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


Suggestions/House Rules/Homebrew

251 to 300 of 718 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | next > last >>

Candy golem.

Yes, I do intend to use it.

RPG Superstar 2009 Top 16, 2012 Top 32

2 people marked this as a favorite.

@SquirmWyrm: Here's a slender boogeyman:

Gaunt Man (CR 10):
This tall, slender creature is wrapped in a dark cloak that barely conceals the tentacles writhing beneath it. The creature's face is nothing but a giant maw.

Gaunt Man (CR 10)
XP 9,600
CE Medium aberration
Init +4; Senses blindsight 60 ft.; Perception +27
---
AC 24, touch 13, flat-footed 21 (+3 Dex, +11 natural)
hp 127 (15d8+60)
Fort +9, Ref +10, Will +12
Defensive Abilities freedom of movement, silence; Immune ooze traits
---
Speed 40 ft., climb 20 ft.
Melee bite +16 (1d8+5), 4 tentacles +16 (1d6+5)
Space 5 ft.; Reach 10 ft.
Special Attacks black tentacles
---
Str 21, Dex 16, Con 18, Int 11, Wis 16, Cha 17
Base Atk +11; CMB +16; CMD 29
Feats Blind-Fight, Combat Reflexes, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus (Intimidate, Perception, Stealth)
Skills Climb +13, Intimidate +27, Perception +27, Stealth +27, Survival +21
Languages Undercommon
SQ compression
---
Environment any land or underground
Organization solitary
Treasure standard
---
Black Tentacles (Ex) As a standard action, a gaunt man may create a black tentacles effect, as per the spell of the same name (CL 15th), centered on its own space. The gaunt man is not attacked by its own black tentacles. It must concentrate to maintain this effect.
Freedom of Movement (Ex) A gaunt man benefits from a continuous freedom of movement effect, as per the spell. This effect cannot be dismissed.
Ooze Traits (Ex) A gaunt man has the traits of the ooze creature type instead of those of its actual creature type.

A gaunt man is a strange, cloak-shrouded creature. Not a man at all, the creature's body consists of rope-like strands of ooze that meet at a single, bulb-like head. The clothing the creature wears helps hold the its amorphous body together, and has been sufficiently saturated with the creature's ooze to be assimilated into the gaunt man's body as a living, skin-like external organ.

Gaunt men can feed on most animal and plant matter, but prefer to stalk and devour humanoids, often sneaking around large population centers with little regard for defenses meant to keep them at bay. Their favored targets are halflings, whom they find particularly delicious.

@GoldenOpal: Here's the king of all fungus:

Sovereign Fungus (CR 21):
A mass of black tendrils errupts from the ground.

Sovereign Fungus (CR 21)
XP 409,600
N Colossal plant
Init +3; Senses tremorsense 240 ft., low-light vision; Perception +43
---
AC 37, touch 1, flat-footed 37 (–1 Dex, +36 natural, –8 size)
hp 418 (31d8+279); regeneration 10 (blight spell)
Fort +26, Ref +11, Will +19
Immune disease, plant traits
---
Speed 40 ft., burrow 40 ft.; earth glide
Melee 4 tentacles +32 (3d8+8/19–20 plus disease and grab)
Space 30 ft.; Reach 60 ft.
Special Attacks constrict (3d8+16), engulf (DC 41, 12d8+32 plus disease), entomb
Spell-Like Abilities (CL 20th; concentration +29)
Constant—speak with animals, speak with plants
At will—scrying (targeting a creature afflicted with sovereign spore sickness only) (DC 26)
3/day—animate plants, siege of trees (greater)
1/day—dominate monster (targeting a creature afflicted with sovereign spore sickness only, plants are not immune) (DC 28)
---
Str 42, Dex 9, Con 29, Int 18, Wis 28, Cha 29
Base Atk +23; CMB +47 (+51 grapple); CMD 56 (can't be tripped)
Feats Awesome Blow, Critical Focus, Greater Bull Rush, Greater Vital Strike, Improved Bull Rush, Improved Critical (tentacles), Improved Initiative, Improved Lightning Reflexes, Improved Vital Strike, Lightning Reflexes, Power Attack, Staggering Critical, Vital Strike, Weapon Focus (tentacles)
Skills Knowledge (dungeoneering, geography, nature) +35, Perception +43, Sense Motive +40, Survival +43
Languages Common, Sylvan, Terran, Undercommon; speak with animals, speak with plants
---
Environment any forest
Organization solitary
Treasure standard
---
Disease (Ex) Sovereign spore sickness: Tentacle or spore cloud—injury or inhaled; save Fort DC 24; onset immediate; frequency 1/day; effect 1d6 ability damage to all ability scores except Constitution; cure —. The save DC is Constitution-based.
Entomb (Ex) If a sovereign fungus succeeds on a combat maneuver check to move a creature it is grappling, it can earth glide while moving that creature, pulling the creature into the earth. Unless that creature has a burrow speed or some other means of traveling through the earth surrounding it, the creature is trapped within the earth until rescued, and risks suffocation.
Spore Cloud (Su) Once every 1d4 rounds as a standard action, a sovereign fungus can release a cloud of spores in a 120-foot cone. All creatures in the area are exposed to forest rot.

The true ruler of the woods, a sovereign fungus is an enormous mass of black tendrils that borrow through rock and soil, spreading their spores far and wide. Contrary to the expectations of some, the sovereign fungus has an intellect as vast as its body and its territory, ever plotting to defend its forest home from those that would despoil it, both will and able to recruit allies as necessary.

A sovereign fungus is a reclusive creature, preferring to act through agents whenever possible. Only the mightiest of threats will provoke a sovereign fungus to involve itself directly, and battles between such threats and a sovereign fungus are the stuff of legends; cautionary legends about the dangers of daring to provoke the wrath of the forest.

Tombs of the Elder Sovereigns
As a creature with close ties to the natural world, a sovereign fungus sometimes forgets that constructs and undead exist outside the normal cycle of life. When a sovereign fungus is stirred to action against a powerful construct or undead menace, it sometimes entombs its opponent and assumes the problem is resolved, not remembering that constructs and undead are immune to the ravages of time. Over the millennia, numerous constructs and undead have been entombed by sovereign fungi that have since moved on. These dangerous evils remain imprisoned beneath the earth but otherwise unguarded, eternally awaiting their own excavation.

The best part about that last monster: watching a 20th-level wizard frantically search for a scroll of blight.

Next up: a dumb but perceptive guardian monster; and aliens from the Green and Red Planets.


"quick we need to cast Blight" that bonded object is looking mighty nice now. Gonna catch every wizard who read Treantmonk's guide and declared Familiars to be the be all end all.

Incidentally, I've been looking at the Red Jester from the Tome of Horrors Complete, Pathfinder edition. While I like the Idea and the theme of Chaos that it has, it comes with the double edged sword of having a built in Deck of Many Things, which is awesome until it eats your campaign and vomits it out again. Can you recommend any Ideas for good replacement abilities, preferably one that will keep up the theme of chaos?


@EricMeepo Thank you for the Gibbering Orb.


Epic Meepo wrote:
Velociraptor Swarm

That's what I was thinking of.

RPG Superstar 2009 Top 16, 2012 Top 32

@brambleman: rod of wonder

(Latest monsters still pending.)


Epic Meepo wrote:

@ALLENDM: Here's a variant vampire template:

** spoiler omitted **...

Epic,

Thank you this was excellent and my group loves the new template. I will post some things I added to it to match the 30 Day's of Night Vampire as well.

It was the highlight of our two nights of gaming :)

Thanks again!

ALLENDM

RPG Superstar 2009 Top 16, 2012 Top 32

2 people marked this as a favorite.

@A CR 20 Seagull: Here's a monster with adaptive resistances, supernatural awareness, and unusual movement-related abilities:

Quantum Cat (CR 5):
This large cat flickers into and out of existence, its flesh alternately rotting and untouched by decay.

Quantum Cat (CR 5)
XP 1,600
N Large undead
Init +6; Senses certainty, darkvision 60 ft., low-light vision, scent; Perception +20
---
AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, –1 size)
hp 27 (6d8); extended maximized false life
Fort +0, Ref +4, Will +10
Defensive Abilities decoherence; Immune negative energy, positive energy
---
Speed 40 ft.
Melee bite +10 (2d6+6 plus entanglement), 2 claws +10 (1d8+6 plus entanglement)
Space 10 ft.; Reach 5 ft.
Special Attacks entanglement, pounce, rake (2 claws +10, 1d8+6)
Spell-Like Abilities (CL 12th; concentration +11)
Constant—blink
At will—quickened dimension door (self only)
3/day—resist energy as an immediate action
1/day—extended maximized false life
---
Str 23, Dex 15, Con —, Int 2, Wis 19, Cha 8
Base Atk +4; CMB +11; CMD 23 (27 vs. trip)
Feats Improved Initiative, Toughness (B), Weapon Focus (bite, claw)
Skills Acrobatics +10, Perception +20; Racial Modifiers +4 Acrobatics, +8 Perception
SQ superposition
---
Environment any
Organization solitary or pair
Treasure none
---
Certainty (Su) A quantum cat instantly knows when it is being perceived by another creature, and is aware of any creature that is currently perceiving it as if it had 120-foot blindsight.
Decoherance (Su) Whenever a targeted attack fails to affect a quantum cat as a result of the cat's blink spell-like ability, the cat shifts entirely onto the Ethereal Plane, as if using ethereal jaunt instead of blink, until the beginning of its next turn.
Entanglement (Su) Whenever a quantum cat hits an opponent with a melee attack, the opponent and the quantum cat are linked until the end of the cat's next turn. Until then, the cat and the linked creature threaten and can attack one another with melee attacks as if they were in adjacent squares with no intervening cover, regardless of any distance or barriers between them. Neither provokes attacks of opportunity for leaving squares threatened by the other. Miss chances due to concealment still apply, as normal.
Superposition (Su) A quantum cat can move through or occupy the space of any creature as if that creature were three size categories larger than the quantum cat.

A quantum cat is a lion, tiger, or other great cat caught in a strange state somewhere between life and death, its presence in the world of the living tenuous at best. Flickering in and out of material existence, a quantum cat is able to cross vast distances in a single bound, make melee attacks against creatures not in its presence, and otherwise defy the laws of common sense.

A 15th- or higher-level spellcaster can create a quantum cat from the body of a lion, tiger, or similar creature using a create undead spell, but only if the caster kills a blink dog in a space adjacent to the target corpse in the round prior to casting the spell.

@Winterthorn: You can generate stats approximating the beast you describe by taking a giant whiptail centipede and giving it an Int of 3. Here are templates relevant to the environments of Castrovel and Akiton:

Cloud Creature (CR +0):
This simple template can only be applied to creatures with the aquatic subtype. Cloud creatures swim through air instead of water. A cloud creature's quick and rebuild rules are the same.

Rebuild Rules: Type lose the aquatic subtype, gain the air subtype; Speed Swim the Sky (Ex) This creature can swim through the air as if it were water. While doing so, the creature uses its normal swim speed, and counts as if it were swimming, not flying. Environment any aerial.


Sand Creature (CR +0):
This simple template can only be applied to creatures with the aquatic subtype. Sand creatures swim through sand instead of water. A sand creature's quick and rebuild rules are the same.

Rebuild Rules: Type lose the aquatic subtype, gains the earth subtype; Speed replace swim speed with an equivalent burrow speed, gain earth glide; Environment any desert.

@A.P.P.L.E.: Candy golems are a bit too silly for a full treatment in this thread. A soft-candy golem would probably use the stats of clay golem while a hard-candy golem would probably use the stats of a wood golem. Both would be hasted for 2d6 rounds by fire and slowed for 2d6 rounds by cold instead of having the normal exceptions to the magic immunity of a clay or wood golem.

@ALLENDM: Thanks for the kind words. If you post the changes you made to that vampire template, please do so in a new thread. I want this thread to remain dedicated to requests from board members, with minimal commentary.


@ Epic Meepo
You Sir are awesome.
Found your thread yesterday, i like your work a lot.
All those Monsters are neat and some will find a nice warm place in my campaign.

But with Quantum Cat you made my day :DDD

You are so awesome, i registered only to write this.

BTW i might as well request a monster when i'm at it:

I'm planning to send my low-lvl party for a short time on the plane of shadow through a semi-stabile portal. On the material side it is populated by a small community of dark creepers led by a dark creeper gravewalker witch whose vodoo doll the party stole the last time they met.

In his anger about the loss of his "familliar" the witch sought out the help of a shadow plane spirit to gain some power for his vengeance.

I thought about some shadow themed undead and/or fey creature that has the feel of a twisted version of a nature spirit - maybe even an abberration.

What i was thinking about was that the creature itself isn't really a threat, but it can awaken some dark abillities in his minions (best shadow themed - since the quest is part of a ritual to awake a shadow themed weapon of legacy) paired with insanity that leads my witch to slaughter all or most of his dark creeper friends prior to the party's arrival. Maybe some possession?

The witch should propably loose most of his abillities in the process but keep some abillity that reflects it's old habbit to cackle a lot for nasty effects :)

things i thought about:
1. maybe the spirit can only posses/empower/bless/whatever those who ask for the gift in person
2. maybe if the possesed creature is killed it's "soul" raises instantly as some kind of corrupted mirror of the original - to either continue the battle as a mindless shadowy/foggy ghost or die/explode shortly after the raise to debuff or curse the party somehow (this should not result in a second hard battle - more like a nuisance)
If used this should have a "he sold his soul and now he pays" feel.
3. The monster itself needs to be very hard to find unless you know where to look for it - might be a quest itself - but the possesed creature should give some hint to the identity/whereabouts of the monster by his behaviour or what happens to it upon death.
4. The monster may need to feed upon the souls or shadows of such victims to survive or can absorb their soul energy and that of their victims to grow stronger. (In that case maybe maybe hint at the potential - possibly as a great manace of the shadow plane)

If you have any other awesome ideas, feel free to include them - the encounter is supposed to be ca CR 5.

The idea behind it is to make the PCs think that the shadow plane is a really scary place (and uncomfortably fammiliar if you can include that somehow) :)

Bonus points if the monster is slavic themed - but i have no idea how to accomplish that.

I would be happy if you consider building this thing (actually i didnt have an idea that i need it, but after thinking about something to request i realized that i need this monster very badly for that quest :D)
Sry for way to many ideas to fit into one low-lvl monster XD (hm maybe a few variants?)

thx in advance


I want a dire smurf!

That was a joke. In all seriousness, I would not like a dire smurf.

I would, however, very much appreciate it if you statted out koalas for me. I wish to use a koala as a familiar.


Thanks again for the monster stat block, Epic Meepo. I'll put it to good use. I'll let you know if some other idea comes to mind.

Osirion

Cloud creatures, and Sand creatures, on Castrovel, and Akiton!! Thank you E.M., for this Christmas present, that is a great start for the campaign I'm planning. :-)


I need a CR 21 fallen angel when reduced to 0 hp transform into a CR 23 very corrupted and very chaotic demon.

The angel version is humanoid in form, with plenty of gaze atacks
the demon version would be tottally diferent a macabre, the transformation is because he absorb a material part of the abyss itself (or the abyss abosrb him?).

by the way QUANTUM CATS!!! that monster is awesome, the only thing missin is the colapse of the wave function :D


btw regarding point 3 of my ideas, it doesnt need to be hidden in a distance, just hard to find ^^


I have only a name. Blast Tyrant. It's a name of a Clutch album :D I hope it will inspire you, it's an awesome sounding name.

Osirion

Cele wrote:
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?

Please disregard this request Epic Meepo. I made a monster to fit my needs. Though it isn't quite what I asked for... hrm....

Nymph Serpent
A delicate figure rises from the water, her long ears tapering to points above her head, her beauty is painful in its perfection, though her reptile eyes hold a coldness as chilling as her beauty.

Spoiler:

Nymph Serpent CR 8
XP
NE Large fey
Init +5 ; Senses low-light vision; Sent Perception +18
Aura blinding beauty (30 ft., DC 22)
DEFENSE
AC 24, touch 22, flat-footed 19 (+8 deflection, +5 Dex, +2 natural, -1 size)
hp 60 (8d6+32)
Fort +14, Ref +19, Will +17
DR 10/cold iron

OFFENSE
Speed 20 ft., Climb 20 ft, swim 20 ft.
Melee Bite +9 (1d4+3 plus Grab plus Poison)
Space 10 ft.; Reach 10 ft.
Special Attacks stunning glance, Constrict (1d4 +3), Poison
Spell-Like Abilities (CL 8th)
1/day—dimension door
Spells Prepared (CL 7th)
4th—Charm Monster (DC 18)
3rd—Bestow Curse (DC 16), Unadulterated Loathing (DC 17), Water Walk
2nd—Death Knell, Disfiguring Touch, Pernicious Poison, Share Memory
1st—Charm Person (DC 15), Forced Quiet(DC 14), obscuring mist, Comprehend Languages
0—detect magic, guidance, light, stabilize

STATISTICS
Str 17, Dex 21, Con 18, Int 17, Wis 14, Cha 27
Base Atk +4; CMB +12; CMD 30
Feats Combat Casting, Spell Focus (Enchantment), Weapon Finesse
Skills Acrobatics +15, Diplomacy +18, Escape Artist +16, Knowledge (Dungeoneering) +16, Knowledge (nature) +16, Perception +18, Sense Motive +13, Stealth +16, Swim +22
Languages Common, Sylvan, Aklo, Draconic
SQ unearthly grace
Racial Modifiers +4 Perception, +4 Stealth,+8 Acrobatics

SPECIAL ABILITIES

Blinding Beauty (Su)
This ability affects all humanoids within 30 feet of a nymph serpent. Those who look directly at a nymph serpent must succeed on a DC 22 Fortitude save or be blinded permanently. A nymph serpent can suppress or resume this ability as a free action. The save DC is Charisma-based.

Spells (Su)
A nymph serpent casts spells as a 7th-level Witch. The Nymph Serpent does not have a familiar but can regain their spells by looking into the eye sockets of a drowned man.

Hexes (Su)
A nymph serpent has the following Witch Hexes; Cackle, Cauldron, Coven & Misfortune (DC 16).

Stunning Glance (Su)
As a standard action, a nymph serpent can stun a creature within 30 feet with a look. The target must succeed on a DC 22 Fortitude save or be stunned for 2d4 rounds. The save DC is Charisma-based.

Unearthly Grace (Su)
A nymph serpent adds her Charisma modifier as a racial bonus on all her saving throws, and as a deflection bonus to her Armor Class.

Change Shape (Su)
Nymph serpent can take the form of a Medium humanoid resembling a Nymph with serpent’s eyes (most serpent nymphs adopt veils to hide their eyes. In humanoid form, the Nymph Serpent cannot use its bite, constrict, or poison. When in humanoid form, a nymph serpent's Reach is 5, speed is 30 feet and it has no climb or swim speed.

Poison (Ex)
Bite—injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d2 Cha; cure 2 saves.

ECOLOGY
Environment temperate forest
Organization solitary
Treasure standard (other treasure)

The first Nymph Serpent was created when the first Nymph had her domain despoiled by the hands of civilization. Her heart grew cold and hateful, she called out for vengeance and her call was answered by an unknown entity that changed her nature to one better suited to her hateful heart.

That serpent has laid many eggs and her many daughters strive to crush civilization in-between their coils. Nymph Serpents are female only, they need males of other humanoid species to fertilize their eggs but those eggs always hatch Nymph Serpents.

Nymph Serpents have perfect memories stretching back to the moment of their hatching, to better remember every slight (real or imagined) that civilization (or anything else) has taken towards them. Nymph serpents have exceedingly long life spans and are known to hibernate for years after a particularly sweet (and filling) victory.


One of my games is going to focus on a series of ecological disturbances, both as a result of natural pressures and as a result of meddling. Some things that would be particularly useful are:

  • A natural enemy of the Aurumvorax, probably the pinnacle predator of the ecosystem.
  • A predator that would check the growth of a machine cyst. Preferrably not a rust monster, but if you come up with a cool template for one warped by clockwork energies that could work too.
  • A template or other sort of conversion to change dragons to animals. This probably would involve dropping their intelligence, changing their type, and tinkering with their spells... you're an expert on CRs, I'd love to see your take on this!

    Oh, and thanks for the quantum cat! That will definitely make an appearance as a mad-scientist's pet!

  • RPG Superstar 2009 Top 16, 2012 Top 32

    I said it in my last post, but people missed it so I'm going to repeat it in all-caps:

    PLEASE DON'T POST YOUR OWN STAT BLOCKS IN THIS THREAD.

    Anything that makes it harder for me to skim through monster requests or through my own stat blocks makes it harder for me to fulfill other poster's requests. Every extraneous post I have to skim through and skip over is a few seconds of my limited design time lost. And if I let one person get away with it, everyone's going to start doing it.

    (By the way, that's equally true of thank-yous and other kind words. When you aren't writing a monster request, please limit yourself to a few sentences and no spoilers. That will make it easier for me to find and respond to specific requests. Thanks for your cooperation.)

    RPG Superstar 2009 Top 16, 2012 Top 32

    I just got Bestiary 3, and I see that the "shadow race" I thought would be a shadow template is actually just a specific shadow race. In light of this development, ignore my earlier suggestion about using a hypothetical shadow race template to create numerous shadow-themed creatures. One can instead use the PF-compatible "shadow creature" template from the 3.0 Manual of the Planes.


    So, a few more ideas:

    Mahaha

    Quote:

    Mahaha is a maniacal demon that terrorized parts of the arctic. This creature is described as a thin sinewy being, ice blue in colour and cold to the touch. Mahaha’s eyes are white and they peer through the long stringy hair that hangs in its face. This demon is always smiling and giggling. It is strong, very strong and it is always barefoot. Mahaha is usually seen with almost no clothing on yet it never seems to be bothered by the cold. This cold demon takes pleasure in tickling its victims to death with sharp vicious nails attached to its long bony fingers. Many elders have remarked on the expression of the dead victims Mahaha leaves behind. It seems all of the victim have a similar expression on their dead faces – a twisted frozen smile.

    Although this demon is twisted and evil, Mahaha is easily fooled. Most of the stories told about Mahaha end with it being fooled. Usually Mahaha is tricked into leaning over a water hole to take a drink and is pushed into the open water and swept away by the currents.

    So if Mahaha ever corners you alone, ask it to have one last drink with you by the water hole before it tickles you to death.

    Ijiraat

    Quote:

    The Ijiraat are the shape-shifters. These land spirits are elusive and can transform into any arctic animal to disguise themselves. Most often they take the shape of a raven, bear, wolf or even a human. The only part of the Ijiraat that it cannot disguise is its red eyes. In all of it forms, both human and animal, its eyes always remain red.

    These hidden creatures are portrayed as evil and malicious in many stories. These stories warn that the Ijiraat lie in wait for lone travelers, changing shape to fool and get close to the travelers.

    Some elders argue that these land spirits and are not inherently evil, but rather misunderstood. One elder warned that these spirits are surrounded by mirages. When mountains or islands on the horizon look bigger or closer than they really are, an Ijiraat might be near. It seems some elders believe that the Ijiraat often appear to bring messages to travelers.

    Although many interpretations of the Ijiraat exist, one thing seems to be certain: After an encounter with the Ijiraat people tend to experience memory loss and quickly forget the details of what happened.

    If you ever encountered an Ijiraat, remember to talk to as many people as possible before you memory begins to fail and you forget the experience.

    Taqriaqsuit

    Quote:

    The Taqriaqsuit are also known as the shadow people. They live like we do in a world like our own. Their world, however, is beyond our perception. They are almost never seen, but sometimes when conditions are right the Taqriaqsuit can be heard. Have you ever heard the sounds of footsteps or the sound of talking or laughing in the distance but see no one around? Maybe it was the Taqriaqsuit.

    Sometimes these shy beings are noticed or people sense their presence. When this happens, the Taqriaqsuit seem to disappear into the ground and vanish. Stories tell us that some Inuit have crossed over into their world, but few have ever returned to tell us what it is like.

    If the Taqriaqsuit invited you to crossover into their world for a visit, would you go?

    Qallupilluk

    Quote:

    These are marine creatures of the cold arctic waters. They are often described as having scaly and bumpy skin, not unlike a scalpin. It is said that these ugly creatures reek of sulfur.

    The Qallupilluk is a child-snatcher. No one really knows why these creatures love to take children. Perhaps they take children because they are lonely and like the company, or maybe they like how children taste?

    Many stories of the Qallupilluk tell of them wearing eider duck clothing with large pouches on their back to carry children in. The Qallupilluk hides in the ocean, waiting for children to play alone on the beach or near the breaking ice.

    Usually the Qallupilluk jump out of the water and grab children without any warning. Sometimes, however, you can hear them knocking under the ice. Some elders have said that if the ocean begins to become wavy in an area or steam begins to rise from the ocean, a Qallupilluk might be hiding underneath the water.

    One thing is certain, whether a Qallupilluk is hiding in the water or not, it is never safe to play alone on the beach or near the broken pans of sea ice.

    Inupasugjuk

    Quote:

    The Inupasugjuk are northern giants. Very little is known of these huge creatures. Inupasugjuk are rarely seen and almost never talked about by elders. It seems the males are larger and less common than the females. Very little is known of the males. Perhaps that is because no one has ever survived to talk about them?

    Female Inupasugjuk seem to be more common. These Inupasugjuk find humans amusing and will catch them to use as playthings. Some elders warn that the females will grab people and carry them away in their amoutiqs.

    If you ever see an Inupasugjuk, crouch down and remain very still, your best chance of escape is to avoid being seen.

    Tuniit

    Quote:

    These are the people who lived in the north before the Inuit. These beings spoke a simple language, sometimes referred to as “Kutak” or “baby-talk”. The Tuniit were a peaceful people who minded their own business, if left alone. Artifacts of the Tuniit can be found all over the north.

    The Tuniit were the same height as regular people; however, they were thick and extremely strong. If angered, the Tuniit were a powerful enemy.

    If you ever come across a thick and strong person dressed in skins and using the tools of our ancestors, it might be the Tuniit! If this being speaks to you, answer slowly and don’t use big words.


    I'd like to see your interpretation of a Tulpa.

    "A Tulpa is, in Tibetan mysticism, a being or object which is created through sheer willpower alone. In other words, it is a materialized thought that has taken physical form (a thought form)."

    RPG Superstar 2009 Top 16, 2012 Top 32

    1 person marked this as a favorite.

    @Sertakis: Yours was, by far, the most complicated monster request yet. After a crash course in Slavic mythology and several returns to the drawing board, here are the three new monsters that, when combined, do something similar to what you asked for:

    Planetouched (CR +0):
    Planetouched are creatures with an affinity for a particular plane. A planetouched creature's quick and rebuild rules are the same.

    Rebuild Rules: The plantetouched gains an affinity corresponding to one type of outsider with both the native subtype and no racial Hit Dice; the planetouched gains the racial traits of that outsider in addition to its own.

    Air Elemental, Hala (CR 5):
    This roiling, black cloud takes the shape of a vaguely-humanoid, three-headed dragon.

    Hala (CR 5)
    XP 1,600
    Planetouched (fetchling) Large air elemental
    N Large outsider (air, elemental, extraplanar)
    Init +12; Senses darkvision 60 ft., low-light vision; Perception +10
    ---
    AC 22, touch 18, flat-footed 13 (+8 Dex, +1 dodge, +4 natural, –1 size)
    hp 68 (8d10+24)
    Fort +9, Ref +14, Will +1
    Defensive Abilities air mastery, shadow blending; DR 5/—; Immune elemental traits; Resist cold 5, electricity 5
    ---
    Speed fly 100 ft. (perfect)
    Melee 2 slams +15 (1d8+4)
    Space 10 ft.; Reach 10 ft.
    Special Attacks whirlwind (DC 18)
    Spell-Like Abilities (CL 8th; concentration +9)
    1/day—control weather, disguise self (disguised as a humanoid)
    ---
    Str 18, Dex 27, Con 16, Int 6, Wis 9, Cha 13
    Base Atk +8, CMB +13; CMD 32
    Feats Combat Reflexes, Dodge, Flyby Attack, Improved Initiative (B), Mobility, Weapon Finesse (B)
    Skills Acrobatics +16, Escape Artist +16, Fly +22, Knowledge (planes) +7, Perception +10, Stealth +14; Racial Modifiers +2 Knowledge (planes), +2 Stealth
    Languages Auran, Common
    SQ familiar spirit
    ---
    Environment Plane of Air
    Organization solitary
    Treasure none
    ---
    Air Mastery (Ex) Airborne creatures take a –1 penalty on attack and damage rolls against an hala.
    Familiar Spirit (Ex) An hala taken as a familiar becomes a disembodied soul that inhabits its master's body. The hala and its master share the master's body, can communicate freely, and retain their ability to think and reason. The hala otherwise loses all abilities while serving as a familiar. As a move action, the master may allow the hala to take over the body. The hala may choose to return control of the body as a move action. If the body the hala familiar inhabits dies or is destroyed, the hala resumes its normal form and is shunted from its master's space as if arriving there at the end of a shadow walk spell effect. Anyone seeing the death of the hala's master can attempt a DC 20 Perception check to notice a stray shadow dart in the direction of the hala's arrival. The freed hala has no loyalty to its master's allies, and usually attempts to flee, possibly to find a new master.
    Shadow Blending (Su) Attacks against an hala 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.

    An hala (plual: "hale") is an air elemental that has been regularly summoned onto the Plane of Shadow, instilling it with an affinity for that plane. Like other air elementals, an hala can have any number of forms; commons forms include those vaguely resembling dragons or humanoids. Unlike other air elementals, an hala can draw upon its aerial nature to control the weather, usually to someone's detriment.

    Hale use their abilities to make life miserable for groundlings, whom they despise. They particularly enjoy ruining crops, and will destroy anyone attempting to divert them from this pastime. While these malicious activities are normally limited to the Planes of Air and Shadow, hale have been known to infiltrate the Material Plane during lunar and solar eclipses, and to linger there indefinitely.

    A 6th-level spellcaster with the Improved Familiar feat can gain an hala as a familiar, regardless of the spellcaster's alignment, but doing so corrupts the spellcaster's soul. The spellcaster becomes a being known as an alavita.

    Alavita (CR +0): An alavita is a spellcaster with an hala familiar. An alavita has the warlock template described below, usually with the elemental (air) or shadow bloodline. If the alavita is a living creature, it instantly rises as a shadow when killed, losing all abilities it possessed in life. An alavita that dies can only be restored to life by a miracle or wish spell.

    Warlock (CR 5):
    This pale man in robes has long, black hair and an evil-looking goatee.

    Warlock (CR 5)
    XP 1,600
    Warlock human witch 6
    N Medium humanoid (human)
    Init +6; Senses darkvision 30 ft.; Perception +6
    ---
    AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
    hp 33 (6d6+12)
    Fort +3, Ref +4, Will +5
    ---
    Speed 30 ft.
    Melee dagger +2 (1d4–1/19–20)
    Ranged dagger +5 (1d4–1/19–20)
    Special Attacks hexes (cackle, evil eye, misfortune)
    Bloodline Spell-Like Abilities (CL 6th; concentration +7)
    At will—shadowstrike (+2 touch, 1d4+3)
    Witch Spell Slots (CL 6th; can't cast or prepare spells)
    3rd—3 spell slots for use with Arcane Blast (+5 ranged touch, 5d6 damage)
    2nd—4 spell slots for use with Arcane Blast (+5 ranged touch, 4d6 damage)
    1st—4 spell slots for use with Arcane Blast (+5 ranged touch, 3d6 damage)
    ---
    Str 9, Dex 14, Con 12, Int 17, Wis 10, Cha 13
    Base Atk +3; CMB +2; CMD 17
    Feats Arcane Blast (90-foot range)(B), Armor Proficiency (light), Combat Casting, Defensive Combat Training, Improved Familiar, Improved Initiative
    Skills Craft (Armor) +10, Craft (Weapons) +10, Fly +11, Knowledge (arcana) +12, Knowledge (engineering) +7, Knowledge (geography) +7, Knowledge (history) +7, Perception +6, Ride +6, Spellcraft +12
    Languages Common, Draconic, Elven, Giant
    SQ sorcerer bloodline powers (shadow), witch's familiar (hala; see above)
    ---
    Environment any land
    Organization solitary
    Treasure NPC gear (chain shirt, dagger, other gear)
    ---
    Hexes The warlock can use one of the hexes listed below on any creature within 30 feet. Using a hex is a standard action (unless noted otherwise) that does not provoke an attack of opportunity. Save DCs are Intelligence-based.
    Cackle Hex (Su) As a move action, the warlock may cackle. Any creature within 30 feet that is under the effects of the warlock's evil eye or misfortune hex has the duration of that hex extended by 1 round.
    Evil Eye Hex (Su) This hex causes the target creature to take a –2 penalty on one of the following (warlock's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This effect lasts for 6 rounds, or 1 round if the target succeeds at a DC 16 Will save. This is a mind-affecting effect.
    Misfortune Hex (Su) This hex causes the creature to suffer grave misfortune for 1 round. Whenever the target makes an ability checks, attack roll, saving throw, or skill check during this time, it must roll twice and take the worse result. A DC 16 Will save negates this effect. A creature may only be targeted by this hex once per day.
    Shadowstrike (Sp) A creature hit by the warlock's shadowstrike spell-like ability takes 1d4+3 damage. In addition, it is dazzled for 1 minute unless it has darkvision, low-light vision, or both.

    Warlocks are spellcasters who have turned their backs on traditional magic, abandoning the pursuit of spells to infuse themselves with raw magical power. Most have not only spurned mainstream magic, but broken oaths sworn to any number of gods, patrons, and mentors in the process. That being said, this breaking of oaths is not an absolute prerequisite.

    There is, in fact, no fixed path one can follow to become a warlock. There is no warlock archetype or prestige class. Some spellcasters become warlocks upon suffering terrible curses or attracting particularly vile familiars. Some forge dangerous pacts with alien entities, or perform murderous rituals in which they sacrifice their own familiars. The exact process that must be used by any given would-be warlock is unique to that individual. Discovering the process may involve a lengthy quest for knowledge, a simple renunciation of a particular being, or anything in between.

    Creating a Warlock
    "Warlock" is an acquired template that can be added to any creature with an ability to cast spells and a caster level of 6th or higher (referred to hereafter as the base creature). A warlock uses the base creature's stats and abilities except as noted here.

    Spells Loses the ability to cast, learn, and prepare spells, but retains the base creature's normal number of spell slots per day. At the beginning of each day, these count as unused spell slots.

    Feats Gains Arcane Blast as a bonus feat, even if the base creature doesn't meet its normal prerequisites, and can expend unused divine spell slots to activate that feat as if they were unused arcane spell slots. The range of each ray produced by the warlock's Arcane Blast feat increases to 30 feet plus 10 additional feet per caster level.

    SQ Gains the bloodline powers of any one sorcerer bloodline if the base creature doesn't already have one, using the base creature's caster level as its effective sorcerer level for the purpose of that bloodline. The warlock can use use the 1st-level bloodline power of its bloodline at will instead of 3 + Charisma modifier times per day.

    Edit: The hala could probably stand to gain the advanced template and a few more spell-like abilities, but I tried to cap it at CR 5, given the low level of the party mentioned in Sertakis's request.

    More to come.

    RPG Superstar 2009 Top 16, 2012 Top 32

    @A.P.P.L.E.: As mentioned in the OP, I'm not interested in doing stat blocks for animals. Vermin, maybe. But not animals. To approximate a koala familiar, you can probably use a monkey with a 10-foot speed reduction and claws instead of a bite.

    @loimprevisto: As mentioned in the OP, I'm not interested in doing stat blocks for animals, which would include templates for generating animals. But I've added your other two requests to the queue.

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    @Nicos: Note that if one monster turns into a second monster upon death, they share a single combined CR instead of having two independent CRs. In any case, here's a fallen archon that reincarnates as a demon:

    Archon, Fallen Star (CR 22):
    This powerful humanoid flies through the air on luminous wings, glaring like the merciless noontime sun.

    Fallen Star Archon (CR 22)
    XP 409,600
    CE Large outsider (archon, chaotic, evil, extraplanar)
    Init +8; Senses darkvision 60 ft., low-light vision, detect good, true seeing; Perception +30
    Aura aura of courage, aura of menace (DC 29), magic circle against good
    ---
    AC 35, touch 12, flat-footed 32 (+9 armor, +2 Dex, +1 dodge, +12 natural, +2 shield, –1 size) (+2 deflection vs. good)
    hp 310 (20d10+200)
    Fort +22, Ref +17, Will +15; +4 vs. poison
    Defensive Abilities explosive rebirth; DR 10/good; Immune electricity, fire, charm, compulsion, fear, petrification; SR 33
    ---
    Speed 40 ft., fly 120 ft. (good); 30 ft. (fly 90 ft.) in armor
    Melee +5 unholy longsword +30/+25/+20/+15 (2d6+12/19–20)
    Space 10 ft.; Reach 10 ft.
    Special Attacks gaze, smite good 1/day (+7 attack and AC, +20 damage)
    Spell-Like Abilities (CL 20th; concentration +27)
    Constant—detect good, magic circle against good, true seeing
    At will—aid, continual flame, greater teleport (self plus 50 lbs. of objects only), message, sunbeam (DC 24)
    1/day—meteor swarm (DC 26), polar ray (DC 25), prismatic spray (DC 24), sunburst (DC 25)
    Cleric Spells Prepared (CL 20th; concentration +27)
    9th—implosion (DC 26), mass heal, miracle (2)
    8th—dimensional lock, fire storm (2, DC 25), unholy aura (DC 25)
    7th—destruction (2, DC 24), blasphemy (2, DC 24), resurrection
    6th—greater dispel magic, heal, mass inflict moderate wounds (3)
    5th—break enchantment (2), breath of life (2), flame strike (DC 22)
    4th—cure critical wounds (3), death ward, divine power
    3rd—cure serious wounds (3), dispel magic, invisibility purge
    2nd—cure moderate wounds (4), eagle's splendor, status
    1st—cure light wounds (4), divine favor, sanctuary (DC 18)
    0—guidance, resistance, stabilize, virtue
    ---
    Str 24, Dex 19, Con 31, Int 20, Wis 24, Cha 24
    Base Atk +20; CMB +28; CMD 43
    Feats Blind-Fight, Cleave, Combat Reflexes, Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Power Attack, Stand Still
    Skills Diplomacy +26, Fly +21, Heal +17, Intimidate +26, Knowledge (engineering) +14, Knowledge (arcana, history, and nature) +15, Knowledge (religion) +25, Perception +30, Sense Motive +30, Spellcraft +25, Stealth +15, Survival +18
    Languages Abyssal, Celestial, Draconic, Infernal; truespeech
    ---
    Environment any (Abyss)
    Organization solitary
    Treasure double (masterwork full plate, heavy steel shield, +5 unholy longsword)
    ---
    Explosive Rebirth (Su) When killed, a fallen star archon explodes in a blinding flash of energy that deals 50 points of damage (half fire, half unholy damage) to anything within 100 feet (Reflex DC 30 half). The save DC is Constitution-based. The slain archon reincarnates 1d4 rounds later as a balor with regeneration 10 (good effects and weapons). The fallen star archon's +5 unholy longsword returns to it when it becomes a balor, the sword reforming if it was destroyed in or after the explosion of the fallen star archon. A new +5 flaming whip appears in the balor's possession.
    Gaze (Su) Confused for 1d4 rounds, 30 feet, Fortitude DC 30 negates; and 2d6 fire damage, 30 feet, Fortitude DC 30 half. Resolve these two effects separately. The confusion effect is a mind-affecting effect but the fire damage is not. Both save DCs are Constitution-based.
    Spells Fallen star archons cast divine spells as 20th-level clerics. They do not gain access to domains or other cleric abilities.

    A fallen star archon was once a righteous champion of all that is holy, but has since stared too long into the Abyss. Its eyes now reflect the horrors and madness it has beheld in its too-long life. Lost behind enemy lines, the fallen star archon continues its quest to defeat the minions of the Abyss, but it now strives to rule them, not destroy them. Any time it suffers a setback in its campaign against demonkind, it takes out its frustration on random innocent worlds, laying waste to entire civilizations.

    Star-Crossed Archon (CR 24) A star-crossed archon is a fallen archon destined to become a balor lord. It is an advanced fallen star archon with SR 35. When killed, it reincarnates as an advanced balor with SR 35. This advanced balor has the special attacks, spell-like abilities, and spells of a fallen star archon in addition to its own, none of which count as expended at the time of its creation.

    Note that the star-crossed archon variant at the end is the version that's closest in CR to the request on which this monster is based.

    @necromental: "Blast tyrant" could be any number of things; I'll save the name for use with the next request that's sufficiently blasty.

    More to come.

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    @loimprevisto: Here are a predator that trumps the aurumvorax, and a race whose members feed on constructs:

    Platnumatl (CR 9):
    This stout, serpent-like creature has a pair of vestigial arms, platinum-colored scales, and a plume of golden feathers.

    Platnumatl (CR 9)
    XP 6,400
    N Small magical beast
    Init +8; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +13
    ---
    AC 23, touch 15, flat-footed 19 (+4 Dex, +8 natural, +1 size)
    hp 114 (12d10+48)
    Fort +14, Ref +12, Will +7
    Defensive Abilities freedom of movement; DR 10/adamantine; Immune disease, poison; Resist fire 10
    ---
    Speed 30 ft., climb 30 ft.
    Melee 2 bites +18 (1d6+5 plus 2d6 acid)
    ---
    Str 21, Dex 18, Con 18, Int 2, Wis 13, Cha 11
    Base Atk +12; CMB +16 (+20 grapple); CMD 30 (can't be tripped)
    Feats Bleeding Critical, Critical Focus, Great Fortitude, Improved Initiative, Iron Will, Skill Focus (Perception)
    Skills Climb +13, Perception +13, Stealth +17 (+25 when gaining cover from metal objects); Racial Modifiers +8 Stealth when hiding behind cover provided by metal objects
    SQ swift strike
    ---
    Environment temperate plains, hills, or forests
    Organization solitary, pair, or clutch (3–12)
    Treasure standard
    ---
    Freedom of Movement (Ex) A platnumatl benefits from a continuous freedom of movement effect, as per the spell of the same name. This effect cannot be dispelled.
    Swift Strike (Ex) When a platinum serpent takes a full-attack action, it can make two bite attacks instead of just one.

    Platnumatls are predatory creatures found in the same habitat as their preferred prey, the metal-gnawing aurumvorax. Platnumatls hunt by seeking out caverns rich in metals, either veins of metal or finished metal objects, where they then set ambushes for creatures attracted by such substances. When not dining on an aurumvorax, a platnumatl is likely ambushing a rust monster or a party of unfortunate treasure-seekers.

    Although individually no more powerful than their preferred prey, platnumatls hunt in groups called clutches, making them more dangerous than the ferocious but solitary aurumvorax. Platnumatls are also noted for their deadly saliva, a substance which becomes highly acidic when injected in an open wound (as by a platnumatl bite), but which is otherwise inert.

    Gremlin, Vandalkin (CR 2):
    This cloaked and hooded figure has a slender frame, a lizard-like snout, and a pair of glittery, compound eyes.

    Vandalkin (CR 2)
    XP 600
    CN Small fey
    Init +4; Senses darkvision 120 ft., low-light vision; Perception +9
    ---
    AC 18, touch 15, flat-footed 14 (+4 Dex, +3 natural, +1 size)
    hp 19 (3d6+9)
    Fort +3, Ref +7, Will +2
    DR 5/cold iron; SR 13
    ---
    Speed 30 ft., climb 20 ft.
    Melee bite +3 (1d4+1), 2 claws +3 (1d3+1)
    Special Attacks dance of deconstruction, feast of entropy
    Spell-Like Abilities (CL 3rd; concentration +4)
    At will—prestidigitation
    1/hour—hide from constructs (as hide from undead, except effective against constructs instead of undead)
    ---
    Str 13, Dex 18, Con 15, Int 10, Wis 11, Cha 10
    Base Atk +1; CMB +1; CMD 15
    Feats Skill Focus (Disable Device, Perception), Toughness (B)
    Skills Appraise +3, Climb +12, Disable Device +14, Knowledge (engineering) +3, Perception +6, Stealth +7; Racial Modifiers +4 Disable Device
    Languages Undercommon
    ---
    Environment any underground or urban
    Organization solitary, pair, or mob (3–12)
    Treasure standard
    ---
    Dance of Deconstruction (Su) As a standard action, a vandalkin can perform a dance that damages a single construct or unattended object within 5 feet. This attack deals 1d8 points damage that ignore hardness to the construct or unattended eobject (Reflex DC 13 half). This save DC is Constitution-based. Additionally, if two or more vandalkin are within 20 feet of each other, they can dance together to create a pulse that damages constructs and unattended objects. This effect has a radius of 20 feet, centered on any one contributing vandalkin. All creatures with the construct type within that radius, and one unattended object of the central vandalkin's choice within that radius, each take 2d8 points of damage that ignore hardness for each vandalkin contributing to the dance, to a maximum of 12d8. A Reflex save (DC 10 + the number of vandalkin contributing) halves the damage.
    Feast of Entropy (Su) Whenever an action performed by one or more a vandalkin destroys a construct or unattended object, each attacking vandalkin gains 5 hit points and is nourished for the next 24 hours as if it had consumed sufficient food and drink. A vandalkin cannot have more than 5 temporary hit points and 24 hours of nourishment gained by this ability at any one time.

    Vandalkin are a breed of gremlin that not only delight in the destruction of constructs and crafted objects, but actually feed upon it, devouring the creative energy invested in a crafted item when that item destroyed. Individual vandalkin might be content to ruin occasional household items for sustenance, but larger mobs of these gremlins prefer to hunt and destroy animate constructs, whom they find particularly delicious.

    Vandalkin dwell almost exclusively beneath thriving cities and other sites where constructs and objects are crafted in large numbers. The workshops of artificers are favorite targets, as are the armories of construct-heavy armies and enterprising gunsmiths. Rumors hint at the existence of at least one mob of vandalkin that doesn't target victims at all, instead scavenging unused items and trading for the goods they wish to consume, but these rumors are generally dismissed as flights of fancy.

    Next up: Inuit monsters and tulpas.


    Ok, i got an idea for blast tyrant. Make it a high (16-18) CR devil, a counterpart to goristro, with some compulsion/blast type attack.


    @Epic Meepo
    very cool stuff, sry for making you trouble :)

    btw would you mind mentioning some spell-like abillities you think would fit to make the hala a bit stronger? i think i will use some stronger version later in the campaign.

    and thx for diving into slavic mythology :D you used some internet ressource? could help me with further design.


    Alright, I was thinking that Arakune from blazblu (a fighting game)would make a pretty good monster. Imagine an ooze that used to be a man, and retains its intelligence, but has been driven over the brink by the transformation.

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    Errata for the fallen star archon: add "armor training 1 (as per the fighter class)" to "SQ"; the resulting increase to the maximum Dexterity bonus of the archon's armor has already been factored into its AC.

    @Caedwyr: Several of the Inuit monsters you list would be humanoids, which are beyond the scope of this thread. Here are a demon that tickles its victims to death, an ijiraat, and a qallupilluk:

    Demon, Laughing (CR 3):
    This gaunt, scantily-clad humanoid has ice blue skin, wicked claws, and a perpetual, disturbing grin.

    Laughing Demon (CR 3)
    XP 800
    CE Medium outsider (chaotic, demon, evil, extraplanar)
    Init +6; Senses darkvision 60 ft.; Perception +4
    ---
    AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
    hp 22 (3d10+6)
    Fort +3, Ref +5, Will +1
    DR 5/cold iron or good; Immune electricity, poison; Resist acid 10, cold 10, fire 10
    ---
    Speed 30 ft.
    Melee 2 claws +6 (1d6+3 plus grab)
    Special Attacks extract laughter, stunning laugh
    Spell-Like Abilities (CL 2nd; concentration +3)
    1/day—summon (level 1, 1 laughing demon 35%)
    ---
    Str 16, Dex 14, Con 15, Int 4, Wis 7, Cha 13
    Base Atk +3; CMB +6 (+10 grappling); CMD 18
    Feats Improved Initiative, Skill Focus (Stealth)
    Skills Escape Artist +8, Perception +4, Stealth +11
    Language Abyssal; telepathy 5 ft.
    ---
    Environment any (Abyss)
    Organization solitary, pair, or clutch (3–8)
    Treasure standard
    ---
    Extract Laughter (Su) Whenever a laughing demon makes a successful grapple check to damage an opponent, that opponent is targeted by a hideous laughter effect, as per the spell (CL 3rd, DC 13). Once a creature is affected by this ability, it cannot be affected again for 24 hours.
    Stunning Laugh (Su) Three times per day as a standard action, a laughing demon can unleash a strange laugh that stuns all creatures within a 30-foot burst for 1d2 rounds (Fortitude DC 14 negates). This is a sonic, mind-affecting effect. Demons are immune to this ability. The save DC is Charisma-based, and includes a +2 racial bonus.

    Lowly and psychotic, laughing demons are the jesters of the Abyss. They prance about that foul plane, amusing (or annoying) other demons with their sadistic humor, which usually involves the torment of lesser being than themselves. Laughing demons are also fond of colder regions on the Material Plane; when given the chance, they prowl the arctic wastes of the mortal world, reveling in a landscape whose cold indifference mirrors their own lack of empathy.

    Though they imagine themselves to be clever, laughing demons are notoriously dim-witted. Crafty would-be victims can use this fact to their advantage, bluffing their way out of a dangerous confrontation or improving their odds in a fight by goading the laughing demon into a disadvantageous position. If nothing else, laughing demons are tactically inept, regularly ignoring terrain they could use to their advantage or standing a bit too close to potential hazards.

    Laughing demons are born from the sins of those who openly mock the gods. Unlike most other demons, they are birthed without requiring a mortal soul to enter the afterlife. Instead, one laughing demon is born for each cruel joke told with the intention of belittling the faith of another.

    Ijiraat (CR 4):
    This squat, muscular humanoid resembles a hairless dwarf.

    Ijiraat (CR 4)
    XP 1,200
    CN Medium fey (cold, shapechanger)
    Init +7; Senses low-light vision; Perception +13
    ---
    AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
    hp 38 (7d6+14)
    Fort +4, Ref +8, Will +6
    Immune cold
    Weaknesses vulnerability to fire
    ---
    Speed 30 ft.
    Melee 2 slams +6 (1d6+2)
    Special Attacks[b] cause amnesia
    [b]Spell-Like Abilities
    (CL 7th; concentration +10)
    At will—memory lapse (DC 14)
    ---
    Str 15, Dex 16, Con 15, Int 8, Wis 12, Cha 17
    Base Atk +3; CMB +5; CMD 18
    Feats Alertness, Deceitful, Improved Initiative, Weapon Finesse
    Skills Bluff +15, Disguise +15, Perception +13, Sense Motive +13, Stealth +13, Swim +10
    Languages Common, Dwarven, Sylvan
    SQ change shape (animal or humanoid, polymorph)
    ---
    Environment any cold land
    Organization solitary
    Treasure standard
    ---
    Cause Amnesia (Su) Whenever a non-fey creature makes a Knowledge, Perception, or Sense Motive check against an ijiraat, the creature making the check must also make a DC 16 Will save. If this save fails, the skill check counts as a failure regardless of its actual result as the creature making the check forgets whatever it has just learned about the ijiraat. The save DC is Charisma-based.

    Spirits of the land, irijaat are a race of fey native to the frigid lands of the north, where they alternately aid and harass traveler, depending upon their whims. Consummate shapechangers, irijaat are rarely seen in their true form, preferring to instead assume the guise of various animals and humanoids. Whatever their form, it is supernaturally difficult to remember specific details about an irijaat. Those that see through an irijaat's disguise will often forget that they realized the irijaat was not what it seemed.

    Those few sages who have seen and remembered an irijaat's true form note that the irijaat physically resemble the tuniit, a primative race of dwarf-like humanoids that went extinct many centuries ago. The tuniit are only remembered through the artwork and other relics left behind by their ancient race, so the connection between the tuniit and the irijaat is not fully understood.

    Qallupilluk (CR 4):
    This monstrous crone with scaly green skin and wicked claws reeks of sulfur.

    Qallupilluk (CR 4)
    XP 1,200
    CE Medium monstrous humanoid (aquatic, hag)
    Init +3; Senses darkvision 60 ft.; Perception +11
    Aura stench (DC 16, 10 rounds)
    ---
    AC 16, touch 13, flat-footed 13 (+3 Dex, +3 natural)
    hp 38 (4d10+16)
    Fort +5, Ref +7, Will +5
    Immune cold
    ---
    Speed 30 ft., burrow (ice and snow only) 30 ft., swim 40 ft.
    Melee 2 claws +8 (1d6+4 plus grab)
    Special Attacks pounce
    Spell-Like Abilities (CL 6th; concentration +8)
    3/day—water breathing (DC 15)
    ---
    Str 19, Dex 16, Con 18, Int 12, Wis 13, Cha 15
    Base Atk +4; CMB +8 (+12 grapple); CMD 21
    Feats Skill Focus (Perception, Stealth)
    Skills Bluff +6, Knowledge (any one) +5, Perception +11, Stealth +13, Swim +19
    Languages Common, Giant
    SQ amphibious, ice glide, icewalking
    ---
    Environment cold aquatic
    Organization solitary
    Treasure standard
    ---
    Ice Glide (Su) A burrowing qallupilluk can pass through nonmagical ice and snow as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A control water spell cast on an area containing a burrowing qallupilluk flings the qallupilluk back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
    Icewalking (Ex) This ability works like the spider climb spell, but the surfaces the qallupilluk climbs must be icy. The qallupilluk can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice.

    A qallupilluk is an aquatic hag that dwells in ice-covered oceans. She periodically emerges from the waves to feed upon arctic travelers, but is even more notorious for abducting young girls. Unable to bear children, a qallupilluk produces more of her kind by forcefully adopting members of various humanoid species, whom she spirits beneath the waves and keeps from drowning with her spell-like abilities. Upon reaching puberty, a humanoid girl held captive by a qallupilluk develops into a hag instead of an adult member of her own race.

    Hag Traits
    Hags are a diverse race of evil crones with a penchant for evil schemes. Their race includes all creatures with "hag" in their name, as well as all creatures with the hag subtype.

    While hags are varied in their powers, they all share the ability to form a coven.

    Coven (Su) Three hags of any type working in unison can form a coven that possesses increased magical ability. Whenever all three hags of a particular coven are within 10 feet of one another, all three of them can work together to use any of the following spell-like abilities: animate dead, baleful polymorph (DC 18), blight (DC 17), bestow curse (DC 17), clairaudience/clairvoyance, charm monster (DC 17), commune, control weather, dream, forcecage, mind blank, mirage arcana (DC 18), reincarnate, speak with dead, veil (DC 19), vision.
    All three hags must take a full-round action to take part in this form of cooperative magic. All coven spell-like abilities function at CL 9th (or at the highest CL available to the most powerful hag in the coven). The save DCs are Charisma-based, and function as if with a Charisma score of 16 unless one of the hags has a higher Charisma score, in which case the spell-like ability DCs are adjusted by that hag's Charisma modifier.
    At the GM's discretion, certain more powerful hag covens might have additional spell-like abilities.

    Next up: tulpas, blast tyrants, advanced hale, and a humanoid-turned-ooze.

    RPG Superstar 2009 Top 16, 2012 Top 32

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    And here they are, the final monsters of 2011:

    @Detect Magic: Here's a tulpa that uses the rules for psionics:

    Tulpa:
    A tulpa is an astral construct that has an existence independent of its creator, though it still follows its creator's commands when possible. The tulpa uses all the statistics as a normal astral construct of the same CR.

    Construction
    A tulpa is created from pure thought; the materials consumed during its construction include various expendable focus objects and psychoactive substances used to harness the true power of its creator's mind.

    Tulpa
    CL 11th; Cost CR squared x 500 gp
    ---
    Requirements Craft Construct plus astral construct psionic power or limited wish; Cost CR squared x 250 gp

    @necromental: Here's a fun, little devil that should make fans of Akiton and Castrovel happy:

    Devil, Blast Tyrant (CR 16):
    This slender humanoid has an extremely large, bald cranium.

    Blast Tyrant (CR 16)
    XP 76,800
    LE Small outsider (devil, evil, extraplanar, lawful)
    Init +8; Senses darkvision 60 ft., see in darkness; Perception +24
    ---
    AC 30, touch 26, flat-footed 21 (+4 armor, +6 deflection, +8 Dex, +1 dodge, +1 size)
    hp 217 (15d10+135)
    Fort +17, Ref +17, Will +13
    DR 10/good and silver; Immune fire, poison; Resist acid 10, cold 10; SR 27
    ---
    Speed 30 ft.; carpet of flying
    Melee 2 slams +19 (1d4+4)
    Ranged bombs +23/+18/+13 touch (8d6+11 plus 19 splash damage)
    Special Attacks gloat
    Spell-Like Abilities (CL 15th; concentration +22)
    At will—dispel chaos (DC 21), dispel good (DC 21), fireball (DC 19), lightning bolt (DC 19), magic circle against good, greater teleport (self plus 50 lbs. of objects only)
    1/day—summon (level 6, 3 barbed devils, 35%)
    ---
    Str 19, Dex 27, Con 26, Int 32, Wis 22, Cha 23
    Base Atk +15; CMB +18; CMD 37
    Feats Craft Construct, Craft Magic Arms and Armor, Craft Wondrous Item, Dodge, Improved Familiar (B), Iron Will, Throw Anything, Toughness, Weapon Finesse
    Skills Bluff +24, Craft (any three) +29, Diplomacy +24, Fly +30, Intimidate +24, Knowledge (any four except planes) +26, Knowledge (planes) +29, Perception +24, Sense Motive +21, Spellcraft +29, Stealth +32, Use Magic Device +24
    Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.
    SQ arcane bond (as a wizard of the blast tyrant's CL), deflection, feed on fear
    ---
    Environment any (Hell)
    Organization solitary, gang (blast tyrant plus 2–4 barbed devils), or mob (blast tyrant plus 5–8 barbed devils)
    Treasure triple (bracers of armor +4, carpet of flying with throne, other treasure)
    ---
    Bombs (Su) A blast tyrant's ranged attacks are bombs that the devil conjures as needed. These bombs are splash weapons with a range increment of 30 feet. Each deals 8d6 + the blast tyrant's Intelligence modifier damage on a direct hit plus 8 + the blast tyrant's Intelligence modifier splash damage. The damage dealt by a blast tyrant's bombs is untyped.
    Deflection (Su) A blast tyrant gains a deflection bonus to its AC equal to its Charisma modifier.
    Feed on Fear (Su) Any time a blast tyrant is within 30 feet of a dying creature or creature subject to a fear effect, it gains fast healing 10.
    Gloat (Ex) As a standard action, a blast tyrant may use the Intimidate skill to demoralize all opponents within 30 feet that are able to clearly see and hear the blast tyrant.

    Ingenious megalomaniacs, the devils known as blast tyrants are convinced of their gods-given right to rule the mortal world. And if anything stands in their way, they bomb it into oblivion. Small of stature but possessed of a vast intellect, blast tyrants are students of axiomite artifice, which they have adapted and twisted to their own infernal ends.

    Concocted by an expert tactician, the schemes of a blast tyrant frequently involve misdirection, cat's paws, and asymmetrical warfare. Indeed, several of the most infamous blast tyrants are noted for staging attacks on various mortal worlds using other planets as forward operating bases, retreating to their adopted homeworlds as necessary to avoid ultimate defeat.

    Blast Tyrant Contraptions
    Blast tyrants are ingenious artificers who study the techniques axiomites used to forge the various outsiders known as inevitables. Blast tyrants use those same techniques to construct their own mechanical minions, and various other contraptions they use to rain destruction down on their foes.

    A given blast tyrant may have access to any or all of the following blast tyrant contraptions. Others not listed here surely exist. Unless noted otherwise, a blast tyrant contraption has no market price, and does not count towards a blast tyrant's CR or treasure.

    Devil's Arbiter Crafted by a blast tyrant using techniques only understood by such devils, a devil's arbiter is an arbiter inevitable with the fiendish simple template. Many blast tyrants have a devil's arbiter as a familiar.

    Exo-Armor Exo-armor is a shield guardian iron golem with a landing platform where its head should be. A creature can land a carpet of flying on the golem's platform to ride the golem as a mount, using the rider's Fly skill bonus as its Ride skill bonus for that purpose. Exo-armor can be constructed in the same manner as an ordinary shield guardian iron golem. Unless its market price is counted against a blast tyrant's treasure, exo-armor counts as an independent creature (CR 15).

    Golem Beacon A golem beacon is a bracer-like device that a blast golem can implant in its wrist to create a link between itself and specially-constructed minions. The summon spell-like ability of a blast tyrant with a golem beacon summons alchemical golems instead of barbed devils. A golem beacon is a minor artifact that can only be constructed by blast tyrants.

    Interplanetary Teleporter In settings where the range of the greater teleport spell is limited to a single planet only, blast tyrants frequently construct devices known as interplanetary teleporters. These large, immobile disks allow any creature with greater teleport as a spell-like ability to use interplanetary teleport instead when standing on the disk. A planetary teleporter is a minor artifact that can be constructed by blast tyrants and select other beings.

    Ray Gun A ray gun is a wand-like metal object that draws power from its creator's aura to generate destructive energy. A blast tyrant that constructs a ray gun loses its bomb ranged attack, but gains disintegrate as a spell-like ability usable at will whenever it holds its ray gun. A ray gun is a minor artifact that can only be constructed and used by blast tyrants.

    Shantak Beacon This device resembles the golem beacon described above, except it allows the blast tyrant to summon a fleet of three shantaks with the giant simple template instead of alchemical golems. Each summoned shantak carries a wagon-like metal carriage that can be used to transport creatures. Time each shantak spends using its starflight ability does not count against the duration of the ability that summoned it.

    @Sertaki: Here's some info on more powerful versions of the hala:

    Air Elemental, Greater Hala:
    Add the following to the description of the hala:

    Greater Hala (CR 6 or 7) More powerful versions of the standard hala exist. An hala with the advanced or giant simple template is CR 6 and can use confusion (DC 15) and ice storm as additional spell-like abilities once per day. An hala with both the advanced and simple templates is CR 7 and can instead use confusion (DC 17), contagion (DC 16), and ice storm as additional spell-like abilities three times per day.

    @SquirmWyrm: Here's a template that turns a solid creature into an amorphous blob:

    Amorphous Creature (CR +0):
    This simple template can only be applied to creatures that normally have a solid body. Amorphous creatures are only semi-solid. An amorphous creature's quick and rebuild rules are the same.

    Rebuild Rules: Senses replaces any vision with blindsight 60 ft.; AC loses any natural armor bonus; Defensive Abilities gains amorphous; Immune gains immunity to flanking, paralysis, polymorph, stunning; Melee loses any existing natural attacks and gains a single slam attack that deals base damage equal to double the normal base damage for a normal slam attack of the amorphous creature's size.

    Next up: a look back at the monsters of 2011


    Epic Meepo wrote:
    I just got Bestiary 3, and I see that the "shadow race" I thought would be a shadow template is actually just a specific shadow race. In light of this development, ignore my earlier suggestion about using a hypothetical shadow race template to create numerous shadow-themed creatures. One can instead use the PF-compatible "shadow creature" template from the 3.0 Manual of the Planes.

    Eric,

    I really like the template from the MOP 3.0 but I have always been intriqued by the Balrog of LOTR and the comment of "Made in Fire and Shadow..." What about a template that basically encrusted a monster in SHADOW...as if the monster's true self was trying to get out but the shadow was trying to consume it... Like a disease but one that offers a benefit to the monster with a price (symbotic relationship for example). Maybe this is something a person/creature gets if they stay to long in the Plane of Shadow or catch by some means. So basically a Balor would become a Balrog.. (I realize this is a simple rationalization of what the Balrog really is but it was something I was tinkering with years ago in a campaign I was running and I used the 3.0 MOP template on the BALOR and it worked well but never really offered what I wanted).

    Basically the shadow blend and some form of shadow jump (to explain its quick movement in the darkness). Dropped the cold resistance and maybe the shadow crust adds additional armor or absorbs light...

    Thanks again!


    How about a Gremlin?


    Something based on these monster-girls.

    The first one : (1) and (2)

    The second one : hmm, (x)


    Epic Meepo wrote:

    @Caedwyr: Several of the Inuit monsters you list would be humanoids, which are beyond the scope of this thread. Here are a demon that tickles its victims to death, an ijiraat, and a qallupilluk:

    Very cool. Thanks.

    RPG Superstar 2009 Top 16, 2012 Top 32

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    Here's an update of the mercurial that incorporates errata and makes a minor name change:

    Mercurian (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.

    Mercurian (CR 1/2)
    XP 200
    Mercurian 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, compression, 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 mercurian 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 mercurian is not blind, doesn't have blindsense, is not immune to visual attacks, and can be flanked.
    Unstable (Ex) A mercurian's body chemistry and surface tension exist in a state of tenuous equilibrium. Unlike most oozes, a mercurian is not immune to poison or stunning. Because its form is so easily displaced from its normal state, a mercurian also lacks immunity to polymorph effects.
    Vaguely Humanoid (Ex) Though made of ooze, a mercurian's body retains a vaguely humanoid shape the majority of the time. A mercurian 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 mercurians 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 mercurian, 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 mercurian's form undergoes constant distortions that defy this baseline shape, especially while moving quickly, but these changes are fleeting; the mercurian always snaps back into a roughly humanoid form.

    Mercurians 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 mercurians to pursue their traditional pastime of alchemy, which they have not abandoned, despite the mishaps of the past.

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

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    Here's an update of the minotaur mummy that incorproates errata:

    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 Large 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.

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    Here's an update to the crypt warden that incorporates errata:

    Crypt Thing:
    This animate, mummified corpse has glowing motes of flame in its empty eye sockets.

    Crypt Warden (CR 10)
    XP 9,600
    Crypt thing monk 5
    NE Medium undead
    Init +7; Senses darkvision 60 ft., low-light vision; Perception +22
    Aura fear (10 ft., frightened for 1d4 rounds, Will DC 17 negates)
    ---
    AC 25, touch 19, flat-footed 21 (+3 Dex, +1 dodge, +1 monk, +6 natural, +4 Wis)
    hp 93 (8d8+16 plus 5d8+15)
    Fort +9, Ref +11, Will +14
    Defensive Abilities channel resistance +2, evasion; DR 10/bludgeoning or magic; Immune undead traits
    Weaknesses vulnerable to fire
    ---
    Speed 40 ft.
    Melee 2 claws +15 (2d6+6 plus mummy rot) or unarmed strike flurry of blows +15/+15 (1d8+6 plus mummy rot)
    Special Attacks flurry of blows, mummy rot, stunning fist (5/day, DC 16, fatigued), teleporting burst
    Spell-Like Abilities (CL 8th; concentration +11)
    3/day—quickened dimension door
    ---
    Str[b] 23, [b]Dex 16, Con —, Int 13, Wis 18, Cha 17
    Base Atk +9; CMB +17; CMD 35
    Feats Alertness, Combat Reflexes (B), Deflect Arrows (B), Dodge, Improved Initiative, Improved Natural Attack (claws), Lightning Reflexes, Power Attack, Snatch Arrows
    Skills Bluff +7, Intimidate +19, Knowledge (arcana) +6, Knowledge (dungeoneering) +5, Knowledge (history) +6, Knowledge (religion) +5, Perception +22, Sense Motive +22, Stealth +19
    Languages Common
    SQ fast movement, high jump, ki pool (6 points, magic), maneuver training, slow fall 20 ft.
    ---
    Environment any underground
    Organization solitary
    Treasure standard
    ---
    Mummy Rot (Su) Curse and disease—claw or unarmed strike; save Fort DC 17; 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 or greater magic. The save DC is Charisma-based.
    Teleporting Burst (Su) Once per day, a crypt warden can teleport all creatures within 50 feet of it to randomly determined locations. The crypt warden can only affect creatures of which it is aware and to which it has line of sight. A successful DC 16 Will save negates this effect. An affected creature is teleported in a random direction (roll 1d8, with 1 indicating north and the other numbers indicating compass going clockwise) and a random distance (1d10 × 100 feet) away from the crypt thing; determine each creature's direction randomly. A teleported creature arrives in the closest open space to the determined destination, but must appear on a solid surface capable of supporting its weight. If there is no appropriate destination in that direction, the creature does not teleport at all. The save DC is Charisma-based.

    Crypt wardens are a more powerful version of an ordinary crypt thing. They are noted for their mummy-like appearance and curse, as well as their ability to move faster and hit harder than ordinary crypt things. Some crypt wardens fight using recognizable martial arts forms, while others use combat styles resembling nothing more than artless, bestial clawing and slamming.

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    Here's a repost of the earth elemental geyser savant for hyperlink purposes:

    Elemental, Earth:
    This large figure of living rock vents steam through cracks in its stone-like skin.

    Geyser Savant (CR 8)
    XP 4,800
    Large earth elemental sorcerer 6
    N Large outsider (earth, elemental, extraplanar)
    Init +0; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +11
    ---
    AC 22, touch 10, flat-footed 21 (+1 deflection, +12 natural, –1 size)
    hp 113 (8d10+32 plus 6d4+24)
    Fort +12, Ref +4, Will +11
    DR 5/—; Immune elemental traits; Resist fire 10
    ---
    Speed 20 ft., burrow 20 ft., earth glide
    Melee 2 slams +16 (2d6+6)
    Space 10 ft.; Reach 10 ft.
    Special Attacks earth mastery
    Bloodline Spell-Like Abilities (CL 8th; concentration +12, +16 to cast defensively)
    3/day—elemental ray (fire)
    Sorcerer Spells (CL 8th; concentration +12, +16 to cast defensively)
    3rd (4/day)—hydraulic torrent (CMB +10)
    2nd (6/day)—fog cloud, resist energy, scorching ray
    1st (7/day)—burning hands (DC 15), endure elements, grease (DC 15), hydraulic push (CMB +10), obscuring mist
    0 (at will)—acid splash, arcane mark, detect magic, light, mending, prestidigitation, resistance
    Bloodline elemental (fire)
    ---
    Str 22, Dex 10, Con 19, Int 10, Wis 11, Cha 18
    Base Atk +11; CMB +18; CMD 28
    Feats Cleave, Combat Casting, Eschew Materials (B), Greater Bull Rush, Improved Bull Rush (B), Improved Natural Armor (2), Improved Overrun, Power Attack
    Skills Appraise +8, Climb +14, Linguistics +4, Knowledge (arcana) +11, Knowledge (dungeoneering) +5, Knowledge (planes) +8, Perception +11, Spellcraft +11, Stealth +6
    Languages Aquan, Ignan, Terran
    ---
    Environment any (Plane of Earth)
    Organization solitary, pair, or gang (3–8)
    Treasure NPC gear (headband of alluring charisma +2, ring of protection +1, other gear worth 1,800 gp)
    ---
    Earth Mastery (Ex) A geyser savant gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.)

    Combining the elements of earth, fire, and water, geyser savants are earth elemental sorcerers whose inborn spells allow them to blast gouts of flame and steam at their foes. Aside from their native element of earth, geyser savants are most strongly connected to fire, which flows in their molten blood, though they also bear a passing connection with elemental water, as well.

    Amongst earth elemental societies, geyser savants often serve as envoys to nations on the planes of fire and water, though they require additional magical protections to survive most areas on the Plane of Fire and to navigate most areas on the Plane of Water. Geyser savants have no dealings with creatures from the Plane of Air, and frequently attempt to forge alliances with fire and water creatures against their aerial foes.

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    Here's an update to the metal elemental that includes errata:

    Elemental, Metal:
    This vaguely humanoid creature with a body made of unworked ore emerges from the ground and glances around with coin-like eyes.

    Metal Elemental
    A metal elemental uses all of the statistics and abilities of anearth elemental except as noted below.
    ---
    Special Attacks metal mastery (instead of earth mastery)
    ---
    Metal Mastery (Ex) A metal elemental gains a +3 bonus on attack rolls if its opponent is wearing metal armor, is wielding a metal weapon, or is made of metal (such as an iron golem).

    Although they share the Plane of Earth with common earth elementals, metal elementals are treated by some scholars as creatures of an entirely different element. A metal elemental has a body not of common stone or crystal, but of unworked ore, usually iron. Like an earth elemental, a metal elemental can have any number of shapes, all of which use the same statistics. When a metal elemental dies, the metal comprising its form instantly evaporates like so much ice on a warm day.

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    Here's a repost of the wood elemental for hyperlink purposes:

    Elemental, Wood:
    This lumbering, humanoid shape has a body made of fallen branches, rotting logs, and living vines.

    Wood Elemental
    Languages Sylvan
    ---
    Environment any (extraplanar forest)
    Organization solitary, pair, or gang (3–8)
    Treasure none
    ---
    Favored Terrain (Ex) This is the same as the ranger ability of the same name, except the wood elemental gains the same bonus in jungle terrain that it gains in forest terrain.
    Woodland Stride (Ex) This is the same as the ranger ability of the same name.

    -----

    Small Wood Elemental (CR 1)
    XP 400
    N Small outsider (elemental, extraplanar)
    Init +0; Senses darkvision 60 ft., low-light vision; Perception +4
    ---
    AC 17, touch 11, flat-footed 17 (+6 natural, +1 size)
    hp 13 (2d10+2)
    Fort +4, Ref +0, Will +3
    Immune elemental traits, mind-affecting effects, polymorph
    Weaknesses vulnerability to fire
    ---
    Speed 30 ft., woodland stride
    Melee slam +6 (1d6+4)
    ---
    Str 16, Dex 10, Con 13, Int 4, Wis 11, Cha 11
    Base Atk +2; CMB +4; CMD 14
    Feats Improved Bull Rush (B), Power Attack
    Skills Climb +7, Knowledge (nature) +1, Knowledge (planes) +1, Perception +4, Stealth +8, Survival +1
    SQ favored terrain (forest +2, jungle +2)

    -----

    Medium Wood Elemental (CR 3)
    XP 800
    N Medium outsider (elemental, extraplanar)
    Init –1; Senses darkvision 60 ft., low-light vision; Perception +7
    ---
    AC 18, touch 10, flat-footed 18 (+8 natural)
    hp 34 (4d10+12)
    Fort +7, Ref +1, Will +4
    Immune elemental traits, mind-affecting effects, polymorph
    Weaknesses vulnerability to fire
    ---
    Speed 30 ft., woodland stride
    Melee slam +9 (1d8+7)
    ---
    Str 20, Dex 10, Con 17, Int 4, Wis 11, Cha 11
    Base Atk +4; CMB +9; CMD 19
    Feats Cleave, Improved Bull Rush (B), Power Attack
    Skills Climb +10, Knowledge (dungeoneering) +2, Knowledge (planes) +2, Perception +7, Stealth +4, Survival +1
    SQ favored terrain (forest +2, jungle +2)

    -----

    Large Wood Elemental (CR 5)
    XP 1,600
    N Large outsider (elemental, extraplanar)
    Init –1; Senses darkvision 60 ft., low-light vision; Perception +11
    ---
    AC 18, touch 9, flat-footed 18 (+9 natural, –1 size)
    hp 68 (8d10+24)
    Fort +9, Ref +2, Will +6
    DR 5/—; Immune elemental traits, mind-affecting effects, polymorph
    Weaknesses vulnerability to fire
    ---
    Speed 30 ft., woodland stride
    Melee 2 slams +14 (2d6+7)
    Space 10 ft.; Reach 10 ft.
    ---
    Str 24, Dex 10, Con 17, Int 6, Wis 11, Cha 11
    Base Atk +8; CMB +16; CMD 26
    Feats Cleave, Greater Bull Rush, Improved Bull Rush (B), Improved Overrun, Power Attack
    Skills Climb +15, Knowledge (dungeoneering) +3, Knowledge (planes) +6, Perception +11, Stealth +6, Survival +6
    SQ favored terrain (forest +4, jungle +4, swamp +2)

    -----

    Huge Wood Elemental (CR 7)
    XP 3,200
    N Huge outsider (elemental, extraplanar)
    Init +0; Senses darkvision 60 ft., low-light vision; Perception +13
    ---
    AC 19, touch 8, flat-footed 19 (+11 natural, –2 size)
    hp 95 (10d10+40)
    Fort +11, Ref +3, Will +7
    DR 5/—; Immune elemental traits, mind-affecting effects, polymorph
    Weaknesses vulnerability to fire
    ---
    Speed 30 ft., woodland stride
    Melee 2 slams +17 (2d8+9)
    Space 15 ft.; Reach 15 ft.
    ---
    Str 28, Dex 10, Con 19, Int 6, Wis 11, Cha 11
    Base Atk +10; CMB +21; CMD 31
    Feats Awesome Blow, Cleave, Greater Bull Rush, Improved Bull Rush (B), Improved Overrun, Power Attack
    Skills Climb +18, Knowledge (nature) +4, Knowledge (planes) +7, Perception +13, Stealth +5, Survival +6
    SQ favored terrain (forest +4, jungle +4, swamp +2)

    ---

    Greater Wood Elemental (CR 9)
    XP 6,400
    N Huge outsider (elemental, extraplanar)
    Init +0; Senses darkvision 60 ft., low-light vision; Perception +16
    ---
    AC 21, touch 8, flat-footed 21 (+13 natural, –2 size)
    hp 136 (13d10+65)
    Fort +13, Ref +4, Will +8
    DR 10/—; Immune elemental traits, mind-affecting effects, polymorph
    Weaknesses vulnerability to fire
    ---
    Speed 30 ft., woodland stride
    Melee 2 slams +21 (2d10+10)
    Space 15 ft.; Reach 15 ft.
    ---
    Str 30, Dex 10, Con 21, Int 8, Wis 11, Cha 11
    Base Atk +13; CMB +25; CMD 35
    Feats Awesome Blow, Cleave, Greater Bull Rush, Greater Overrun, Improved Bull Rush (B), Improved Overrun, Improved Sunder, Power Attack
    Skills Climb +25, Knowledge (nature) +10, Knowledge (planes) +13, Perception +16, Stealth +8, Survival +10
    SQ favored terrain (forest +6, jungle +6, plains +2, swamp +2)

    ---

    Elder Wood Elemental (CR 11)
    XP 12,800
    N Huge outsider (elemental, extraplanar)
    Init +0; Senses darkvision 60 ft., low-light vision; Perception +19
    ---
    AC 23, touch 8, flat-footed 23 (+15 natural, –2 size)
    hp 168 (16d10+80)
    Fort +15, Ref +5, Will +10
    DR 10/—; Immune elemental traits, mind-affecting effects, polymorph
    Weaknesses vulnerability to fire
    ---
    Speed 30 ft., woodland stride
    Melee 2 slams +26 (2d10+12/19–20)
    Space 15 ft.; Reach 15 ft.
    ---
    Str 34, Dex 10, Con 21, Int 10, Wis 11, Cha 11
    Base Atk +16; CMB +30; CMD 40
    Feats Awesome Blow, Cleave, Greater Bull Rush, Greater Overrun, Improved Bull Rush (B), Improved Critical (slam), Improved Overrun, Improved Sunder, Power Attack
    Skills Climb +31, Knowledge (nature) +19, Knowledge (planes) +19, Perception +19, Stealth +11, Survival +19
    SQ favored terrain (forest +6, jungle +6, plains +2, swamp +2)

    Wood elementals are plant-like elementals that hail from any number of extraplanar forests. Their original home plane is unknown; some sages speculate that there exists a Plane of Wood, while others posit that the first wood elementals came from a plane-spanning world tree called Yggdrasil. Whatever their origin, wood elementals are now scattered across the planes, with a wide range of shapes to match their wide range of environs. Like other elementals, wood elementals always use the same statistics, despite their varied forms.

    RPG Superstar 2009 Top 16, 2012 Top 32

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    Here's a repost of the ether strider for hyperlink purposes:

    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.

    RPG Superstar 2009 Top 16, 2012 Top 32

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    Here's a repost of the fog hound for hyperlink purposes:

    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.

    RPG Superstar 2009 Top 16, 2012 Top 32

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    Here's a repost of the spiderrat for hyperlink purposes:

    Spiderrat (CR 7):
    The size of a wagon, this creature resembles a rat with spider legs.

    Spiderrat (CR 7)
    XP 3,200
    N Huge aberration
    Init +3; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
    ---
    AC 21, touch 9, flat-footed 20 (+1 Dex, +12 natural, –2 size)
    hp 95 (10d8+50)
    Fort +8, Ref +4, Will +7
    Defensive Abilities barbed hairs
    ---
    Speed 30 ft., climb 30 ft.
    Melee bite +15 (2d6+15 plus disease and poison)
    Ranged barbed hairs +8 touch (nausea)
    Space 20 ft.; Reach 20 ft.
    ---
    Str 31, Dex 17, Con 20, Int 2, Wis 10, Cha 2
    Base Atk +7; CMB +19; CMD 32 (44 vs. trip)
    Skills Climb +26, Perception +4, Stealth –1; Racial Modifiers +8 Climb, +4 Perception, +4 Stealth
    ---
    Environment any forests
    Organization solitary, pair, or colony (3–8)
    Treasure incidental
    ---
    Barbed Hairs (Ex) A spiderrat can launch barbed hairs from its back at a creature as a ranged touch attack (range increment 20 feet). A creature struck by these hairs must make a DC 22 Fort save or be nauseated for 1d6 rounds. A creature that attacks a spiderrat with a non-reach melee weapon must make a DC 22 Reflex save to avoid being struck by these hairs. The save DC is Con-based.
    Disease (Ex) Filth fever: Bite—injury; save Fort DC 20; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.
    Poison (Ex) Bite—injury; save Fort DC 22; frequency 1/round for 6 rounds; effect 1d6 Str; cure 2 consecutive saves. Save DC is Con-based with a +2 racial bonus.

    Spiderrats, as their name suggests, are creatures that combine the features of spiders and rats, albeit at an enormous scale. The exact origin of the spiderrat is unknown, though the involvement of demented magical experiments are suspected. Whatever it is that created spiderrats, they are noted for the mutability of their offspring; numerous subspecies of spiderrat mutants exist.

    Diablo-Spiderrat (CR +1) The blood of a diablo-spiderrat has somehow been tainted by infernal outsiders. It is a spiderrat with the fiendish simple template.

    Dopple-Spiderrat (CR +1) A dopple-spidderrat's form is inherently unstable. It is a spiderrat with the advanced simple template and the change shape special quality (polymorph, any Large or Huge animal).

    Giant Spidderat (CR +1) A giant spiderrat, as its name would suggest, is a spiderrat with the giant simple template.

    Phase Spiderrat (CR +1) A phase spiderrat drifts between dimensions. It is a spidderrat with the ethereal ambush special attack and the ethereal jaunt defensive ability of a phase spider.

    Pygmy Spiderrat (CR -1) A pygmy spiderrat is no larger than a horse, making it small for a spiderrat. Generate the stats for a pygmy spiderrat by applying the young simple template.

    Tyranno-Spiderrat (CR +2) Among the largest and fiercest spiderrats known to exist, tyranno-spiderrats are spiderrat with both the advanced and giant simple templates.

    Vorpal Spiderrat (CR +1) A vorpal spiderrat has unnaturally sharp teeth. It's bite attack counts as a +1 keen vorpal weapon.

    RPG Superstar 2009 Top 16, 2012 Top 32

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    Here's a repost of the swamp brownie for hyperlink purposes:

    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.

    RPG Superstar 2009 Top 16, 2012 Top 32

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    Here's a repost of the succubus vampire for hyperlink purposes:

    Vampire, Succubus:
    This alluring woman has notably fiendish features.

    Succubus Vampire (CR 9)
    XP 6,400
    CE Medium undead (augmented outsider, chaotic, demon, evil, extraplanar)
    Init +9; Senses darkvision 60 ft., detect good; Perception +24
    ---
    AC 29, touch 16, flat-footed 23 (+5 Dex, +1 dodge, +13 natural)
    hp 116 (8d10+72); fast healing 5
    Fort +9, Ref +13, Will +11
    Defensive Abilities channel resistance +4; DR 10/—; Immune electricity, fire, undead traits; Resist acid 10, cold 10; SR 18
    Weaknesses vampire weaknesses
    ---
    Speed 30 ft., fly 50 ft. (average)
    Melee 2 claws +14 (1d6+4 plus energy drain once per round)
    Special Attacks blood drain, create spawn, energy drain (2 levels, DC 24), profane gift
    Spell-Like Abilities (CL 12th; concentration +22)
    Constant—detect good, spider climb, tongues
    At will—charm monster (DC 22), detect thoughts (DC 22), dominate person (DC 25), ethereal jaunt (self plus 50 lbs. of objects only), suggestion (DC 23), greater teleport (self plus 50 lbs. of objects only), vampiric touch
    1/day—summon (level 3, 1 babau 50%, 1d6+1 fiendish rat swarms 100%, 1d4+1 fiendish bat swarms 100%, or 2d6 fiendish wolves 100%)
    ---
    Str 19, Dex 21, Con —, Int 20, Wis 16, Cha 31
    Base Atk +8; CMB +14; CMD 27
    Feats Agile Maneuvers, Alertness (B), Combat Reflexes (B), Dodge (B), Great Fortitude, Improved Initiative (B), Iron Will, Lightning Reflexes (B), Toughness (B), Weapon Finesse
    Skills Bluff +29, Diplomacy +21, Disguise +21, Escape Artist +13, Fly +16, Intimidate +18, Knowledge (local) +16, Perception +24, Sense Motive +24, Stealth +24; Racial Modifiers +8 Bluff, +8 Perception, +8 Sense Motive, +8 Stealth
    Languages Abyssal, Celestial, Common, Draconic; tongues, telepathy 100 ft.
    SQ change shape (polymorph, Small or Medium animal or humanoid), gaseous form, shadowless
    ---
    Environment any (Abyss)
    Organization solitary, pair, or harem (3–12)
    Treasure double
    ---
    Blood Drain (Su) A succubus vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.
    Create Spawn (Su) A succubus vampire can create spawn out of humanoids it slays with blood drain or energy drain. The victim rises from death as a succubus vampire spawn in 1d4 days. This vampire spawn is under the command of the vampire that created it, and remains enslaved until its master's destruction. A vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. A vampire may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.
    Energy Drain (Su) A creature hit by a succubus vampire's claw gains two negative levels. This ability only triggers once per round, regardless of the number of attacks a vampire makes. A succubus vampire may also drain energy from a mortal she lures into an act of passion, such as a kiss. An unwilling victim must be grappled before the succubus can use this ability without attacking with its claws. The vampire's kiss bestows two negative levels. The kiss also has the effect of a suggestion spell, asking the victim to accept another act of passion from the vampire. The victim must succeed on a DC 24 Will save to negate the suggestion. The save DCs are Charisma-based.
    Fast Healing (Ex) If reduced to 0 hit points in combat, a succubus vampire assumes gaseous form (see below) and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can normally travel up to 9 miles in 2 hours.) Additional damage dealt to a vampire forced into gaseous form has no effect. Once at rest, the vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.
    Gaseous Form (Su) As a standard action, a succubus vampire can assume gaseous form at will (caster level 12th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
    Profane Gift (Su) Once per day as a full-round action, a succubus vampire may grant a profane gift to a willing humanoid creature by touching it for 1 full round. The target gains a +2 profane bonus to an ability score of his choice. A single creature may have no more than one profane gift from a succubus or succubus vampire at a time. As long as the profane gift persists, the vampire can communicate telepathically with the target across any distance (and may use her suggestion spell-like ability through it). A profane gift is removed by dispel evil or dispel chaos. The vampire can remove it as well as a free action (causing 2d6 Charisma drain to the victim, no save).
    Shadowless (Ex) A succubus vampire casts no shadows and shows no reflection in a mirror.
    Vampire Weaknesses (Ex) Succubus vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from mirrors or strongly presented holy symbols. These things don't harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make melee attacks against that creature. Holding a vampire at bay takes a standard action. After 1 round, a vampire can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save.
    Succubus vampires cannot enter a private home or dwelling unless invited in by someone with the authority to do so.

    Succubus Vampire Spawn (CR 4)
    XP 1,200
    CE Medium undead
    Init +1; Senses darkvision 60 ft.; Perception +11
    ---
    AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
    hp 26 (4d8+8); fast healing 2
    Fort +3, Ref +2, Will +5
    Defensive Abilities channel resistance +2; DR 5/silver; Immune undead traits; Resist cold 5, electricity 10, fire 10; SR 9
    Weaknesses resurrection vulnerability, vampire weaknesses (as succubus vampire)
    ---
    Speed 30 ft.
    Melee 2 claws +4 (1d4+1 plus energy drain once per round)
    Special Attacks blood drain (as succubus vampire), energy drain (1 level, DC 14)
    Spell-Like Abilities (CL 12th; concentration +15)
    Constant—spider climb
    At will—dominate person (DC 18)
    1/day—charm monster (DC 17)
    ---
    Str 12, Dex 12, Con —, Int 11, Wis 13, Cha 15
    Base Atk +3; CMB +4; CMD 15
    Feats Blind-Fight, Skill Focus (Perception)
    Skills Intimidate +9, Knowledge (religion) +7, Perception +11, Stealth +16; Racial Modifier +8 Stealth
    Languages Common
    SQ gaseous form (as succubus vampire), shadowless (as succubus vampire)
    ---
    Environment any
    Organization solitary, pair, gang (3–6), or pack (7–12)
    Treasure standard
    ---
    Gaseous Form (Su) As a standard action, a succubus vampire spawn can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
    Resurrection Vulnerability (Su) A raise dead or similar spell cast on a succubus vampire spawn destroys it (Will negates). Using the spell in this way does not require a material component.
    Shadowless (Ex) A succubus vampire spawn casts no shadows and shows no reflection in a mirror.

    Not created in the same manner as other vampires, a succubus vampire forms when the spirit of a succubus demon spontaneously infuses the corpse of a humanoid. Succubus vampires are able to spread their demonic taint by creating fiendish vampire spawn in their own image.

    RPG Superstar 2009 Top 16, 2012 Top 32

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    Here's an update of the fallen star archon incorporates errata:

    Archon, Fallen Star (CR 22):
    This powerful humanoid flies through the air on luminous wings, glaring like the merciless noontime sun.

    Fallen Star Archon (CR 22)
    XP 409,600
    CE Large outsider (archon, chaotic, evil, extraplanar)
    Init +8; Senses darkvision 60 ft., low-light vision, detect good, true seeing; Perception +30
    Aura aura of courage, aura of menace (DC 29), magic circle against good
    ---
    AC 35, touch 12, flat-footed 32 (+9 armor, +2 Dex, +1 dodge, +12 natural, +2 shield, –1 size) (+2 deflection vs. good)
    hp 310 (20d10+200)
    Fort +22, Ref +17, Will +15; +4 vs. poison
    Defensive Abilities explosive rebirth; DR 10/good; Immune electricity, fire, charm, compulsion, fear, petrification; SR 33
    ---
    Speed 40 ft., fly 120 ft. (good); 30 ft. (fly 90 ft.) in armor
    Melee +5 unholy longsword +30/+25/+20/+15 (2d6+12/19–20)
    Space 10 ft.; Reach 10 ft.
    Special Attacks gaze, smite good 1/day (+7 attack and AC, +20 damage)
    Spell-Like Abilities (CL 20th; concentration +27)
    Constant—detect good, magic circle against good, true seeing
    At will—aid, continual flame, greater teleport (self plus 50 lbs. of objects only), message, sunbeam (DC 24)
    1/day—meteor swarm (DC 26), polar ray (DC 25), prismatic spray (DC 24), sunburst (DC 25)
    Cleric Spells Prepared (CL 20th; concentration +27)
    9th—implosion (DC 26), mass heal, miracle (2)
    8th—dimensional lock, fire storm (2, DC 25), unholy aura (DC 25)
    7th—destruction (2, DC 24), blasphemy (2, DC 24), resurrection
    6th—greater dispel magic, heal, mass inflict moderate wounds (3)
    5th—break enchantment (2), breath of life (2), flame strike (DC 22)
    4th—cure critical wounds (3), death ward, divine power
    3rd—cure serious wounds (3), dispel magic, invisibility purge
    2nd—cure moderate wounds (4), eagle's splendor, status
    1st—cure light wounds (4), divine favor, sanctuary (DC 18)
    0—guidance, resistance, stabilize, virtue
    ---
    Str 24, Dex 19, Con 31, Int 20, Wis 24, Cha 24
    Base Atk +20; CMB +28; CMD 43
    Feats Blind-Fight, Cleave, Combat Reflexes, Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Power Attack, Stand Still
    Skills Diplomacy +26, Fly +22, Heal +17, Intimidate +26, Knowledge (engineering) +14, Knowledge (arcana, history, and nature) +15, Knowledge (religion) +25, Perception +30, Sense Motive +30, Spellcraft +25, Stealth +16, Survival +18
    Languages Abyssal, Celestial, Draconic, Infernal; truespeech
    SQ armor training 1 (as the fighter class feature)
    ---
    Environment any (Abyss)
    Organization solitary
    Treasure double (full plate, heavy steel shield, +5 unholy longsword)
    ---
    Explosive Rebirth (Su) When killed, a fallen star archon explodes in a blinding flash of energy that deals 50 points of damage (half fire, half unholy damage) to anything within 100 feet (Reflex DC 30 half). The save DC is Constitution-based. The slain archon reincarnates 1d4 rounds later as a balor with regeneration 10 (good effects and weapons). The fallen star archon's +5 unholy longsword returns to it when it becomes a balor, the sword reforming if it was destroyed in or after the explosion of the fallen star archon. A new +5 flaming whip appears in the balor's possession.
    Gaze (Su) Confused for 1d4 rounds, 30 feet, Fortitude DC 30 negates; and 2d6 fire damage, 30 feet, Fortitude DC 30 half. Resolve these two effects separately. The confusion effect is a mind-affecting effect but the fire damage is not. Both save DCs are Constitution-based.
    Spells Fallen star archons cast divine spells as 20th-level clerics. They do not gain access to domains or other cleric abilities.

    A fallen star archon was once a righteous champion of all that is holy, but has since stared too long into the Abyss. Its eyes now reflect the horrors and madness it has beheld in its too-long life. Lost behind enemy lines, the fallen star archon continues its quest to defeat the minions of the Abyss, but it now strives to rule them, not destroy them. Any time it suffers a setback in its campaign against demonkind, it takes out its frustration on random innocent worlds, laying waste to entire civilizations.

    Star-Crossed Archon (CR 24) A star-crossed archon is a fallen archon destined to become a balor lord. It is an advanced fallen star archon with SR 35. When killed, it reincarnates as an advanced balor with SR 35. This advanced balor has the special attacks, spell-like abilities, and spells of a fallen star archon in addition to its own, none of which count as expended at the time of its creation.

    RPG Superstar 2009 Top 16, 2012 Top 32

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    Here's an expanded, clarified, and hyperlinked look at advanced and giant hale:

    Air Elemental, Hala:
    Add the following to the description of the [url=http://paizo.com/forums/dmtz4k26&page=6?I-feel-like-designing-some-new-monsters-and-Im#272 hala[/url]:

    Advanced Hala (CR 6) An hala with the advanced simple template (only) can use confusion (DC 17) and ice storm as additional spell-like abilities, each once per day.

    Giant Hala (CR 6) An hala with the giant simple template (only) can use confusion (DC 15) and ice storm as additional spell-like abilities, each once per day.

    Greater Hala (CR 7) An hala with both the advanced and giant simple templates can use confusion (DC 17), contagion (DC 16), and ice storm as additional spell-like abilities, each three times per day.

    And that finishes an update of all monsters in this thread into their most current form as of this post.


    Hi, sorry for being too greedy but can you remake the vampire succubus? I mean you are very clever making new monster and I find that simply to apply the vampire template to the succubus is not enough. After all and undead demon is a rare event almost unique, can you make her an unique monster?.


    How about plush and ceramic golems that are sized to be like childrens dolls? Even maybe a 'my size' version for kids?

    RPG Superstar 2009 Top 16, 2012 Top 32

    @Nicos: Too late.

    @Everyone: I've created a hyperlinked index of all monsters in this thread so far. You can find it in the thread entitled, Epic Meepo Presents: Monsters!

    I will be adding lists of Monsters by CR and Monsters by Type shortly.

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