Figure of the Week: Troglodyte


Today’s figure is a Wiz kids (Mage Knight) Trog figure. He is wearing a loincloth, a bone necklace and wielding a stone axe.

I rebased this figure to be used for Pathfinder as a Troglodyte, because its original base would be considered large. I also slightly repainted him so it looks like he has algae on his skin.

To Buy:

Noble Knight Games

Similar Links:

Figure of the Week: Spikeshell Warrior

Figure of the Week: Warmachine Gatorman Posse




blue polyp

Creature Spotlight: Aerial Polyp

Aerial Polyp      CR 4

An small jelly-like being floats peacefully in the warm air currents, trailing long hairlike tendrils from its central mass.

N Small vermin (air)

Init +4; Senses Blindsight 40 ft, sense vibrations 60 ft; Perception +2


AC 17, touch #, flat-footed # (+2 natural, +1 size)

hp 40 (5d8+4)

Fort +3, Ref +7, Will +3

Immune vermin traits

Resist cold/10


Speed Fly 20 ft, Jet 40 ft

Melee tentacles +6 (2d6 + poison)

Ranged harpoon +7 (1d4 + poison)

Space 5 ft., Reach 10 ft.

Special Attacks Harpoon, Attach


Str 12, Dex 14, Con 12, Int –, Wis 10, Cha 2

Base Atk +5; CMB +7 (+7 grapple); CMD 17 (can’t be tripped)

Feats Weapon Finesse, Ability Focus, Multiattack

Skills Stealth +5, Fly +8; Racial Modifiers +8 Stealth


Environment Skylands, any aerial

Organization solitary, pack (2-3), or bloom (6+)

Treasure none



Attach (Ex) The polyp automatically latches onto its target when it successfully makes a harpoon attack. The creature is considered grappling, but the target is not. The target can attack or grapple the polyp as normal, or break the attach with a successful grapple or Escape Artist check, if a save is successful. A polyp has a racial bonus to maintain a grapple (listed in its CMB entry).

Blindsight 40 ft (Ex) Polyps possess blindsight, they use a combination of sensitivity to vibrations and echolocation to operate effectively without vision. This makes invisibility and concealment (even magical darkness) irrelevant to them (though it still can’t see ethereal creatures).

Harpoon Attack (Ex) When a target is sensed one or multiple harpoons are launched and reeled in. The needle-like harpoon tips ‘attach’ to the target and injects an anesthetizing liquid through the tip. When the target stops moving, another chemical is injected to start the digestion process. Then the polyp, drinks the result.

Jet (Ex) A monstrous jellyfish can jet backward once per round as a full-round action at a speed equal to four times its swim speed. It must move in a straight line, but does not provoke attacks of opportunity while jetting.

Poison (Ex) Harpoon–injury; save DC 18; frequency 1/minute for 6 minutes: effect paralyzed; cure 2 consecutive saves. The save DC is Fortitude-based. The target must save per harpoon attached.

Resistance to Cold (Ex) A Polyp has cold resistance 10.

Sense Vibrations (Ex) Polyps can sense vibrations, electricity and heat within 60ft. This allows them to detect wind currents, living creatures flying by and heat thermals.

Transparent (Ex) Due to its lack of coloration, a polyp is difficult to discern. A DC 20 Perception check is required to notice a motionless polyp. Any creature that fails to notice a polyp and walks into it triggers an attack of opportunity.

The aerial polyp’s body is a translucent blue or clear hollow form resembling a marine jellyfish. An aerial polyp’s body averages 4 feet or more in diameter, while its tentacles (trailing below it) can reach lengths of around 20 ft or greater. Its body is often a gas filled bladder, when needed a polyp can expel some of this gas to put on a burst of speed. Polyps come in all colors, shapes and sizes as seen in the slideshow below.

Native the the Skylands, a polyp is an ambush hunter. They are nomadic creatures that float around the clouds and aerial islands of this nation. Due to their transparent nature and ranged attack, as long as there are creatures flying nearby they will be well-fed. When creatures in its hunting grounds become scarce, a polyp moves on to new ones.

This slideshow requires JavaScript.

Similar Links:

Giant Water Bear





Maricoxi- Outsider Paraelemental


This creature stands like a man, yet is half again the height of most men, with blue translucent bluish skin and covered with a coat of thick white fur on the head, forearms, and legs.


Maricoxi                                      CR 6

XP 2,400

N Large outsider (cold, outsider)

Init +6; Senses darkvision 60 ft., snowvision, scent; Perception +11



AC 19, touch 10, flat-footed 16 (+1 Dex, +9 natural, –1 size)

hp 70 (8d10+12)

Fort +12, Ref +7, Will +4

Immune cold, disease

Weaknesses vulnerability to fire


Speed 40 ft., climb 30 ft. (ice and snow are treated as normal movement).

Melee bite +13 (1d8+5 plus 1d6 cold), 4 claws +13 (1d6+5 plus rend and 1d6 cold), or ice spear +13 (1d8+7 plus 1d6 cold)

Range ice spear +13 (1d8+5 plus 1d6 cold)

Space 10 ft.; Reach 10 ft.

Special Attacks rend (2 claws, 1d6+6 plus 1d6 cold)


Str 21, Dex 12, Con 19, Int 12, Wis 14, Cha10

Base Atk +8; CMB +12; CMD 23

Feats Cleave, Combat Reflexes, Great Fortitude, Improved Initiative, Multiweapon Fighting, Power Attack.

Skills Climb +21, Intimidate +11, Perception +11, Stealth +6 (+17 in snow), Survival +11; Racial Modifiers +4 Stealth (+12 in snow)

Languages Aklo, Aquan, Common



Cold (Su)

A maricoxi’s body generates intense cold, dealing 1d6 points of cold damage to any creature that contacts it with a natural attack or unarmed strike, or whenever it hits a foe with its bite, claws or rend attack.

Ice Half-Paraelemental Template Abilities (Su)

See table below for the half-paraelementals level based abilities. 1/day

Ice Shape (Su)

A maricoxi can shape ice and snow at will. This ability functions as stone shape, but only targeting ice and snow, not stone. One of their favorite attacks is an ice spear. A maricoxi’s caster level for this effect is equal to its Hit Dice.

Icewalking (Ex)

This ability works like the spider climb spell, but the surfaces the maricoxi climbs must be icy. The maricoxi can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice.

Martial Training (Ex)

Because of their high intelligence, maricoxi are proficient with light and medium armors, simple weapons, and one martial weapon of choice.

Snow Vision (Ex)

When young maricoxi’s learns to see perfectly well in snowy conditions. A maricoxi does not suffer any penalties to Perception checks while in the snow.


Environment cold mountains

Organization solitary, pair, or tribe (3–8)

Treasure standard


Maricoxi is a strange combination of a Girallon, Yeti and an Ice-elemental (para-elemental). Instead of the evil tendencies of the Girallon, they lean more to Neutral that the common Yeti does, but a rare few descend to evil. Mysterious and rarely seen, the Maricoxi is a towering denizen of the loneliest and tallest mountain peaks. Those who dwell upon the lower reaches of such storied slopes whisper tales of “wild snowmen” who come down from the heights and raid livestock, only to leave barefoot tracks in the snow.

Although Maricoxi stories are accurate in their portrayals of fierce, stealthy, and immensely strong creatures.. They dwell in small tribes atop their distant mountains, where they are sheltered from contact with most other races. Those with violent or cruel natures are usually forced out of tribes to live lonely lives as exiles, and without the support of a tribe, such Maricoxi are often driven to raiding lowlander settlements, thus perpetuating the myth of the Maricoxi as a demon made flesh.

The source of such cruel madness can often be traced to a singular source—proximity to strange, eldritch dimensions. The Maricoxi’s mountain lairs rise high in places where the boundaries between this world and others rasp thin. It is unclear if the Maricoxi are invaders from these dimensions or Material Plane natives influenced by otherworldly realms, but it seems certain that whatever their origins, the Maricoxi are no friends to those who dwell beyond, and may even act as guardians against intrusions from such strange worlds into the Material Plane.


Special Attacks: Maricoxi with an Int or Wis score of 8 or higher, posses the following spell-like abilities, using their character levels as the caster level, as specified in the table. Each ability is usable once per day:

Level . . . Ability

1-2 . . . . Chill Touch

3-4 . . . . Fog Cloud

5-6 . . . . Flurry of Snowballs

7-8 . . . . Ice Wall

9-10 . . . . Ice Storm

11-12 . . . Cone of Cold

13-14 . . . Freezing Sphere

15-16 . . . Ice Spears

17-18 . . . Elemental Swarm (Summons only Ice Para-elementals)

19+ . . . . Plane Shift



Hey if you liked my take on the Maricoxi you might like some of the other creatures I have homebrewed. Here are some links to check out.




If you like this consider donating to our Patreon.

Thanksgiving Day After

We had a good day yesterday. Instead of having the Thanksgiving meal at our house, we went to a friends that invites anyone without family near to an Orphan Thanksgiving Potluck. There were many good people there and made for a good meal.

Here are some Thanksgiving themed creations (none are mine):

This slideshow requires JavaScript.

Figure of the Week: Swamp Troll

This weeks figure is a Privateer Press Hordes Swamp Troll. I decided to  make him light-skinned because he lives in caves or in a jungle so dense the swamp troll rarely sees sun, he even has algae growing on his skin in places.

Pathfinder Bestiary excerpt:
Swamp Troll          CR 3     XP 800

CE Large humanoid (giant)

Init +2; Senses darkvision 60 ft., low-light visionscentPerception +3


AC 16, touch 11, flat-footed 14 (+2 Dex, +5 natural, -1 size)
hp 38 (4d8+20); regeneration 3 (acid or fire)
Fort +9, Ref +3, Will +2
Weaknesses swamp dependent


Speed 30 ft., swim 30 ft.
Melee bite +6 (2d6+4), 2 claws +6 (1d6+4)
Space 10 ft.; Reach 10 ft.
Special Attacks rend (2 claws, 1d6+6)


Swamp trolls are aggressive predators that attack living creatures on sight (especially when hungry). When hunting a swamp troll moves quietly along, easing closer to its prey and then finally striking with its claws and bite when within range. Swamp trolls rarely fight to the death unless threatened or hungry.


Str 18, Dex 14, Con 20, Int 6, Wis 9, Cha 4
Base Atk +3; CMB +8; CMD 20
Feats Improved Natural Attack (bite)B, Iron WillSkill Focus (Perception)
Skills Perception +3, Stealth +4 (+8 swampy or forested areas), Survival +3, Swim +12; Racial Modifiers +4 Stealth (+8 Stealth in swampy or forested areas)
Languages Giant
Swamp Dependent (Ex) Swamp trolls keep their bodies covered in a thick coating of mud and swamp water. Without such a coating, they lose their regeneration ability and eventually suffocate. They can survive away from their murky home for 1 hour per 2 points of Constitution. After that, they begin to suffocate. They cannot regenerate while subject to suffocation from being away from their swamp for too long.

This slideshow requires JavaScript.