Blemmyes and Boloti

Blemmyes are discomforting giants, lacking heads and instead having a large mouth situated in the center of their chest, with eyes located on each shoulder next to the mouth. The largest populations of them see humanoids as food, in some cases even as farm animals to be domesticated and fattened up for maximum harvest. They even see other blemmyes as potential meals, culling members of their community in times when food is scarce, or when a show of weakness draws attention. They seldom wait for a battle to end to feed, shovelling meat into their large mouth while it is still alive.

A Pathfinder 2e stat block for the blemmyes. The text is available below this picture.

Blemmyes Creature 8
Large Beast Giant
Perception +15; darkvision
Languages Jotun
Skills Athletics +19, Intimidation +12
Str +5, Dex +1, Con +5, Int -2, Wis +1, Cha -3
AC 24; Fort +19, Ref +13, Will +13
HP 171
Speed 35 feet
Melee bite +19, Damage 2d8+9 piercing plus Grab
Melee slam +19 (agile), Damage 2d6+9 plus Brutal Stunning
Ranged rock +19 (brutal, range increment 120 feet), Damage 2d10+11 bludgeoning
Brutal Stunning When the blemmyes scores a critical hit with a slam Strike, the target must attempt a DC 25 Fortitude saving throw, becoming stunned 1 on a failure (or stunned 2 on a critical failure).
Swallow Whole [one action] Medium, 2d6+7 acid, Rupture 18

A 13th Age stat block for the blemmyes. The text is available below this picture.

Blemmyes 
Large 4th level wrecker [giant] 
Initiative: +6
Crushing Slams +9 vs. AC (2 attacks) – 18 damage.
Critical Hit: The target is also stunned until the end of its next turn.
Slavering Bite +9 vs. AC (one dazed, confused, staggered, or stunned enemy) – 32 damage.
Natural Even Hit: The target is swallowed whole if it’s smaller than the blemmyes (see below).
Miss: 16 damage.
R: Rock +9 vs. PD (one nearby enemy or far away enemy at -2 atk) – 28 damage.
Swallow Whole: While a creature is swallowed hole, it takes 2d8 acid damage at the start of its turn, and is stuck, hampered, and unable to attack or affect anything outside of the blemmyes’ stomach (and vice-versa). All weapons are reduced to d6 damage dice if they were higher. There are two ways out while the blemmyes is alive; if it dies, all creatures can escape as a single move action.
Cut Your Way Out: A swallowed creature can cut itself free by dealing at least 20 damage to the blemmyes with a single attack using a bladed weapon.
Crawl Back Up: While the blemmyes is staggered, a swallowed creature can use a standard action to try and crawl out of its mouth. The creature rolls a hard save (16+); on a success, the blemmyes is forced to spit it out somewhere nearby.
AC 20 PD 18 MD 12 HP 120

Boloti are small water spirits that resemble a cross between a gray frog and a damp scarecrow, with impressive wings that seem made out of jellyfish flesh. They use these wings to swim rapidly, moving at incredible speeds while underwater. The size of a medium cat, they are murderous creatures, delighting in drowning unsuspecting victims. They use their magic and ability to transform into a vortex of water to trap their targets, dragging them deeper into the water, trapping bodies under logs or ice to hold them out of sight. The boloti don’t eat from this larder, merely enjoying it like an art gallery, rearranging the corpses into pleasing positions as they rot. Any shiny items they find on their victims are arranged separately, and occasionally used as lures to bring in future prey.

A Pathfinder 2e stat block for the boloti. The text is available below this picture.

Boloti Creature 1
Tiny Fey Amphibious Water
Perception +7
Languages Common, Sylvan
Skills Acrobatics +8, Stealth +8, Water Lore +7
Str +1, Dex +5, Con +2, Int +1, Wis +1, Cha +0
Items dagger
AC 17; Fort +4, Ref +7, Will +5
HP 19; Weaknesses cold iron 2
Speed 20 feet, swim 60 feet
Melee dagger +7 (agile, finesse), Damage 1d4+1 piercing
Primal Innate Spells DC 14, attack +6 ; 5th control water (1/week); 3rd wall of water; 2nd obscuring mist, water breathing (×3); 1st create water (×3); cantrips (1st) spout Constant water walk
Change Shape [two actions] (concentrate, polymorph, primal, transmutation, water); Frequency Once per day. Requirement The boloti is underwater. Effect The boloti transforms into a churning vortex of water for up to 5 minutes. While in this form, it cannot leave the water.
Vortex [reaction] Trigger A creature starts its turn sharing a space with the boloti in vortex form. Effect The target must attempt a DC 16 Reflex save.
Critical Success The target can move 5 feet in a direction of its choice as a free action.
Success The target takes 1d4 bludgeoning damage and is pushed 5 feet in a direction of the boloti’s choice.
Failure The target takes 2d4 bludgeoning damage and the boloti can attempt to Grab the target as a free action, using Acrobatics instead of Athletics for the attempt and the Escape DC.
Critical Failure As Failure, except the target takes 4d4 bludgeoning damage and while the target is grabbed, if it can’t breath water it must hold its breath or suffocate.
Water Mastery The boloti gains a +2 circumstance bonus to attack rolls if both it and its target are in water, and a -2 circumstance penalty to attack rolls if both it and its target are on dry ground.

A 13th Age stat block for the boloti. The text is available below this picture.

Boloti 
Double-strength 1st level blocker [humanoid] 
Initiative: +8
Vulnerability: Lightning
Tiny Dagger +6 vs. AC – 6 damage.
R: Water Bolt +6 vs. PD (one nearby enemy) – 8 damage.
Rapid Swimmer: 2/battle, the boloti can move as a quick action while underwater.
Vortex Transformation: Roll a d6 at the start of each of the boloti’s turns. If you roll less than or equal to the escalation die, it can shift into vortex form until the end of the battle, as long as it is in water. While in vortex form, it can’t make tiny dagger attacks or leave the water, and gains the following attack (and you stop rolling vortex transformation checks):
C: Vortex +6 vs. PD (one nearby enemy) – 8 damage.
Natural Even Hit: The target is grabbed if the boloti doesn’t already have a creature grabbed. The target takes ongoing 4 damage as long as it is grabbed in this way.
Water-Breather.
Water Mastery: The boloti gains a +2 bonus to attack rolls if both it and its target are in water, but takes a -2 penalty to attack rolls if both it and its target are on dry land.
AC 17 PD 16 MD 12 HP 38

Originally from the Tome of Beasts 1. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as access to my premade adventures and other material I’m working on, consider backing me there!

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