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If you have a concept for a new monster you'd like me to design and post in this thread, feel free to make a request. Give me a CR range and a basic premise for the monster. No humanoids, animals, joke monsters, or alternate versions of past/existing monsters, please. I'll try to stat up a half a dozen or so monsters over the next two weeks, should I get that many suggestions from my fellow members of the Paizo boards.
I’ve been working on some plant monsters to guard a mystical ruined keep and am interested in how you’d go about it. I’m going to throw a few out here to see if you're interested in any. Please don’t feel pressured to do them all ;P
By the way, I was planning on giving them all plant traits.
Singing Canes: CR~1; Basically a hard to kill ‘mook’ that doesn’t do any damage, but has harpy’s song like power from the breeze whistling through them.
Slap Vine: CR ~2; Small vines that can trip, do damage and possibly do a small amount of bleed damage too.
Dazzle Bush: CR ~3; Fluttering leafs have a ‘Hypnotic Pattern’ effect, does damage with thorns.
Entangling Moss: CR~3; Acts like a net weapon that can launch itself. It constricts and poisons entangled creatures.
Turret Tree: CR ~3; A tree that shoots nuts/fruits/cones at creatures within range for decent damage.
Seed Swarm: CR~4; Does damage, can nauseate, and automatically confuses creatures that begin their turn within its space. Has swarm traits.
Chances are good I won't be familiar any given monster from books or film, so I won't be any good at making a straight adaptation. But feel free to describe the basic concept of a monster you've seen somewhere else, and I'll see if I can't create a new monster with a similar premise. (For example, I might not know what to do with "something like Bloody Mary," but if you asked for a murderous ghost that lurks in mirrors, I could give that a shot.)
Edit: I'm off to work on some of GoldenOpal's plant monsters. I'll check back again later.
Four plant creatures based on GoldenOpal's suggestions:
Dazzle Cane (CR 2):
Sitting atop of tangle of tendrils, this cluster of reed-like stalks is topped with glittery, gossamer leaves.
Dazzle Cane (CR 2)
A dazzle cane is a reed-like carnivorous plant that lures prey by swaying its glimmering leaves and creating music using its hollow, flute-like stalks. Some craftsmen insist that dazzle cane stalks are ideal for the crafting of masterwork flutes and similar instruments, though the value of any given dazzle cane being used for this purpose is highly dependent upon both specimen in question and its condition upon being harvested.
Snap Vine (CR 1):
As long as a human is tall, this thorn-covered vine slithers across the ground like a snake.
Snap Vine (CR 1)
A snap vine is a carnivorous plant that can slither like a snake. Although its movement is generally sluggish, a snap vine bursts into violent motion when striking prey, lashing at its victim's legs and feet like a bullwhip. Its low blows have a tendency to knock a target's feet out from under them, while its wicked thorns are noted for their ability to draw blood. When perched in a tree, a snap vine will instinctive throw loose objects at prey, though it prefers melee combat, and will usually close in on prey that comes within 20 feet.
Spider Blossom (CR 3):
This human-sized, black-flowered shrub skitters about on leg-like roots in a spider-like manner.
Spider Blossom (CR 3)
Spider blossoms are animate, carnivorous shrubs. Alongside the stamen of each of their black-petaled flowers is a special bulb that produces sticky, poisonous webbing. Like spiders, these plants can use their webbing to create static webs, and can also hurl webbing at their prey. Both static and hurled spider blossom webs act as contact poison during the round in which they are created.
Sporebeetle Swarm (CR 3):
This swarm of flying, brown beetles is cloaked in a cloud of yellow-green dust.
Sporebeetle Swarm (CR 3)
Sporebeetles are the living seeds of a plant known as a sporebeetle bush, created from a symbiotic species of beetle that lives within the plant. Twice a year, the bush emits spores that transform most of these beetles into diminutive, carnivorous plants. These carnivorous plants retain their beetle-like carapace, but are otherwise comprised entirely of plant matter. These living seeds prowl the forest in rapacious swarms, consuming all warm-blooded creatures in their path. After a few weeks of gorging themselves, the beetle-shaped seeds fall to the ground, immobile, and grow into new sporebeetle bushes.
I had an idea, based on Edgar Allen Poe's "The Facts in the Case of M. Valdemar".
In the story, M. Valdemar is a man on his deathbed who volunteers to be hypnotized at his time of death. The hypnotist puts him in a trance, and when Valdemar's body dies, his soul remains bound to the hypnotist's commands. This goes on for four months, during which Valdemar's body is plainly dead yet somehow remains under the hypnotic trance. When the hypnotist finally ends the trance, the body crumbles to dust, apparently having only been held together by Valdemar's will.
My idea was to create a "Valdemar", an undead creature animated and hypnotically bound to a powerful spellcaster. I suppose this would be more like a template, like "zombie" or "skeleton", except there would need to be some means of Valdemarizing a creature that involves hypnotizing it, then killing it without breaking the trance. There would have to be a mechanic that reflects how the hypnotism is all that's keeping the Valdemar on its feet-- maybe it gets to make periodic Will saves and if it succeeds, it crumbles to dust.
@Matt Stich: I haven't played Dragon Age, so I'm not familiar with darkspawn.
@Silent Saturn: Here is a zombie that's created, in part, by a dominate person spell:
Living Zombie (CR 1/2):
The man before you is armed with a short sword. He wears leather armor and a vacant expression.
Human Living Zombie (CR 1/2)
A living zombie is a varaint zombie whose body remains fully alive, despite the permanent departure of its soul. The living zombie retains the appearance it had in life, though its gaze is noticably vacant. It counts as a living creature, as opposed to an undead creature, for all purposes.
A creature transformed into a living zombie cannot be restored from the dead until its living zombie body is slain. Essentially, the creature that became a living zombie is treated as if it were alive but subject to an unbreakable compulsion effect that forces it to live on as a living zombie.
Creating a Living Zombie
Only humanoids under the effect of a dominate person spell can become living zombies. A living zombie uses the normal zombie template with the following changes.
Alignment: Always neutral.
Type: The base creature retains its normal creature type instead of becoming undead. Do not change the Hit Dice, base attack bonus, and base saving throw bonuses granted by the normal zombie template, despite those being based upon the undead creature type.
Defensive Abilities: The base creature does not gain the qualities and immunities of the undead type.
Abilities: The base creature retains its normal Constitution score.
Special Qualities: In addition to the changes made by the normal zombie template, a living zombie gains the flesh puppet special quality described above.
@fictionfan: Here is a powerful monster with a relatively low Will save; note that it makes a particularly versatile guardian/servant if it uses a smoke fiend wish to gain the change shape ability:
Smoke Fiend (CR 15):
An enormous cloud of roiling smoke flies through the air with willful intent.
Smoke Fiend (CR 15)
Despite their name, smoke fiends are unrelated to true fiends. Rather, they are enormous clouds of sentient smoke haling from the Elemental Plane of Air. When left to their own devices, smoke friends are generally benevolent. Their fiendish appelation stems from their habit of forming alliances with malevolent efreet, serving those wicked genies as soldiers and guardians in exchange for granted wishes. Because of their reputation as loyal hirelings, smoke fiends are also recruited as prized minions by powerful individuals outside the efreet community.
Smoke Fiend Wishes
Change Shape (Su) The smoke fiend has the change shape ability, allowing it assume the form of any Small or Medium humanoid, as if using the alter self spell. It can use this ability to duplicate the appearance of a specific individual.
Command Undead (Su) The smoke fiend gains the channel negative energy ability of an evil cleric with a class level equal to its racial Hit Dice, and gains Command Undead as a bonus feat. It can only use its channel negative energy ability to command undead.
Fiery Body (Su) The smoke fiend gains the burn special attack (1d6 damage, DC 27), and can duplicate the effects of a scorching ray spell (CL 12th) as a standard action.
@GoldenOpal: You're welcome, and thanks for the kind words.
I'm currently working on some Adeptus Mechanicus stuff from Warhammer 40,000, and I'm curious on how you'd do a Servitor.
Basically they are humans that have been turned into mindless half-man/half-machine hybrids to serve in a variety of rolls, from manual labour, defence, record keeping, surgery, human radios, and a thousand other jobs. The reasoning behind it is that basically Artificial Intelligence is banned because they are soulless monstrosities that are anathema to the blessed works of the Machine God. They look like grey-skinned humans with various 'enhancements' used in what they were designed for: mechanical servo arms, hypodermic needles and surgical saws, Heavy Ranged Weaponry (Plasma Cannons, Lascannons, Heavy Bolters, etc.), writing scriveners and quill pens, and pretty much anything you can imagine.
If you could take a crack at it, it would be very much appreciated. If not, then no prob,
Thanks a lot, Meepo! The Living Zombie is a pretty sweet template. I think the original Poe story implied that Valdemar's mind was still in there somewhere, and I'm not sure if the Living Zombie's original personality would be in there or not, but in a way, that makes it even better. I can just see a party of PCs taking a hireling with them on a quest, getting seperated for a bit, then having the hireling turn up again as a Living Zombie and the party doesn't realize. If anything that makes it even creepier for a horror-themed campaign. I love it!
The Smoke Fiend was pretty cool, too. I don't know how you do it so well.
Okay, here's another idea. How about a Diminutive Construct that acts as a tiny assistant to an arcane spellcaster-- something any good wizard might be expected to carry around in a pocket. It should have abilities that make it useful to a wizard, but it probably wouldn't be much of a threat to a party if encountered alone. Maybe its body is comprised chiefly of a Pearl of Power?
@Silent Saturn: Here's a Tiny construct that can make itself even smaller for easy storage:
Origami Familiar (CR 1/3):
This life-sized, hawk-shaped construct is made of folded paper.
Origami Hawk (CR 1/3)
An origami hawk, like all origami familiars, is a life-sized replica of an animal made from animate folded paper. An origami hawk usually serves the spellcaster that crafted it, but origami familiars can also be commissioned or sold. A character with the Advanced Familiar feat may take an origami familiar as a familiar on 1st level, though he must either purchase or craft the origami familiar before doing so.
Creating an Origami Familiar
Type Base creature's type changes to construct.
Hit Dice Chance all of the base creature's racial Hit Dice to d10.
Saves As a construct, the base creature has no good saves.
Immune The base creature gains construct traits.
Weakness The base creature gains vulnerability to fire.
Attacks As a construct, the base creature's base attack bonus equals its Hit Dice.
Skills As a construct, the base creature has no class skills.
SQ The base creature gains the folding special quality described above.
@Kazarath: Here's a patchwork construct that can be built to excel at any number of specific tasks:
Patchwork Servitor (CR 2):
This humanoid with ashen grey flesh is held together with stitches.Various tools and other objects are grafted onto its body.
Patchwork Servitor (CR 2)
A patchwork servitor is a construct designed to perform one or more specific tasks. It's humanoid body is crafted from various surgically-altered body parts and grafted tools or weapons. A patchwork servitor is largely mindless, though it has a limited ability to communicate and utilize skills when performing one of the specific tasks for which it was built.
The patchwork servitor described above is built to serve as a soldier, having a longsword grafted onto one of its arms and a heavy crossbow built into its chest cavity. Patchwork servitors with differing embedded equipment fill various other roles. Some examples follow.
Artisan A patchwork servitor built as an artisan has a light hammer and masterwork artisan's tools as embedded equipment. It has no ranged attack, has a light hammer melee attack instead of a longsword melee attack, and a +8 racial bonus on checks with one Craft skill.
Chirurgeon This patchwork servitor has a scalpel (effectively a masterwork dagger) and a healer's kit as embedded equipment. It has no ranged attack, has a scalpel melee attack instead of a longsword melee attack, and gains a +8 racial bonus on Heal checks.
Musician Dressed in colorful garb, this patchwork servitor has a masterwork flute and a masterwork violin as embedded equipment. It has no attacks other than its melee slam attack, but gains a +8 racial bonus on Perform (stringed instrument) and Perform (wind instrument) checks.
Telepath This useful patchwork servitor has a wand of sending as its embedded equipment. It has no attacks other than its melee slam attack, but can be instructed to relay messages using its embedded wand, both sending messages and repeating any responses it receives.
Watchman This patchwork servitor has a bullseye lantern and a spyglass as embedded equipment. It has no attacks other than its melee slam attack, but gains a +8 racial bonus on Perception checks. It can be instructed to sound an alarm or issue verbal instructions when it perceives a potential threat.
Any more suggestions?
@fictionfan: Here's a void elemental from the Negative Energy Plane:
This creature resembles a pillar of inky darkness with numerous grasping tendrils.
Small Void Elemental (CR 1)
Medium Void Elemental (CR 3)
Large Void Elemental (CR 5)
Huge Void Elemental (CR 7)
Greater Void Elemental (CR 9)
Elder Void Elemental (CR 11)
Void elementals are alien beings whose bodies are hollow spaces encased in black, rubbery membranes. Their logical minds are largely devoid of emotion, particularly empathy. Most are cold-blooded killers pursuing inscutable goals that few sane creatures would understand.
Void elementals vary in appearance—they usually manifest with pillar-like bodies and numerous tendrils, though any given void elemental may instead have a shape akin to that of a particular aberration, be it an aboleth, a cloaker, a darkmantle, or something else altogether. Features on a void elemental's body manifest as knobs, suckers, or other deformations of its rubbery hide.
A void elemental has the same height and weight as a fire elemental of the same size.
@Brambleman: Here's my take on a paint monster:
Renegade Pigment (CR 7):
This blob of shifting colors constantly roils and flows.
Renegade Pigment (CR 7)
A renegade pigment is an amorphous blob of shifting colors that feeds upon the flesh and the colors of other living things, leaving ravaged, gray-scale corpses in its wake. The scintillating colors of the pigment's body can hypnotize prey, but its touch is even more dangerous, overwriting reality as if it was the brush of a demented painter and the world itself was a giant canvas.
A slain renegade pigment can be used as if its corpse were marvelous pigments. The entire corpse must be utilized as a whole to function in this manner, making it considerably larger, heavier, and harder to transport than actual marvelous pigments.
@fictionfan and Kazarath: You're both welcome. I'm glad my monsters will see some use at the table.
Any other takers? My game tonight was cancelled, so I have time for more.
Okay, heres one. Huge sized, cross between a hamster and a tarantula.
Well, the hamster component of your monster adds no new abilities to the tarantula component, so your giant arachnid space hamster already exists; just use the stats for a giant tarantula. Add the young simple template on the fly and refluff the appearance as desired. No need for a new monster write-up.
(Besides, I'm fairly sure that monster goes against my request in the OP that people please not ask me to make joke monsters. I'd prefer this thread to focus on suggestions of a less comedic sort.)
Epic Meepo wrote:
I suppose youre right. Sorry to break protocol.
@Mage Evolving: Here are two variants of the same monster, one a bit like an alien, the other a bit like a predator:
Feral Xill (CR 6)
This sleek, jet-black humanoid is a cross between an insect and reptile, with four arms, scaly skin, and fanged mandibles.
Feral Xill (CR 6)
One in ten young produced by a standard xill is hatched without the ability to planewalk. Standard xill summarily kill any such young that hatch on the Ethereal Plane, seeing them as defective creatures unworthy of life, but those hatched on the Material Plane sometimes escape into the wild. These feral xill grow to adulthood without the benefit of a true society, developing neither tools nor language.
Despite their lack of a culture, feral xill often thrive in the wilderness at the edge of civilization. Single individuals give rise to thriving hives whose members regularly abduct living hosts in which to implant their eggs. But even a lack of hosts won't stop a hive from growing. Feral xill are also able to incubate their eggs in cocoons. Though the spawn produced in such a manner are stunted creatures, they retain the ability to implant eggs in living hosts, and can give rise to a new generation of full-grown feral xill.
Xill Hunter (CR 6)
Xill Hunter (CR 6)
One in ten young produced by a standard xill is sterile, lacking the ability to paralyze victims and implant eggs. Unable to propagate the species, these xill are relegated to the fringes of xill society, where they form small tribes of fierce hunters who find purpose in a religious practice revolving around ritualistic trophy hunts and complex codes of honor.
Xill hunters make regular forays into the Material Plane to hunt dangerous creatures such as seasoned adventurers and feral xill. These latter targets are particularly popular, as feral xill are reviled by all other members of their race, being even lowlier than the sterile xill hunters in the eyes of their kin.
A xill hunter's code of honor demands that the hunter battle worthy opponents in honorable, face-to-face combat, but is silent about the treatment of opponents who have yet to prove themselves. Until a foe demonstrates an ability to survive a xill hunter's more dastardly tactics, the hunter has no qualms about using its ability to walk unseen to grant itself an unfair advantage against that opponent.
@Brambleman: No worries. We're still cool.
Any more (non-silly) monster requests?
I would love to see a Patra, from the original Legend of Zelda, It was a monster that only appeared in the final dungeon. It was a floating eye with a swarm of lesser floating eyes that would orbit the larger one in the middle. The swarm would spin faster and slower ( and thereby widening their orbit) and would slam attack poor Link whenever they occupied the same space. You could not engage the Controller eye until all lesser eyes were destroyed. Appropriate CR would be between 10 and 12 I would think.
@BigDTBone: I've been waiting for an excuse to post this eye monster somewhere:
Orb of Eyes (CR 11):
This large, hovering ball of flesh is featureless, save for an enormous, gaping maw.
Orb of Eyes (CR 11)
Though its body is little more than a floating sensory organ with an attached digestive system, an orb of eyes is a surpringly complex creature. Its alien mind and its senses extend into strange, higher dimensions, from which the orb can produce servile, disembodied eyes. These floating eyes are frequently used to gather information, allowing the orb to better manipulate those around it for its own amusement. It is theorized that an orb's disembodied eyes also play a role in the orb's reproductive process, though this is a matter of speculation; orbs are born in remote dimensions, only precipitating into the normal world after their reproductive years are behind them.
Taking the swarm idea and applying it to lower level monsters to make them a threat for higher level PCs. Such as:
- orc swarm
It's worth noting that we already have a Monkey Swarm, so the precedence for non-vermin swarms has already been established.
Epic Meepo wrote:
@CrackedOzy: Since PF is backwards compatible, you can just use the 3.5 rules for mobs (3.5 DMG II, pg. 59)
@BEGS: I'm not familiar with zergs and ultralisks.
@TinyCoffeeGolem: The chocobo is already statted up (using either 3.0 or 3.5 rules, I don't recall which) in an old issue of Dragon Magazine. As for Starcraft, I'm not familiar with any of its races.
In fact, let me just state for the record that I've never actually played any game on a computer, ever. Feel free to give me a monster concept that you'd like me to work on, but chances are good that the name of an existing monster from a computer game is not a concept that I'd recognize.
@Richard Leonhart: Since I requested no silly monsters, I extracted the non-silly parts of your suggestion and turned them into this deadly-serious, extremely creepy monster:
Oni, Mara Clown (CR 9):
This stocky giant has a face that resembles that of a demented clown.
Mara Clown (CR 9)
Possessed of a demented and infectious sense of humor, mara clowns are oni who wear the body of an ogre with a warped, clown-like face. Some mara clowns play up this characteristic, dressing in colorful entertainer's outfits that complement their face, while others treat their facial features as incidental, preferring plain trousers and sleaveless shirts. Whatever their garb, mara clowns delight in abducting children, becoming invisible or assuming the forms of harmless playmates in an effort to get close to their victims. The abduction of well-guarded children, in particular, is a form of sport among mara clowns. Abducted children are rarely seen again.
@Brambleman: I'll see your rat king and raise you a fused swarm template:
This writhing mass is formed of countless composite creatures that have fused into a single being.
Rat King (CR 3)
A rat king is formed from numerous rats that have been fused together. Most of these rats are joined at the tail, though others are more completely melded together. Though these component rats may once have been independent creatures, the rat king they have formed is a singular being with a single, rat-like mind.
Siphonophore (CR 7)
Found in deep water, siphonophores have bodies that resemble long, winding strands of jellyfish. Ordinary siphonophores are fragile creatures whose component parts die if separated from the main body. The siphonophore described in the stat block above is a monstrous version of the ordinary siphonophore, hardier and more compact than its less-monstrous cousins.
Creating a Fused Swarm
CR As base swarm +1.
Size and Type The fused swarm is Medium, and loses the swarm subtype.
Defensive Abilities Unless otherwise stated, a fused swarm loses all swarm traits. A fused swarm takes half damage from piercing weapons and gains the following defensive ability.
Immune A fused swarm is immune to critical hits and flanking.
Attack A fused swarm loses the swarm attack of the base swarm, but gains a melee touch attack that deals the same amount of damage and delivers the same special attacks.
Space and Reach The fused swarm has a space of 5 feet and a reach of 5 feet.
Abilities A fused swarm has a minimum Strength score of 10.
CMB and CMD A fused swarm has a CMB and CMD based upon its ability scores and base attack bonus, as normal.
Note that (non-monstrous) siphonophores are actual, real-world animals.
I've had an idea for a demon for some time. For lack of a better name, I've just called them "infiltrator" demons. They are medium sized, vaguely humanoid shaped demons of CR5-7. They steal (Drain) Chr. as a touch attack. When their target has a CHR of 0, that demon looks and gains some of the personality of its victim. As well, i can see the demon having some sort of hold person type spell-like ability.
And fyi, the victim transforms into a 'grey' when taken to 0 chr under the influence of the demon. (a 'grey' is a template I already have, but would like to see your vision of it)
The zerg are an awesome race for a fantasy setting. If these get stated up as a cohesive race i would totally use them in a game. As a matter of fact if you take on this ginormous task I'd recommend a new thread for feedback as I predict a lot of it.
Well, this thread's going to keep me busy this weekend, that's for sure.
Well... aside from flying butler monkeys.... What about Vampiric Rose Bushes? Their ghastly white petals get blood red when they drink blood. NE plant. Stationary.
Floating puffball plant that glows, resembles willow the wisp from a distance. Plant grows small stalks, then when mature turns into a puff ball and floats away dropping seeds now and then, gives off a small luminescence.
@Kryzbyn: Here's a dragon loosely inspired by the moorwyn you mention:
Starmetal Wyrm (CR 10):
This sleek, raptor-like dragon has polished, adamantine scales.
Starmetal Wyrm (CR 10)
In many cultures, comets and falling stars have long been seen as harbingers of doom. It is perhaps not a coincidence that these celestial events often herald the arrival of a starmetal wyrm. Distant cousins of earthbound metallic dragons, starmetal wyrms are rapacious predators that fly through the void between the stars. As a result of such flights, their bodies are infused with starlight, which they use to fuel their breath weapons and spell-like abilities.
Starmetal wyrms are also noted for their namesake adamantine scales. These scales can be harvested from a slain starmetal wyrm, producing usable adamantine worth double the standard treasure value of a creature of the starmetal wyrm's Challenge Rating.
In the past, attempts have been made to breed populations of starmetal wyrms as a source of adamantine, but such efforts have proven largely ineffectual. Starmetal wyrms breed infrequently, with centuries passing between generations. Only over millenia would a population of starmetal wyrms produce quantities of adamantine sufficient to rival those found at tradition sources. This hasn't stopped sages from speculating that all adamantine deposits are actually the remnants of ancient starmetal wyrm burial grounds.
Starmetal Wyrms of Golarion
The largest population of starmetal wyrms on Golarion can be found lurking in the caves beneath the nation of Numeria. All known wyrms belonging to this population have clipped wings, depriving them of the ability to fly, either in the air or between the stars. Rumor suggests that these starmetal wyrms were prisoners aboard the starship that crashed over Numeria long ago, having recently awakened from suspended animation amidst its ruins.
@strongblade: Here's my interpretation of a Charisma-draining, identity-stealing demon:
Demon, Fetch (CR 7):
This shadowy humanoid figure has an indistinct body and face, though its wicked-looking claws are plainly evident.
Demon, Fetch (CR 7)
Born from mortal souls wracked with envy for the lives of specific others, fetches are demons with an affinity for the Plane of Shadow and a penchant for imitating humanoids. A fetch's methods of impersonation are particularly cruel: in order to take the place of its target, a fetch must first feed upon and mutilate that person's soul, transforming the unfortunate victim into an empty shell. The fetch, meanwhile, acquires the victim's memories, and often a few of the victim's personality traits, though never anything as redeeming as altruism or compassion.
Humanoids sired by fetches belong to the race known as fetchlings, and are native to the Plane of Shadow. Direct descendants are often half-fiend fetchlings, while those further removed from their fetch ancestor are fiendish fetchlings, fetchlings with the abyssal or shadow sorcerer bloodline, or ordinary fetchlings without any specific template or sorcerer bloodline.
More to come.
@Tiny Coffee Golem (and BEGS): protoss and Terrans are just humanoids with class levels, cool gear, and vehicles, but here's a race of mutagenic, hive-themed critters that can fill the role of zergs, tyranids, and whatnot:
This insect-like creature resembles a vaguely-humanoid scorpion without a stinger. It has scythe-like blades instead of pincers and a row of spines along its back.
Hivespawn Hatchling (CR 1)
Hivespawn Drone (CR 3)
Hivespawn Hulk (CR 7)
Hivespawn Queen (CR 14)
The hivespawn are a race of aggressive, insect-like creatures with a tendency to devour all in their path. Hivespawn queens are intelligent beings with potent magical abilities, but other hivespawn are possessed of an intelligence little greater than that of an animal. As a result, hivespawn queens spend most of their time supervising the actions of their less intelligent kin, though a many queens harbor ambitions beyond the maintenance of their hives.
Towards these ends, some queens experiment with strange alchemical processes and magical rituals, intent on mutating their kindred into new and more powerful forms. These projects lend themselves well to hivespawn, whose body chemistry is unusually malleable, but a few hivespawn queens also conduct such experiments on creatures other than hivespawn, often captives captured for that express purpose.
Mutagenic Drone (CR 4) A mutagenic drone is a hivespawn drone with the hybrid template (see "Creating a Hybrid," below). The evolution points of a typical mutagenic drone are spent on the breath weapon (acid) evolution or the flight evolution (wings, 50 ft. speed). Other common evolutions include bite, climb, increased damage, increased natural armor, and energy attacks (acid).
Mutagenic Hulk (CR 8) A mutagenic hulk is a hivespawn hulk with the hybrid template (see "Creating a Hybrid," below). The evolution points of a typical mutagenic hulk are spent on the following evolutions: claws, increased damage (claws), limbs (arms), rend, and trample.
Mutagenic Queen (CR 15) A mutagenic queen is a hivespawn queen with the hybrid template (see "Creating a Hybrid," below). The evolution points of a typical mutagenic queen are spent on the following evolutions: breath weapon (acid, 3/day) and energy attacks (acid).
Overseer (CR 14) When a hivespawn queen lives beyond her reproductive years, hormonal changes transform her into a bloated, balloon-like creature known as an overseer. She loses all other speeds and gains a fly speed of 30 feet (perfect). Though she no longer lays eggs, she retains the extradimensional womb special quality. Her extradimensional womb can hold drones in addition to hatchlings. Each drone counts as eight hatchlings when determining how many creatures the womb can hold.
Creating a Hybrid
CR As base creature +1.
Other Statistics The base creature gains a number of evolution points equal to its (newly modified) Challenge Rating, up to a maximum of 8 evolution points. These points are spent on evolutions, as if the base creature were the eidolon of a summoner with a level equal to the base creature's racial Hit Dice.
Note that the Queen of Blades would be a high-level human psion with the hybrid template that I snuck in at the very end of the the hivespawn monster description.
@Boxhead: That probably is cheating a bit, because that's not really a new monster. It's been floating around for over a year now, and, more importantly, has already been discussed at length on the boards. That being said, at least you picked the Superstar monster most people thought couldn't be done. So here's a beetle that gets inside your head:
Phantom Beetle (CR 1/2):
The size of a house-cat, this is dull grey beetle with feathery antennae seems to be staring in your direction with its dead, black eyes.
Phantom Beetle (CR 1/2)
Some animals produce toxins in their body as a defense mechanism, poisoning those foolish enough to eat them. Phantom beetles instead produce psychic trauma, amplifying their own instinctive fear of death to pollute the minds of those who take their lives. This psychic assault settles into the brain of its victim, becoming a curse that eats away at its victim's sanity. The victim is haunted by vague hallucinations that lurk at the edge of his perception, suggesting terrible things preparing to attack and kill him, just as he attacked and killed the phantom beetle responsible for the curse.
In most circumstances, phantom beetles are non-aggressive, relying on their reputation to dissuade potential attackers and retreating if threatened. However, phantom beetles get territorial when it comes to their immediate lairs, and will attack if they are perturbed within the confines of the their own nests, usually a single, remote chamber in an underground complex.
@Shizvestus: the vampire rose already exists in the Tome of Horrors; here are a seed-puff monster and a much-overdue flying monkey:
Flying Monkey (CR 1):
This small, evil-looking primate sports feathered wings and vicious claws.
Flying Monkey (CR 1)
The spawn of ordinary primates and bestial fiends of unknown ilk, flying monkeys are ill-tempered brutes. Despite their foul attitude, they recognize and gravitate towards power, willing to debase themselves at the feet of powerful spellcasters, particularly witches, should such service provide them an opportunity for personal advancement. Whether in the service of a spellcaster or not, flying monkeys enjoy missions of kidnapping, theft, and other forms of thuggery for fun and profit.
A 5th-level lawful evil spellcaster with the Improved Familiar feat can gain a flying monkey as a familiar.
Ghostflower Seed (CR 2):
Ghostflower Seed (CR 2)
Produced by magical flowers that grow only on graves, ghostflower seeds begin life as small, fibrous puffs. Soon after being released from their parent plant, these seed puffs rarefy and expand, becoming balls of incorporeal light that bear a striking resemblance to will-o-wisps. In this form, a ghostflower seed is willfully mobile, seeking out a living creature in which to plant itself. Once successful, the seed becomes an inert object inside its victim's body, feeding off its host until its host dies, perchance to germinate in its host's grave, producing a new ghostflower plant.