]), Toughness
Skills Acrobatics +10, Climb +6,  Craft (alchemy) + 8, Knowledge (geography) +8, Perception +10, Profession (drive) +10
Languages Common, Sylvan (listen only)
SQ mirror teleport

SPECIAL ABILITIES

Mirror Teleport (Su)

Once per day the dung beetle gremlin can travel through a mirror, or mirrored surface to any other mirror or mirrored surface as if it had used interplanetary teleport, lesser except that it can only take itself and its temari ball. It requires a mirrored surface large enough for both itself and its temari ball to move through, so is only able to use the largest of mirrors, and mirrored surfaces.

Tireless Roller (Su)

The dung beetle gremlin is able to roll its temari ball with no penalty from encumbrance no matter how large or how heavy the temari ball gets. The dung beetle gremlin becomes encumbered for items that it carries and wears normally.

ECOLOGY

Environment towns and villages near reflective lakes and ponds
Organization solitary with temari ball or salvage crew (3-5) with temari balls
Treasure double standard

Most gremlins are saboteurs, the dung beetle gremlins are thieves as well. Not content to simply steal everything they can carry, they instead create massive balls of stolen treasure and creatures, all bound up in webbing and alchemical glues, and then ride these balls of junk, called temari around, gathering up even more things to steal until finally the temari grows to multiple times their size, and they ride it off into the night and vanish with everything they stole.

While at first, they appear to be a halfling or small child, the dung beetle gremlins never wear shoes and have sets of silk glands on their feet that they can use to help bind their temari as they roll them along. Unlike other gremlins, they never laugh or make any verbal exclamation at all, instead silently grinning as they roll up and destroy everything within reach.

The dung beetle gremlins are usually only seen on nights of the full moon, where the night sky is clearly reflected across lakes and still ponds. The gremlins have been seen manically driving their creations into these lakes, never to be seen on this world again.

Land Vehicle: Tamari Ball

A large ball of creatures and general debris tightly packed together and bound with silk and alchemical glues, the temari ball threatens to roll up anything in its wake.

Medium Land vehicle
Squares 1 (5 ft. by 5 ft.; 5 feet high)

DEFENSE

AC 10
hp double the dung beetle gremlin’s hp
Base Save +1
Maximum Speed twice the speed of the pushing creature; Acceleration half the speed of the pulling creature
Attack ram (1d6 + grab), constrict (ramming damage)
CMB +0; CMD 10

DRIVE

Propulsion muscle (pushed, 1 small creature)
Driving Check Profession (driver)
Driving Space standing on top the temari ball

SPECIAL ABILITIES

Dung beetle Bond (Su)

The temari will only work for the dung beetle gremlin that is bound to it, and uses the dung beetle gremlin’s fey nature and oaths for power. Without a bound gremlin, the temari will not function.

Growing Tamari (Su)

As the temari ball is used to grapple more creatures and objects it grows in size. Grappling a single Medium creature or object makes the Tamari count as large sized, grappling four makes it count as huge.

A Large-sized creature or object counts as two Medium creatures, huge counts as four Medium creatures, gargantuan or larger counts as eight Medium creatures.

Size Large Huge
Squares 4 Squares 8 Squares
AC 9 8
CMB and CMD Bonus +1 +2
Ramming Damage 1d8 2d6

Rolling Grab (Su)

The temari ball has the grab special attack that is activated whenever it is used to ram or overrun an opponent. Unlike a normal grab ability, the temari ball can grapple any number of creatures without penalty. Once a temari ball is reduced to 0 HP all creatures and objects that were grappled by it come bursting out.

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Welcome to Monster Monday! Not every story has a happy ending, and every wish has its price. This the Wishtouched learn as they are harvested and transformed into Starbound Petitioners.

Starbound Petitioner CR 6

The ghostly warrior finally seems at peace colors trailing behind him like a shooting star.

XP 2,400
CE Medium undead (incorporeal)
Init +8; Senses darkvision 60 ft; Perception +12
Aura comet’s nimbus  (20 ft., DC 18)

DEFENSE

AC 17, touch 17, flat-footed 13 (+3 deflection, +4 Dex)
hp 63 (8d8+24);
Fort +5, Ref +6, Will +7
Immune incorporeal, undead
Weaknesses fire

OFFENSE

Speed 30 ft., fly 50 ft. (perfect), lesser starflight
Melee incorporeal touch +10 (1d6 negative energy  plus 1 wisdom damage)
Space 5 ft.; Reach 5 ft.
Special Attacks comet’s nimbus, lagrange sign
Spell-Like Abilities (CL 8th; concentration +11)

At will—voidflight (dismissable at will)
3/day—gravity bolt, suggestion (DC 17), silence (DC 16)

STATISTICS

Str –, Dex 18, Con –, Int 13, Wis 12, Cha 17
Base Atk +6; CMB +10; CMD 20
Feats Ability Focus (comet’s nimbus), Improved Initiative, Skill Focus (Diplomacy), Spell Focus (enchantment)
Skills Diplomacy +15, Fly +24, Perception +12, Perform (Dance) +11, Stealth +15
Languages Common (listen only), Lagrange Sign
SQ lagrange sign

SPECIAL ABILITIES

Comet’s Nimbus (Sp)

A starbound petitioner is constantly surrounded by shimmering lights and colors, looking quite similar to a comet’s trail as it moves through the night sky. This functions like rainbow pattern in a 20-foot aura around the starbound petitioner. Unlike rainbow pattern, the aura is always centered around the starbound petitioner and moves as the petitioner moves.

Lagrange Sign (Su)

The starbound petitioner is mute but is able to effectively communicate with a special easy to understand sign language. Those who are not fluent in lagrange sign can understand it with a DC 10 Linguistics check, or a DC 15 Sense Motive check. Each time a creature successfully understands lagrange sign they must make a will save DC 17, or permanently gain it as a known language.

Every year that a creature knows lagrange sign, they must make a will save DC 17, or permanently be incapable of speaking one of their other known languages. Once a creature is unable to speak in any language they become permanently mute, any spells that normally have verbal components now have emotional components instead.

Before a creature becomes permanently mute, lagrange sign can be cured with remove curse. Cured creatures can regain the ability to speak at the rate of one language a week. Creatures that become permanently mute can only be cured with limited wish, wish, or miracle.

Any creature that gains lagrange sign can potentially spread the language to others, the saving throw to resist learning lagrange sign is 1/2 HD + Cha modifier.

Lagrange Sign is a mind-affecting, language-based curse.

ECOLOGY

Environment In the comet’s wake
Organization solitary, or band of childhood friends (3-5)
Treasure none

When you wish upon the right comet your wish will be granted. But nothing in life is free. In binding yourself to the shooting star, a silent oath is sworn that when the star returns you will go with it. Some comets only return once a century, but others are far more frequent than that, regularly harvesting the young wishers and sending their spirits on a journey to the far side of the solar system.

When the comet returns and is once again visible in the night sky, those who last wished upon it are quickly killed, either through an apparent accident or dying in their sleep. They are then transformed into starbound petitioners, beautiful specters who dance through the night sky, eventually joining and brightening the comet’s wake.

Before joining with the comet that damned them, the petitioners first visit their friends, family and loved ones, silently asking them to come with them, and even giving those who are compelled to follow the ability to fly and join them in their celestial dance. Once a host of followers are gathered, the petitioners return to the comet and the void of space… promptly killing all who came after them for the blessings of the petitioners give no protections from the void of space, nor any ability to breath. The bodies of the dead burn up on re-entry but seem to make the passing comet just that much brighter.

The starbound petitioners beckon with a strange language known as Lagrange Sign, a series of hand and mouth gestures that is surprisingly easy to understand, even to the point where those who try and communicate in it have difficulty getting the sign out of their own heads, as it slowly takes over and replaces their ability to speak all other languages.



About Kevin Bryan

Kevin Bryan is a new monster writer for the Open Gaming Network, and is looking forward to bringing all sorts of strange and bizarre creatures to life.

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