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Meanwhile, we have been remiss in announcing our ongoing flow of awesome products for Pathfinder 1E and 2E and for Starfinder. We’ll talk about some of those releases right here, but I wanted to share with you some delightful news courtesy of the marvelous Mike Welham, former RPG Superstar and longtime member of Team LG. We’re taking it way back to some of the early work of Legendary Games with the Coldwood Codex, one of a pair of linked “forest kingdom” Adventure Path plug-ins that I wrote with Tim Hitchcock, each one chock full of killer creatures to unleash on your unsuspecting heroes should they dare to wander into the winter woods!
Mike has just turned over a brand-new update of the Coldwood Codex for Pathfinder Second Edition, and these monsters are a deadly delight, including the wondrously wicked Chernobog. This 18th-level creature more than lives up to his menacing reputation. This one will be off to layout soon, but we just wanted to share with you some of its awesome abilities. We are excited to bring these legendary monsters forward to a new edition and if you like PF2 we hope you’ll check them out!
Smell Divinity (divination, mental, primal) The chernobog senses divine spellcasters, magical items with the divine trait, and holy symbols as a precise sense with the listed range.
Melee [one-action] jaws +35 (magical), Damage 4d10+18 piercing
Melee [one-action] claw +33 (agile, magical, reach 10 feet), Damage 4d8+15 slashing
Melee [one-action] horns +33 (magical, reach 10 feet), Damage 4d10+18 piercing
Melee [one-action] iron thorn +35 (magical, reach 15 feet), Damage 4d10+18 piercing
Primal Innate Spells DC 37; 9th summon fey; 8th earthquake, horrid wilting; 6th tangling creepers, true seeing (at will); 5th tree stride (at will); 4th charm (x3); 3rd earthbind (x3), wall of thorns (x3)
Great Horn of Wild Reclamation [one-action] (auditory, concentrate, primal) While the horn sounds, all divine casters casting spells with a verbal component must succeed at a DC 40 Will save or the spell is disrupted. Additionally, once per day when the chernobog first blows the horn, the instrument casts impaling briars, but the duration persists for a number of rounds equal to the chernobog’s Charisma modifier after he stops sustaining the spell. The horn has Hardness 10, HP 40, and BT 20. If the chernobog dies, the horn turns to dust.
Implant Iron Thorn Seed [free action]
Trigger The chernobog damages a creature made of flesh with an iron thorn Strike
Frequency three times per day
Effect The target is afflicted with parasitic seed infestation
Parasitic Seed Infestation (disease) While the creature is afflicted with this disease, healing magic targeting the creature restores only half the normal Hit Points; in addition to magic that can remove disease, a successful DC 40 Medicine check removes the seed, ending the infestation and inflicting 3d6 damage to the victim (no damage on a critical success); Saving Throw DC 40 Fortitude; Stage 1 carrier with no ill effect (1 day); Stage 2drained 1 (1 day); Stage 3 drained 2 (1 day); Stage 4 drained 3 (1 day); Stage 5 dead, and the corpse is animated as an iron thorn zombie.
Rend [one-action] claw
Spontaneous Summons [free action] (primal) The chernobog can replace one of his innate spells that can’t be cast at will with a summon animal spell of the same level.
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