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CR 11 - 15

Puppeteer, Agile

(Small Aberration)

Art is AI Generated by Stable Diffusion

These creatures are a common denizen of the Blind and resemble floating ribbons with three red glowing eyes. They collect and amass bits and pieces of organic and inorganic matter to create a body in which they fight. The puppeteer will always float above the body it has created to control it. It uses these bodies to collect more materials to further increase the strength of their puppet. It isn't known why they do this, but they are known to attack indiscriminately. Puppeteers appear to have attack preferences and will build their puppets accordingly. If their puppet is lost it leaves them vulnerable, though they will often attack their, 'strings,' to living creatures in an attempt to save themselves.

Hit Dice: 11d8+77 (130 hp)
Initiative: +8
Movement: 20 ft. and 80 ft. fly (perfect)
Armor Class: 25 (+1 size, +3 Natural, +8 Dex, and +3 Insight)
Base Attack/Grapple: +8/+6
Attack: Melee +23 Talons (1d4+11) or when puppetless ranged +17 Strings (2d8+1)
Full Attack: 2 Talons or Strings
Space/Reach: 5 ft. / 5 ft.
Abilities: Strings, Grace, Improved Opportunist, Leaping Assault, and Shadow Clasp
Special Qualities: Puppet Guard, Immune to compulsion, has a total of 4 grace points.
Saves: Fort +4, Ref +15, Will +9
Attributes: Str 14, Dex 26, Con 12, Int 16, Wis 14, Cha 22
Skills: Acrobatics +20, Balance +20, Beguile +15, Conceal +17, Diplomacy +8, Disguise +8, Escape Artist +15, Investigate +12, Listen +12, Move Silently +17, Slight of Hand +17, Spot +13, Sabotage Device +12, Swim +13, Use Rope +17.
Feats: Weapon Fixation (Talons), Weapon Defensive (Talons). Weapon Offensive (Talons). Improved Weapon Fixation (Talons), Improved Weapon Offensive (Talons), Ability Focus (Strings), and Weapon Mastery (Talons)
Environment: The Blind
Organization: pair, or flow (3-12)
Difficulty Level: 11
Possessions: Talons are treated as +3 weapons if severed, and bonded eyes of +2 insight to AC.
Spell/Attack Curve:Generalist, Non-Magical, and Medium Attack.
Definitions: Aberration, Acrobat, Magic Resistant, and Nimble

Note: When fighting defensively this creature takes a -2 circumstance penalty to attack and gains a +4 to dodge bonus to AC.

Strings (Ex)
Use: 3 per day
Action: Standard
Target: Single Creature
Duration: 11 minutes

A puppeteer can fire black inky threads at its foe which will burrow into their skin and take control of their muscular and skeletal system. To do this the puppeteer must succeed in dealing any damage with a ranged touch attack, see above, the target of the spell must succeed on a will save DC 23. If the subject fails they are completely controlled by the puppeteer and must make a will save on their turn every turn to break free of the control.

Grace (Ex)
Use: 1 Grace Point
Action: Immediate Action
Target: Self
Duration: Instantaneous
Special: 4 Grace Points

Once per round, your character can spend a grace point to use an acrobatics roll instead of their AC when determining if a single incoming attack hits. It can also be used once per round to re-roll any failed reflex saves.

Special: When using Grace on an incoming attack, all subsequent attacks made on the target on that turn (not round), gain an AC bonus as if defensive fighting is being used, but without the attack penalty. If your character has improved defensive fighting, it's treated as a +4 dodge bonus. Any extra bonuses from acrobatics or definitions apply as well.

Note: This ability cannot be used if your character is flat-footed, held, or immobilized by any means. Only one grace point can be used per round.

Improved Opportunist
Action: Attack

Attacks against a disadvantaged foe deal an extra 5d6 of the same type of damage as the base attack.

Leaping Assault (Ex)
Use: 1 Grace Point
Action: Full Round
Target: Single Target
Duration: Instantaneous

The puppeteer or puppet can attack by leaping or flying towards a foe. This action does not require a running start nor does it provoke an attack of opportunity. This action can also be used offensively. When the puppeteer or puppet lands, if there is an enemy in a threatened square, a single attack can be rolled against one of them. If this attack hits the attack will deal an extra 3d6+2.

Note: This ability cannot be used if your character is flat-footed, held, or immobilized by any means. Only one grace point can be used per round.

Shadow Clasp
Use: 8 per day
Action: 1 Standard
Target: Single Creature
Duration: 11 rounds
DC: 21

The puppeteer's target is gripped by shadowy thorny vines that can hold them. Subjects gripped by these vines move at half speed, are considered flat footed, and take damage equal to the user's PMA modifier per square moved, including free 5 ft step actions. An affected target can spend a full round action and make a strength check, DC 15 or escape artist check DC 20 to break free. All Shadow abilities have shared uses per day.

Saline Slitherer, Greater

(Large Saline Animal)

Art is AI Generated by Stable Diffusion

A large rock-worm that lives within salty terrain. They have long 20 ft. bodies that tend to be in a coil once not traveling.

Hit Dice: 14d8+168 (234 hp)
Initiative: +2
Movement: 30 ft. and Burrow 50 ft.
Armor Class: 30 (-1 Size, +2 Dex, +19 natural armor)
Base Attack/Grapple: +14/+23
Attack: +19 Melee Bite (2d6+9) and +19 Melee Tail Sting (3d8+9+Poison),
Full Attack:
Space/Reach: 10 ft. / 10 ft.
Abilities: Greater Rage
Special Qualities: Blind-sight 60 ft., Immune to desiccation, and Vulnerability to Cold.
Saves: Fort +9, Ref +4, Will +4
Attributes: Str 20, Dex 14, Con 23, Int 2, Wis 16, Cha 12
Skills: Conceal +15 and Move silently +19
Feats: Primal Attack, Improved Primal Attack, Weapon Group Fixation (Natural), Weapon Group Offensive (Natural), Snatch, Improved Snatch, Improved Group Fixation (Natural), Improved Group Offensive (Natural), Reckless Abandon, Improved Shove, Improved Trample, Battle Prowess, Critical Focus (Bite).
Environment: Any salt-themed underground or salt-flats
Organization: Solitary or Pair
Difficulty Level: 14
Possessions: None
Spell/Attack Curve: Combat Focused, Non-Magical, High Attack
Definitions: Animal and Saline

Greater Rage
Use: 6 per day
Action: Free action
Target: Self
Duration: 1 round per HD

While rage the Saline Slithered gains an increase of +4 attack and damage; +2 to spell and ability DCs. The -2 to AC. Also gain 80 in temporary hit points. Spells cast during greater rage are considered to be bolstered. Spells are considered to be cast as 2 levels higher. During a greater rage your character also gains +4 to will saves. Once the rage is over your character will still remain fatigued for 5 rounds. Concentration checks for spells become 26 + spell Level.


Those who receive damage from the tail must make a fortitude save DC 23 or take 1d6 Strength and 1d6 Dexterity damage. An hour later the person must make the save again or take another 1d6 Strength and 1d6 Dexterity damage.

Wolf, Elite


(Medium Animal)

Four legged pack hunters that live in a wide range of habitats. They often surround and take their prey down in coordinated attacks.

Hit Dice: 15d8+135 (206 hp)
Initiative: +7
Movement: 40 ft.
Armor Class: 18 (+5 Dex, +1 Natural, +2 Parry)
Base Attack/Grapple: +15/+21
Attack: Melee +24 bite (1d6+12)
Full Attack: Melee +24/+19/+19 bite (1d6+12)
Space/Reach: 5 ft. / 5 ft.
Abilities: Improved Opportunist (+6d6)
Special Qualities: Pack Tactics
Saves: Fort +8, Ref +16, Will +7
Attributes: Str 22, Dex 20, Con 16, Int 2, Wis 14, Cha 14
Skills: Acrobatics +14, Balance +13, Listen +17, Spot +17, and Swim +12
Feats: Weapon Fixation (Bite), Weapon Defensive (Bite), Weapon Offensive (Bite), Combat Prowess, Improved Flanking, Alert, Improved Weapon Fixation (Bite), Supreme Flanking, Improved Weapon Offensive (Bite), Weapon Mastery (Bite), Quick Feet, Rending Critical, Untouchable, and Weapon Grand Master (Bite)
Environment: Forest
Organization: Pair or Pack (3-12)
Difficulty Level: 11
Possessions: None
Spell/Attack Curve: High Attack, Non-Magical, Combat Focus.
Definitions: Animal

Pack Tactics (Ex)

When a wolf and an allied creature are attacking the same creature they gain +2 dodge bonus to AC for each assisting ally.


Improved Opportunist

Action: On any attack action
Target: Any disadvantaged foe
Duration: Instantaneous

When a foe is flanked, flat-footed, prone, or sufficiently disadvantaged, all attacks made on them during that round by the wolf deals an extra +6d6 damage of the base damage type of the attack.