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RPG Superstar 2015

I feel like designing some new monsters, and I'm taking requests...


Suggestions/House Rules/Homebrew

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Sweet Meepo, thanks!


Very cool. I might add some sort of hive structure that maintains the goo without the queens presence and also allows them to expand their territory. Possibly it also keep the spawn from going wild by maintaining the last command given by the queen. Giving queens the ability to percieve the world at a hive as though they were standing there (possibly with some sort of mouthpart for speech) provided both the queen and the hive are connected via the goo. Also queens should be able to make overlords to help with hive maintaince. Perhaps it's a curse/punishment/"reward" of some kind that she can inflict upon sentient humanoids.

RPG Superstar 2009 Top 16, 2012 Top 32 , Marathon Voter 2013, Marathon Voter 2014, Star Voter 2015

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@Tiny Coffee Golem: Of course, rules for lair construction and out-of-combat monster spawning are beyond the scope of a monster stat block, and are thus not included herein. (If you're trying to emulate the zerg, all of that lair building and monster spawning probably involves harvesting magical, creature- and terrain-warping crystals.)

@TheFace: Here are a ghostly rider, and the fiendish cattle that such a rider is likely to tend:

Devil's Longhorn (CR 8):
This large, long-horned bovine has bulging muscles, steel hooves, and a flaming brand on its flank.

Devil's Longhorn (CR 8)
XP 4,800
LE Large outsider (evil, extraplanar, fire, lawful)
Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception +17
---
AC 20, touch 9, flat-footed 20 (+11 natural, –1 size)
hp 100 (8d10+56)
Fort +13, Ref +6, Will +7
Immune fire
Weaknesses vulnerability to cold
---
Speed 40 ft., fly 90 ft. (good)
Melee gore +14 (2d8+7), 2 thundering hooves +9 (1d6+3)
Space 10 ft.; Reach 5 ft.
Special Attacks breath weapon (60-foot cone, once every 1d4 rounds, 10d6 fire damage, Reflex DC 21 half), thundering hooves, trample (2d8+10, DC 21)
---
Str 24, Dex 10, Con 24, Int 2, Wis 16, Cha 9
Base Atk +8; CMB +16; CMD 26
Feats Improved Initiative, Iron Will, Power Attack, Skill Focus (Perception)
Skills Fly +13, Perception +17
SQ flaming brand
---
Environment any (Hell)
Organization solitary, pair, pack (3–4), or herd (5–12)
Treasure none
---
Flaming Brand (Su) The hide of every devil's longhorn is marked by a smouldering rune that marks it as the property of a given devil. As the result, the devil's longhorn sheds light as if it were a torch and deals 1d6 fire damage per round to any creature riding it. When the devil's longhorn dies, its rune is extinguished and the devil the owns it immediately realizes that the longhorn has died.
Thundering Hooves (Su) The hooves of a devil's longhorn have the thundering weapon property. Whenever a devil's longhorn scores a critical hit with a hoof, the target takes 1d8 points of sonic damage and must make DC 14 Fortitude save or be permanently deafened.

Devil's longhorns are to ordinary cattle what hell hounds are to ordinary dogs. Though they remain violent and willful, these fiendish longhorns have all been domesticated, at least in the technical sense of the word. Devil's longhorns are only found in herds or on properties maintained by various devils. These herds provide devils with beasts of burden, foodstuffs, and an excuse to press lesser fiends into service as brutally-overworked cowhands.


Hell Rider (CR):
This gaunt, spectral figure sits astride an equally ephemeral horse. Both horse and rider have a delirious look in their eyes.

Hell Rider (CR 11)
XP 12,800
LE Large undead (extraplanar, incorporeal)
Init +13; Senses darkvision 60 ft.; Perception +20
---
AC 23, touch 23, flat-footed 14 (+5 deflection, +9 Dex, –1 size)
hp 133 (14d8+70)
Fort +9, Ref +13, Will +12
Defensive Abilities incorporeal, no rest for the wicked, phantom mount; Immune undead traits
---
Speed fly 90 ft. (perfect)
Melee incorporeal touch +13 (11d6, ignores damage reduction, Fort DC 22 halves)
Space 10 ft.; Reach 5 ft.
Special Attacks herd quarry, phantom weaponry
---
Str —, Dex 28, Con —, Int 19, Wis 16, Cha 21
Base Atk +10; CMB +11; CMD 24
Feats Blind-Fight, Cleave, Dazzling Display, Improved Initiative, Mounted Combat, Skill Focus (Ride), Weapon Focus (any one)
Skills Bluff +19, Diplomacy +19, Fly +20, Handle Animal +19, Intimidate +22, Knowledge (planes) +18, Perception +20, Ride +23, Sense Motive +20, Survival +17
Languages Abyssal, Celestial, Common, Infernal
SQ composite creature
---
Environment any (Hell)
Organization solitary, pair, posse (3–8), or ranch (2–8 and 3–12 devil's longhorns)
Treasure none
---
Composite Creature (Ex) Although a hell rider appears to be a horse and rider, it is, for all intents and purposes, a single creature. Its horse component and rider component cannot be separated and cannot be attacked independent of one another. Both share the same mind.
Herd Quarry (Su) Whenever a hell rider successfully demoralizes a creature using the Intimidate skill, that creature must make a DC 22 Will save or be frightened instead of shaken for the indicated duration. A creature frightened in this manner cannot willingly move towards any hell rider, even one that did not demoralize it, and counts as cornered if sufficiently surrounded.
No Rest for the Wicked (Ex) If a hell rider is part of a ranch (see "Organization" in the hell rider stat block, above), the rider is cursed to forever tend its herd. Whenever the hell rider is destroyed, it reforms within 2d4 days unless all of the devil's longhorns in its ranch are also destroyed.
Phantom Rider (Ex) Once per round, a hell rider may use the Mounted Combat feat to negate a hit against itself, as if the hell rider were its own mount. The hell rider may attempt to negate a hit even if the attacker was specifically attempting to hit the rider part of the hell rider's body.
Phantom Weaponry (Su) Even if a hell rider is not equipped with actual weapons, its spectral form includes the ghostly images of one or more weapons, often firearms. The hell rider cannot attack with these weapons. However, the hell rider counts as being proficient with all of its phantom weapons, and can use any in which it has Weapon Focus in conjunction with the Dazzling Display feat.

Mortal riders that died while in the service of devils or other evil entities, hell riders rise again in the depths of Hell as ghost-like undead. Some hell riders serve as cavalry in various various infernal armies or as herders responsible for cattle known as devil's longhorns. Others are gathered into posses and sent after the enemies of Hell, particularly escaped souls and other deserters. Unable to rest and unable to think of anything but their assigned tasks, hell riders retain none of their abilities from life; those memories have been washed away by the despair of eternal servitude.


Epic Meepo wrote:

@Tiny Coffee Golem: Of course, rules for lair construction and out-of-combat monster spawning are beyond the scope of a monster stat block, and are thus not included herein. (If you're trying to emulate the zerg, all of that lair building and monster spawning probably involves harvesting magical, creature- and terrain-warping crystals.)

@TheFace: Here are a ghostly rider, and the fiendish cattle that such a rider is likely to tend:
** spoiler omitted **...

Thank you very much.


Hello, first off nice thread. ;)

As for request I always liked the utterly endlessly annoying mimics from so many games. So if you have the time could you make a sort of mimic trap/traps monster. For example the door mimic that when you open it you cant let go and get grappled right into its mouth. Or even a mimic floor stone that engulfs you when you step on it using a paralyzing power to keep you from making a sound until it eats you completely. Even baby mimics that pass themselves off as potions or wands even able to give off faint magical aura's to be picked up by detect spells so when they try to use them they attack with a faint magic draining ability that empowers them. You know that kind of stuff. <3

Also always been a big mount fan. But I have yet to see a sort of super mount that you can keep or upgrade along with your level progression. I know thats a balance issue but really I like the idea. So I was thinking a kind of cross between a dragon and drake. Lacking the dragons many powers but retaining their stronger as they grow older ability. A large wingspan with a compact body and high speed in the air, water, and ground with good maneuverability. Its main purpose is transportation not battle so while it could have some natural attacks and defenses it should not be a equal threat to something of its own level. This is just a rough idea and I am not hung up on the draconic theme if you think up something better.

Hope it's an interesting request for you.


Not to be rude but, don't mimics and Dragones have stats for that already? Classic Monsters Revisited and the Bonus Beastiary.


Some people could interpret this as a variant monster of the brain in the jar... So I guess it's up to you if you think it so.

Challenge Rating range 6 to 9

It's a brain in an aquarium attached to some kind of machine. Non-mobile. It might have mind-control powers or something entirely different. It can't move by itself...

Yes the idea is basically Irvine from City of Lost Children.

http://zmeu.webblogg.se/images/2009/irvin_57454837.jpg

RPG Superstar 2009 Top 16, 2012 Top 32 , Marathon Voter 2013, Marathon Voter 2014, Star Voter 2015

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@OmniChaos: Mimics and related trap monsters have been covered at length in one of Paizo's "monsters revisited" books. But here's a versatile mount that gets harder to disable or kill as its rider gains experience:

Shantak, Juvenile (CR 4):
The size of a horse, this scaly, bird-like creature has a vaguely equine head.

Shantak, Juvenile (CR 4)
XP 1,200
CN Large magical beast
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +12
---
AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, –1 size)
hp 42 (5d10+15)
Fort +7, Ref +6, Will +5
Defensive Abilities life link, share defenses; Immune cold, disease
---
Speed 30 ft., fly 80 ft. (average)
Melee bite +8 (1d6+3), 2 talons +7 (1d6+3)
Space 10 ft.; Reach 5 ft.
---
Str 16, [/b]Dex[/b] 15, Con 16, Int 8, Wis 15, Cha 10
Base Atk +5; CMB +9; CMD 21
Feats Flyby Attack, Hover, Wingover
Skills Fly +10
Languages Aklo
SQ no breath
---
Environment cold mountains
Organization solitary, pair, or flock (3–12)
Treasure none
---
Dream Quest (Su) A juvenile can draw upon the world of dreams to take a rider on fantastic journeys. Once per day, a creature riding a juvenile shantak can use dream as a spell-like ability (CL 12th). Alternately, the rider can expend the daily use of this ability to grant the shantak any one of the following abilities for the remainder of the day: a base land speed of 50 feet, a fly speed of 100 feet (perfect maneuverability), or a swim speed of 100 feet. A shantak with perfect maneuverability has a Fly bonus of +18. A shantak with a swim speed has a Swim bonus of +11.
Life Link (Su) Whenever a juvenile shantak takes enough damage to either kill it or leave it in the dying condition, any creature riding the shantak can, as a free action, sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to the shantak. This can prevent the shantak from being killed or gaining the dying condition.
Share Defenses (Su) As a free action, a juvenile shantak can extend its no breath ability and cold immunity to a single creature touching it. It can withdraw this protection as a free action. While sharing its defenses in this manner, a juvenile shantak can use the saving throw bonus of the creature with whom it shares these defenses in place of its own saving throw bonus any time it is required to make a saving throw.

An adult shantak is an arrogant, winged creature capable of flying between the stars, navigating an airless void that echoes with corrupting, alien thoughts. Juvenile shantaks lack the protective coating of slime that allows their kind to survive such migrations. As a result, juvenile shantaks are bound to a single planet until they come of age.

Not yet exposed to the strange influences of interstellar space, juvenile shantaks are less aloof than their adult kin. Indeed, juvenile shantaks have an amazing empathy for their homeworld and its residents. They often form strong, empathic bonds with other creatures, and are able to touch upon the intangible realm of other creatures' hopes and dreams. As a result, juvenile shantaks are prized as loyal and versatile mounts, at least until they outgrow their empathy.

@Ganryu: Here's an incorporeal construct generated by an alchemically-preserved, disembodied brain:

Phantasmagor (CR 3):
The face of this spectral humanoid is obscured by a ghostly porcelain mask.

Phantasmagor (CR 3)
XP 800
N Medium construct (incorporeal)
Init +0; Senses darkvision 60 ft., low-light vision; Perception +8
---
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 36 (3d10+20)
Fort +1, Ref +3, Will +5
Defensive Abilities incorporeal, rejuvenation; Immune construct traits
Weaknesses dependency
---
Speed fly 30 ft. (perfect)
Melee incorporeal touch +5 (1d6)
Spell-Like Abilities (CL 8th; concentration +10)
At will—enter image (3rd), seek thoughts (3rd) (DC 15)
3/day—confusion (one target only) (3rd) (DC 15), modify memory (4th) (DC 16)
---
Str —, Dex 14, Con —, Int 20, Wis 14, Cha 14
Base Atk +3; CMB —; CMD
Feats Iron Will, Skill Focus (Perception)
Skills Fly+13, Knowledge (any five) +8, Perception +8
Languages Common, any five others
---
Environment any
Organization solitary, pair, or phantasmagoria (3–12)
Treasure none
---
Dependency (Su) A phantasmagor is generated by a preserved, disembodied brain that is otherwise inert. If the phantasmagor moves more than 300 yards from this brain (or if this brain is destroyed), the phantasmagor is immediately destroyed.
Rejuvenation (Ex) When a phantasmagor is destroyed, it is restored to full hit points and functionality in 2d4 days unless the disembodied brain tied to its dependency ability is destroyed. If the phantasmagor was destroyed as a result of its dependency ability, it is instead restored in 2d4 rounds, regaining only the number of hit points it had at the time of its destruction.

A phantasmor is an incorporeal construct produced by a disembodied brain in a perpetual state of intense meditation. As a construct of pure thought, a phantasmogor cannot be created directly. Instead, one creates a phantasmagor by harvesting, modifying, and preserving a humanoid brain, usually in a specially-prepared jar or vat. If the brain is properly prepared, the phantasmogor emerges from its captive thoughts as a matter of course.

A phantasmagor resembles the humanoid whose brain was used in its creation, though its face now resembles a porcelain mask, hinting at the false nature of its appearance. Despite its uncanny resemblance, the phantasmagor is a mere echo of the creature whose brain generated it, sharing none of that creature's soul, memories, or motivations.

Instead, a newly created phantasmagor inherits knowledge drawn at random from the collective consciousness of all humanoids, often knowledge not possessed by its creator or the creature whose brain was used in its creation. As a result, a phantasmagor makes an ideal advisor; many are consulted as oracles long after their service to their creators is done. Others monitor and supervise various locations, using their enter image spell-like ability to project their awareness into any of several porcelain masks positioned throughout the area.

Guardian Phantasmagor (CR +1) A guardian phantasmagor is a phasmamagor with the advanced simple template. It has the ability to cast guards and wards (DC 20) as a spell-like ability once per day, and its effective caster level for all spell-like abilities is 12th.

Creating a Phantasmagor
CL 8th; Price 7,500 gp
---
Requirements Craft Construct, confusion, enter image, modify memory, seek thoughts, creator must be caster level 8th; Skill Craft (alchemy) or Heal DC 13; Cost 4,250 gp, including the cost of an alchemically-treated, disembodied brain worth 250 gp

Creating a Guardian Phatasmagor
CL 12th; Price 32,000 gp
---
Requirements Craft Construct, confusion, enter image, guards and wards, modify memory, seek thoughts, creator must be caster level 12th; Skill Craft (alchemy) or Heal DC 17; Cost 16,000 gp, including the cost of an alchemically-treated, disembodied brain worth 250 gp

The CR is a bit lower than requested on that last one because the base monster I created is the projection created by the brain in a vat, not the brain in the vat itself. To get an ECL 7 encounter with a disembodied brain, just use four phantasmagors tied to the same brain.


Cool, thanks Richard :)

Star Voter 2013

If I take the Vampire archetype an use it on a sucubbus, how would you build their spawns different form normal spawns?


Leshy: The Leshy or Lesovik is a male woodland spirit in Slavic mythology who protects wild animals and forests. There are also leshachikha/leszachka (wives of the leshak) and leshonky (children of the leszy). He is roughly analogous to the Woodwose of Western Europe and the Basajaun of the Basque Country.

Description
A leshy usually appears as a tall man, but he is able to change his size from that of a blade of grass to a very tall tree. He has hair and a beard made from living grass and vines, and is sometimes depicted with a tail, hooves, and horns. He has pale white skin that contrasts with his bright green eyes. A leshy has a close bond with the gray wolf, and is often seen in the company of bears as well. He is the Forest Lord and carries a club to express that he is the master of the wood.

Leshy is the protector of all animals and birds in the forest. Mass migration of animals supposedly happens at leshy's instruction. He is said to have the ability to shapeshift into any form, animal or plant. When he is in human form, he looks like a common peasant, except that his eyes glow and his shoes are on backwards. In some tales, he appears to visitors as a large talking mushroom.[citation needed] He can also vary in size, shrinking himself to the height of a blade of grass when moving through open fields, or growing to the size of the tallest trees when in the forest.

If a person befriends a leshy, the latter will teach them the secrets of magic. Farmers and shepherds would make pacts with the leshy to protect their crops and sheep. The leshy has many tricks, including leading peasants astray, making them sick, or tickling them to death. They are also known to hide the axes of woodcutters. If a leshy crosses the path of a person in the woods, the person will get lost immediately. To find the way out, you have to turn your clothes inside out and wear shoes on opposite feet.

Leshies are terribly mischievous beings: they have horrible cries, and can imitate voices of people familiar to wanderers and lure them back to their caves, where the leshies will tickle them to death; they also remove signs from their posts. Leshies aren't evil: although they enjoy misguiding humans and kidnapping young women, they are also known to keep grazing cattle from wandering too far into the forests and getting lost. Sometimes cow herders will make pacts with a leshy by handing him their crosses from around their necks and sharing communion with him after Christian church gatherings; these pacts are said to give the cowherds special powers.

If more than one leshy inhabits a forest, they will fight for territorial rights. The evidence is in the fallen trees scattered about and scared animals.

RPG Superstar 2009 Top 16, 2012 Top 32 , Marathon Voter 2013, Marathon Voter 2014, Star Voter 2015

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@Nicos: I would make the spawn of a vampire succubus a vampire spawn with the fiendish template. Maybe trade smite good 1/day for charm monster (DC 16) 1/day.

@Shizvestus: Um, who's Richard? :)
In any case, here's a lesovik:

Lesovik (CR 5):
This man has cloven feet, curling horns, and a mane of living vegetation in place of hair.

Lesovik (CR 5)
XP 1,800
CN Medium fey
Init +2; Senses low-light vision; Perception +13
---
AC 18, touch 13, flat-footed 15 (+2 Dex, +1 dodge, +5 natural)
hp 44 (8d6+16)
Fort +4, Ref +8, Will +8; +4 vs. fey and plant-targeted effects
Defensive Abilities resist nature's lure; DR 5/cold iron; SR 16
---
Speed 40 ft.; woodland stride
Melee shillelagh +7 (2d6+4), horns +1 (1d6+1)
Ranged magic stone +7 (1d6+3, 2d6+4 against undead)
Special Attacks extract laughter, wild shape 2/day
Spell-Like Abilities (CL 8th; concentration +13, +17 to cast defensively)
Constant—magic stone (affecting any pebble the lesovik throws or slings), shillelagh (affecting any nonmagical oak club or quarterstaff the leshovik wields)
At will—bestow curse (target always fails Survival checks to avoid becoming lost) (4th) (DC 16)
Spells Prepared (CL 6th; concentration +8, +12 to cast defensively)
3rd—contagion (DC 15), plant growth
2nd—barkskin, fog cloud, resist energy, tree shape
1st—charm animal (DC 13), endure elements, entangle (DC 13), speak with animals
0 (at will)—create water, guidance, mending, purify food and drink
---
Str 14, Dex 15, Con 15, Int 12, Wis 15, Cha 14
Base Atk +4; CMB +6 (+8 grapple); CMD 18 (20 vs. grapple)
Feats Combat Casting, Dodge, Improved Grapple, Improved Unarmed Strike
Skills Disguise +14, Handle Animal +14, Intimidate +11, Knowledge (nature) +14, Perception +13, Stealth +13, Survival +16; Racial Modifiers +4 Handle Animal, +4 Survival
Languages Common, Druidic, Sylvan
SQ druid class features, nature bond (wolf animal companion), nature sense, trackless step, wild empathy +11, woodland stride
---
Environment temperate forests
Organization solitary, pair, or band (3–6)
Treasure standard (oak quarterstaff, sling, other treasure)
---
Druid Class Features A leshovik has all of the class features of a 6th-level druid, or his actual druid level plus six if he has druid levels, including armor and weapon proficiencies and spellcasting.
Extract Laughter (Su) Whenever a lesovik makes a successful grapple check to damage an opponent, that opponent is targeted by a hideous laughter effect, as per the spell (CL 8th, DC 14). Once a creature is affected by this ability, it cannot be affected again for 24 hours.

A lesovik is a satyr-like creature with a mane of living vegetation in place of hair. Lesoviks are vigilant protectors of nature. Against less threatening interlopers, they utilize grapple attacks that instill victims with fey laughter even as they are crushed in unconsciousness, and curses that lead travelers astray. Against more serious threats, lesoviks also rely upon their innate druidic abilities, as well as quarterstaves and sling stones enhanced by their innate magic.

In their capacity as druids, the normally reclusive lesoviks sometimes serve as priests for remote communities, or as mentors to humanoid druids. The greatest of all lesoviks, immortalized in numerous folktales, are those that take levels in the druid class, building upon their already notable druidic talents. These legendary lesovik druids are territorial, allowing only a certain number of druids of any given level to operate within their forests. When a druid within the territory reaches one of these restricted levels, a lesovik druid of the same level seeks him out and challenges him to single combat. The loser of the duel faces death or exile.

(I used "lesovik" instead of "leshy" because "leshy" looks too much like "leShay," the name of a monster in the 3.x SRD.)

RPG Superstar 2009 Top 16, 2012 Top 32 , Marathon Voter 2013, Marathon Voter 2014, Star Voter 2015

Any more (non-silly) suggestions so I can complete one full month of monster making?

Star Voter 2013

A findihs spawm, a good idea indeed.

Epic Meepo wrote:
Any more (non-silly) suggestions so I can complete one full month of monster making?

Ok, maybe a Archon who work alone killing evil outsiders and evil cultist, not like the Hound archon but something more dark (still LG).

Wtih CR about 8-10


well, since you asked so nicely...
Petitioner Swarm, most interested in the Abyssal Larva or a swarm of the damned. Basically if you summoned a scoop of whatever souls were available on that plane
Some kind of Ethereal Construct
An ooze designed to be a character race.

Sczarni

How about a plant creature that gains nourishment from sound instead of sunlight? Audiosynthesis? Maybe it can only survive in places where there's an abundance of natural sound, like near waterfalls. It would encourage noisy songbirds to nest in its plant-body. Then it would be attracted to the noise of the city, and maybe it's immune to sonic damage?

RPG Superstar 2009 Top 16, 2012 Top 32 , Marathon Voter 2013, Marathon Voter 2014, Star Voter 2015

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@Nicos: Here's a grim, solitary archon that exterminates evil outsiders and their allies:

Archon, Shadow (CR 8):
Beneath the cowl of its dark cloak, this shadowy, humanoid figure has menacing red eyes.

Shadow Archon (CR 8)
XP 4,800
LG Medium outsider (archon, extraplanar, good, lawful)
Init +7; Senses darkvision 60 ft., detect evil, low-light vision, see invisibility; Perception +21
Aura aura of menace (DC 16)
---
AC 22, touch 14, flat-footed 18 (+3 Dex, +1 dodge, +8 natural)
hp 103 (9d10+54)
Fort +9, Ref +9, Will +9; +4 vs. poison
Defensive Abilities shadow blending; DR 10/evil; Immune electricity, petrification; SR 19
---
Speed 30 ft.
Melee longsword +15/+10 (1d8+6/19-20), slam +10 (1d6+2); or 2 slams +15 (1d6+4)
Special Attacks purgatory gaze, sneak attack +2d6
Spell-Like Abilities (CL 9th; concentration +12)
Constant—blur (self only) (2nd), detect evil (1st), see invisibility (2nd)
At will—darkness (2nd), dispel magic (3rd), greater teleport (7th) (self plus 50 lbs. of objects only)
3/day—mark of justice (4th) (DC 18), mirror image (2nd), silence (2nd) (DC 16)
---
Str 22, Dex 17, Con 22, Int 15, Wis 16, Cha 19
Base Atk +9; CMB +15; CMD 28
Feats Combat Reflexes, Dodge, Improved Initiative, Iron Will, Skill Focus (Intimidate)
Skills Acrobatics +13, Climb +11, Disable Device +13, Escape Artist +13, Intimidate +16, Perception +19, Sense Motive +11, Stealth +21; Racial Modifiers +8 Perception, +8 Stealth
Languages Celestial, Draconic, Infernal; truespeech
---
Environment any (Heaven)
Organization solitary
Treasure standard (longsword, other treasure)
---
Purgatory Gaze (Su) Gain one negative level if creature has the evil subtype, 30 feet, Fortitude DC 18 negates. The save DC is Charisma-based.
Shadow Blending (Su) Attacks against a shadow archon in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.

Noted for their darkly indistinct appearance and gruff manners, shadow archons are the guerrilla warriors of their people. Possessed of single-minded determination, shadow archons lead lonely, dutiful lives. Their sole purpose is to lurk behind enemy lines, eliminating and terrorizing soldiers who willfully fight in the service of evil. Like shadowy ghosts, they appear from nowhere and vanish just as quickly, striking hard and fast in between.

While shadow archons deploy primary in war zones, defending righteous kingdoms that face overwhelming odds, a few are known to target particularly heinous criminals from time to time. That being said, shadow archons are never vigilantes; they never take the law into their own hands, and eliminate only those threats that legitimate authorities have declared deserving of such extreme measures. Likewise, a shadow archon that is mistakenly sent after an undeserving target will cease hostilities the instant it sees evidence that its quarry is not deserving of its wrath.

More to come.


A fey knight-champion. Thematically tied to the seasons. Perhaps four distinct templates, one for each of the seasons--though, a creature which exemplifies balance, with abilities related to each, sounds awesome.

Similarly, a fey creature whose abilities/features are change depending upon the season/setting.


If you're still taking requests... I'd love to see:

A "Fog Fox" (Or Fog Dog? I like foxes better - but Fog Dog rhymes so well! XP)
Has the ability to meld into clouds/fog/mist, is neutral or good, perhaps has some sort of ability to treat mists as solid objects and/or ability to levitate.
I've been trying to think of creatures that would be able to populate water, and areas surrounding it - so the idea of a fox runs in on the fog (and is sort of a part of it) was very appealing to me - I'm just not knowledgeable enough to know how to just create creatures on the fly.
*bows to your amazing creature creation*

Another creature I've been rolling around as an idea, is a kind of water (sprite/fey??) a cr 1 - which has what looks like a lotus flower for hair. It hides amongst lake lilly pads, having the ability to blend in with the water, and use the plants to it's advantage (maybe even is part plant?). It eats mostly frogs ...

And the last I was trying to figure out, was to do with combinations of water and rock elemental type creatures. I was picturing one as steaming rock golem-ish creature. With steam jets shooting out of it. (Maybe shooting rocks with them?)
Edit: It occurs to me, that maybe there is a place in one of the books where there is something on adding elemental templates? (I don't own the bestiary 2 yet, so if it's in there I wouldn't have seen it) - I have been trying to learn a bit about monster templating and creation, but am still very new to the process. (And as such ignorant to a lot of things that might seem obvious to you - please forgive me)

--------

Okay, I hope those are following the rules. <.<
If I have misinterpreted something and made an error, I apologize.

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@Brambleman: The average petitioner is going to be Small or Medium, which is too large to form a swarm. What you're looking for is the mob template from the 3.5 DMG 2. That said, here are an ethereal construct and a character race that's an ooze:

Ether Strider (CR 6):
This spider-like creature is woven from semi-solid, smoke-like strands, its wispy body loosely encased in a patchwork exoskeleton of armored crimson plates.

Ether Strider (CR 6)
XP 2,400
N Huge construct
Init +2; Senses darkvision 60 ft., low-light vision; Perception +0
---
AC 18, touch 10, flat-footed 16 (+2 Dex, +8 natural, –2 size)
hp 73 (6d10+40)
Fort +1, Ref +3, Will +1
Defensive Abilities ethereal jaunt; Immune amorphous, construct traits
---
Speed 40 ft., climb 20 ft.
Melee bite +11 (2d8+10 and grab)
Space 15 ft.; Reach 15 ft.
Special Attacks ethereal ambush, web (+6 ranged, DC 13, 6 hp)
Spell-Like Abilities (CL 15th)
Constant (while on the Material Plane only)—blink
---
Str 24, Dex 15, Con —, Int —, Wis 11, Cha 1
Base Atk +6; CMB +14 (+18 grapple); CMD 27 (39 vs. trip)
---
Environment any
Organization solitary, pair, or cluster (pair plus 1–6 phase spiders)
Treasure none
---
Ethereal Ambush (Ex) An ether strider that attacks foes on the Material Plane in a surprise round can take a full round of actions if it begins the combat by phasing into the Material Plane from the Ethereal Plane.
Ethereal Jaunt (Su) An ether strider can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move action (or as part of a move action). The ability is otherwise identical to ethereal jaunt (CL 15th).

Ether striders are the war machines of the largest phase spider nests. Their bodies are woven from the same strands of ethereal webbing that phase spiders use when constructing their nests, and are fitted with plates of crimson chitin harvested from dead xill. Chitinous plating notwithstanding, ether striders are only tenuously solid. This is particularly true on the Material Plane, where an ether strider will blink in and out of existence, but even on the Ethereal Plane, the webwork body contained within its exoskeleton is slightly amorphous.

Ether striders occupy a curious place in phase spider culture. While often employed in raids and other frontal assaults, an ether strider's traditional purpose is the defense of the nest and the young that reside there. Phase spiders growing up in large nests often view ether striders as parents of a sort, and have strong familial feelings towards them. In some nests, this feaux ancestral relationship takes on religious overtones, with ether striders serving as animate idols. And even in nests where ether striders are not objects of worship, it is rumored that their creation involves profane pacts with any number of monstrous deities, and the phase spiders that create them frequently serve as clerics.

Mercurial (CR 1/2):
The clay-like flesh of this mutable creature constantly flows, but always returns to a vaguely humanoid shape, allowing it to wield its gear as if it were a solid humanoid.

Mercurial (CR 1/2)
XP 200
Mercurial alchemist 1
N Medium ooze
Init +3; Senses darkvision 60 ft.; Perception +5
---
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 9 (1d8+1)
Fort +3, Ref +5, Will +1
Immune critical hits, paralysis, precision damage, sleep
Weaknesses sighted, unstable
---
Speed 30 ft.
Melee dagger +3 (1d4+1/19–20)
Ranged light crossbow +3 (1d8/19–20)
Special Attacks bomb (4/day, +4 ranged, 1d6+3 damage), mutagen
Alchemist Extracts (CL 1st)
1st—cure light wounds, disguise self
---
Str 12, Dex 16, Con 13, Int 17, Wis 10, Cha 6
Base Atk +0; CMB +1; CMD 14
Feats Brew Potion (B), Throw Anything (B), Weapon Finesse
Skills Craft (alchemy) +8, Disable Device +7, Escape Artist +8, Heal +4, Perception +4, Knowledge (arcana) +7, Sleight of Hand +7, Spellcraft +7; Racial Modifiers +8 Escape Artist
Languages Aklo, Common, Draconic, Undercommon
SQ alchemy, vaguely humanoid
---
Environment any land
Organization solitary, pair, or gang (3–5)
Treasure NPC gear (leather armor, dagger, light crossbow with 20 bolts, portable alchemist's lab)
---
Sighted (Ex) A mercurial can perceive light coming from one direction at a time using a portion of its body surface, in much the same way a human can perceive light using eyes. Unlike most oozes, a mercurial is not blind, doesn't have blindsense, is not immune to visual attacks, and can be flanked.
Unstable (Ex) A mercurial's body chemistry and surface tension exist in a state of tenuous equilibrium. Unlike most oozes, a mercurial is not immune to poison or stunning. Because its form is so easily displaced from its normal state, a mercurial also lacks immunity to polymorph effects.
Vaguely Humanoid (Ex) Though made of ooze, a mercurial's body retains a vaguely humanoid shape the majority of the time. A mercurial can wield and wear gear as if it were a humanoid creature, and has the same magic item body slots as a humanoid creature, accordingly.

In the distant past, the mercurials were a race of humanoids that practiced advanced forms of alchemy. But their race was changed forever when an alchemical process designed to grant immortality instead transformed their entire population into a race of sentient ooze.

A mercurial, while comprised of a flowing, clay-like flesh, tends to retain a vaguely bipedal shape, the result of an inherently humanoid mind imposing its will upon a mutable, alien body. A mercurial's form undergoes constant distortions that defy this baseline shape, especially while moving quickly, but these changes are fleeting; the mercurial always snaps back into a roughly humanoid form.

Mercurials can and do wear clothing, wrapping themselves in humanoid attire to give their bodies added definition, and to get a feel for their lost, humanoid heritage. They can also carry and manipulate gear in the same manner as a biped with opposable thumbs. This allows mercurials to pursue their traditional pastime of alchemy, which they have not abandoned, despite the mishaps of the past.

Mercurial Characters
Mercurials are defined by their class levels—they do not possess racial HD. They have the following racial traits.
+2 Dexterity, +2 Intelligence, –2 Charisma: Mercurials are quick in body and mind, but are inherently strange.
Ooze: Mercurials have the ooze creature type. Mercurials are immune to critical hits, paralysis, precision damage, and sleep. Mercurials eat and breathe, but do not sleep.
Mutable: Mercurials have a +8 racial bonus on Escape Artist checks.
Sighted: See above.
Unstable: See above.
Vaguely Humanoid: See above.
Languages Mercurials begin play speaking Common. Mercurials with high Intelligence scores can choose any languages they want (except secret languages like Druidic).

More to come.


very interesting, and thanks for the tip about the mob template


How about some cross between a mummy and a crypt thing? I need some sort of boss guardian for a tomb(CR 10).

Thanks, if you take my request.

Star Voter 2013

Epic Meepo wrote:

@Nicos: Here's a grim, solitary archon that exterminates evil outsiders and their allies:

** spoiler omitted **...

Great!!. my opinion about it

- I like, i mea I really like the costant blur and the Shadow blending

- Purgatory Gaze: great idea, but it should say somthing like, A person who made his saves is inmune for 24 hours.

- Dark blending: Devils can se trough darknes, and a lot of demons have true seein. Maybe most of the time he kill mortals.

- Sneak atack: He work alone, so, mosly he can use his sneak atack once in a fight, maybe adding an ability that improve that.

- maybe a gaze that cause fear?

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@Silent Saturn: Here's a plant monster that feeds on the screams of the dying:

Silent Creeper (CR 3):
This mass of leafy vines slithers across the ground like a writhing swarm of vipers.

Silent Creeper (CR 3)
XP 800
N Large plant
Init +0; Senses low-light vision, tremorsense 30 ft.; Perception +1
Aura silence (as per the spell, CL 8th, 30 ft. radius)
---
AC 15, touch 9, flat-footed 15 (+6 natural, –1 size)
hp 30 (4d8+12)
Fort +7, Ref +1, Will +2
Immune plant traits
---
Speed 10 ft.
Melee slam +7 (1d8+7 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (1d8+7)
---
Str 20, Dex 10, Con 16, Int —, Wis 13, Cha 9
Base Atk +3; CMB +9 (+13 grapple); CMD 19 (can't be tripped)
Skills Stealth –4 (+8 in undergrowth); Racial Modifiers +12 Stealth in undergrowth
---
Environment temperate forests
Organization solitary, pair, or patch (3–6)
Treasure incidental

A plant that feeds on sound instead of light, a silent creeper hides in the shadows of other forest plants, emanating an aura of absolute silence as they magically absorb the sounds around them. The nourishment a silent creeper derives from a given sound is unrelated to its would-be volume; a noise that would have been loud sustains it no better than one that would have been faint. Instead, the pitch of the silenced sound determines its nutritional value. Specifically, silent creepers derive the most nourishment from silencing the screams of the dying.

Because of this, silent creepers are driven to hunt and kill, or to lurk near other creatures that hunt and kill. When not feeding off the screams of another monster's prey, a silent creeper instinctively targets lone travelers and stragglers separated from their groups. A silent creeper that kills such a creature has no use for the creature's body once the killing and screaming is over, as the silent creeper derives no nourishment from dead flesh. Accordingly, it will leave such bodies for local scavengers to consume, spurring the growth of scavenger populations within its chosen hunting grounds.

@Detect Magic: If the Dresden Files are any indication, Summer Knight and Winter Knight are prestige classes, not monsters. But here's a dryad that changes with the seasons:

Dryad, Winter (CR 3):
This strange crone has flesh that resembles gnarled wood and unkempt, snow-white hair.

Winter Dryad (CR 3)
XP 800
CE Medium fey
Init +4; Senses low-light vision; Perception +11
---
AC 17, touch 14, flat-footed 13 (+4 Dex, +3 natural)
hp 27 (6d6+6)
Fort +5, Ref +9, Will +7
DR 5/cold iron; Immune cold
---
Speed 30 ft.
Melee dagger +7 (1d4)
Ranged masterwork longbow +8 (1d8)
Spell-Like Abilities (CL 6th; concentration +10)
At will—chill touch (1st) (DC 15), dimension door (self and 50 lb. of gear only, to and from a space containing ice or snow only) (4th), fog cloud (2nd), gust of wind (2nd) (DC 16)
3/day—chill metal (2nd) (DC 16), deep slumber (3rd) (DC 17), sleet storm (3rd)
---
Str 10, Dex 19, Con 13, Int 14, Wis 15, Cha 18
Base Atk +3; CMB +3; CMD 17
Feats Great Fortitude, Stealthy, Weapon Finesse
Skills Climb +9, Craft (sculpture) +11, Escape Artist +15, Handle Animal +10, Knowledge (nature) +11, Perception +11, Stealth +15, Survival +8; Racial Modifiers +6 Craft (wood)
Languages Common, Elven, Sylvan
SQ ice meld, seasonal, wild empathy, woodcraft
---
Environment temperate forests
Organization solitary, pair, or grove (3–8)
Treasure standard (dagger, masterwork longbow with 20 arrows, other treasure)
---
Ice Meld (Su) A winter dryad can meld with any block of ice at least as large as she is, similar to how the spell meld into stone functions. She can remain melded with ice as long as she wishes.
Seasonal (Su) A winter dryad normally exists only during seasons in which deciduous trees have no leaves. When a winter dryad first encounters a deciduous tree with leaves, she loses all winter dryad abilities except seasonal, and becomes a normal dryad bonded to that tree. If the tree later loses its leaves due to a change in the weather, she loses all normal dryad abilities and again becomes a winter dryad.
Wild Empathy (Su) This works like the druid's wild empathy class feature, except the winter dryad has a +6 racial bonus on the check. Winter dryads with druid levels add this racial modifier to their wild empathy checks.
Woodcraft (Ex) A winter dryad has a +6 racial bonus to Craft checks involving wood, and is always treated as if she had masterwork artisan's woodworking tools when making such checks.

Winter dryads represent a form that some ordinary dryads assume when the temperature drops. Not all dryads become winter dryads, but those who do are tied to the cycle of seasons. As autumn approaches and deciduous trees lose their leaves, these dryads lose their rapport with and dependency upon trees, becoming free-ranging winter dryads. When springtime arrives and leaves once more bud upon deciduous trees, winter dryads lose their frigid nature and each bonds once more with a particular tree, becoming an ordinary dryad again until the seasons next change.

In contrast to their summer selves, winter dryads are noted for their icy, malevolent personalities. While in the grip of winter, such a dryad is a cold, capricious being, taking slight at the smallest of offenses and exacting terrible vengeance upon those responsible. Even winter dryads who are not actively offended may pose a danger, harassing travelers for their own amusement. Their malevolence is made worse by the magical abilities at their disposal; just as ordinary dryads are tied to plants, winter dryads are tied to cold, and think nothing of using their wintery magic against others.

Interestingly, though a winter dryad becomes a caring, benevolent creature during the summer, she never apologizes for her winter self. At best, she makes an effort to dissuade friends and allies from remaining in her territory during the winter months. Beyond that, she is entirely unrepentant. To a winter dryad, her summer self is like a dream, and vice versa. She has trouble grasping the concept that the actions of her other self may have consequences that outlive the changing of the seasons.

More to come.

Sczarni RPG Superstar 2012 Top 32 , Champion Voter 2013, Champion Voter 2014, Marathon Voter 2015

Looking for an underwater fey. Something with First World flair to attack river traffic. About CR 8 if you would be so kind.


Pretty cool. Thanks for the write up.

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@Purple Shade: An elemental that's made of rock but shoots water would probably just be an earth elemental with levels of sorcerer. But here are a lily-pad-themed fey and a fog-themed canine:

Brownie, Swamp (CR 1/2):
This tiny, slender humanoid has a lotus blossom where it's hair would otherwise be.

Swamp Brownie (CR 1/2)
XP 400
N Tiny fey
Init +8; Senses low-light vision; Perception +8
---
AC 17, touch 17, flat-footed 12 (+4 Dex, +1 dodge, +2 size)
hp 4 (1d6+1)
Fort +1, Ref +6, Will +4
DR 5/cold iron; Immune fear; SR 12
---
Speed 20 ft., swim 20 ft.
Melee short sword +6 (1d2–2/19–20)
Space 2–1/2 ft.; Reach 0 ft.
Special Attacks hatred (+1 on attack rolls vs. boggards and reptilians)
Spell-Like Abilities (CL 7th; concentration +10)
Constant—freedom of movement (4th), lily pad stride (3rd)
At will—dancing lights (0), mending (0), prestidigitation (0)
---
Str 7, Dex 18, Con 12, Int 14, Wis 15, Cha 17
Base Atk +0; CMB +2; CMD 11, freedom of movement
Feats Dodge, Improved Initiative, Weapon Finesse
Skills Acrobatics +8 (+4 jump), Bluff +7, Craft (any one) +6, Escape Artist +8, Handle Animal +4, Perception +8, Sense Motive +6, Stealth +16 (+20 in swamps), Swim +6; Racial Modifiers +2 Perception, +4 Stealth in swamps
Languages Common, Elven, Gnome, Sylvan
SQ hold breath, swamp stride
---
Environment temperate swamps
Organization solitary, gang (2–5), or band (7–12)
Treasure standard
---
Hatred (Ex) Swamp brownies receive a +1 bonus on attack rolls against humanoid creatures of the boggard and reptilian subtypes due to special training against these hated foes.
Hold Breath (Ex) A swamp brownie can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning or suffocating.
Swamp Stride (Ex) A swamp brownie can move through any sort of natural difficult terrain at its normal speed while within a swamp. Magically altered terrain affects the brownie normally.

Cousins of the brownies that live in forests, swamp brownies are adapted to swamp living. They can swim, hold their breath for long periods of time, and can blend in with swamp vegetation, on account of their natural camouflage, namely lotus blossoms in place of hair. They also have a mystical connect with the plants of the swamp, allowing them to conjure lily pads under their feet when they wish to walk across the surface of a bog.

Swamp brownies have a long-standing rivalry with boggards and lizardfolk, and train hard to defeat these two ancestral foes. In the case of lizardfolk, the rivalry exists for practical reasons; both races view the same rare foods as delicacies, and have a notorious poor record when it comes to sharing resources. In the case of boggards, the animosity runs deeper than this; boggards and swamp brownies share an irrational and enduring hatred for one another, each finding the other repugnant. Skirmishes and all-out wars between these two races are not uncommon.

A 5th-level neutral spellcaster with the Improved Familiar feat can gain a swamp brownie as a familiar.

Fog Hound (CR 1):
This small, cloud-like creature has a shape that resembles a cross between a dog and a fox.

Fog Hound (CR 1)
XP 400
N Small outsider (air, elemental, extraplanar)
Init +7; Senses darkvision 60 ft.; Perception +4
---
AC 17, touch 14, flat-footed 14 (+3 Dex, +3 natural, +1 size)
hp 13 (2d10+2)
Fort +4, Ref +6, Will +0
Immune elemental traits
---
Speed fly 40 ft. (perfect), grounded
Melee bite +6 (1d4+1)
---
Str 12, Dex 17, Con 12, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +2; CMD 15 (19 vs. trip)
Feats Flyby Attack, Improved Initiative (B), Weapon Finesse (B)
Skills Acrobatics +7, Escape Artist +7, Fly +17, Knowledge (planes) +1, Perception +4, Stealth +11 (+19 in fog); Racial Modifiers +8 Stealth when in fog
SQ gaseous form, grounded
---
Environment Plane of Air
Organization solitary, pair, or skulk (3–12)
Treasure none
---
Gaseous Form (Ex) When a fog hound enters a space containing fog, it may choose to become gaseous, as per the gaseous form spell, as a free action. This effect ends immediately when the fog hound is no longer in an area of fog, but otherwise lasts indefinitely. The fog hound can dismiss this gaseous form effect as a standard action.
Grounded (Ex) When not in an area of fog, a fog hound falls unless it is flying in a space immediately above a horizontal surface (either solid or liquid).

Hailing from the Elemental Plane of Air, fog hounds are slender, canine creatures made of semi-solid cloudstuff, becoming less substantial when exposed to fog and mist. Though smarter than an average animal, fog hounds are still beasts, having neither language nor culture.

Despite their extraplanar origin, fog hounds are found on the Material Plane with surprising frequency. On that plane, they are most often found in large fog banks rolling in off bodies of water, and in large patches of ground fog found in low-lying river valleys. Sages speculate that such large areas of fog generate a tenuous connection with the Plane of Air, one that fog hounds can permeate when in gaseous form.

The same rumors that hint at the existence of magical cloud islands inhabited by cloud giants also suggest that fog hounds can be found in such legendary locales. This could suggest that such cloud islands exist in areas where heavy fog is common, or that such islands are actually features of the Elemental Plane of Air. Until such an island is found to exist, either claim is mere speculation.

A 5th-level neutral spellcaster with the Improved Familiar feat can gain a fog hound as a familiar.

@Ma Gi: Here's a mummified crypt guardian:

Mummy, Minotaur (CR 10):
This large, mummified humanoid with cloven hooves has the head of a skeletal bull.

Minotaur Mummy (CR 10)
XP 4,800
LE Medium undead
Init +1; Senses darkvision 60 ft.; Perception +25
Aura despair (30 ft., paralyzed for 1d4 rounds, Will DC 20 negates)
---
AC 23, touch 10, flat-footed 22 (+1 Dex, +13 natural, –1 size)
hp 119 (14d8+56)
Fort +7, Ref +5, Will +11
Defensive Abilities natural cunning; Immune undead traits
---
Speed 30 ft.
Melee 2 slams +17 (2d6+7 plus mummy rot), gore +12 (1d6+3 plus mummy rot)
Space 10 ft.; Reach 10 ft.
Special Attacks powerful charge (gore +17, 2d6+10 plus mummy rot)
Spell-Like Abilities (CL 16th; concentration +19)
3/day—maze (8th)
---
Str 25, Dex 13, Con —, Int 7, Wis 15, Cha 17
Base Atk +10; CMB +18; CMD 29
Feats Awesome Blow, Improved Bull Rush, Power Attack, Skill Focus (Perception), Toughness, Weapon Focus (gore), Weapon Focus (slam)
Skills Perception +25, Stealth +14
---
Environment any
Organization solitary
Treasure standard
---
Despair (Su) All creatures within a 30-foot radius that see a minotaur mummy must make a DC 20 Will save or be paralyzed by fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same minotaur mummy's despair ability for 24 hours. This is a paralysis and a mind-affecting fear affect. The save DC is Charisma-based.
Mummy Rot (Su) Curse and disease—slam; save Fort DC 20; onset 1 minute; frequency 1/day; effect 1d6 Con and 1d6 Cha; cure —. Mummy rot is both a curse and disease and can only be cured if the curse is first removed, at which point the disease can be magically removed. Even after the curse element of mummy rot is lifted, a creature suffering from it cannot recover naturally over time. Anyone casting a conjuration (healing) spell on the afflicted creature must succeed on a DC 20 caster level check, or the spell is wasted and the healing has no effect. Anyone who dies from mummy rot turns to dust and cannot be raised without a resurrection spell or greater magic. The save DC is Charisma-based.
Natural Cunning (Ex) Minotaur mummies possess innate cunning and logical ability. This gives them immunity to maze spells and prevents them from ever becoming lost. Further, they are never caught flat-footed.

Like normal mummies, minotaur mummies are created by powerful spellcasters to serve as tomb guardians. In addition to it impressive physical combat abilities and insidious curse of mummy rot, a minotaur mummy can banish an opponent into an extradimensional maze. It frequently uses this ability to divide and conquer, opening a combat by sending away one or more members of a party, leaving the rest to fight the minotaur mummy on their own.

An 18th-level caster with the ability to cast maze can create a minotaur mummy using the create greater undead spell. Preparing the corpse that will become the minotaur mummy involves the same embalming process used to prepare an ordinary mummy.

Guardian Mummy (CR +1) A guardian mummy has the advanced simple template and the ability to use guards and wards (CL 12th) as a spell-like ability once per day.

More to come.

Scarab Sages

Hrm... If you are still taking requests... a more evolved tatzlwyrm (faster, smarter more agile) that has evolved a method of draining magical power by eating the bodies of slain sorcerers (specifically sorcerers, as opposed to wizards, the magic must be in their blood.)

It should be able to smell sorcerers and have SR. and perhaps warp magic similar to that found in flail snails.

(put a tatzlwyrm, choker and a flail snail in a blender)


Epic Meepo wrote:

@Purple Shade: An elemental that's made of rock but shoots water would probably just be an earth elemental with levels of sorcerer. But here are a lily-pad-themed fey and a fog-themed canine:

** spoiler omitted **...

Ouu! They are... Fantastic! :D

I never would have thought to have made them opposed to boggards and lizard-folk, that's an excellent touch.

You don't mind if I tweak them a bit do you?
(I don't, at this point, know how to, and doubt I'll ever have any need to, but, it really is better to ask your permission just in case.)

-----
About the elemental: I do suppose that would be one way to get that effect. Thank you for the suggestion. It is greatly appreciated, as are the rockin' water side creatures.
Very true to your name, Epic.

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@Purple Shade: Feel free to tweak your monster however you want. I just ask that you post it in a separate thread if you want to share it. It's easier for me to keep track of the monsters I've already posted if mine are the only ones posted in this thread. Thanks.

@Thomas LeBlanc: Here's an underwater fey that extorts tribute from river travelers:

River Thane (CR 8):
Wearing a crown and wielding a trident, this statuesque humanoid has blue-green skin and hair like seaweed.

River Thane (CR 8)
XP 4,800
CE Medium fey (thane, water)
Init +7; Senses low-light vision; Perception +19
---
AC 23, touch 23, flat-footed 15 (+5 deflection, +7 Dex, +1 dodge)
hp 105 (10d6+70)
Fort +10, Ref +16, Will +13; +2 vs. illusion
DR 10/cold iron; Immune aging, cold, disease, fire, poison; SR 21
---
Speed 30 ft., swim 60 ft.
Melee trident +12 (1d8+2), slam +7 (1d6+1)
Special Attacks favored terrain (as a 4th-level ranger, aquatic +2), water fist
Spell-Like Abilities (CL 10th; concentration +15)
Constant—water walk
At will—control water, speak with animals
1/day—summon monster VI (water elementals only)
---
Str 15, Dex 24, Con 24, Int 14, Wis 22, Cha 21
Base Atk +5; CMB +16; CMD 36
Feats Agile Maneuvers, Defensive Combat Training, Dodge, Mobility, Weapon Finesse
Skills Bluff +18, Escape Artist +20, Knowledge (nature) +15, Perception +21, Perform (sing) +18, Sense Motive +19, Stealth +20, Swim +23; Racial Bonus +2 Perception
Languages Aquan, Common, Gnome, Sylvan; speak with animals
---
Environment any river
Organization solitary or cult (1 plus 2–12 gnome druids)
Treasure standard
---
Unearthly Grace (Su) A river thane adds its Charisma bonus as a deflection bonus to its Armor Class and CMD if it wears no armor.
Water Fist (Su) By slamming its fist into a body of water as a standard action, a river thane can form a fist made of water that attacks any creature within 100 feet of the river thane and 10 feet of the same body of water. The fist attacks as if it were the river thane making a slam attack, and gains a +1 size bonus on damage rolls. Alternately, it can perform an unarmed bull rush, drag, reposition, or trip combat maneuvers, during which it gains a +1 size bonus on its combat maneuver check. After making its attack or combat maneuver, the fist dissolves once more into normal water.

Once a minor divinity of a river in the ancestral gnomish homeland, a river thane has since been demoted and exiled, sharing the fate of its one-time worshipers. Though a mere shadow of its former self, a river thane nonetheless remembers its time as a god, and still craves worship. It regularly demands sacrifices from river travelers in exchange for free passage though its territory, using control water to trap their ships in troughs of water until its demands are met.

Lake Thane (CR 8) A lake thane has the statistics of a river thane, but lives in any lake and is of chaotic good alignment. A lake thane's treasure usually consists of a single, major magic item, often a magic sword. It normally guards this item like a miser, though it may be willing to trade it for another, specific item of similar value.

Shoal Thane (CR 8) A shoal thane has the statistics of a river thane, but lives on any coastline and speaks Terran as well as Aquan. Tied as it is to the rocks and sands at the water's edge, a shoal thane changes shape into an earth elemental instead of a water elemental, though it still uses its spell-like abilities to summon water elementals.

Swamp Thane (CR 8) A swamp thane uses the statistics of a river thane, but lives in any swamp and has swamp as its favored terrain. A swamp thane also has the extraordinary swamp stride ability, which allows it to move through any sort of natural difficult terrain at its normal speed while within a swamp. Magically altered terrain affects it normally.

Thane Traits
Also known as lares, thanes are the weakened remnants of minor divinities one tied to, and now exiled from, the ancestral gnomish homeland. River thanes are the most storied of the lot, but thanes associated with other landmarks also exist.

Though thanes are many and varied, they share certain traits with others of their kind.

  • Immunity to aging, cold, disease, fire, and poison.
  • A +2 racial bonus on saves against illusions.
  • A +2 racial bonus on Perception checks.
  • Change Shape (Su) Each thane has the ability to assume the form of a particular type of elemental.
  • Favored Terrain Each thane has a favored terrain, as per the 4th-level ranger ability.
  • Unearthly Grace (Su) A thane adds its Charisma bonus as a deflection bonus to its Armor Class and CMD if it wears no armor.
  • Unless noted otherwise, a thane speaks Common, Gnome, Sylvan, and one of the following: Aquan, Auran, Ignan, or Terran.

@Cele: Here's a two-armed serpent that warps spells and eats sorcerers:

Protean, Sorcerer Wyrm (CR 4):
This serpentine creature has a humanoid torso with a pair of boneless, tentacle-like arms.

Sorcerer Wyrm (CR 4)
XP 1,200
CN Medium outsider (chaotic, extraplanar, protean, shapechanger)
Init +6; Senses blindsense 30 ft., darkvision 60 ft., detect law, detect magic, scent, smell bloodline; Perception +11
---
AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
hp 45 (6d10+12)
Fort +6, Ref +7, Will +7
Defensive Abilities amorphous, freedom of movement; DR 5/lawful; Immune acid, polymorph; Resist electricity 10, sonic 10; SR 15
---
Speed 30 ft., fly 30 ft. (perfect), swim 30 ft.
Melee bite +8 (1d6+2), 2 tentacles +8 (1d4+2 and grab), tail +3 (1d4+1)
Special Attacks constrict (1d4+2), consume bloodline, smother, warp spell
Spell-Like Abilities (CL 6th; concentration +8)
Constant—detect law, detect magic
At will—dancing lights (0), ghost sound (0) (DC 12), prestidigitation (0)
Spells Known (CL 6th; concentration +8)
3rd (3/day)—gaseous form
2nd (5/day)—blur
1st (6/day)—entropic shield
---
Str 15, Dex 15, Con 15, Int 14, Wis 14, Cha 14
Base Atk +6; CMB +8 (+12 grapple); CMD 20 (can't be tripped)
Feats Combat Reflexes, Improved Initiative, Eschew Materials (B), Great Fortitude
Skills Acrobatics +11, Bluff +11, Diplomacy +11, Fly +10, Intimidate +11, Perception +11, Sense Motive +11, Stealth +11, Survival +11, Swim +10
Languages Abyssal, Protean
SQ change shape (Medium elemental, elemental body II), smell bloodline
---
Environment any (Limbo)
Organization solitary, pair, or school (3–8)
Treasure none
---
Consume Bloodline (Su) As a full-round action, a sorcerer wyrm can feed upon the corpse of a sorcerer to absorb the magic that once flowed in that sorcerer's blood. Upon feeding on a sorcerer's corpse in this manner, a sorcerer wyrm regains spell slots as if it had rested for one day, and its bloodline spells permanently change to those of the consumed sorcerer's bloodline.
Smell Bloodline (Su) Whenever a sorcerer wyrm detects a creature's scent using its scent ability, the sorcerer wyrm immediately knows that creature's sorcerer bloodline, if any.
Smother (Ex) While grappling, a sorcerer wyrm crush the air out of its victim, expose its victim to its noxious breath, or some combination of both tactics. A creature grappled by a sorcerer wyrm is still able to breath (if just barely), but cannot speak or cast spells with verbal components.
Spells Known A sorcerer wyrm is able to cast spells as if it were a sorcerer with a number of levels equal to its Hit Dice, except its only spells known are its bloodline spells. Aside from spellcasting and bloodline spells, a sorcerer wyrm gains no sorcerer class features. A sorcerer wyrm's default bloodline is protean (but see the consume bloodline ability, above). Because the magic in its blood is inherently unstable, a sorcerer wyrm cannot take actual levels of sorcerer.
Warp Spell (Su) Whenever a creature targets one or more sorcerer wyrms with a targeted spell or spell-like ability, that creature is affected by a single warpwave (see the protean monster entry for details). The creature can negate the warpwave's effects with a DC 15 Fortitude save. The save DC is Constitution-based.

Spawn of the roiling chaos of Limbo, the breed of proteans known as sorcerer wyrms are a paradoxical race; they have an inherent aptitude for sorcery, but only that stolen from others. Their own blood is too unstable to support the full magic of a sorcerer bloodline, so sorcerer wyrms must consume the blood of other, less-mutable sorcerers to acquire new spells known.

Towards these ends, sorcerer wyrms regularly hunt and kill sorcerers, looking to feed upon a myriad of different bloodlines over time. Though this murderous quest occupies much of a sorcerer wyrm's time, sorcerer wyrms, like all proteans, are known to often get sidetracked. Such sidetracks usually involve spontaneous campaigns of mischief, vandalism, and terror against members of lawful organizations and societies, whom sorcerer wyrms see as stuffy and obnoxious. They are particularly offended by governments who dare to pass laws prohibiting the murder of sorcerers.


Dotting for the Xill, phantom beetle, swamp brownie, and other coolness, lots of great ideas here.

I could really use a CR12-ish creature that hunts dreams, preferrably something like a neutral predator with high animal intelligence. I've cheated twice by using re-statted night hags, but I'd love to see your take on it.

Also, I'd love to see some sort of domesticated astral critter that would complement the strengths of the Githyanki.


@Epic Meepo - But of course! I felt that was a given(that it would have to be posted elsewhere).
I was just wanting to make sure you were okay with that, as I wouldn't want to have offended you in some way.
Once again, I thank you very much. :)

(Definitely gonna keep watching this thread though, your monsters are so fantastic. If in a bit you are still taking requests, I would more than happily throw more ideas your way. :D )

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Epic Meepo wrote:

@Thomas LeBlanc: Here's an underwater fey that extorts tribute from river travelers:

** spoiler omitted **...

Absolutely amazing! The only change is to make it large. But you still blew me away with this one.

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Thomas LeBlanc wrote:
The only change is to make it large.

I suspected someone would comment on the river thane's size. The river thane was originally going to be Large, but then I said, "Wait a minute, how big would something really have to be to look godlike to a gnome?" :)

My two frames of reference for the river thane: the kobold god Kurtulmak, a "giant kobold" standing just over five feet tall; and the Lady of the Lake (a.k.a. lake thane), whom I have always pictured as being human-sized.

But no worries. For those who want their small gods to be Large, there's always the giant simple template.


If you're still taking requests, I have an odd one o.o Essentially a Celestial version of This that lives in the Abyss, and hunts demons.


Derp, Forgot the CR...10 to 12ish?

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Today's theme: monstrous extraplanar fish.
@loimprevisto: Here are a beast that lurks that drags dreamers into a watery dreamworld, and a potentially-domesticated creature that solves the biggest problem facing any mortal race native to the Astral Plane:

Dream Angler (CR 12):
This enormous fish has an oversized maw. A silvery, cord-like tendril extends from its forehead to dangle in front of its face.

Dream Angler (CR 12)
XP 19,200
N Gargantuan magical beast (aquatic, extraplanar)
Init +6; Senses blindsight 120 ft., darkvision 60 ft., low-light vision; Perception +8
---
AC 25, touch 8, flat-footed 23 (+2 Dex, +17 natural, –4 size)
hp 187 (15d10+105)
Fort +16, Ref +13, Will +7
Immune cold; Resist fire 30
---
Speed 20 ft., swim 60 ft.
Melee bite +23 (4d8+22/19–20 plus grab), tail slap +18 (3d6+6)
Space 20 ft.; Reach 20 ft.
Special Attacks constrict (3d6+18), dream lure, swallow whole (4d8+18 bludgeoning damage, AC 18, 18 hp)
---
Str 34, Dex 14, Con 25, Int 4, Wis 11, Cha 11
Base Atk +15; CMB +31 (+35 grapple); CMD 43 (can't be tripped)
Feats Improved Bull Rush, Improved Critical (bite), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Skill Focus (Stealth), Stealthy
Skills Perception +8, Stealth +13, Swim +20
SQ personal demiplane
---
Environment personal demiplane
Organization solitary
Treasure dream lure
---
Dream Lure (Su) Each dream angler is tied to a gemstone that forms on the Material Plane. This gem, known as a dream lure, has a value approximately equal to that of the standard treasure value for a monster of the dream angler's CR. If the dream lure is destroyed by any means, a new one forms at a random location on the Material Plane the next time the dream angler sleeps.
The first three times each day that a creature with an Intelligence score of 3 or higher falls asleep within 120 feet of a dream lure, that creature enters the corresponding dream angler's personal demiplane as if it were the willing recipient of an astral projection spell and the dream angler's personal demiplane were the Astral Plane. Upon entering the dream angler's personal demiplane, the creature is unable to voluntarily return to its physical body for one hour or until the dream angler dies (DC 20 Will save negates; the save is Charisma-based, and includes a +4 racial bonus).
The affected creature cannot use this effect to travel to other planes. If the affected creature's astral body dies on the dream angler's personal demiplane, the creature immediately returns to its physical body and gains two negative levels, as per the normal effects of an astral projection spell.
Personal Demiplane (Ex) A dream angler exists in an aquatic dreamworld of its own creation. This dreamworld is a 120-foot-radius demiplane with the self-contained planar trait; anyone leaving the demiplane by physical means emerges on the opposite side of the demiplane, facing inward. The dreamworld otherwise has the same traits as the Plane of Water.
When a dream angler dies, its personal demiplane dissipates. Any creatures and objects thereupon are sent to the same random location on the Astral Plane. Creatures affected by the dream angler's dream lure can instead choose to immediately return to their physical bodies.

A dream angler is a monstrous fish spawned on the Astral Plane. Upon reaching adulthood, the angler enters a tangible dreamworld of its own design. From here, the angler casts a magical lure into the Material Plane to draw unwitting dreamers into its watery lair, where it feeds upon their astral bodies. When the dream angler dies, its demiplane breaks apart. Young dream anglers are born from the remnants thereof when bits of broken demiplane collide with passing dreams.


Astral Jelly (CR 1/3):
This jellyfish is the size of a human head. A prominent, hourglass-shaped organ can be seen through its semi-translucent flesh.

Astral Jelly (CR 1/3)
XP 200
N Tiny animal (aquatic, extraplanar)
Init +5; Senses low-light vision; Perception +1
---
AC 13, touch 13, flat-footed 12 (+1 Dex, +2 size)
hp 4 (1d8)
Fort +2, Ref +3, Will +0
Defensive Abilities amorphous
---
Speed fly 20 ft. (perfect), swim 20 ft.
Melee tentacles +7 (1d2–1 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
---
Str 8, Dex 13, Con 10, Int —, Wis 11, Cha 1
Base Atk +0; CMB +3 (+7 grapple); CMD 12 (can't be tripped)
Feats Weapon Finesse
Skills Escape Artist +11, Swim +7; Racial Modifiers +10 Escape Artist
SQ amphibious, compression
---
Environment any (Astral Plane)
Organization solitary, pack (2–5), or bloom (6–12)
Treasure none
---
Normal Time (Ex) When on the Astral Plane, creatures within an astral jelly's aura experience the passage of time normally, as if they were on the Material Plane. They are subject to afflictions, aging, hunger, and thirst, but also experience natural healing at the normal rate.
Poison (Ex) Tentacles—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect 1 Dex; cure 1 save.

Astral jellies are flying jellyfish native to the Astral Plane. They are noted for their strange relationship with time, which flows on the Astral Plane in their presence even though the Astral Plane is normally timeless. This property makes astral jellies particularly useful to populations dwelling on the Astral Plane. When unable to carve out hospices and nurseries on the Material Plane, natives of the Astral Plane rely upon the presence of astral jellies to benefit from natural healing, and to allow their offspring to mature, processes which can't normally occur on the Astral Plane.

A spellcaster can use the familiar class feature while on the Astral Plane to gain an astral jelly as a familiar. A spellcaster with an astral jelly as a familiar counts as if she were standing in that astral jelly's aura of normal time whenever she is within 1 mile of her familiar. This makes astral jellies a popular choice for spellcasters wishing to bear children while residing on Astral Plane. Accordingly, the males of many cultures native to the Astral Plane view spellcasting females as particularly desirable mates, and see astral jelly famaliars as a symbol of fecundity.

@A CR 20 Seagull: Here's a spiny, celestial fish that eats aquatic demons:

Unicorn Fish (CR 11):
This colorful, one-horned fish bristles with long, hairlike tendrils.

Unicorn Fish (CR 11)
XP 12,800
LG Huge magical beast (aquatic, extraplanar)
Init +7; Senses darkvision 120 ft., low-light vision; Perception +11
Aura dimension lock
---
AC 24, touch 11, flat-footed 21 (+3 Dex, +13 natural, –2 size)
hp 136 (13d10+65)
Fort +13, Ref +13, Will +7
DR 10/evil; Immune charm, compulsion, poison; Resist acid 20, cold 20, electricity 20; SR 22
---
Speed 20 ft., swim 50 ft.
Melee bite +19 (4d6+8 plus grab), gore +14 (2d8+4/19–20)
Space 15 ft.; Reach 15 ft.
Special Attacks holy attacks, swallow whole (3d6+12 bludgeoning damage, AC 16, 13 hp)
Spell-Like Abilities (CL 13th; concentration +13)
At will—detect evil (as free action) (1st), light (0)
3/day—cure light wounds (1st)
1/day—cure moderate wounds (2nd), neutralize poison (4th) (DC 14)
---
Str 26, Dex 16, Con 21, Int 6, Wis 13, Cha 11
Base Atk +13; CMB +23 (+27 grapple); CMD 36 (can't be tripped)
Feats Improved Critical (gore), Improved Initiative, Improved Iron Will, Iron Will, Lightning Reflexes, Power Attack, Skill Focus (Stealth)
Skills Perception +11, Stealth +14, Swim +16; Racial Modifiers +4 Perception
Languages Abyssal, Celestial, Draconic
SQ swim the abyss
---
Environment any aquatic (the Abyss or Heaven)
Organization solitary
Treasure none
---
Dimension Lock (Su) The hairlike tendrils that cover the body of a unicorn fish extend into higher dimensions like a mystical web, continually duplicating the effects of a dimension lock spell (CL 13th), except the effect is centered on the unicorn fish and does not prevent the unicorn fish from using its swim the abyss ability. The unicorn fish cannot suppress this ability.
Holy Attacks The damage dealt by a unicorn fish's attacks, and by its swallow whole ability, counts as good-aligned for the purpose of overcoming damage reduction and regeneration.
Swallow Whole (Su) Whenever a unicorn fish's swallow whole ability would deal damage, the unicorn fish may choose for that ability to deal lethal damage, nonlethal damage, or no damage at all. A unicorn fish may release a creature it has swallowed whole as a free action.
Swim the Abyss (Su) Twice per day as a standard action, a unicorn fish can enter the Abyss or Heaven. This functions as plane shift spell (CL 13th, DC 17) that targets the unicorn fish and every creature currently subject to its swallow whole ability.

Also known as inquisitor fish or sin-eaters, unicorn fish are enormous magical beasts hailing from the oceans of Heaven. They are noted for their ability to dive through planes, plunging into the waters of the the Abyss, where they feed upon various fiendish aquatic creatures found therein. At the same time, unicorn fish prevent other nearby creatures from gaining access to other planes, preventing their quarry from summoning allies or teleporting away.

In folklore, unicorn fish sometimes assist stranded planar travelers in reaching or escaping the Abyss by swallowing the travelers, crossing the planes, and spitting the travelers out at their destination. While these tales may be true, any given unicorn fish is likely to be skeptical of individuals seeking to enter or leave the Abyss, only providing assistance in crossing the planes after the travelers prove their good intentions by completing some sort of righteous quest.


Awesome. I'm totally using this first chance I get.


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

I'd love to see some Swarms with higher CR's [CR 5 and higher], perhaps with the Rust Monster ability, or Curses.

A "Cadaver Scamperer" aberration creepy crawly that spits something nasty?

And Variant Mummy's.

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Up-thread errata:
With the mercurial, add the compression ability to the SQ line in the stat block.
With the minotaur mummy, replace "LE Medium undead" with "LE Large undead".

@stuart haffenden: Here are an aberration that spits something nasty, a swarm of variant mummies, and a swarm of rust monster spawn:

Ghast Worm (CR 4):
The stench of rotting meat accompanies this bloated, horse-sized worm.

Ghast Worm (CR 4)
XP 1,200
N Large aberration
Init +0; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +10
Aura stench (10 ft. radius, DC 16, 1d6+4 minutes)
---
AC 18, touch 11, flat-footed 16 (+2 Dex, +7 natural, –1 size)
hp 42 (5d8+20)
Fort +7, Ref +3, Will +7
Immune disease, poison
---
Speed 30 ft., burrow 20 ft.
Melee bite +7 (1d8+6 plus disease and grab and paralysis)
Space 10 ft.; Reach 5 ft.
Special Attacks paralysis (1d4+1 rounds, DC 16), spit entrails, swallow whole (1d4 acid plus disease and paralysis, AC 13, 4 hp)
---
Str 18, Dex 15, Con 19, Int 2, Wis 15, Cha 10
Base Atk +3; CMB +8 (+12 grapple); CMD 20 (28 vs. trip)
Feats Skill Focus (Perception), Great Fortitude, Weapon Focus (bite)
Skills Climb +10, Perception +10
SQ stench of undeath
---
Environment any underground
Organization solitary, pair, or nest (3–6)
Treasure incidental
---
Disease (Su) Ghoul Fever: Bite, spit entrails, and swallow whole—injury; save Fort DC 16; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Constitution-based. A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other creature, and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more instead rises as a ghast.
Spit Entrails (Ex) Once every 6 hours, a ghast worm can violently invert itself, spitting its internal organs out of its mouth, filling a 15-foot cone. Doing so does not harm the ghast worm, but allows it to make one combat maneuver check against each creature inside the affected cone. For each of these creatures, if the ghast worm's check exceeds that creature's CMD, that creature takes 1d4 points of acid damage and is exposed to the ghast worm's disease and paralysis abilities. Using the spit entrails attack immediately releases any creature the ghast worm has swallowed whole. The ghast worm's internal organs immediately return to their proper place once the attack is resolved.
Stench of Undeath (Ex) Undead creatures react to a ghast worm as if it were an undead creature instead of a living creature. This doesn't guarantee that undead will do anything to assist a ghast worm, but undead that hate, target, or feed upon the living typically ignore ghast worms.

A ghast worm is descended from normal vermin that fed upon filth that was never meant to be consumed: the corpses of alien gods, the flesh of the undead, other aberrant substances better left unmentioned. Whatever the exact source of a given ghast worm's ancestral corruption, the worm is a creature of monstrous size and countenance, spreading disease and undeath in its wake.

Despite the taint often left in its wake, a ghast worm is not gratuitously destructive, lacking the necessary intelligence to actively engage in evil. For the most part, the ghast worm is a bestial hunter and scavenger, driven by hunger to find or generate corpses upon which feed. Though their corrupted flesh sets them apart from nature, ghast worms lead lives very much like those of ordinary animals.

Undead tend to view ghast worms as either distant kin or vermin beneath notice, ignoring any ghast worms that are not actively interfering in their affairs. Druids, meanwhile, tend to loath ghast worms, characterizing them as unnatural parasites in flesh of the earth. While this may be hyperbole on the part of druids, there is no denying the fact that ghast worms have a tendency to pollute and disrupt the ecosystems that support their voracious appetites.

Conqueror Worm (CR 5) It is not unheard of for ghast worms to spontaneously rise as undead within 1d4 days of their demise. A conqueror worm, named for its victory over death, is a typical example of an undead ghast worm; it is a ghast worm with the ju-ju zombie template. Undead ghast worms are no more intelligent than their living kin, and retain the appetite for dead flesh that they possessed when they were living creatures.

Mummy Beetle Swarm (CR 9):
Thousands of eerily silent beetles surge forth in a terrifying wave of dark bodies.

Mummy Beetle Swarm (CR 9)
XP 6,400
N Fine undead (swarm)
Init +2; Senses darkvision 60 ft.; Perception +0
Aura despair (30 ft., paralyzed for 1d4 rounds, Will DC 21 negates)
---
AC 23, touch 20, flat-footed 21 (+2 Dex, +3 natural, +8 size)
hp 120 (16d8+48)
Fort +8, Ref +7, Will +10
Defensive Abilities swarm traits; Immune undead traits, weapon damage
Weaknesses vulnerable to fire
---
Speed 30 ft., climb 30 ft.
Melee swarm (4d6 plus distraction and mummy rot)
Special Attacks cling, distraction (DC 21)
---
Str 1, Dex 14, Con —, Int —, Wis 11, Cha 16
Base Atk +12; CMB ­—; CMD
Feats Toughness (B)
Skills Climb +10; Racial Modifiers uses Dex on Climb checks
---
Environment any
Organization solitary, pair, or colony (3–6)
Treasure none
---
Cling (Ex) If a creature leaves a mummy beetle swarm's square, the swarm takes 1d6 points of damage to reflect the loss of its numbers as several mummy beetles cling to the victim. A creature with mummy beetles clinging to it takes swarm damage at the end of its turn each round. As a full round action, the creature can remove the mummy beetles with a DC 20 Reflex save. At least 10 points of damage from any area effect destroys all clinging mummy beetles. The save DC is Dexterity-based.
Despair (Su) All creatures within a 30-foot radius that see a mummy beetle swarm must make a DC 18 Will save or be paralyzed by fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same mummy beetle swarm's despair ability for 24 hours. This is a paralysis and a mind-affecting fear affect. The save DC is Charisma-based.
Mummy Rot (Su) Curse and disease—slam; save Fort DC 21; onset 1 minute; frequency 1/day; effect 1d6 Con and 1d6 Cha; cure —. Mummy rot is both a curse and disease and can only be cured if the curse is first removed, at which point the disease can be magically removed. Even after the curse element of mummy rot is lifted, a creature suffering from it cannot recover naturally over time. Anyone casting a conjuration (healing) spell on the afflicted creature must succeed on a DC 20 caster level check, or the spell is wasted and the healing has no effect. Anyone who dies from mummy rot turns to dust and cannot be raised without a resurrection spell or greater magic. The save DC is Charisma-based.

Mummy beetle swarms—whose constituents are usually, but not always, the remnants of scarabs—are swarms of desiccated beetle shells, each of which has animated as an undead monstrosity. Often found in the same tombs as mummies, mummy beetles carry the same rotting curse as their larger counterparts, and are cloaked in the same dreadful aura of horrific despair.

Though the undead vermin that make up a mummy beetle swarm are difficult to visually distinguish from living beetles while skittering about, the palpable aura of fear that surrounds their swarm marks them as unnatural creatures, and affords those familiar with dread rumors of their existence to guess the truth of their identity when encountered.

Rust Mite Swarm (CR 5):
What at first appears to be a pile of rust begins to move, revealing itself to be a carpet of russet-colored, insect-like creatures.

Rust Mite Swarm (CR 5)
XP 1,600
N Fine aberration (swarm)
Init +2; Senses darkvision 60 ft., scent metals 90 ft.; Perception +0
---
AC 20, touch 20, flat-footed 18; (+8 size, +2 Dex)
hp 49 (11d8)
Fort +3, Ref +5, Will +7
Defensive Abilities swarm traits; Immune weapon damage
---
Speed 40 ft., climb 10 ft.
Melee swarm (3d6 plus rust)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 15), rust
---
Str 1, Dex 15, Con 10, Int —, Wis 10, Cha 2
Base Atk +8; CMB —; CMD
Skills Climb +10; Racial Modifiers uses Dex on Climb checks
---
Environment any underground
Organization solitary, pair, or nest (3–10 swarms)
Treasure incidental (no metal treasure)
---
Rust (Ex) Whenever a rust mite swarm deals damage to a creature, any metal armor, shield, or weapon worn or carried by that creature takes an equal amount of damage. A rust mite swarm's swarm attack deals 6d6 points of damage to unattended metal objects. Damage that a rust mite swarm deals to a nonmagical metal object ignores that object's hardness.
Scent Metals (Ex) This ability functions much the same as the scent ability, except that the range is 90 feet and the rust mite swarm can only use it to sense metal objects (including creatures wearing or carrying metal objects).

The creatures known as rust monsters begin life as spawn the size of an adult human's thumbnail. These so-called rust mites, which share the four-legged but otherwise insect-like appearance of their forebears, are hatched in the thousands, at which point they gather in ravenous swarms. A menace to mines and other metal-related industries, rust mite swarms prowl the land, consuming metal ore and metal objects by converting the component metal into worthless rust.

Like clockwork, a new generation of rust mites is spawned in rust monster territory every fifty-seven years. The rust mites ravage metal sources across the land, destroying recently opened mines, disrupting trade routes, and toppling economically-dependent civilizations. Only after two years of mayhem do the mites turn upon one another in a ruthless battle for dominance, reducing their legion swarms to mere dozens of individuals who will live to see adulthood.

In many rust monster territories whose inhabitants are short-lived or newly arrived, knowledge of rust mite swarms is lost to the past, or only hinted at in vague prophesies of hardship and loss. Some druidic circles look to such prophesies as the promise of a golden age, one in which the days of iron are undone, the days of stone restored. Such druids actively seek to find and unleash the mysterious catalyst that will usher in this heralded paleolithic revival.


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

I bow at you god-like abilities. Thank you dude.

What about a dog-type creature with a crazy tongue attack that is just nasty beyond reason!


Has anyone created a Selkie yet?

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@Brambleman: The 3.5 Fiend Folio, easily adaptable to PF.

@stuart haffenden: Here's a hound with four really nasty tongue attacks:

Protothelid (CR 9):
This gaunt, long-limbed quadruped has huge, soulless eyes and a toothless maw from which dangle four writhing tongues.

Worm Hound (CR 9)
XP 6,400
Protothelid hound of Tindalos
NE Medium aberration (extraplanar)
Init +9; Senses blind, blindsense 100 ft.; Perception +19
---
AC 22, touch 15, flat-footed 17 (+5 Dex, +7 natural)
hp 85 (10d10+30)
Fort +10, Ref +12, Will +9
DR 10/magic; Immune mind-affecting effects, poison; SR 20
---
Speed 40 ft.
Melee 4 tongues +15 (1d6+3 plus grab), 2 claws +10 (1d8+3)
Special Attacks breath weapon (30-ft. cone, 10d6 acid damage, Reflex DC 18 half, 1/day), mutilate, ripping gaze
Spell-Like Abilities (CL 10th; concentration +14)
Constant—air walk (4th)
At will—detect thoughts (2nd) (DC 16), fog cloud (2nd), invisibility (2nd), locate creature (4th)
3/day—charm monster (4th) (DC 18), clairaudience/clairvoyance (3rd), dimensional anchor (4th), discern location (8th), greater scrying (7th) (DC 21), haste (3rd), levitate (2nd), slow (3rd) (DC 17), suggestion (3rd) (DC 17)
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Str 17, Dex 21, Con 16, Int 18, Wis 23, Cha 18
Base Atk +10; CMB +13 (+17 grapple); CMD 28 (32 vs. trip)
Feats Blind-Fight, Combat Reflexes, Improved Initiative, Vital Strike, Weapon Finesse
Skills Acrobatics +18 (+22 jump), Intimidate +17, Knowledge (arcana) +17, Knowledge (planes) +17, Perception +19, Sense Motive +19, Stealth +18, Survival +19
Languages Aklo; telepathy 100 ft.
SQ angled entry, otherworldly mind
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Environment any
Organization solitary or pack (2–12)
Treasure none
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Angled Entry (Su) Worm hounds move through the dimensions in ways other creatures cannot comprehend. They may use greater teleport (self only) once per round as a swift action and plane shift (self only) 3/day as a standard action (caster level 10th). A worm hound can use these powers anywhere, but its destination point must be adjacent to a fixed angle or corner in the physical environment, such as a wall, floor, or ceiling (as determined by the GM); temporary angles created by cloth, flesh, or small items are not sufficient. It cannot use these abilities to enter curved architecture or open outdoor environments.
Mutilate (Su) A worm hound's tongues are coated in enzymes that can shape living flesh as if it were clay. Any creature that ends its turn pinned by a worm hound's tongue suffers 2d6+3 Constitution drain as the worm hound rearranges its organs. Any creature the worm hound uses its tongue to coup-de-grace also takes this damage. Creatures without internal organs are immune.
Otherworldly Mind (Ex) Any non-aberration attempting to read the thoughts of a worm hound or communicate with it telepathically takes 5d6 points of nonlethal damage and must make a DC 19 Will save or become confused for 2d4 rounds. This is a mind-affecting effect. The save DC is Charisma-based.
Ripping Gaze (Su) 5d6 slashing damage, 30 feet, Fortitude DC 19 negates. A creature that succeeds on its save is immune to that hound's gaze for 24 hours. Damage caused by a ripping gaze can be defeated by damage reduction, but it bypasses DR/magic and slashing. The save DC is Charisma-based.

A worm hound is an enormous, otherworldly canine whose body is host to a worm-like neothelid spawn. That aberrant parasite serves as the hound's mind and internal organs. The noethelid spawn that wears the worm hound's body can extend its tongues out the worm hound's mouth, and can use these slimy, mutagenic appendages to warp the flesh of its victims.

Distended Worm Hound (CR 10) As the neothelid spawn inside a worm hound grows, the worm hound's flesh warps and expands, transforming it into a creature called a distended worm hound. A distended worm hound is a worm hound with the giant template.

Creating a Protothelid
Created by magical rituals intended to spur the evolvotion of the noethelid race, protothelids are neothelid spawn that incubate inside the bodies of other creatures, transforming their hosts into mere shells to house the growing spawn inside.

“Protothelid” is an acquired template that can be added to any Medium or larger, living, corporeal creature (referred to hereafter as the base creature). A protothelid retains all the base creature's statistics and special abilities except as noted here.

CR: Same as the base creature + 2 (minimum 7).

Alignment: Always neutral evil.

Type: The base creature's type changes to aberration. The base creature loses any alignment subtype and any subtype that indicates kind. Do not recalculate HD, BAB, or saves.

Senses: A protothelid is blind but gains blindsight 100 feet.

Armor Class: Natural armor improves by +2.

Hit Dice: A protothelid loses all of the base creature's Hit Dice from class levels, but has a minimum number of racial Hit Dice equal to the base creature's CR +3 (minimum 8).

Defenses: A protothelid has spell resistance equal to it's CR +11.

Melee: A protothelid looses any bite attacks it may have and gains four tongue melee attacks. These are primary natural attacks that deal damage as if they were tentacles of the protothelid's size plus the effects of the grab special ability. Any of the creature's natural attacks that aren't tongue attacks become secondary natural attacks.

Special Abilities: A protothelid loses all of the base creature's class levels and associated class features, but retains all racial special abilities. In addition, a protothelid gains the following:

Breath Weapon (Su) A protothelid that is Large or larger can spew acid in a 30-foot cone once per day. This breath weapon deals 1d6 hit points of acid damage per racial HD possessed by the protothelid (Reflex half; DC 10 + 1/2 creature's racial HD + creature's Con modifier).

Grab (Ex) This ability applies whenever the protothelid hits with a tongue attack.

Mutilate (Su) As the worm hound ability described above.

Spell-Like Abilities: A protothelid with an Int or Wis score of 8 or higher has a cumulative number of spell-like abilities set by its HD. CL equals the creature's HD (or the CL of the base creature's spell-like abilities, whichever is higher).
1–2 HD: detect thoughts (2nd) at will
3–4 HD: levitate (2nd) 3/day
5–6 HD: clairaudience/clairvoyance (3rd) 3/day
7–8 HD: suggestion (3rd) 3/day
9–10 HD: charm monster (4th) 3/day
11–12 HD: telekinesis (5th) 3/day
13–14 HD: teleport (5th) 3/day
15–16 HD: levitate (2nd) at will
17–18 HD: clairaudience/clairvoyance (3rd) at will
19–20 HD: suggestion (3rd) at will

Abilities: Increase from the base creature as follows: Int +2, Wis +2, Cha +2.

Skills: A protothelid has skill points per racial Hit Die equal to 4 + its Intelligence modifier. It's racial class skills become those of the aberration creature type.

Languages: Replace the creature's languages with Aklo. The creature gains telepathy 100 ft.

I leave it as an exercise to the reader to determine what other neothelid-kin one can create using that template.


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

2d6+3 con drain... now that is nasty!

Scarab Sages

Epic Meepo wrote:
@Cele: Here's a two-armed serpent that warps spells and eats sorcerers:

Fantastic!!!

"They are particularly offended by governments who dare to pass laws prohibiting the murder of sorcerers." I can't stop giggling over this...


thanks again for the reference, I don't have much 3.5 stuff, so i apologize for asking for repeats.


Since the first monster was so epicly win. I'd like to toss up another request ^^

An Incorporeal Aberration that can materialize parts of its body through walls / floors to function sort of like traps, With maybe a couple mind effecting abilities too. CR8-ish if it's possible.


A small fey race usable as PC: Click here for the rough idea

Feel free to ignore my "Unique Snowflake Symptom/Syndrom" if it's too much.


If I could request another one?
I need a BBEG that involves the grave knight template, started out as an elf. Should gestalt inquis/anti-paladin. CR 26-29 plz!

I know this is more a character request, but, what the hell :P


Also, Mr. Meepo. I'm not sure if this'll help the design at all. But I kinda want fighting this thing to be like the Verdugo fight in Resident Evil 4

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