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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.
@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)
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)
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:
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.
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.
@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)
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)
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
Creating a Guardian Phatasmagor
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.
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.
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. 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.
@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? :)
Lesovik (CR 5):
This man has cloven feet, curling horns, and a mane of living vegetation in place of hair.
Lesovik (CR 5)
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.)
Any more (non-silly) suggestions so I can complete one full month of monster making?
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
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?
@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)
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)
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?)
Okay, I hope those are following the rules. <.<
@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)
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)
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.
More to come.
Epic Meepo wrote:
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?
@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)
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)
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.
@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)
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)
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)
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.
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:
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?
@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)
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.
Though thanes are many and varied, they share certain traits with others of their kind.
@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)
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).
(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 )
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.
Today's theme: monstrous extraplanar fish.
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)
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)
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)
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.
@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)
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)
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)
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.
@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)
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
“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).
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.