TEXT: M
  04
  Dungeonous 
  ctopus
  10 All-New
  Absurd 
  Monsters
  Octopus
  Apocalypse
  Unconventional Creatures for The Pathfinder Roleplaying Game
  
  Dungeonous 
  ctopus
  10 All-New
  Absurd 
  Monsters
  Unconventional Creatures for The Pathfinder Roleplaying Game
  
  OCAP-DGO-M04: 10 All-New Absurd Monsters ©2014–2015 Octopus Apocalypse. All rights reserved.
  This material is protected under the copyright laws of the United States of America. No part of the material or artwork herein may be reproduced, stored in a retrieval 
  system, or transmitted in any form by any means, electronic, mechanical, or otherwise, without the express written permission of the author and publisher.
   
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Inc.. See http://paizo.com/pathfinderRPG for more 
  information on the Pathfinder Roleplaying Game. Paizo Inc. does not guarantee compatibility, and does not endorse this product.
   
  Pathfinder is a registered trademark of Paizo Inc., and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks 
  of Paizo Inc., and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information 
  on the compatibility license.
  “10 All-New Absurd Monsters”
  Revision 2
  Another unconventional product from
  Computer Users: If you have access to the internet please visit Octopus Apocalypse online at 
  www.octopusapocalypse.com or at the official Tumblr, Facebook, Google+, or Twitter pages.
  Written, Edited, & Illustrated by Z “The Mad Bard” Gosck
  Additional photographic elements used in this document have been released into the public domain—or 
  have been cited as being—by their creator(s). Please address any concerns regarding these images and their 
  use to octapoc@gmail.com
  2
  This book is dedicated to all the fine folks past and present
  who think it’s okay for things to be a little silly in a world 
  inhabited by elves, gnomes, and wizards.
  
  Contents
  Blood Stone .............................................................................4
  Dumbfounded ........................................................................5
  Hissman ..................................................................................6
  Jubbernaut ..............................................................................7
  Manoset ...................................................................................8
  Moisture Vampire ..................................................................9
  Roving Pit .............................................................................10
  Elastic Skeleton ....................................................................11
  Spear Deer.............................................................................12
  Wormfolk ..............................................................................13
  Appendices ...........................................................................14 
  Ungmog (+1 Monster) ...................................................14 
  Open Gaming Licence Version 1.0a .............................15
  Monsters By Challenge rating
  CR 1 ................................................................Elastic Skeleton
  CR 2 ........................................................................... Hissman 
  Wormfolk
  CR 3 ............................................................................Manoset 
  Moisture Vampire 
  Ungmog
  CR 4 .................................................................Dumbfounded 
  Hissman Shaman 
  Spear Deer
  CR 6 ......................................................................Blood Stone
  CR 7 .........................................................................Roving Pit
  CR 10 ..................................................................... Jubbernaut
  3
  
  4
  10 All-New Absurd Monsters
  Blood stone
  This large stone altar has significantly more to do with the 
  sacrifice than it’s letting on.
  BLOOD STONE 
  CR 6
  XP 2,400
  NE Large aberration
  Init: -3 | Senses: blindsight 60 ft., blindsense 120 ft.; 
  Perception +12
  Defense
  AC: 20 | touch: 6 | flat-footed: 20
  Modifiers: -3 Dex, -1 size, +14 natural
  hp: 67 (9d8+27)
  Fort: +8 | Ref: +0 | Will: +8
  DR: 8/adamantine, hammers, or picks | Immune: electricity
  Offense
  Speed: 20 ft.
  Melee: 3 tentacles +8 (1d6+3)
  Ranged: touch attack +3
  Space 10: ft. | Reach: 10 ft.
  Spells Known: CL 5th 
  2nd (5/day)—invisibility, scorching ray 
  1st (7/day)—burning hands, expeditious retreat, magic  
  missile, silent image 
  0th (at will)—dancing lights, daze, ghost sound, mending, 
  prestidigitation, ray of frost
  Statistics
  Str: 25 | Dex: 4 | Con: 17 | Int: 13 | Wis: 10 | Cha: 18
  Base Atk: +6 | CMB: +14 | CMD: 21 
  (cannot be grappled, tripped, or repositioned)
  Feats: Eschew MaterialsB, Great Fortitude, Iron Will, Skill 
  Focus (Bluff), Weapon Focus (ray), Weapon Focus 
  (tentacle)
  Skills: Bluff +16, Knowledge (religion) +13, Perception +12, 
  Spellcraft +12, Stealth +9 | Racial Modifiers:  Stealth +4
  Languages: Telepathy 100 ft.
  SQ: freeze, minor levitation, psionic sorcery
  Ecology
  Environment: any
  Frequency: very rare
  Organization: solitary
  Treasure: none
  Special Abilities
  Freeze (Ex): By retracting its tentacles and holding perfectly 
  still, a blood stone can take 20 on stealth 
  checks made to hide in plain sight as a 
  large rock.
  Levitation (Su): When a blood stone 
  moves, it levitates itself a few inches 
  off the ground, allowing it to move 
  its considerable mass without leaving 
  tracks. This ability requires no action 
  and persists as long as the blood stone 
  remains moving. If the blood stone 
  stops for any reason—such as taking 
  a standard action—it sinks back to the 
  ground where it will leave a large indentation.
  Psionic Sorcery (Su): A blood stone expends psychic energy 
  to satisfy somatic and verbal spell component require-
  ments.
  To the uncanny observer, a blood stone may seem to be nothing 
  more than an oddly shaped bolder. 8 feet across, the blood stone 
  has a roughly pentagonal shape with its top sloping down to 
  one edge.  At semi-regular intervals around the body are small 
  holes through which the blood stone extends its 3 blood-red 
  tentacles. While its exterior has the appearance and toughness 
  of stone, it is actually a layer of ultra hard skin.
   
  Blood stones gain their name from the fact that they feed 
  on blood. Having no mouth, feeding is done via absorption 
  through the blood stone’s skin. While they can sustain 
  themselves on the blood of animals, they often prefer the meals 
  to come from sapient creatures. While they are more than 
  capable of obtaining their own prey, blood stones find it more 
  satisfying—and amusing—to trick humanoids into feeding 
  them.
   
  Intelligent and evil creatures, blood stones are fond of using 
  their telepathy to impersonate deities, promising power and 
  riches in exchange for blood sacrifices performed on a specific 
  large rock that mysteriously appeared overnight. The blood 
  stone will often use its spells to help sell the deception, creating 
  lights, sounds, and even images of sacred objects or the gods 
  themselves. As long as the blood stone is able to carry on the 
  charade and receive blood in exchange for empty promises, it 
  will be content to remain in place. If however, its demands get 
  ignored, it’s may get upset and lay waste to the surrounding 
  area.
  
  5
  10 All-New Absurd Monsters
  dumBfounded
  This strange creature stares blankly at nothing in particular. Its 
  wide-set eyes never both looking in quite the same direction.
  DUMBFOUNDED 
  CR 4
  XP 1,200
  CN Medium magical beast
  Init: +2 | Senses: darkvision 60 ft., low-light vision; Perc +4
  Aura: forgetfulness (60 ft.)
  Defense
  AC: 16 | touch: 13 | flat-footed: 13
  Modifiers: +2 Dex, +1 dodge, +3 natural
  hp: 42 (5d10+15)
  Fort: +7 | Ref: +6 | Will: +0
  Immune: mind-affecting effects
  Offense
  Speed: 30 ft.
  Melee: slam +6 (1d6+10) [+8 (1d6+4) without Power Attack]
  Special Attacks: stupefying gaze
  Statistics
  Str: 16 | Dex: 14 | Con: 17 | Int: 3 | Wis: 8 | Cha: 16
  Base Atk: +5 | CMB: +8 (+10 to bull rush) | CMD: 20
  Feats: Dodge, Improved Bull Rush, Power Attack
  Skills: Perception +4, Stealth +8
  Languages: All (cannot speak any coherently)
  Ecology
  Environment: any plains 
  Frequency: rare
  Organization: solitary or congress (3–12)
  Treasure: none
  Special Abilities
  Forgetfulness Aura (Su): A dumbfounded is surrounded by 
  an intellectual void which makes recollection of infor-
  mation difficult. All creatures within 60 ft. Of the dumb-
  founded take a -10 penalty on all Intelligence-based skill 
  checks. Additionally, arcane spell-casters cannot prepare 
  spells within the aura.
  Stupefying Gaze (Su): 1d3 Intelligence damage, range 30 
  ft., Will DC 15 negates. Creatures who fail their save must 
  make an additional DC 16 Will save or be confused for 1 
  round. Creatures with Intelligence scores lower then 3 
  are immune to the Intelligence damage effect and must 
  only make a save against the confusion. This is a mind-
  affecting effect, the primary save DC is Charisma-based, 
  the secondary save DC is negative Intelligence-based.
  Advancement
  At 10 hit dice a dumbfounded’s size changes to large and 
  gains a touch attack that causes confusion for 1d4+1 rounds, 
  Will save negates, DC is negative Intelligence-based.
  Dumbfounded stand around 5 and a half feet tall with spindly 
  limbs and an unusually long, thin neck. Their thick hide is 
  greenish brown in color, which combined with their long tail 
  gives them a somewhat reptilian appearance. The dumbfound-
  ed’s mostly distinctive feature however, is their large, wide head 
  with wandering eyes and 2 large, flat teeth.
   
  Dumbfounded are generally regarded as profoundly stupid 
  creatures, a reputation that they are more than willing to live up 
  to. They spend the majority of their time wandering aimlessly, 
  occasionally shouting out incoherent strings of garbled 
  language. It isn’t uncommon to see a dumbfounded walk into 
  trees, fall off small ledges, or aggressively charge their own 
  reflection.
   
  Dumbfounded feed on intelligent thought, while one might 
  assume that absorbing intelligence would make the dumb-
  founded less stupid, this seems not to be the case. Once a dumb-
  founded finds an intelligent creature, it will use its stupefying 
  gaze to drain the creatures intelligence. If the target moves 
  away, the dumbfounded will pursue it but maintain some 
  distance. In general, dumbfounded will not take aggressive 
  action against their prey—other than the use of their stupefying 
  gaze—although they will retaliate if attacked.
  
  6
  10 All-New Absurd Monsters
  Hissman
  With the mobility of a man and deadly bite of a snake, this com-
  bination actually seems to make more sense than the reverse.
  HISSMAN 
  CR 2
  XP 600
  CE Medium monstrous humanoid
  Init: +7 | Senses: darkvision 60 ft.; Perception +5
  Defense
  AC: 14 | touch: 13 | flat-footed: 11
  Modifiers: +3 Dex, +1 natural
  hp: 22 (3d10+6)
  Fort: +3 | Ref: +6 | Will: +3
  Immune: charm effects
  Offense
  Speed: 30 ft., climb 20 ft.
  Melee: bite +4 (2d6+1 plus poison)
  Statistics
  Str: 12 | Dex: 16 | Con: 14 | Int: 6 | Wis: 10 | Cha: 8
  Base Atk: +3 | CMB: +4 | CMD 17
  Feats: Improved Initiative, LungeB, Skill Focus (Survival)
  Skills: Climb +9, Intimidate +6, Perception +5, Stealth +11, 
  Survival +7
  Racial Modifiers: Climb +8, Intimidate +2, Stealth +4
  Languages: Common, Speak with Snakes
  Ecology
  Environment: any desert or warm swamps
  Organization: solitary, party (3-6), or tribe (10-30 with 
  1 or more hissman shamans)
  Frequency: rare
  Treasure: standard
  Special Abilities
  Poison (Ex): Bite—injury; save Fort DC 13; 
  frequency 1/round for 6 Rounds; effect 1d2 
  Con; cure 1 save
  Note: Hissmen can hold and manipulate 
  objects with their mouth as if using 1 
  hand. Any held object will be dropped if 
  the hissman makes a bite attack.
  HISSMAN SHAMAN 
  CR 4
  XP 1,200
  hissman druid 3
  CE Medium monstrous humanoid
  Init: +8 | Senses: darkvision 60 ft.; Perception +8
  Defense
  AC: 18 | touch: 14 | flat-footed: 14
  Modifiers: +3 armor, +4 Dex, +1 natural
  hp: 41 (3d10+3d8+12)
  Fort: +6 | Ref: +8 | Will: +8
  Immune: charm effects
  Offense
  Speed: 30 ft., climb 20 ft.
  Melee: bite +5 (2d6 plus poison)
  Spells Prepared: CL 5th 
  2nd (2/day)—barkskin, summon swarm 
  1st (3/day)—cure light wounds, entangle (DC 13), magic 
  fang 
  0th (at will)—create water, detect magic, flair, resistance
  Statistics
  Str: 10 | Dex: 18 | Con: 14 | Int: 8 | Wis: 14 | Cha: 12
  Base Atk: +5 | CMB: +5 | CMD: 19
  Feats: Combat Casting, Improved Initiative, LungeB, Skill 
  Focus (Survival)
  Skills: Climb +8, Handle Animal +8, Intimidate +10, 
  Knowledge (nature) +8, Perception +8, Stealth +13, 
  Survival +13
  Racial Modifiers: Climb +8, Intimidate +2, Stealth +4
  Languages: Common, Druidic, Speak with Snakes
  SQ: nature bond (constrictor snake companion), nature 
  sense, trackless step, wild empathy +4, woodland stride
  Gear: +1 leather armor*, 2 potions of cure light wounds, 
  wand of heat metal** (26 Charges)
  Special Abilities
  Poison (Ex): Bite—injury; save Fort DC 15; frequency 1/round 
  for 6 Rounds; effect 1d2 Con; cure 1 save
  *Armor has been modified to fit a hissman but can still 
  be worn by normal humanoid.
  **Wand is worn on a chord around the neck and can be 
  “put away” as a free action.
  Hissmen are not what one generally expects 
  upon hearing “half-man, half snake,” with 
  human legs attached to the body of a large, 
  venomous snake. They generally stand 
  seven-to-eight feet tall with green scales, 
  olive skin, and yellow eyes.
   
  Hissmen live in small tribes of 
  10-30, led by 1 or more shamans who 
  serve as priests for the worship of ancient 
  and largely forgotten gods. Hissman tribes 
  can be found both in deep swamps and 
  secluded deserts, with the desert-dwelling 
  hissmen often having darker skin and brownish 
  scales. Beyond their own tribe, hissmen have no 
  greater sense of racial camaraderie and will often 
  fight other tribes for land and resources.
   
  Hissmen are highly territorial and will 
  generally attack any intruders with intent to 
  kill. Hissmen’s preferred tactic is to track their 
  victims while remaining out of sight until the 
  conditions are in their favor. When taking on 
  larger—or more powerful—groups, hissmen 
  will attempt to set up and lead they prey to an 
  ambush, if at all possible, one in which they have 
  the aid of their shaman’s magic.
  
  7
  10 All-New Absurd Monsters
  JuBBernaut
  This massive creature is like a mobile mountain of thick, flabby 
  flesh with an insatiable appetite.
  JUBBERNAUT 
  CR 10
  XP 9,600
  N Colossal magical beast
  Init: -3 | Senses: darkvision 60 ft., low-light vision; Perc +6
  Defense
  AC: 22 | touch: -1 | flat-footed: 22
  Modifiers: -3 Dex, +23 natural, -8 size
  hp: 162 (12d10+96)
  Fort: +18 | Ref: +5 | Will: +2
  DR: 15/magic
  Offense
  Speed: 60 ft.
  Melee: bite +17 (4d6+12 plus grab) or 2 stomps +15 
  (2d8+6/19-20)
  Space: 30 ft. | Reach 20 ft.
  Special Attacks: swallow whole (4d6 acid damage, AC 21, 
  15 hp)
  Statistics
  Str: 34 | Dex: 5 | Con: 27 | Int: 2 | Wis: 3 | Cha: 13
  Base Atk: +12 | CMB: +32 (+36 to grab) | CMD: 39 (43 vs. 
  trip)
  Feats: Great Fortitude, Improved Critical (stomp), Iron Will, 
  Multiattack, Weapon Focus (bite), Weapon Focus (stomp)
  Skills: Perception +6, Swim +20
  SQ: oblivious, over-sized bite
  Ecology
  Environment: cold and temperate plains
  Frequency: very rare
  Organization: solitary, pair, 
  or herd (3-6)
  Treasure: 
  none
  Special Abilities
  Oblivious (Ex): Whenever a jubbernaut is subject to an 
  attack that does not penetrate its damage reduction, it 
  remains unaware of the attack—and the attacker—unless 
  it succeeds on a perception check with a DC equal to 20 
  minus the attack’s damage.
  Over-sized Bite (Ex): When attacking large or smaller 
  sized creatures with its bite attack, a jubbernaut targets 
  all creatures in a 10’×10’ square. If the creature is not 
  entirely in the area it gains a +4 bonus to AC against 
  the attack. The jubbernaut can grapple and swallow all 
  affected creatures at once, but must make a separate 
  combat maneuver check for each creature.
  If there’s one thing jubbernauts are known for it’s size, a full 
  grown jubbernaut can be up to 50 feet wide, 70 feet wide, 
  40 feet high at the withers, and weigh up to 190 tons. Their 
  thick, blue-grey flesh lays atop heavy layers of fat and a sturdy, 
  muscular frame.
   
  Jubbernauts generally disregard anything that they cannot 
  eat, as well as most creatures smaller than large—which 
  are neither an adequate meal nor worthy threat. A single 
  jubbernaut is more than capable of decimating an area, eating 
  up the livestock from several farms in a single day.  Fences, 
  houses, and even small barns are not even an inconvenience to 
  a jubbernaut, who will just walk over—or through—whatever 
  stands between it and food.
   
  In combat, a jubbernaut will largely ignore—or remain 
  unaware of—any attacks that fail to bypass its damage reduction. 
  However, once a jubbernaut is actually injured, it will go on the 
  offensive against whatever it perceives as being the source of its 
  pain. Jubbernauts will fight to the last, as they are unaware that 
  they can be defeated.
  
  8
  10 All-New Absurd Monsters
  manoset
  This creature seems to be nothing more than a gigantic hand, 
  supported by a pair of stout legs.
  MANOSET 
  CR 3
  XP 800
  N Medium monstrous humanoid
  Init: +2 | Senses: darkvision 60 ft.; Perception +8
  Defense
  AC: 14 | touch: 13 | flat-footed: 11
  Modifiers: +2 Dex, +1 dodge, +1 natural
  hp: 30 (4d10+8)
  Fort: +2 | Ref: +6 | Will: +6
  Offense
  Speed: 30 ft.
  Melee: slam +7 (2d6+4)
  Special Attacks: constrict (1d8+4), two-handed grapple
  Statistics
  Str: 16 | Dex: 14 | Con: 12 | Int: 10 | Wis: 15 | Cha: 11
  Base Atk: +4 | CMB: +7 (+9 to grapple) | CMD: 19 (21 vs. 
  grapple)
  Feats: Dodge, Improved GrappleB, Toughness
  Skills: Climb +15, Perception +8, Stealth +9, Sense Motive 
  +5, Survival +8 | Racial Modifiers: Climb +6
  Languages: Common, Giant
  SQ: helping hand
  Ecology
  Environment: any mountains, ruins, or underground
  Frequency: very rare
  Organization: pair (left and right), or round (2-6 pairs)
  Treasure: 30% chance of having a colossal ring of protection +1
  Special Abilities
  Helping Hand (Ex): When a manoset uses the aid another 
  action to assist another manoset, it provides a +3 
  bonus instead of the normal +2. Additionally, when two 
  manosets flank a creature they gain a +1 moral bonus to 
  AC and attack rolls against the flanked creature.
  Two-Handed Grapple (Ex): As a full-round action, a 
  manoset can attempt to grapple a creature already 
  grappled by another manoset. If successful, the target 
  becomes pinned, takes a -2 penalty to checks made to 
  escape the grapple, and takes constrict damage from the 
  second manoset—but not damage from the grapple—
  however, it also gains concealment against all attacks 
  from creatures other then the grappling manosets. A suc-
  cessful attempt to escape the grapple ends the grapple 
  from both manosets.
  Manosets are unusual and imposing creatures, having powerful 
  human-like legs attached at the waist to what would appear 
  to be the wrist of a colossal humanoid’s hand with a single, 
  large eye on the tip of the middle finger. Manosets average 7 
  to 8 feet in height and weigh 500 to 800 pounds. The skin of 
  manosets runs the full range of shades seen in humans, and 
  very rarely,  colors common to non-human humanoids—Red, 
  green, orange, black, etc. 
   
  Little-to-nothing is known about manosets’ origins. Some 
  believe they were originally created—or still are created—by 
  mad wizard, others that they pull themselves off the corpses 
  of slain titans, and still others believe them to inhabit some 
  unknown plane. One thing that is known is that manosets 
  exist in pairs, each pair consists of one left, and one right hand 
  similar enough in appearance to suggest they could be the 
  hands of the same creature. If a manoset becomes separated 
  from its pair, it can function normally, but will pair up if it finds 
  another solitary manoset. Very rarely, a lone manoset will pair 
  itself with a non-manoset creature.
  A manoset is equivalent to a level 7 cohort. A manoset cohort is 
  treated as having the Back to Back and Outflank teamwork feats 
  if either of those feats are possessed by the leading character, 
  although the manoset only gain a +1 bonus to attacks and AC.
  
  9
  10 All-New Absurd Monsters
  moisture Vampire
  Nothing seems too unusual about this large, flowering cactus. 
  Which is exactly what it wants.
  MOISTURE VAMPIRE 
  CR 3
  XP 800
  N Medium plant
  Init: +0; Senses low-light vision; Perception +0
  Defense
  AC: 13 | touch: 10 | flat-footed: 13 | Mods: +3 natural
  hp: 38 (4d8+20)
  Fort: +8 | Ref: +1 | Will: +1
  Defensive Abilities: needles | Immune: plant traits
  Offense
  Speed: 20 ft.
  Melee: slam +5 (1d6+3)
  Special Attacks: entangle (DC 14), moisture drain (1d6 
  nonlethal, DC 16)
  Statistics
  Str: 14 | Dex: 10 | Con: 18 | Int: — | Wis: 10 | Cha: 2
  Base Atk: +3 | CMB: +5 | CMD: 15 (cannot be tripped)
  Feats: ToughnessB
  Skills: Stealth +8 | Racial Modifiers Stealth +8
  SQ: freeze
  Ecology
  Environment: any desert
  Organization: solitary or gathering (2-20)
  Frequency: uncommon
  Treasure: none
  Special Abilities
  Entangle (Ex): As a standard action, a moisture vampire can 
  entangle a creature within 10 feet using its roots, the 
  target must succeed on a DC 14 Reflex save or become 
  entangled. Affected creatures gain the entangled 
  condition, cannot move more than 10 feet away from the 
  moisture vampire, and are subject to moisture drain on 
  their next turn. The entangle can be broken with a DC 
  14 Strength or Escape Artist check. Save DC is Strength-
  based.
  Freeze (Ex): As a free action, a moisture vampire can burry 
  its roots and hold itself perfectly still, allowing it to take a 
  20 on stealth checks made to hide in plain sight as a non-
  mobile cactus. This ability does not prevent characters 
  from noticing that a cactus is somewhere unexpected or 
  that it has moved while they were not looking.
  Moisture Drain (Su): At the start of it’s 
  turn, a creature that is subject to a 
  moisture vampire’s entangle, must 
  make a DC 16 Fortitude save or 
  take 1d6 nonlethal damage as 
  the moisture vampire drains 
  their body of water. If the target has 
  nonlethal damage equal to their 
  hit point total this becomes lethal 
  damage. Creatures with the Endurance 
  feat can apply the feat’s bonus to the 
  Fortitude save. Save DC is Constitution-based.
  Needles (Ex): Any creature attacking a moisture vampire 
  with an unarmed strike, natural attack, or light melee 
  weapon takes 1d4 damage from the moisture vampire’s 
  spines.
  A moisture vampire is a sentient cactus, 4 feet across at its base and 
  nearly 8 feet in height. The body is covered with spines and—during 
  summer months—a large fuchsia bloom sprouts from its top.   
  Many long, prehensile roots extend out from the body, which 
  the moisture vampire uses to pull itself along the ground and 
  entangle its prey.
   
  Moisture vampire prefer to feed on helpless prey, often 
  those who have already succumb to the heat of the desert. If 
  only healthy prey is available, the moisture vampire will stalk it 
  until it stops, then slowly approach and try to catch the creature 
  off-guard. At night, moisture vampires will be drawn to light 
  sources—such as campfires and torches—as they indicate the 
  presence of creatures. While lacking the intelligence necessary 
  for group tactics, it is not uncommon for multiple moisture 
  vampires to attack almost simultaneously if they’re stalking the 
  same prey.
   
  A creature slain by a moisture vampire’s moisture drain is 
  mummified by the process, a DC 14 Heal check can identify the 
  mummification as not being natural or intentional embalming. 
  Creatures mummified in this way may be subject to raise dead 
  up to 1 week per caster level after death.
  
  10
  10 All-New Absurd Monsters
  roVing pit
  This large, fleshy hole in the ground seems to defy both logic and 
  physics as it moves about leaving no trace.
  ROVING PIT 
  CR 7
  XP 3,200
  CN Large aberration (flesh beast)
  Init: +1 | Senses: low-light vision, tremorsense 90 ft.; Perc +1
  Defense
  AC: 19 | touch: 14 | flat-footed: 18
  Modifiers: +1 Dex, +4 cover, +5 natural, -1 size
  hp: 102 (12d8+48)
  Fort: +8 | Ref: +5 | Will +9
  Immune: mind-affecting effects, precision damage
  Offense
  Speed: 40 ft.
  Melee: 4 bites +12 (1d6+4), tentacle +7 touch (grab)
  Space :10 ft. | Reach: 0 ft. (20 ft. with tentacle)
  Special Attacks: entrap, pull (tentacle 10 ft.)
  Statistics
  Str: 18 | Dex: 12 | Con: 19 | Int: — | Wis: 13 | Cha: 4
  Base Atk: +9 | CMB: +14 (+18 to grab) | CMD: 24 (see trans-
  dimensional)
  Skills: Stealth +13 | Racial Modifiers: Stealth +16
  SQ: transdimensional
  Ecology
  Environment: any underground or ruins
  Organization: solitary
  Frequency: very rare
  Treasure: none
  Special Abilities
  Entrap (Ex): A roving pit may move through other creatures’ 
  squares, each creature whose square the roving pit 
  moves through must make a DC 17 Reflex save or fall 
  prone. If the roving pit ends its movement with a 
  creature in its space, that creature must make a DC 17 
  Reflex save or fall into the roving pit, a successful Reflex 
  save allows the creature to move 5 feet. A creature in 
  the roving pit looses their Dexterity bonus to AC, takes 
  a -2 penalty on attack rolls, and may be subject to the 
  roving pit’s bite attacks. Casting while inside the roving 
  pit requires a concentration check DC equal to 16 + spell 
  level. Against creatures inside it, a roving pit looses its 
  Dexterity and natural cover bonuses to AC and immunity 
  to precision damage. Climbing out of a roving pit is a DC 
  20 climb check taking 15 feet of movement. Creatures 
  in the roving pit are considered to be inside its pocket 
  dimension, as such they are always pulled downward—
  regardless of the pit’s orientation—and cannot be 
  affected by any effect that cannot affect a 
  target on another plain. Save 
  DC is Dexterity-
  based.
  Transdimensional (Ex): A roving pit exist my merging itself 
  with a surface in the material plain leaving the majority 
  of its body in its own dimension. This grants the roving 
  pit a +4 natural cover bonus and immunity to precision 
  damage. The interior area of a moving pit functions on 
  the same principal as the create pit spell.
   
   Movement: A roving pit can move on any reasonably flat 
  surface regardless of orientation, but cannot move across 
  a surface less than 10 feet wide. It can move 5 feet as a 
  move action, or its full speed as a full-round action and 
  cannot take a 5-foot step. At the start of movement, the 
  roving pit looses its natural cover bonus which it regains 
  at the start of its next turn. Movement of a roving pit 
  provoke attacks of opportunity as normal.
   
  Combat Maneuvers: A roving pit is immune to most 
  combat maneuvers—bull rush, drag, grapple, overrun, 
  reposition, and trip—and is not subject to the grappled 
  condition when it grapples a creature. The roving pit’s 
  tentacle can be sundered, having hardness 0 and 10 
  hit points. If sundered, the tentacle will regrow in 1d4 
  rounds. It is up to the GM’s discretion to determine if 
  the roving pit can be subject to any other combat 
  maneuvers.
  Moving Through A Roving Pit’s Space: Other 
  than possibility provoking an attack of opportu-
  nity, moving through a roving pit’s space is the 
  same as a non-living pit.
    
  Threatened Area: A roving pit threatens 
  an area of 10 feet from itself and can only make attacks 
  of opportunity with its tentacle. Against entrapped 
  creatures, a roving pit may make attacks of opportunity 
  with its bites.
  A roving pit is a particularly deadly and unusual creature. 
  The creature—or at least as much of it as can be seen—
  appears as a 10-foot wide hole surrounded by eyes and filled 
  with chomping mouths. Sprouting from the center is a 15-foot 
  long pink, fleshy tentacle that it uses to drag prey to its mouths. 
  The most unusual feature of the roving pit is its ability to move 
  through the ground as if swimming on the surface of a lake.
   
  Almost nothing is known of the roving pit’s origins, 
  although it is widely believed to be only part of a much 
  larger interdimensional  parasite.
  
  11
  10 All-New Absurd Monsters
  skeleton, elastiC
  At first glance this creature seems to be a skeleton, but the color is 
  too white, the joints too smooth, the movements too fluid.
  ELASTIC SKELETON 
  CR 1
  XP 400
  N Medium ooze (solid-bodied)
  Init: +3 | Senses:  blindsight 60 ft.; Perception -5
  Defense
  AC: 13 | touch: 13 | flat-footed: 10 | Modifiers: +3 Dex
  hp: 13 (2d8+4)
  Fort: +2 | Ref: +3 | Will: -5
  Defensive Abilities: snapback | Immune: bludgeoning and 
  force damage, electricity, ooze traits
  Offense
  Speed: 30 ft.
  Melee: 2 slams +2 (1d4+1)
  Space: 5 ft. | Reach: 10 ft.
  Statistics
  Str: 13 | Dex: 17 | Con: 15 | Int: — | Wis: 1 | Cha: 1
  Base Atk: +1 | CMB: +2 | CMD: 19 (cannot be tripped)
  Skills: Climb +5, Stealth +7
  Racial Modifiers: Climb +4, Stealth +4
  SQ: elasticity, freeze up, skeletal appearance
  Ecology
  Environment: cold ruins or underground
  Organization: 1-6
  Frequency: very rare
  Treasure: none
  Special Abilities
  Elasticity (Ex): An elastic skeleton’s body is composed of 
  rubbery ooze, giving it natural reach and a +4 bonus to 
  CMD.
  Freeze Up (Ex): When an elastic skeleton takes any amount 
  of cold damage it looses its elasticity and snapback 
  abilities. Additionally, the elastic skeleton now takes half 
  damage from bludgeoning and force attacks. This effect 
  lasts for one round.
  Skeletal Appearance (Ex): An elastic skeleton bears a super-
  ficial similarity to a human skeleton—albeit an animated 
  one—creatures must succeed on a Perception check to 
  notice its unusual features. The base DC for this check is 
  10, with relevant conditional perception modifiers. A DC 
  12 Knowledge (religion) check will also reveal that it is 
  not an actual skeleton, but no additional information. An 
  elastic skeleton’s true—non-skeletal—nature is immedi-
  ately apparent to any creature that physically interacts 
  with it.
  Snapback (Ex): A creature who makes a bludgeoning attack 
  against an elastic skeleton must make a Reflex save with 
  a DC equal to 5 + damage dealt or be knocked prone. 
  If the attack is an unarmed or natural attack, the DC 
  increases by 2. Affected creatures may voluntarily release 
  their weapon to negate this effect, if they do so, the 
  weapon will be flung back 1d4×5 feet.
  An amazing example of natural camouflage, an elastic skeleton 
  has the general appearance of a humanoid skeleton, but is 
  made entirely of a strong rubbery ooze. Despite its bipedal 
  appearance, an elastic skeleton requires neither its arms nor legs 
  to function properly, it is fully capable of moving and attacking 
  with any part of its body. Features such as fingers, toes, and jaw 
  are completely for show, the elastic skeleton does not have the 
  necessary level of manual dexterity for fine motor functions.
   
  Elastic skeletons begin their lives as small, thin, clear oozes 
  that seek out and bond with organic material. Once they find 
  a suitable source—like a skeleton—they consume it, slowly 
  replacing the natural structure with their own body. Because 
  of this, elastic skeletons come in a very wide range of heights 
  and sizes. And while most commonly humanoid, it is possible 
  for them to be formed from any creature with a skeleton or 
  substantial exoskeleton.
  
  12
  10 All-New Absurd Monsters
  spear deer
  This majestic beast and surveys the land before it with head held 
  high. Deadly spears at the ready, prepared to defend its forest.
  SPEAR DEER 
  CR 4
  XP 1,200
  LN Large magical beast
  Init: +2 | Senses: darkvision 60 ft., low-light vision; Perc +7
  Defense
  AC: 16 | touch: 11 | flat-footed: 14
  Modifiers: +2 Dex, +5 natural, -1 size
  hp: 42 (5d10+15)
  Fort: +7 | Ref: +8 | Will: +4
  Offense
  Speed: 50 ft.
  Melee: 2 mwk deer spears +9 (1d8+4 ×3)
  Space: 10 ft. | Reach: 5 ft.
  Special Attacks: trample (1d6+6, DC 16)
  Spells Known: CL 2nd 
  1st (3/day)—obscuring mist, summon nature’s ally I 
  0th (At will)—create water, detect poison, pass without 
  trace, speak with animals, stabilize
  Statistics
  Str: 19 | Dex: 14 | Con: 17 | Int: 6 | Wis: 17 | Cha: 10
  Base Atk: +5 | CMB: +10 | CMD: 22 (26 vs. trip)
  Feats: Lightning Reflexes, Run, Skill Focus (Sense Motive)
  Skills: Acrobatics +2 (+10 to jump) Perception +7, Sense 
  Motive +9, stealth +6 (+10 in forests) | Racial Modifiers: 
  Acrobatics +8 to jump, Stealth +4 in forests
  Languages: Sylvan
  Ecology
  Environment: any forests
  Organization: solitary
  Frequency: very rare
  Treasure: 2 mwk deer spears (value 250 gp each)
  Special Abilities
  Deer Spears (Ex): A spear deer’s antlers are shaped into for-
  midable spears, these “deer spears” have the masterwork 
  and brace quality and a ×3 critical modifier. If removed 
  from the spear deer, the deer spears still function as mas-
  terwork spears but gain the fragile quality—this quality 
  is lost if the deer spear is enchanted. If a deer spear is 
  broken, it can only be repaired by magic, or by replacing 
  the spearhead with a metal one—craft (weapons) DC 20 
  Cost 60 gp this also removes the fragile quality.
  Advancement
  A spear deer’s caster level increases by 1 for each hit die 
  beyond 5th, The spear deer gains additional spells per day 
  equal to a druid of equal caster level and 1 spell known 
  from the druid spell list per caster level. Spear deer do not 
  naturally grow larger than large.
  A spear deer has the general appearance of a normal deer, 
  albeit nearly twice as large, standing as tall as a heavy horse 
  and weighing up to a ton. The spear deer gets its name from 
  its antlers which have two long, forward-pointing branches 
  that end in razor-sharp spearheads. Both male and female 
  spear deer grow these specialized antlers, which are shed and 
  regrown every winter. Older spear deer may shed their antlers 
  less frequently, or not at all.
   
  Spear deer serve as guardians of sacred woodlands, a task 
  that they take on instinctively. Spear deer are naturally distrust-
  ful of humanoids, although this distrust is lower for druids and 
  members of fey-descendant races.
  
  13
  10 All-New Absurd Monsters
  Wormfolk
  These vile, wriggling creatures carry the stench of death about 
  them. Their small, beady eyes filled with hate.
  WORMFOLK 
  CR 2
  XP 600
  NE Small monstrous humanoid
  Init: +2 | Senses: darkvision 60 ft.; Perception +8
  Defense
  AC: 14 | touch: 13 | flat-footed: 12
  Modifiers: +2 Dex, +1 natural +1 size
  hp: 22 (3d10+6)
  Fort: +2 | Ref: +5 | Will: +5
  Immune: acid, disease, paralysis
  Offense
  Speed: 20 ft., swim 30 ft.
  Melee: bite +6 (1d6-1), 2 claws +6 (1d4-1 plus attach)
  Special Attacks: consume flesh
  Statistics
  Str: 8 | Dex: 14 | Con: 13 | Int: 9 | Wis: 15 | Cha: 6
  Base Atk: +3 | CMB: +1 (+9 to maintain attached grapple) 
  CMD: 13 (cannot be tripped)
  Feats: Toughness, Weapon Finesse
  Skills: Perception +8, Stealth +10 (+18 in swamps), Survival 
  +9, Swim +11
  Languages: Common, Rot Tongue
  Ecology
  Environment: warm swamps or inside large and larger 
  creatures
  Frequency: uncommon
  Organization: infestation (4-40)
  Treasure: none
  Special Abilities
  Attach (Ex): When a wormfolk hits with 2 claw attacks, it 
  automatically grapples the target. The wormfolk gains 
  the grappled condition, but the target does not. Each 
  round the wormfolk is attached it automatically deals 
  bite and claw damage to the target and receives a +8 
  bonus to maintain the grapple. The attached wormfolk 
  can be removed be either a successful grapple or 
  escape artist check. A medium creature can have up to 2 
  wormfolk attached to it at a time, this number doubles 
  or halves for each size category above or below medium 
  the creature is—1 for small, 4 for large, 8 for huge, 
  etc. When attaching to a creature larger than huge, a 
  wormfolk can move into the creature’s space, granting 
  them a +2 cover bonus to AC against all attacks 
  other than those from the creature to 
  which they are attached.
  Consume Flesh (Ex): At the end of each turn in which 
  the wormfolk is attached, it deals 1 point of Constitu-
  tion damage to the target as it rips out and consumes 
  chunks of their flesh. Creatures that lack constitution 
  scored instead take an additional 1d4 damage. Creatures 
  without flesh are immune to this ability.
  Wormfolk stand just under 3 feet in height, although they 
  have an overall length of over 6 feet. Their bodies are wide and 
  flat—being only a few inches thick in most places—and almost 
  entirely soft, save the chest and arms which are supported by a 
  rudimentary cartilaginous skeleton. They possess 2 sharp claws 
  on each hand which they use to latch onto their prey, and a 
  mouth with several rows of razor-like teeth for rending flesh.
   
  Wormfolk begin life as pea-sized eggs, which are placed 
  inside the body of a small creature—often a frog or fish—and 
  set out bait for a larger host. Once consumed, the heat of the 
  host creature causes the eggs to hatch into tiny parasitic worms 
  that latch onto the host’s digestive tract. The young wormfolk 
  will continue to live off the host until they become too large to 
  be supported by the host’s food intake, at which point they will 
  begin devouring the host from the inside out. It will generally 
  take a brood of wormfolk 1 month to get to this point and 
  another 3 weeks to completely devour a medium creature—
  Times doubles for each size category above medium. Up to 
  8 adult wormfolk can survive indefinitely inside a colossal 
  creature—half as many for each size category under colossal.
   
  Once the wormfolk have exhausted their host, the advantage 
  of numbers generally keeps members of the brood together 
  now that they must find their own food. Wormfolk are op-
  portunistic feeders, hunting only when they cannot scavenge. 
  They have a singular fondness for rotten flesh, which combined 
  with their immunity to disease, makes them one of the very few 
  creatures who will actively hunt and feed on the undead.
  
  14
  10 All-New Absurd Monsters
  ungmog
  As the awkward pink beast lunges out from the shadows, you 
  almost feel bad about attacking such a pathetic looking creature... 
  Almost.
  UNGMOG 
  CR 3
  XP 800
  N Medium magical beast
  Init: +4 | Senses: darkvision 120 ft.; Perception +4
  Defense
  AC: 15 | touch: 14 | flat-footed: 11
  Modifiers: +4 Dex, +1 natural
  hp: 30 (4d10+8)
  Fort: +6 | Ref: +8 | Will: +2
  Weaknesses light blindness
  Offense
  Speed: 30 ft.
  Melee: 2 claws +6 (1d4+1), gore +5 (1d6+1), tail slap +3 
  (1d6)
  Special Attacks: leaping charge (DC 15)
  Statistics
  Str: 13 | Dex: 19 | Con: 14 | Int: 2 | Wis: 12 | Cha: 2
  Base Atk: +4 | CMB: +5 | CMD: 19
  Feats: Ability Focus (leaping charge) Multiattack, Weapon 
  Focus (claw)
  Skills: Acrobatics +8 (+18 to jump), Perception +6, Stealth 
  +8 | Racial Modifiers: Acrobatics +10 to jump
  SQ: jumper
  Ecology
  Environment: underground or warm forests
  Organization: solitary or pack (2-5)
  Frequency: uncommon
  Treasure: none
  Special Abilities
  Jumper (Ex): The hind legs of the ungmog are specially 
  adapted for jumping. Ungmogs gain a +10 racial bonus 
  to acrobatics checks made to jump and suffer no penalty 
  for not having a running start.
  Leaping Charge (Ex): When charging, an ungmog who 
  makes a successful acrobatics check to jump at least 
  the final 10 feet of the charge can make 2 claw attacks 
  and attempt to knock down the target. If the target 
  is medium or smaller size, it must succeed on a DC 15 
  Reflex save or be knocked prone. Against a large or larger 
  opponent, the ungmog can instead make a free grapple 
  combat maneuver check without provoking. Save DC is 
  Strength-based.
  Ungmogs average 7 feet long and stand 3 1/2 feet high. Their 
  pink, fleshy bodies are completely hairless and pink in color, 
  with red splotches of varying sizes on their underside. The head 
  is long with small eyes on either side and large tusks protruding 
  downward from the mouth. They possess a long powerful tail 
  and hind legs specially adapted for jumping. The front limbs 
  have an unusual membrane stretching from shoulder to wrist, 
  although what—if any—purpose this serves in unknown. Each 
  limb has 4 distinctive, partially fused digits tipped with razor-
  sharp claws.
   
  Ungmogs primarily dwell underground and will usually 
  only come to the surface at night to hunt if they cannot find 
  sufficient subterranean prey. Their preferred prey are other 
  carnivorous animals such as wolves and big cats, as well as the 
  lizards and giant vermin they hunt underground. Although if 
  hungry enough, any creature will make a suitable meal.
   
  Pack hunters by nature, ungmogs will silently surround 
  their prey and simultaneously attack from all sides. Their 
  preferred tactic is to use their leaping charge to knock down 
  their target and try to finish it off while it’s down. If outnum-
  bered, ungmogs may attempt to pick off a single target and drag 
  it off to be eaten—and finished off if need be—in a more secure 
  location.  
  Note: At the GM’s discretion, ungmog may be added to the list 
  of available creatures for the summon monster IV spell .
  +1 Monster
  
  15
  10 All-New Absurd Monsters
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  16
  10 All-New Absurd Monsters
  Look upon the face 
  of your DOOM!
  www.octopusapocalypse.com
  octapoc.tumblr.com
  10 All-New
  Absurd Monsters
  A cavalcade of unconventional 
  creatures awaits you in...
  
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