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Monday Bad Idea: Gelatinous Ghoul

Monday Bad Idea

Monday Bad Ideas are periodic, and not fully fleshed out. because, you know, they’re bad ideas.

A gelatinous ghoul is a rare from of ooze undead that generally occurs when some object an undead is connected to and which allows it to reform after destruction (sometimes the phylactery of a weak rich, or an object tied to a ghost’s reason for existence) is consumed by a gelatinous cube, but not destroyed, When the undead’s essence reforms around the object, the necromantic energies infuse the square ooze, creating a hybrid mix of gel and corpse.

Gelatinous ghouls generally look like a skull or severed head floating in a cube of transparent snot, though sometimes only a single hand or a glowing green tibia is sign of the deathly influence. Gelatinous ghouls have all the powers and immunities of both the ooze and the undead, and any ability that affects only one or the other has only a 50% chance of affecting it.

On the other hand they lack appendages, and are generally pretty ticked off (though a few ex-lich gelatinous ghouls are telekinetic, and describe the new state as “surprisingly comfy”).

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Silly Scares: Shark-Hazards

Silly Scares are super short Pathfinder rules to add a bit of a fright to a fear-themed game, without getting at all serious.

Shark- (Simple Hazard Template, +2 CR)

The Shark- (read “shark blank”) template increases the danger of hazards by making them shark-related. Thus a forest fire becomes a “shark-forest fire,” clearly a case where a shark-forest catches on fire.

When a shark-hazard forces a character to make a saving throw, or it makes an attack against a character, or it deals damage to a character, the sharkiness of it also makes an attack. This is a bite. It has an attack bonus equal to the CR of the hazard x1.5, and deals 1d8 damage per 2 CR of the encounter. Any one event only results in a single attack

So if caught in a CR 8 shark-forest fire, each time a character had to make a Fortitude save to avoid nonlethal heat damage, the character would also be subject to a shark bite (+12 to hit, 4d8 damage). Even if the character both failed a save and took heat damage, the character would still be subject to only a single bite attack.

Any skill to identify a hazard gains a bonus equal to the hazard’s CR if it is a shark-hazard. Because an entire shark-forest burning is hard to miss.

A shark-hazard returns after 1 year + 4d20 – 4d20 days if it is not destroyed properly. (This is often referred to as a “sequel” to the original shark hazard.) Destroying it properly requires a complex plan capable to both ending the hazard, and simultaneously killing a number of sharks equal to double the hazard’s CR.

It doesn’t matter what the plan is, as long as it is complex, ends a normal hazard, and kills a bunch of sharks.

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Silly Scares: Drunken Spirits

Silly Scares are super short Pathfinder rules to add a bit of a fright to a fear-themed game, without getting at all serious.

Drunken Spirit (Simple Template, +2 CR)

A drunken spirit is a form of ghost that died while tripping balls. It only exists for, and can only interact with, creatures that are suffering the staggered condition, or are sickened as a result of drinking too much alcohol. For other characters the drunk spirit cannot be seen, affected by any spell or ability, or even confirmed to exist by anything up to 9and including) miracle and wish.

Similarly, the drunken spirit can do nothing to those who cannot affect it. The drunken spirit treats itself as incorporeal for all unattended, inanimate objects, so it walks through walls and can’t pick up or throw rocks. (A giant with the drunken spirit template can still use its throw rocks ability, but they are steins of sloshing booze).

Any creature can have this template. Although it is theoretically an undead, it doesn’t act like an undead for creatures that can interact with it, and can’t be affected by other creatures, so that doesn’t matter.

Any affect that can sober up a creature damages a drunken spirit (roughly 1d6 points of damage per spell level of the effect), and anything that makes you drunk heals them.

An easy way to introduce a drunken spirit is to have one appear when a character is staggered, and then it follows that character until it is seen again. This can also be a kind of horror for play and character alike, as the GM assures other players the PC claiming to see something is wrong, while that character takes damage. For an extra level of confusion, you can decide any damage the drunken spirit deals to the staggered of drunk PC appears self-inflicted.