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Epic Meepo wrote:
Very nice! -Should the Bardic Lich's cure wounds spells be converted to cause wounds spells?
For use later in this thread: Universal Monster Rules Silence (Su) A creature with this ability emits minimal sound and other vibrations. It only makes noise if it chooses to do so and, when using Stealth, cannot be detected with blindsense, blindsight, or tremorsense unless the creature with that ability succeeds on an opposed Perception check. Format: silence; Location: Defensive Abilities ----- @Mystic_Snowfang: If you have more than three monster ideas in a relatively short time span, pick the three that will have the coolest game mechanics, or let me pick three from a longer list. I can't keep doing giant laundry lists of monsters from single posters because I want to give everyone who'd like to participate an opportunity to have their requests considered in a timely manner. @Cele: I'd leave the bardic lich's cure spells as is. He's the kind of lich who'd have lots of living allies he might want to buff and heal. Plus, he already has the negative energy touch attack from the lich template, which he can use to harm the living and heal the undead. @A CR20 Seagull: Make your latest request again after the release of Bestiary 3. I'd need to see the clockwork subtype that I hear is in that book before designing a clockwork template.
@derfelcadarn: Everyone focuses so much on golems as the best mage killers that they tend to forget the other magic-immune monster in the Bestiary; to remind everyone, I've taken the mechanics from your request and put them in a non-golem, mage-killing package:
Shadow Wisp (CR 6):
An inky ball of darkness bobs and weaves through the air.
Shadow Wisp (CR 6)
Shadow wisps are relatives of the will-o-wisp that are native to the Plane of Shadow. Where will-o-wisps are luminous creatures that feed on fear, shadow wisps are inky black creatures that feed on magic. Though shadow wisps are able to feed upon ambient magical currents, they prefer to murder and loot adventurers to acquire magic items, both because they enjoy sampling the auras of such items, and because they find murder to be an amusing pastime. The feeding of a shadow wisp does not appreciably weaken the spell or item from which it draws sustenance. Shadow Shape (CR +1) Shadow wisps that consume large amounts of conjuration, illusion, and transmutation magic often grow larger and more distinct, their shadowy forms taking on the approximate shapes of Medium animals or humanoids. Called shadow shapes, these creatures are shadow wisps with the giant simple template. Those whose forms don't have wings fall at the end of their turn if they aren't adjacent to any surface, but take no damage from falling in this manner. @Mystic_Snowfang: Here's an invisible swarm I wouldn't want to meet in a dark library:
Shadowmite Swarm (CR 9):
Observers able to see the invisible realize that nearby surfaces are covered in a carpet of miniscule vermin, each no larger than a grain of sand.
Shadowmite Swarm (CR 9)
Found in large forests, shadowmites are invisible insects no larger than a grain of sand. As implied by their name, shadowmites are empowered by darkness and shadow, fleeing sunlight whenever possible. They normally gather on tree bark in small numbers, feeding on other creatures of their own approximate size. But wide-scale deforestation, strange weather, and other unusual goings-on can agitate a shadowmite population, causing its members to gather in large, voracious swarms that devour everything in their path. Yeah, that's right. I said, "invisible swarm."
For those of you interested in such things, I just posted my 99th monster stat block in 66 days. For my 100th monster stat block, I will be designing an unrequested monster: the weeping demon. If you know what a Weeping Angel is, you'll have some idea what to expect in my next post.
Epic Meepo wrote: @A CR20 Seagull: Make your latest request again after the release of Bestiary 3. I'd need to see the clockwork subtype that I hear is in that book before designing a clockwork template. Clockwork subtype already appeared in Inner Sea Campaign Setting.
Epic Meepo wrote:
*squees* Doctor Who based monsters....
Epic Meepo wrote:
I am really interested in replacing the current vampire template with a more 30 Days of Night like vampire and I have really struggled in how to develop it so I would love to see someone with more experience and what their take on it would be: The vampire disease that is nearly impossible to cure.
Faster and stronger. The claw damage that causes bleeding.
Increasing rage the longer the vampire has not fed and when he is feeding. Newborns are hungry as soon as they rise. Thanks! This is an outstanding resource as I am horrible at developing new monsters!
Thanks for the Gun Titan. Pretty badass monster. I now have another request I'd like to see you do, what I call a "true" gargoyle. Basically I think that Gargoyles should be a benevolent race, which despite they're fearsome appearance seek to defend good folk from the fiends they resemble. This is because gargoyles and other such grotesque figures were used in real life to ward off evil spirits. (I still use Gargoyles as they are traditionally found in D&D, but as an artificial race created in mockery of the true gargoyles.)
Hmm I've got an idea. How about the failed attempt from a wizard to recreate an elemental through magical means.
I am building a campaign around the theme of the Plane of Shadow without actually going there (as much as possible, anyways. PC's will be PC's, after all.) After reading both the 3.5/3e Monster Manuals and both Pathfinder Beastiaries I was sorely disappointed to find that the only real "Hardy" creatures are Double digit CRs and all the others focus entirely on stealth attacks. More importantly, most of it focus on undead. I understand the planescape a bit but I was wondering if you could make a few monsters that fit a middle CR say...4-8 that fit a non-undead capacity to be less stealthy and more offensive. No bias on physical damage or caster based. I just want more utility and diversity in my army along side things like Shadows and Fetchlings. Thank you for all the hard work none-the-less and I look forward to hearing from you.
@Epic Meepo - I just want to say that what you are doing here is very cool of you. It is clear you have tremendous passion for the game - I have managed to find use of almost everything you have posted. I do have a request. A while back I made a model for a creature out of various Tyranid bits and a lot of gray stuff. I would love to see you stat it up. It doesn't have to have anything about it that makes it a Tyranid. I would post a pic, but honestlly, I have no idea how. So I will describe it. The mini I made is big, so the monster should be huge. The creature is about 30 ft. long with large bat-like wings measuring 40-50 feet across. It possesses a heavily armored carapace with various spiky parts. It has two pair of arm-like appendages. The formost of which resemble chitinous arms similar to a mantis that each end in a blade or scythe-like weapon. The second of arms end in overly large crab-like pincers. The lower half of the creature is a strong merfolk-like tail also tipped with a symmetric set of tail blades. When I built the model I used the Old One-Eye head from the Tyranid Carnifex. I am thinking this creature is both aquatic and aerial in nature. As far as powers/breath-weapons/magic etc., go crazy with it. A high CR of 15 - 20 would be essential. If you could do something with this that would be way cool. If not, well then, thanks anyway. I absolutely will be following this thread!
1. How about some sort of insect creature who spits out different types of larva type projectiles as ranged tough attacks that can have different effects?
a. Dominate Person
2. Creatures based off of MTG
I would like to thank you again for the River Thane! It is now a reoccuring villian in my game. I kept it as Medium sized. The anomalocaris is going to be a creature the thane has brought to the world and breeding. Could you please stat it as an aberration or magical beast from another plane? About medium size for a CR 7. I will just use young and giant templates to be alternate ages. Hmm, maybe a swarm as its larva...
Weeping Demon (CR 5):
Seemingly carved from stone, this humanoid figure resembles a monstrous, winged demon. It's eyes shed continual tears of blood.
Weeping Demon (CR 5) XP 1,600 CE Medium outsider (earth, native) Init +8; Senses darkvision 60 ft., true seeing; Perception +16 --- AC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural) hp 47 (5d10+20) Fort +8; Ref +6; Will +6 Defensive Abilities hardness 10; Immune aging, blindness Weaknesses freeze in place --- Speed 40 feet, fly 60 feet (average) Melee aging touch +9 touch (5d6, Fort DC 14 halves); or 2 claws +9 (1d6+4) Special Attacks blink of an eye, sneak attack +2d6, weeping gaze Spell-Like Abilities (CL 20th; concentration +22) Constant—true seeing 3/day—mage's disjunction (magic items are unaffected) --- Str 19, Dex 18, Con 20, Int 6, Wis 15, Cha 15 Base Atk +5; CMB +9; CMD 23 Feats Alertness, Improved Initiative, Skill Focus (Perception) Skills Fly +11, Perception +16, Sense Motive +4, Stealth +13 (+19 in stony areas); Racial Modifiers +4 Perception, +2 Stealth (+6 in stony environs) Languages Common, Terran (can't speak) --- Environment any land or underground Organization solitary, pair, or wing (3–12) Treasure incidental --- Aging Touch (Su) A weeping demon's touch attack inflicts a number of d6s equal to its CR in damage, resulting from the effects of supernatural aging. Creatures immune to magical aging are immune to this damage, but the damage otherwise bypasses all forms of damage reduction. A Fortitude save halves the damage inflicted. The save DC is Charisma-based. Blink of an Eye (Su) A weeping demon moves in short bursts of speed when other creatures lose sight of it, however briefly. During its turn, whenever a weeping demon would gain concealment against a creature, it gains total concealment instead. Freeze in Place (Su) Whenever the actions of a creature with an Intelligence score of 3 or higher are limited by a weeping demon's gaze, the weeping demon is petrified for as long as that creature's actions remain limited. While petrified, the weeping demon's hardness increases to 30; it can perceive its surroundings as if it weren't petrified, and its weeping gaze continues to function. Weeping Gaze (Su) actions limited for 1 round as if nauseated, line of sight, no save; if the affected creature is within 30 feet of the weeping demon, it is also permanently blinded unless it succeeds on a DC 14 Will save. A creature averting its eyes (as per the gaze universal monster rule) is immune. A creature may choose to avert its eyes as a reaction to otherwise being affected. A creature blinded by a weeping gaze may choose to take 1d6 points of damage as a free action to see as if it weren't blind for 1 round. The save DC to negate the blindness effect is Charisma-based. Despite their name, weeping demons are more closely related to gargoyles than fiends, and do not originate on a demonic plane of existence. Rather, they are the scattered survivors of a world that existed before the current Material Plane, cursed to forever weep blood for staring too intently at the shadowy void between their past world and the current mortal realm. The blood-stained eyes of a weeping demon can command the attention and steal the sight of those meeting its gaze. While subject to the attention of an intelligent observer, a weeping demon is unable to move. In modern times, weeping demons have little in the way of culture, existing primarily to feed. They do so by aging victims with a supernatural touch attack. Weeping demons can also absorb energy from spell effects using an innate mage's disjunction ability. They have a similar ability to absorb energy from magic items, but a weeping demon takes one day to digest a given magic item per 1,000 gp of the item's market price. A weeping demon can feed on an artifact indefinitely. Greater Weeping Demon (CR 15)
Oh and how about this... My third submission.
Please don't knowingly post summaries of existing Pathfinder monsters in this thread. If I have to start researching every post to make sure it isn't a joke or an attempt to pull a fast one one me, it will take me at least twice as long as normal to respond to legitimate requests.
Epic Meepo wrote: Please don't knowingly post summaries of existing Pathfinder monsters in this thread. If I have to start researching every post to make sure it isn't a joke or an attempt to pull a fast one one me, it will take me at least twice as long as normal to respond to legitimate requests. Now you got me paranoid! If that was something I did, it was unintentional, and I apologize if so.
Here's one requested by my game crew:
Nightmare, Crawling (CR 5):
This inky black horse has four giant arms instead of legs, arrayed about its body like the limbs of a spider. Each ends in a hoof surrounded by fingers, as if tightly gripped in a large hand.
Crawling Nightmare (CR 5)
Crawling nightmares are warped cousins of normal nightmares, having arm-like apendages in place of legs. The source of the deformity that defines their race is unknown; even the crawling nightmares themselves have only vague memories of their origins. A more likely source of information on such matters is the coven of night hags that sells crawling nightmares into the service of notorious villains. The motivations of this coven, and its connection to the crawling nightmares it peddles, are not well understood outside the ranks of the organization itself. Eight-Legged Nightmare (CR 6) Some crawling nightmares have eight arm-like legs instead of four. These crawling nightmares have the advanced simple template and an additional +4 CMD versus trip. They do not gain additional attacks or other adavantages from their added limbs. @Mystic_Snowfang: Nidhoggr is just a named linnorm. You can find an eight-legged horse in the spoiler above. An incubus is a male succubus. Cetus seems to be a name for a sea monster of any kind. Selkies already have 3.0 stats that are compatible with PFRPG. Scylla is in Bestiary 2. Here are an island-sized turtle and a púca:
Dragon Turtle, Great Wyrm (CR 19):
This small, rocky island moves, revealing itself to be an enormous creature resembling a snapping turtle.
Great Wyrm Dragon Turtle (CR 19)
Great wyrm dragon turtles are ancient and enormous beings. Equipped with natural camouflage and powerful illusions, these oldest of dragon turtles can hide in plain sight. Many an encounter with a great wyrm dragon turtle is mistaken for an encounter with a strange hermit dwelling on a small island, the other party unaware that the hermit is a projected image and the island a turtle shell. Though great wyrm dragon turtles claim territory in the manner of younger dragon turtles, they do so more out of habit than anything else. Jaded in their old age, their primary pursuit in life is entertainment. Accordingly, great wyrm dragon turtles value such things as philosophical debates and enchantment- or illusion-fueled mischief as much as they value treasure. Púca (CR 4):
This brightly-colored pony has soft, cherubic features.
Púca (CR 4)
Benevolent counterparts of barghests, púcas are pony-like creatures with practiced shapeshifting abilities. Most prefer to spend their time in the guise of a normal horse. The majority of púcas keep to themselves, roving areas frequented by fey and other kindred spirits. A few instead serve unwitting adventurers as steeds, looking to witness heroic deeds and to provide occasional assistance. All púcas have the potential to go bad. A púca that loses itself in anger or despair can commit itself to a life of evil by feeding upon the corpse of a nonevil humanoid. In a twisted mockery of the púcas normal shapechanging abilities, this depraved act forever transforms the púca into a barghest. (Cryptic statement alert: one particular reader will recognize certain elements of that dragon turtle.) @A CR20 Seagull: Since there's already a simple template to turn a construct into a clockwork creature, here's a simple template to turn a living creature into a construct: Constructed Creature (CR +0):
This simple template can only be applied to a living creature. That creature is now a construct. A constructed creature's quick and rebuild rules are the same.
Rebuild Rules: Type change type to construct, but do not change HD, base attack bonus, saves, or skills; Immune gains construct traits; Abilities null Constitution; SQ gains a construction bonus equal to the base creature's Con modifier. Construction (Ex): This construct uses its construction bonus in place of its Con modifier for all purposes. It does not gain the bonus hit points a creature of its size would otherwise gain for having construct traits. More to come.
@ALLENDM: Here's a variant vampire template: Vampire, Bloodborn (CR 8):
This humanoid has sharp fangs and wicked claws. It regularly emits high-pitched noises akin to those of a bat.
Bloodborn Vampire (CR 8)
----- Bloodborn Vampire Spawn (CR 2)
Bloodborn vampires are a strain of vampire created by a virulent, supernatural poison that infects their tainted blood. Like other vampires, bloodborn vampires lust for the blood of the living; they are particularly aggressive when they are newly risen or when they haven't fed for a long time. Although able to spawn a large population of similar creatures relatively quickly, courtesy of their poisonous blood, bloodborn vampires are loath to do so, preferring to share their hunting grounds with a small gang of colleagues, at most. Because they are selective in infecting others, bloodborn vampires tend target aristocrats, heroes, and other "worthy" individuals for conversion when they feel the need to increase their numbers. Creating a Bloodborn Vampire “Bloodborn vampire” is an acquired template that can be added to any living creature (referred to hereafter as the base creature). Most bloodborn vampires were once humanoids, fey, or monstrous humanoids. A bloodborn vampire uses the base creature's stats and abilities except as noted here. CR: Same as the base creature + 2. AL: Any evil. Type: The creature's type changes to undead (augmented). Do not recalculate class Hit Dice, BAB, or saves. Senses: A bloodborn vampire gains blindsense 120 ft. and darkvision 60 ft. Armor Class: Natural armor improves by +6. Hit Dice: Change all racial Hit Dice to d8s. Class Hit Dice are unaffected. As undead, bloodborn vampires use their Charisma modifier to determine bonus hit points (instead of Constitution). Defensive Abilities: A bloodborn vampire gains channel resistance +4, resistance to cold 10 and electricity 10, and undead traits. A bloodborn vampire with 4 or fewer Hit Dice gains fast healing 5 and DR 5/silver. A bloodborn vampire with 5 or more Hit Dice gains regeneration 10 (decapitation) and DR 10/silver. A helpless bloodborn vampire can be decapitated with a coup de grace attack with a slashing melee weapon. Weaknesses: A bloodborn vampire gains the vulnerable in bright light weakness (see above). Speed: A bloodborn vampire gains a climb speed equal to its base land speed. Melee: A bloodborn vampire gains a bite attack if the base creature has a mouth and doesn't already have a bite attack. It gains two claw attacks if the base creature has hands and doesn't already have claw attacks. Each of these attacks deals damage dependent upon the vampire's size. Its bite attack causes blood drain (see below) and its claw attacks cause bleed (see below). Special Attacks: A bloodborn vampire gains several special attacks. Bleed (Ex) A creature struck by a bloodborn vampire's claw attack suffers bleed (1d6). Blood Drain (Ex): A bloodborn vampire has blood drain (2 Con). This ability activates immediately whenever the bloodborn vampire hits with its bite attack. Poisonous Blood (Ex) A bloodborn vampire gains poisonous blood (see above). The save DC equals 10 + 1/2 the bloodborn vampire's HD + the bloodborn vampire's Cha modifier. Screech (Su) A bloodborn vampire gains screech (see above). The save DC equals 10 + 1/2 the bloodborn vampire's HD + the blood-born vampire's Cha modifier. Ability Scores Str +6, Dex +4, Wis +4, Cha +4. As an undead creature, a bloodborn vampire has no Constitution score. Skills Bloodborn vampires gain a +8 racial bonus on Intimidate, Perception, Sense Motive, and Stealth checks. Feats Bloodborn vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, and Toughness as bonus feats. @Brambleman: I've read "The Tower in the Elephant," but was only thinking about making a counterpart to natural invisibility when I wrote silence. @lordzack: Glad you liked the gun titan. Regarding your latest request, I actually had a short piece about good-aligned grotesques published in Dragon a while back. I'll do now what I did then: grotesques are good-aligned, but otherwise use the stats for normal gargoyles. @darth_borehd: Velociraptors are too large to form swarms, though you could use the mob rules from the 3.5 DMG II. That said, here's a different dinosaur swarm:
Dinosaur, Compsognathus Swarm (CR 2):
[/i]
Compsognathus Swarm (CR 2)
A compsognathus is a dinosaur the basic size and shape of a chicken. It possesses sharp teeth and a mild poison, and on its own, poses a minor threat to weak or inexperienced opponents. Swarming packs of such creatures are considerably more dangerous. More to come.
Taken slightly out of order since none of these requests involve new stat blocks: @Zevit: It appears that there's a Shadow Race template in Bestiary 3. That should cover all your shadow monster needs. @Katarek: Your model would be a hivespawn queen with the hybrid template. You can find both of those in the "Hivespawn" entry on page 1 of this thread. @koboldfodder: Aracanid bug warriors would be hivespawn drones. You can find them in the "Hivespawn" entry on page 1 of this thread.
I know I've asked for a lot... but I think you will love doing this.. A Dalek based monster
A Hidebehind - A hidebehind is a nocturnal fearsome critter from American folklore that preys upon humans that wander the woods, and was credited for the disappearances of early colonial loggers when they failed to return to camp. As its name suggests, the hidebehind is noted for its ability to conceal itself. When an observer attempts to look directly at it, the creature hides again behind an object or the observer, and therefore can’t be directly seen; a feat it accomplishes by sucking in its stomach to a point where it is so slender that it can easily cover itself behind the trunk of any tree. The hidebehind uses this ability to stalk human prey without being observed, and to attack without warning. Their victims, including lumberjacks who frequent the forests, are dragged back to the creature’s lair to be devoured. The creature subsists chiefly upon the intestines of its victim. Tasty. A killer rabbit ala Monty Python (If you can, and it's not too silly) If you don't want to do the Killer bunny here's a good one
@andromeda369: Here's what happens when an alchemist (or wizard) attempts to create a new elemental species: Alchemental:
This blob of alchemical matter momentarily congeals into a vague but recognizable shape, only to collapse once more into formlessness.
Alchemental
----- Acid Alchemental
Senses blindsight 60 ft. instead of darkvision
----- Gas Alchemental
Senses blindsight 60 ft. instead of darkvision
----- Glue Alchemental
Senses blindsight 60 ft. instead of darkvision
----- Grease Alchemental
Senses blindsight 60 ft. instead of darkvision
----- Rubber Alchemental
Senses blindsight 60 ft. instead of darkvision
Over the years, various alchemists and arcanists have conducted experiments designed to create new species of elementals from the remains of deceased air, earth, fire, and water elementals. The end results of such experiments are alchementals, elemental beings more akin to the oozes of the Material Plane than the true elementals native to farther realms. Unlike many oozes, alchementals possess a dim intelligence. Most are bright enough to understand that they are created from the remains of extraplanar elementals, and learn what they can about other planes of existence as a means of exploring this heritage. A popular belief among alchementals is the theory that their souls return to the elemental planes upon death, where they are transformed into true elementals. Although more a variant than anything new, this was one of my favorite concepts to develop so far. More to come.
Epic Meepo wrote:
Thanks so much. And glad you liked the concept.
I would like two monsters, if you have the time. First is an incorporeal, colossal undead. It was sealed away in a huge vault deep in the planet, and now it has managed to touch the surface again, setting various plans in motion to poison and doom the world. It works through servants... But what can it do in person? Please help! Second is someone who imbibed too much elemental essence and has now lost control of what was meant to make her stronger.
@Pezmerga: Here are a monster that spits vermin and a monster that buffs others of its own kind: Hivespawn:
Add the following to the entry for hivespawn:
Infested Hivespawn (CR +0) This hivespawn is infested with symbiotic vermin. It loses the spines special attack but gains the infest corpse and spit vermin special attacks described below.
Protean, Spell Sliver (CR 3):
A colorful serpent with a pair of small arms hovers in midair.
Spell Sliver (CR 3)
The proteans known as spell slivers are living spells cloaked in flesh. When a spell that targets a creature fails, its energy usually dissipates. On rare occasions, the spell is instead absorbed into the primordial chaos of reality, where it either forms a new creature to become its target, or breaks apart into multiple lesser spells that then form new creatures. Such are the origins of the spell slivers. Spellhive Queen (CR 17) A spellhive queen is a keketar protean with the following spell-like ability in place of its normal 1/day spell-like abilities: 3/hour—summon (level 9, 4 spell slivers, 100%). Each time the spellhive queen summons spell slivers in this manner, the spellhive queen chooses which protean spell each of those spell slivers possesses. They need not have the same protean spell. @Thomas LeBlanc: Although I asked for no animals, I neglected to ask for no vermin. So here are the real-world anomalocaris statted up as a vermin, plus a larger version from an alien world: Shrimp:
This long, narrow crustacean has tiny legs and finlike projections on the side of its body. Its eyes are situated on stalks, and it sports a pair of short, barbed arms flanking its mouth.
Anomalous Shrimp (Anomalocaris) (CR 1)
Anomalous shrimp are aggressive, over-sized predators from a bygone age. They are not used to encountering creatures larger than themselves, and have not learned to fear such opponents. An anomalous shrimp is nearly as long as a human is tall, and weighs just as much. ----- Monstrous Shrimp (CR 8)
Monstrous shrimp resemble larger versions of the anomalous shrimp of the normal world's oceans. They hail from distant worlds and parallel dimensions, but have simple brains and animal behaviors akin to those of crustaceans everywhere. A monstrous shrimp is 16 feet long and weighs around 4,200 pounds. More to come.
@Osmos777: Here's something resmbling a hunting horror (Lovecraft's version, not Derleth's): Gibbering Orb, Voice of the Void (CR 18):
This formless mass of flesh constantly sprouts eyes and mouths. Its thousands of voices fill the void around it with strange music.
Voice of the Void (CR 18)
The gibbering orbs known as voices of the void are immense blobs of formless, immortal flesh that drift through the empty void of space. Although they have no ability to travel at the immense speeds needed to reach specific destinations in anything less than an epoch, faint echoes of their voices carry through the fabric of space to the ears of creatures with the starflight ability. Treacherous shantaks have been known to deliver messages for voices of the void, or to deliver unwitting victim's into their clutches. More to come.
I do not know if this exists already or not. If so, please disregard with my apologies. The creature is somehow from the plane of shadow. It always manifests as a number of beings equal to the number of creatures it faces in combat. Each projection mimics one other perfectly and cannot take damage from its counterpart. Basically, this thing shows up and creates an exact duplication of the adventuring party and you kill it by attacking the ones that aren't you. Geez, I hope that makes sense...I'm le tired...
Darksmokepuncher wrote:
Sounds like a job for a mirror of opposition instead of a monster. No stat for the being required, just mirror match the party and explain the why however you like.
A couple responses that don't require monster stats: @brambleman: I'm fairly sure the hekatonkheire are in Bestiary 3. @Darksmokepuncher: What you want is a modified mirror or opposition.
@Mystic_Snowfang: A Dalek is defined by technological devices, not monster stats; you could take almost any monster and turn it into a Dalek by giving it cool armor and a wand. And monsters from Monty Python films are too silly for this thread. But here are an akaname and a hidebehind: Akaname (CR 2):
This slender humanoid has greasy black hair, sickly green skin, and a disturbingly long tongue.
Akaname (CR 2)
Also known as filth eaters, akaname are creatures noted for the acidic saliva, which allows them to digest almost anything. Although native to forests and jungles, akaname are drawn to the man-made refuse that can accumulate in cities. They are regularly found lurking in garbage dumps, graveyards, run-down ghettos, and remote corners of particularly filthy houses. Although capable of simple speech, akaname are bestial in nature, and lack any real society. They roam their haunts like stealthy packs of wild animals, supplementing their scavengers' diet with an occasional attack on a live animal or humanoid. Lurker Behind (CR 4):
This vaguely humanoid creature resembles a trio of fused snakes. The heads and tails of the smaller snakes serve as the arms and legs of the larger one.
Lurker Behind (CR 4)
Strange, slender creatures of the forest, lurkers behind are named for both their uncanny ability to hide behind even the smallest bits of cover, and their penchant for attacking even the wariest of opponents from behind. They resemble a trio of snakes fused together to form a stick-like humanoid figure, though their fangs are better equipped to rend flesh than those of a snake. Lurkers behind are predatory beasts, relying on ambushes and hit-and-run tactics to take down prey, which can range from small forest animals to humanoid targets. A typical encounter with a lurker behind involves the creature attacking while darting into and out of tight spaces with the help of its Spring Attack feat and compression special quality. @Tirq: Here's a gwyllgi: Black Shuck, Gwillgi:
Add the following to the entry for the black shuck:
Gwyllgi (CR 5) A gwyllgi is a visible black shuck that seals its victim's fate with its baleful breath. It loses the black shuck's gaze and selective invisibility, but gains a breath weapon (15-ft. cone, 1d3 Con damage, Reflex DC 16 negates, usable every 1d4 rounds) and displacement (CL 5th) as a constant spell-like ability. It's displacement ability shifts its apparent location from side to side so rapidly, the gwillgi often appears to be three overlapping images of itself. @Sissyl: For your Colossal undead, I would use a smoke fiend with the ghost template; I'd trade two of its ghost special attacks for a ghost touch ability allowing it to use its natural attacks and whirlwind special attacks against corporeal opponents (CR 17). And here's an elemental-infused: Elemental-Infused (CR 6):
This tall, incredibly muscular woman froths at the mouth, her eyes burning with insane rage.
Elemental-Infused (CR 6)
Created by mysterious alchemical and magical processes, the elemental-infused are creatures that have been bonded to elemental spirits of the sort that animate golems. The process instills the elemental-infused with some of the strength possessed by such golems. It also instills the creature with berserk fury, courtesy of a resentful elemental spirit. Creating an Elemental-Infused
CR Increase by +1. AC Natural armor increases by +3. SR Gain SR equal to new CR +11. Melee Creature gains 2 slam attacks if it doesn't already have them. These deal damage appropriate to a creature one size category larger than the base creature (see natural attacks in the Universal Monster Rules). Special Attacks Creature gains berserk (see above). Abilities Str +6, Con +4. Up next: creatures inspired by Slender Man, and by the world's biggest fungus.
Hrm... Epic Meepo... could I get a TN millennium old Contemplative serpent that acts as an Oracle (like the 2nd edition DND monster manual giant snake flavor text suggested could exist?) and combining the best parts of constrictor and Venomous snakes? at least 10 hit die and all mental stats all above 15 ish?
Okay, I've been working on this for a while, but I still can't figure out making stats. Because I suck like that. However, I did write up social habits, lifestyle and even number off offspring...
Basilisk Cats/ Warmblood Dragons:
Calling Warmblood Dragons Basilisk Cats is a mistake, for they are related to neither cats nor basilisks. This misnomer arose from the fact that Warmbloods have six legs and fur that bears markings similar to several types of big cat. However they find the term Basilisk Cat to be ignorant at best, and willfully offensive at worst. Calling a Warmblood Dragon a Basalisk cat is a good way for the person who refered to it as such to end up in hospital. These strange looking creatures are in fact true dragons, though they are unlike any other dragons in their habits, biology or lifestyle.
Warmblood dragons are quite different from any other creature on the planet. These creatures have six long limbs suited to running at high speeds. Their two front limbs are situated closer together. On the front set of paws are opposable digits and function both for walking and manipulation. They have deep chests and tucked up tummies. They have long claws that are retractable, like those of a cat.
Shadow Dragon:
Types- (lengths do not include tails) [spoiler=Shadow- TN]
Tawny- :
LN Golden in colour and only slightly smaller than a shadow, Tawnies are the lions of the Warmblood Dragons. A typical tawny weighs more than a shadow, however is shorter only about twenty five feet long, at most. These noble creatures live in large prides, often consisting of hundreds of members. There are several males who defend the pride. Each male is mated to about six or so females. The young are raised communally by the whole pride. Young females are chased out of the pride when they are old enough to look after themselves, and will travel until they find a new pride to join. Tawnies are known for big famalies, females giving birth to eighteen wyrmlings a year. A tawny’s breath weapon is shards of super cold ice that stick in the face of a foe. Snow-:
CN Snow Warmbloods are solitary creatures with thick fur. An average snow is only about twenty feet long. Their markings are like that of a snow leopard. These dragons live on the highest peaks of mountains, and in cold boreal forests. They are extremely agile and are the most likely to eat meat of any warmblood dragon. Males and females will meet, mate, and then go their separate ways. Snow females are notably un-choosy when it comes to a mate, and several different males often sire a female’s litter. Female Warmbloods raise their offspring on their own, the young staying with her for several years. They stay with their mother until sexual maturity, at witch time they will strike out on their own. A female raises several litters at once, and so is always caring for children. They have smallish litters, often only giving birth to one or two wyrmlings at the most. A snow’s breath weapon is fire, a good tool against the many icy foes of their chosen home. King-:
NG Kings are tiny compared to other warmbloods, these yellow and black dragons are only fifteen feet from nose to tail and stand about as tall as a good sized horse. However they are fast and can outrun almost any other land animal. They are also amazing agile and can make sharp turns with no trouble at all. They have markings like that of a king cheetah. These creatures live in small family groups, with a mated pair and their offspring form the latest litter. Offpsring usually leave once they find a mate. Litter sizes are often only two to four wyrmlings. Kings are highly adaptable and will live almost anywhere. These kind travllers love riddles, songs and stories and value them more than any treasure. The hoard of a King dragon is never in gold, magic items or the like. Instead they will collect oddities, such as an intresting pebble. However the most important thing is their collection of stories that the dragon has learned. These stories are passed down though generations. King dragons are not very tolerant of Khobolds and tend to send the annoying little reptiles packing if they run across them. Aside from when a female is nursing King dragons are completely vegetarian. Their breath weapon is fire, though they rarely use it in combat, preferring to use it to roast hard shelled nuts and berries before eating. Painted:
CG With markings somewhere between a calico cat and wild dog Painted Warmbloods are truly something to look at. No two have markings that are even remotely close. These dragons are very small, only ten feet in length and standing no more than fourteen hands at the shoulder. These small dragons live in large families, or with close friends. It doesn’t really matter, so long as they have someone to share every moment with. They also seem to love culture and will often choose to live in cities. They seem perfectly adapted to live life alongside people, and relish in doing so. For them humans, and other races, are constant sources of amusement. Painted warmbloods are unafraid to work, and will often hire themselves out as mounts or porters. The chance of going on an adventure is amazing thing. It is not odd to see one living in a house, either with a person or on their own. Their breath weapon consists of concussive bolts of plasma energy. A female rears about six young at a time, and only gives birth every ten years. [/spolier] I have pictures for these as well I have another type of dragon I may post later. All they really need are the mathy stuff. Yes, these are completely my creation, please don't change the names. I would also squee very loudly and then run in happy circles if you made a Luckdragon. You know, like Falcor from Neverending story.
@Mystic_Snowfang: In four weeks, I've had to dismiss over half of your thirty requests to make time for other posters. I've asked you to limit yourself to three requests a month, after which you posted another eleven requests. You don't seem to be taking the hint, so let me be blunt: You've posted more than your fair share of requests in this thread, Mystic. Please find someone else to design your monsters for you so I can field requests from the wider Paizo community now.
So, I'm fairly sure this would be my 3rd request in a month, So I want to make it properly epic. I'd like a guardian monster. Some large or huge sized that whiling having low intellect and charisma ( like 3 or 4 each ) is extremely perceptive of it's surroundings, and has an almost supernatural awareness of its surroundings ( So like 25 wisdom? ). I'd like it to have adaptive DR / resistance. And a couple unusual movement themed abilities and the like.
And now to lurk until mid January.
Hi Epic Meepo, I am so impressed the creativity!! Are you familiar with the planets of Akiton and Castrovel in the PF Campaign setting? I had a brainstorm for an alien creature if ever mid-level player characters travel to another planet: a beast in 2 versions, where one is a smaller domesticated version for overland travel and a more powerful, savage version as a serious danger in the wild: A large or huge long, gray, worm-like creature, with a hammerhead shark-like head and leech-like mouth (very poisonous bite), 4 or 6 legs for fast movement, and a tail it could use in defense or sweeping attacks. Give it an Int between 3 and 10, and the habit of attacking in packs. Perhaps an unusual immunity of some kind befitting such an alien beast? Or a simple psionic power maybe (an ability who's effect mimics psionics)? If that fails, how about a template that helps us build alien creatures? One for the steaming jungle planet of Castrovel and one for the arid desert world of Akiton? I've had alien creatures from Golarion's neighbouring planets on my brain, so I'm wondering if you've had freaky brainstorms in that direction too? :-) Thanks, W
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