Scarred Lands Monster Conversions


Conversions

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ruemere wrote:
clff rice wrote:

I kinda like the magical reflecting idea.

If the golem can fix its self Why hasn't it?

Might have to bump up the damage on its slams or Buff the crit stuff maybe.

Unless i'm mistaken (Which is a real possibility) a creature with the grab special ability pretty much counts as haveing The grapple feat. He was only able to hold Kadum because his heart was removed at the time and was greatly weakened.

I figure this is the stats for a ruined mythril golem. I don't see any reason Corean Could not make another one that is complete.

I may stat up a cr 30-ish one that isnt broken.

23 CR golem without self-repair is a sitting duck for any flying wizard (pick a rock, drop a rock from enormous height - 150 feet or more, large rock means range touch attack at 8d6 damage).

That's why I would make the golem capable of performing self-repairs (and add Broken template to make it unable to repair completely).

The number of hitpoints and better saves are important because high level characters can deal in excess of 200 hitpoints per round. Without strong resistances, the golem is just one step away from becoming a huge pile of mithril junk at the hands of some enterprising individual.

Of course, I know it is against guidelines, but if you look at Adamantine Golem (CR four points below Mithril Golem) and the other example (CR only a single point higher), and at Tarrasque's ability to reflect some spells, you'd agree with me.

IMHO, the golem should be an epic, indestructible THING watching impassively over puny people below, like an Eiffel Tower. Or sphinx.

Regards,
Ruemere

Hmm good points, Maybe it needs to have a ranged attack to deal with flying foes. (rock throwing maybe)

Hmm Looking at the picture the golem has some pipes sticking out of its back. Maybe a cannon or something?

The golems DR should take care of most of the damage the flying wizards rock can do.

How do you sugest handeling the repair. Have it be fast heal or something similar or an action the golem needs to take?


In gratitude for the advice, I shall provide a helpful link!

clff rice wrote:

The first of my photoshoppings.

Cool beans! I never particularly cared for the art in the Creature Collections (the full-color 3rd edition books spoiled me) but that is bad ass!


Doodlebug Anklebiter wrote:

In gratitude for the advice, I shall provide a helpful link!

clff rice wrote:

The first of my photoshoppings.

Cool beans! I never particularly cared for the art in the Creature Collections (the full-color 3rd edition books spoiled me) but that is bad ass!

cool thanks i think it looks a bit fuzzy but it turned out alright.


Here is a Mini template thingy to make the Mythril Avenger Unbroken

Coreans Unbroken Mythril Avenger (Cr 25)

The Mythril Golem was once much more impressive but its battle with the mountain shaker has left its mark. Make the folowing changes to the Golem to represent a Perfectly working golem. First apply the Advanced Template on it.

Regeneration: 10 (Adamanttine)

Defences: The Unbroken Golem Has 5 more points of Damage reduction and 5 more to each of its resistances.

Spell Turning: The Unbroken golem can also turn spells back on tjeir casters. This functions as the spell turning spell. Treat the Golem as always haveing 10 levels worth of spells to reflect.

Staggering Blows (Ex): Any Strike from the golems slam attacks stagger a foe for 1d6 rounds unless a fortitude save DC 51 is made.

Cannons: The Unbroken Golem can produce cannonfire from the barrels on its back. These cannons have a range incrament of 40 ft And deliver 4d6 Peircing damage and 4d6 Sonic damage. Creatures in adjacent squares take one half the initial damge and are allowed a reflex save Dc 26 to half it again further. This ability is dexterity based.

Ranged 2 Cannons +30 (4d6 Peircing, 4d6 Concussion + Splash Damage)


Abyssal Lamprey.

Hope you enjoy, Sorry i have been skimpy on the Conversions this week.


Allergorhai-Horhai (Death Worm)

Name CR 3
XP 800
N Medium Aberration
Init +7; Senses Darkvision 60 ft; Tremor Sense 60 ft Perception +3
Defense
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 30 (4d8+12)
Fort 4, Ref 3, Will 3
SD Immune Immune Resistances Fire 10, Electricity 10, +4 bonus to saves against any type of poison.
Offense
Speed 20 ft. Burrow 20 ft
Melee Bite +6 (1d8+4 ), Tale +1 Melee (1d6+3 And 1d6 Electricity), Poison +6 ranged touch (Poison)
Space 5 ft.; Reach 5ft. (Filler'ft with filler)
SA Lure
Statistics
Str 16, Dex 14, Con 16, Int 2, Wis 8, Cha 4
Base Atk +3; CMB +6; CMD 18

Feats - Improved Inish, Skill Focus Survival
Skills
Perception +3, Stealth +7, Survival +6

SQ Traits
Ecology
Environment Temperate forest and planes.
Organization solitary
Treasure none
Special Abilities
Poison (ex)

Death Worm Bile (Su) Spit—Contact; save Fort DC 15; frequency 1/round for 5 rounds; effect 1d2 dex/1d2 con; cure 2 consecutive saves. The save DC is Constitution-based.

Lure (Ex): Bu Burying its head in the ground the death worm can appear to be a particularly yummy and lush looking plant. A dc 20 Knowledge nature check can identify the ruse. Any creature that touches the plant suffers an electrical shock for 1d6 damage.

Ecology

Habitat & Society

Special:


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Here are my 3.5 versions of the titans.

Titan, Denev
Titan, Gaurak
Titan, Golthagga
Titan, Golthain
Titan, Gormoth
Titan, Gulaben
Titan, Hrinruuk
Titan, Kadum
Titan, Lethene
Titan, Mormo
Titan, Thulkas


Awesome These will give me many a good idea when doing the pathfinders versions.


Here are the hags, I decided to go the template rout even though i know that was unpopular back in the day. I feel however that monster variety is always good. The numerous variations you can build with template is usually welcome so i went that rout. On that note i also converted all the hags From the 3 Bestiaries (except for the night hag) Into Scarred lands style hags. Also not touching down on the haglings just yet. Might stat the dark womb as a monster instead a template.

Basic Hag Template

Hag is an acquired template that can be added to any Evil Middle Aged female humanoid capable of casting spells. The creatures Type changes to Monstrous Humanoid (Augmented, Hag). Donot recalculate hit points or saves or skills.

Size: The creature size Changes to large unless the creatures size was already larger.
CR: +2

Senses Darkvision
Defense
AC +8 natural

SD Immune Aging; Hags do-not die of old age and are immune to age attacks.

Offense
Speed +10 to base walking speed. Hags gain a climb speed of 10 ft.
Melee The hag gains two 1d6 primary claw attacks and one 1d4 secondary bite attack.

SA Filler

Spell Like Abilities CL equals HD
Constant
Speak with animals.

Statistics
Str +4, Dex +4, Con +4, Wis +4, Cha +2

Feats Hags enjoys Brew potion and Iron will as bonus feats.

Variant Hags

----

Annis Hag (+3 Cr)

DR 5/Bludgeoning

Sr 11+ Cr

Spell-Like Abilities (CL Hit Dice; concentration = Hit dice)
3/day—alter self, fog cloud

Rend (2 claws 2d6 +1.5 Strength)

Bonus Feat: Alertness, Intimidating Prowess

Additional Ability modifiers +4 Strength -2 Dex +4 Con

----

Brine Hags (+3 Cr)

120 Ft darkvision

Spell Like Abilities
at will
Scry (14 hd Brine hags can use greater scrying)

SQ amphibious

Additional Attribute modifiers: +2 Con

Skills: +4 Craft Alchemy

Bonus Feats: Great Fortitude

----

Cavern Hag (+3 Cr)

Blinsense 120 ft

Additional +2 natural ac.

DR 5 Magic (dr 10 magic for hags over 10 Hit dice)

Blind: Cavernhags are blind and are immune to all attacks which require working vision such as sight based illusions and gaze attacks.

Climb Speed of 40 ft.

Bonus Feats: Blind fight, Power Attack.

Additional Attribute Modifiers: +2 Str, -2 Dex

----

Darkwomb Hag (+3 cr)

Speed Dark wombs only have a 10 ft land speed.

Darkvision 90 ft

Cloning (Ex): A Dark womb hag that partakes of a sample of another creature may after one week create a duplicate of that creature. The Duplicate has the same statistics of the original but none of the memories. Class levels are not duplicated though its not unusual for cloned creatures to progress in classes on their own. Dark Wombs may-not make a clone of a creature of its own size or larger. All clones behave as if under the dominate monster spell.

Occasionally When a dark Womb Clones a female creature it instead comes out different eventually becoming a dark womb herself. Such a creature is usually killed or forced to flee but on occasion she may even kill her own mother. Upon the death of a dark womb the children must all roll will saves or got permanently insane as per the insanity spell. Those that make the save survive normally and are free to follow their own destiny.

Poison
Darkwomb Bile: Bite—Injury; save Will DC Con based; frequency
1/round 6 rounds; effect 1d2 Strength damage. 2 saves cures.

Bonus Feats: Combat Casting.

Additional Ability modifiers: -2 Str, -6 dex, +8 Con, +4 cha

----

Green Hag (+3 Cr)

Dark-vision 90 ft.

30 ft swim speed

Spell-Like Abilities (CL = Hd)
Constant—pass without trace, tongues, water breathing
At will—dancing lights, disguise self (DC 13), ghost sound (DC 12),
invisibility, pyrotechnics (DC 14), tree shape, whispering wind

Weakness (Su) A green hag’s claws sap strength from
those she strikes. Each time a green hag hits a
foe with her claw attack, the victim takes 2 points of
Strength damage unless he resists the weakness with
a Fortitude save. Alternatively, a green hag can
attempt to inflict even greater weakness on a foe by
making a touch attack—this variant requires a standard
action, and cannot be attempted in the same round the
hag makes claw attacks. The opponent touched must
succeed on a Fortitude save or take 2d4 points of
Strength damage. The save DC is Charisma-based.

Mimicry (Ex) A green hag can imitate the sounds of almost
any animal found near its lair.

Bonus Feats: Alertness, Deceitful

Additional ability modifiers +2 Str, +2 Cha

----

Ice Hags (+3)

Scent

Immune to paralysis sleep and cold.

Breath Weapon (Su): 30 ft cone 3d6 damage and Blind doe 2d4 rounds Dc is charisma based,

Chill Touch (Su): The Natural attacks of the hag cause an additional 1d6 damage from draining heat from the victim. The hag is healed an equal amount of damage. Treat excess hit-points as temporary hit points.

Bonus Feat Toughness

Additional Attribute bonuses: +2 Dex, +2 Cha

----

Moon Hag (+3)

Fly 60 ft (good)

Stunning Touch (Su): Anyone struck by A Moon hags Claw attack must roll a will save or be Stunned for 1d2 rounds. The save is charisma based.

Dr 5/ Magic and cold Iron (Hags of lv 10 or Higher enjoy Dr 10/Magic and cold iron.

SR = HD +11

Master Of Witches: A Moon hags uses their total hit dice to defeat spell resistance not just her caster level.

Spell like abilities
at will
Invisibility

Additional Ability adjustments +2 Cha, Str, Dex, Wis, +4 Cha

Skills +4 Craft Alchemy, Spellcraft and swim

----

Storm hag (+3)

Fly Speed 80 ft (good)

Gains a Slam attack with their hair That dose 1d4 + Str + Grab)

Constrict 1d4+1.5 strength modifier.

DR 5/magic (Storm Hags over 10 Hd enjoy Dr 10/magic)

Electricity resistance 20

Bonus feats: Flyby attack.

Additional Ability mods: +4 dex, +2 Str, +2 Wis

----

Sea Hag (+3)

Swim 40 ft

SQ amphibious

Evil Eye (Su) Three times per day, a sea hag can cast her dire gaze upon
any single creature within 30 feet. The target must succeed on a Will save or be staggered as strange nebulous distress and a gnawing sense of impending doom plagues the victim. If a sea hag uses her evil eye on someone already afflicted by this curse, the victim must make a Fortitude save or be overwhelmed with fright and collapse into a comatose state for 3 days. Each day that passes, the comatose victim must make a Fortitude save or perish. The evil eye is a mind affecting fear effect. The save DCs are Charisma-based.

Evil Eye Curse: Gaze—failed
save; save Will DC 14; frequency
1/day; effect staggered (or fall comatose if already under the
effects of the evil eye).

Horrific Appearance (Su) The sight of a sea hag is so revolting that anyone within 60 feet (other than another hag) who sets eyes upon one must succeed on a Fortitude save or instantly be weakened, taking 1d6 points of Strength damage. Creatures that are affected by this power or that successfully save against it cannot be affected again by the same hag’s horrific appearance for 24 hours. This is a mind affecting effect. The save DC is Charisma-based.

Bonus Feats Skill Focus Perception, Endurance

Additional Ability Modifiers +2 Stre, Dex, Con, Cha

----

Swamp Hag (+3)

Swim 40 ft

Immune to poison and disease

SQ amphibious

Skills +4 stealth (+8 In heavy vegitation), +4

Additional Ability Modifiers +2 Dex, +2 con

Bonus Feat Power attack


CONSTRUCT
<breif description>
Name CR 9
XP
N Large Construct
Init +0; Senses Low Light Vision, Darkvision 60 ft; Perception +0
Defense
AC 23, touch 8, flat-footed 24 (-1 Dex, -1 size, +15 natural)
hp 96 (12d10+30)
Fort 4, Ref 3, Will 4
SD Immune Construct Traits. DR 10/Adamantine, Magic Immunity
Offense
Speed 20 ft.
Melee 2 slams +12 (2d10+9+Conduction ),
Space 10 ft.; Reach 10ft.
SA Conduction
Statistics
Str 22, Dex 8, Con -, Int -, Wis 11, Cha 1
Base Atk +12; CMB 19; CMD 28

Feats None
Skills None

SQ Traits
Ecology
Environment Domesticated or City.
Organization solitary
Treasure none
Special Abilities
Immunity to Magic (Ex) A Copper golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

Cold Spells Slow the golem for 1 round per 3 points of damage caused.

Electricity spells Banish Any slow effects and heals the golem 1 point for each 3 the spell would have caused. Excess energy isn't temporary Hit points but instead bolsters the golems slam attack (See Conduction)

Conduction (Ex): When subject to an electricity attack that would heal the golem beyond full hit-points it instead charges the golem with the electrical power for one round per 3 hit points of damage cause in excess of its full hit-points. Granting an extra 1d6 electricity damage on top of the golems already potent slam attack.

Ecology

Habitat & Society

Special:

CL 10th; Price 60,500

CONSTRUCTION

Requirements Craft Construct, animate Object, Shocking Grasp, geas/quest; Skill Craft (armor), or Craft (weapons) DC 15; Cost 30,250 gp (Copper and other materials); 60.500


Necromatic Bone Golem

Name CR 2
XP 400
N Medium Construct
Init +0; Senses Low Light Vision, Darkvision 60 ft; Perception +0
Defense
AC 15, touch 10, flat-footed 15 (+5 natural)
hp 25 (1d10+20)
Fort 0, Ref 0, Will 0
SD Immune Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), disease, death effects, necromancy effects paralysis, poison, sleep effects, stunning, ability damage, ability drain, fatigue, exhaustion, energy drain, and nonlethal damage. DR 5/Blunt, Immune to magic.
Offense
Speed 0 ft.
Melee Strike +6 (1d10+5 ),
Space 5 ft.; Reach 5ft.
SA Filler
Statistics
Str 20, Dex 10, Con -, Int 1, Wis 11, Cha 1
Base Atk +1; CMB +6; CMD 16

Feats Skill Focus (Pick A Skill)
Skills Any Skill (Pick One) +1

SQ Absorb Bones, Bone Tools, Positive Energy Vulnerability
Ecology
Environment Domesticated or City.
Organization solitary
Treasure none
Special Abilities
Bone tools (Ex): A Bone Golem can reshape the bones in its body to replicate what amounts to high quality tools. This amounts to A +2 to any skill roll that requires tools such as many professions and opening locks. Each round the Bone golem can Choose what type of damage its Natural attack delivers, Either Slashing, Peircing or Bludgeoning.

Immunity to Magic (Ex) A Bone golem is immune to any spell
or spell-like ability that allows spell resistance. In addition,
certain spells and effects function differently against the
creature, as noted below.

Healing Spells and positive energy affect the Golem as if they were inflict spells. Likewise someone with the proper feat can turn a Bone golem.

Absorb Bones (ex): A Bone golem can absorb the skeleton of a dead Medium Sized or smaller creature into its-self in order to heal its wounds. A Medium sized skeleton heals the creature of 5 Hitpoints of damage. Double the Number of Skeletons it takes to regain 5 hp for each size catagory smaller the skeleton is. Small Creature take 2 skeletons. Tiny Creatures take 4 Ect. Ect. This ability takes a minute to use.

Ecology

Habitat & Society

Special:

CL 7th; Price 4,500

CONSTRUCTION

Requirements Craft Construct, animate Dead, geas/quest; Skill Craft (armor), or Craft (weapons) DC 15; Cost 2,250 gp (Bones); 4.500

Carnival Crew Necromantic Golem (Cr 8)

As per the bone golem But advanced to Huge size and 10 HD Its Dr is 10/Bludgeoning. It Also Enjoys what amounts to +3 Channel resistance to avoid the effects of positive energy.

CL 10th; Price 60,500

CONSTRUCTION

Requirements Craft Construct, animate Dead, geas/quest; Skill Craft (armor), or Craft (weapons) DC 15; Cost 30,250 gp (Bones); 60.500


My apologies for taking so long to provide a comment - I've been away for some time.

clff rice wrote:

[...]

How do you sugest handeling the repair. Have it be fast heal or...

I think that golem should be able to recover minor damage (as caused by non-epic weapons and spells) immediately, to the point of being almost invulnerable. 40 hitpoints per round sounds reasonable.

Also, the golem due to immense size and weight should be able to cause various effects by simply moving.

Earthquake Step (Ex) - ability to cause minor earthquake by taking a step.
Blinding and Burning Blaze (Ex) - ability to reflect sunlight and focus in a single point of space or spread it into a blinding cone.

Regards,
Ruemere


Hmm, Interesting the blaze idea certainly has merrit and fits corean to a T, The earthquake thematicaly works but Not sure how to implament it without makeing the golem seem like "Mecha Kadum" as allot of their abilities are similar. (Awesome visual hehe)


clff rice wrote:
Hmm, Interesting the blaze idea certainly has merrit and fits corean to a T, The earthquake thematicaly works but Not sure how to implament it without makeing the golem seem like "Mecha Kadum" as allot of their abilities are similar. (Awesome visual hehe)

Ultimately, the golem is probably a piece of Corean's Mithril Heaven torn out like a pound of divine flesh and sacrificed on the altar of necessity. In other words, it is more like a self-contained demiplane with means of affecting coterminous Prime Material than a creature or an object.

Regarding mecha-aspects, I am intentionally planting unclassifiable motifs in my campaign. The players are still remembering fondly final of showdown of Banewarrens, when *major spoilers*

Spoiler:
a fallen planetar ripped apart a dragon and then clashed with a interplane mining-diggine mech pilotted by PCs.
That's why your conversion so interesting.

Imagine a headless, heartless animate body Kadum arriving at the height of Blood Monsoon, with epic level players fearfully animating wreck of Corean's golem to wage epic battle in ruins of Mithril...

Regards,
Ruemere


Might be a cool AP :D To bad i dont have the drive to write 6 adventures.


I ran a campaign in which one of the planned capstone encounters at 20th level was going to be activating the Mithril Golem. Too bad the game ended at 3rd level...


Maybe the mythril golem was a mech piloted by one of coreans chosen and it stopped moving because shortly thereafter the war ended and the pilot stepped down and formed the city of Mythril. And adventure could take place within the Golem to find the controls.


Name
CR +2

ALIGN Alignment can be any evil
SIZE Is reduced by two categories.
TYPE Becomes Undead
Senses Dark Vision 60;
Defense
AC Natural Ac is 3 points higher
SD Undead Immunities Dr 10/Magic

Speed: Looses any non magical swim or fly speed. But gain a 40 ft climb speed.
Offense
Looses any attacks relevant on having arms and legs. Spell casting isn’t affected as the spider can wiggle its legs to mimic somatic components.
Gain Primary Bite attack that uses dexterity Instead Of strength.
New Size Damage
Fine 1
Diminutive d2
Tiny d3
Small d4
Medium d6
Large d8
Huge 2d6

Spell Like ability Cl equal hit dice.

at will – web.

Attach (Ex) When a Belsmeth spider hits with a touch attack, its barbed
legs latch onto the target, anchoring it in place. An attached Belsmeth spider is effectively grappling is prey. The Belsmeth spider loses its Dexterity bonus to AC, but holds on with great tenacity and inserts its proboscis into the grappled target’s flesh. A Belsmeth spider has a +8 racial bonus to maintain its grapple on a foe once it is attached. An attached Belsmeth spider can be struck with a weapon or grappled
itself—if its prey manages to win a grapple check or Escape Artist check against it, the Belsmeth spider is removed.

Blood Drain (Ex) A Belsmeth Spider drains blood at the end of its turn if it is attached to a foe, inflicting 1d2 point of Constitution drain. The Belsmeth spider regain 5 hp for each Point of Constitution drain inflicted.

Bite Of Belsmeth (Su) : Instead of Delivering Con drain A Belsmeth spider may inject its cursed ichor into the body of the victim delivering upon them a virulent curse.

Curse—Blood Drain; save Fort DC Cha based; onset 1 minute; frequency 1 day; effect 1d6 Con and 1d6 Strength; cure —. Upon reaching zero con the creature dies. During the next stroke of midnight the creatures head violently rips from the stump of the neck revealing spider like legs. Several eyes sprout on the forehead of the victum heralding its transformation into a Belsmeth spider.

Statistics
Str -4, Dex +6, Cha +2
CMD Being Multiple legged a Belsmeth spider enjoys a +4 CMD against trips.

Feats Improve Initiative feat as a bonus feat.
Skills +4 to stealth, Spot And Climb checks.


Chardun Slain.

Silver Crusade

Since Cliff seems to be busy elsewhere, here is some more of my work to keep you happy.

Narleth CR 5
CE large aberration
Init: +3, Senses: Darkvision 60 ft, Perception +1
AC: 18, Touch 12, Flat Footed 15 (+3 Dex, +6 natural, -1 size)
hp: 70 (7d8+35)
Fort: +7, Ref: + 5, Will: +6
Immune: Acid
Speed: 60 ft, Climb 60 ft
Melee: mwk short sword +10 (1d8+4/19-20), mwk short sword +8/+4/+4/+4 (1d8+4/19-20) with multiweapon fighting, Bite +9 (1d8+4 plus acid)
Space: 10 feet; Reach: 10 feet
Special Attacks: Acid (2d6)
Spell-like Abilities (CL 7th)
3/day-Web (DC 14)
Str: 19, Dex: 16, Con: 20, Int: 9, Wis: 12, Cha 14
Base Atk: +5, CMB: +12, CMD: 25
Feats: Blind Fight, Combat Reflexes, Defensive Combat Training, Multiweapon Fighting
Skills: Climb +22, Intimidate +12, Stealth +13
Languages: Goblin
Environment: Temperate forests and hills
Organization: Solitary
Treasure: NPC Gear (4 mwk shortswords, other gear and coins worth 310 gp)

Narleth are eight foot tall humanoids that blend the traits of spiders and humanoids. They have four muscular arms; each arm wields a powerful short sword. They have multiple red eyes and sharp dripping mandibles.

The name Narleth means "silken death" in the elven tongue. They may have been created as warriors during the Divine War, or they may be mutants that arose in the aftermath. Regardless of their origin they became an incredible menace to elves in the days following the Divine War. The narleth haunted the woods and snuck into elven homes to murder their children. Finally the elves banded together and hunted the narleth almost to extinction. There are only a few narleth left, brooding in lonely caverns or ancient ruins. They delight in causing misery on anyone who stumbles into their lair.

Reference: CCR 131

Silver Crusade

Dragon, Slarecian

Slarecian Dragon, Wyrmling
CR 2
XP 600
NE Tiny Dragon (cold, earth)
Init: +7, Senses: Dragon Senses, Perception +8
AC 15, touch 13, flat footed 12 (+3 Dex, +2 size)
hp: 22 (3d12+3)
Fort +4, Ref +3, Will +5
Immune to cold, paralysis, and sleep
Speed: 60- ft, fly 100 ft (average)
Melee: bite +5 (1d4+3), or 2 claws +5 (1d3+3)
Special Attacks: Breath Weapon (30 ft line, DC 12, 2d6 cold)
Str 11, Dex 16, Con 13, Int 14, Wis 15, Cha 14
Base Atk +3, CMB +1, CMD 14
Feats: Combat Reflexes, Improved Initiative
Skills: Appraise +8, Diplomacy +8, Fly +11, Intimidate +8, Knowledge (Arcana) +8, Knowledge (The Planes) +8, Perception +8, Spellcraft +8
Languages: Common, Draconic, 2 others
Environment: any land or underground
Organization: Solitary, fair (3-8)
Treasure: double

Slarecian Dragon, Young
CR 6
XP 2,400
NE Medium Dragon (cold, earth)
Init +6, Senses: Dragon senses, perception +17
AC: 18, touch 12, flat footed 16 )+2 Dex, +6 natural)
hp: 66 (7d12+21), DR 5/Magic
Fort +8, Ref +7, Will +8
Immune to cold, paralysis, and sleep
Speed: 60 ft, fly 150 ft (average), burrow 60 ft
Melee: bite +11 (1d8+4), or 2 claws (1d6+4), or 2 wings +6 (1d4+2)
Special Attacks: Breath Weapon (60 ft line, DC 16, 6d6 cold)
Str 19, Dex 14, Con 17, Int 16, Wis 17, Cha 16
Base Atk +7, CMB +11, CMD 23
Feats: Alertness, Combat Reflexes, Endurance, Die Hard, Improved Initative
Skills: Appraise +13, Bluff +13, Diplomacy +13, Fly +12, Intimidate +13, Knowledge (Arcana) +13, Knowledge (The Planes) +13, Perception +17, Sense Motive +5, Spellcraft +13
Languages: Common, Draconic, 3 others
SQ: Change Shape (polymorph self)
Environment: any land or underground
Organization: solitary
Treasure: double

Slarecian Dragon, Adult
CR 10
XP 9,000
NE Large Dragon (cold, earth)
Aura: Frightful Presence (180 ft, DC 21)
AC 25, touch 10, flat footed 24 (-1 size, +1 Dex, +15 natural)
hp: 138 (12d12+60), DR 5/Magic
Fort +13, Ref +98, Will +1
Immune to cold, paralysis, and sleep
Speed: 60 ft, Fly 200 ft (poor), burrow 60 ft
Melee: Bite +19 (2d6+7), or 2 claws +19 (1d8+7), or 2 wings +14 (1d6+3), or tail slap +14 (1d8+3)
Special Attacks: Breath Weapon (80 ft, DC 21, 12d6 cold)
Spell-like Abilities (CL 12th)
At-Will: Detect Magic
3/day-Dispel Magic, Scrying (DC 18)
Spells Known (CL 4th)
2nd (4/day)-Scorching Ray
1st (8/day-Charm Person (DC 16), Identify, True Strike
0-Acid Splash, Dancing Lights, Flare, Ghost Sounds, Light, Ray of Frost, Read Magic
Str 25, Dex 12, Con 21, Int 20, Wis 21, Cha 20
Base Atk +12, CMB +20, CMD 31
Feats: Alertness, Combat Reflexes, Die Hard, Endurance, Enlarge Spell, Improved Initative
Skills: Appraise +20, Bluff +20, Diplomacy +20, Intimidate +20, Knowledge (Arcana) +20, Knowledge (History) +20, Knowledge (The Planes) +20, Perception +24, Sense Motive +24, Spellcraft +20
Languages: Common, Draconic, five other languages
SQ: Change Shape (polymorph self)
Environment: any land or underground
Organization: solitary
Treasure: double

The name slarecian was one that invoked dread prior to the Divine War. This race of beings were as powerful as the gods or the Titans and they sought to unmake the world for their own dark purposes. They even kidnapped the goddess Drendari and ripped the secrets of shadow magic from her using strange mental powers. These beings were so powerful that it caused the gods and the Titans to join forces to destroy them.

Although most of the slarecians were destroyed, some found a way to escape extermination by transforming themselves into mighty dragons. Although they lost a great deal of power in the transformation and they are extremely rare; slarecian dragons are still fearsome opponents. They are highly skilled with magic and the oldest dragons even have the power to destroy magic items and artifacts with their breath weapon.

Reference: CC2 61

Silver Crusade

clff rice wrote:
Maybe the mythril golem was a mech piloted by one of coreans chosen and it stopped moving because shortly thereafter the war ended and the pilot stepped down and formed the city of Mythril. And adventure could take place within the Golem to find the controls.

Okay, this is not Exalted you know. :)


Im still at it, just takeing things a bit slower cause i might actualy be getting a paying gig. Also im kinda wanting to see the slumbering tsar monster list. from what im hearing here and there it might have done a huge chunk of my work for me and i dont wanna waste to many of my efforts.


Also taking into account certain criticisms and feedback on my work. I'm thinking about Doing an En-world Style Thread where everyone Collaborates on the Scarred lands monsters (And possibly other content). That way they can be true to the originals and still have a new feel.

I will admit my own content is fairly straight across and meant to put things into the pathfinder game while changing as little as possible between the two Editions. A bit unimaginative i know but i just wanted things to go smoothly.

Also with everyone giving feedback we all get a voice and say in invigorating a really cool gameworld.

What dose everyone else think about that idea?

Silver Crusade

I think it's a good idea. Here is another of my conversions.

Vinedead
CR 2 XP 600
N medium construct
Init: +0, Senses: darkvision 60 ft, low-light vision, Perception +0
AC: 14, Touch 10, Flat-Footed: 14
hp:31 (2d10+20)
Fort: +0, Ref: +0, Will +0
Immune: construct immunity; Weaknesses: fire vulnerability
Speed: 30 ft
Melee: 2 claws +3 (1d4+1)
Str: 13, Dex: 11, Con:-, Int:-, Wis: 10, Cha: 11
Base Atk: +2, CMB: +3, CMD: 13
Environment: any land or underground
Organization: any
Treasure: none

Variants: There are several variants of the vinedead. A small number were created using the skeletons of smaller creatures than humans and have the young simple template. Larger than the common vinedead are the greater vinedead. They are created using the giant simple template. Lastly are the feared dread vinedead which use both the giant simple template and the advanced simple template.

Vinedead are a bizarre form of a construct created by evil druids of the Hornsaw Forest. They resemble undead in that they are skeletal creatures, but they have none of the abilities or weaknesses of the skeletons that they resemble. Most notably they are not vulnerable to turning or channeled positive energy. They are most often created by the mysterious Autum King, but anyone who learns the spell Create Vinedead can create them.


clff rice wrote:
I will admit my own content is fairly straight across and meant to put things into the pathfinder game while changing as little as possible between the two Editions.

Changing as little as possible except for the spelling of mithral, I assume?

Silver Crusade

Taurosphinx
CR 17 XP 102,400
LN large outsider (lawful)
Init: +4, Senses: darkvision 60 ft, Perception +31
AC: 39, Touch: 14, Flat-Footed: 39; +5 deflection, +25 natural, -1 size
hp: 287 (23d10+161)
Fort: +20, Ref: +13, Will: +18
DR 15/magic or chaos
Speed: 60 ft, fly 90 ft (average)
Melee: gore +31 (1d8+9), 2 claws +31 (1d6+9)
Space: 10 ft, Reach 5 ft
Special Attacks: Breath Weapon (90 ft cone, DC 29 Fort, 2d8 sonic damage, deafened for 3d6 rounds, and frightened for 15 rounds), Hammer of Law, Pounce, Rake (2 claws +31 (1d6+9))
Str: 28, Dex: 10, Con: 24, Int: 18, Wis: 20, Cha 17
Base Atk: +23; CMB: +31; CMD: 41
Feats:Alertness, Cleave, Flyby Attack, Great Cleave, Great Fortitude, Hover, Improved Initiative, Multiattack, Power Attack, Step Up, Vital Strike
Skills: Bluff +29, Diplomacy +29, Fly +26, Heal +31, Knowledge (planes) +30, Knowledge (religion) +30, Perception +35, Sense Motive +35, Spellcraft +30, Use Magic Device +29
Languages: omnilingual, telepathy 100 ft
SQ: spells
Environment: any, as needed
Organization: unique
Treasure: Triple

Hammer of Law (Su): The taurosphinx's natural attacks are treated as if they have the Axiomatic weapon quality and inflict +2d6 damage to chaotic creatures.

Spells: The taurosphinx casts spells as a cleric of 23rd level.

The taurosphinx is the herald of Hedrada. Legend tells that he was once an androsphinx renown for his piety to Hedrada and when the god's previous herald fell in battle he elevated the pious sphinx and transformed him into his current form.


Stuffy Grammarian wrote:
clff rice wrote:
I will admit my own content is fairly straight across and meant to put things into the pathfinder game while changing as little as possible between the two Editions.
Changing as little as possible except for the spelling of mithral, I assume?

Yes besides that :P *Grumbles about grammar Nazis*


Apostle of Gygax wrote:

I think it's a good idea. Here is another of my conversions.

Vinedead
CR 2 XP 600
N medium construct
Init: +0, Senses: darkvision 60 ft, low-light vision, Perception +0
AC: 14, Touch 10, Flat-Footed: 14
hp:31 (2d10+20)
Fort: +0, Ref: +0, Will +0
Immune: construct immunity; Weaknesses: fire vulnerability
Speed: 30 ft
Melee: 2 claws +3 (1d4+1)
Str: 13, Dex: 11, Con:-, Int:-, Wis: 10, Cha: 11
Base Atk: +2, CMB: +3, CMD: 13
Environment: any land or underground
Organization: any
Treasure: none

Variants: There are several variants of the vinedead. A small number were created using the skeletons of smaller creatures than humans and have the young simple template. Larger than the common vinedead are the greater vinedead. They are created using the giant simple template. Lastly are the feared dread vinedead which use both the giant simple template and the advanced simple template.

Vinedead are a bizarre form of a construct created by evil druids of the Hornsaw Forest. They resemble undead in that they are skeletal creatures, but they have none of the abilities or weaknesses of the skeletons that they resemble. Most notably they are not vulnerable to turning or channeled positive energy. They are most often created by the mysterious Autum King, but anyone who learns the spell Create Vinedead can create them.

I like your vinedead conversion, I was gonna work it as a template myself.

You wanna do these new conversions here or at the Pizza?


Stuffy Grammarian wrote:
clff rice wrote:
I will admit my own content is fairly straight across and meant to put things into the pathfinder game while changing as little as possible between the two Editions.
Changing as little as possible except for the spelling of mithral, I assume?

In Scarn, we eat stuffy grammarians.


Doodlebug Anklebiter wrote:
In Scarn, we eat stuffy grammarians.

May you be fornicated by a giraffe. In the street!


Think ill Start a new Thread to the Colab Overhauling of the Creature Collection.

But in the meantime, One of my faves.

Carrion Hound
<breif description>
Name CR 3
XP 800
CE Large Magical Beast
Init +0; Senses Darkvision 60 ft, Low light vision; Perception +8

Defense
AC 15, touch 9, flat-footed 0 (-1 size, +6 natural)
hp 34 (4d10+8+4)
Fort +8, Ref +4, Will +1
SD Immune Immune Disease

Offense
Speed 30 ft., Burrow 10 ft
Melee 2 bites +7 (1d4+4 + Grab)
Space Filler ft.; Reach 0ft. (Filler'ft with filler)
SA Flesh Burrow (1d4+6 +1 Con Damage)

Statistics
Str 18, Dex 10, Con 14, Int 2, Wis 10, Cha 10
Base Atk +4; CMB 9; CMD 19 ( 23 vs. trip)

Feats Great Fortitude, Toughness
Skills
Acrobatics 4, Climb 8, Perception 8, Stealth 3.
Skill Adjustments: +4 perception.

SQ Traits
Ecology
Environment Any underground.
Organization solitary or pack (1d4+6 + one alpha with advanced template.)
Treasure none
Special Abilities

Flesh Burrow (Ex): Any turn in which a creature is grappled by a Carrion hound it automaticaly takes 1d4+6 damage and a point of Constitution damage.

Ecology

Habitat & Society

Silver Crusade

clff rice wrote:

I like your vinedead conversion, I was gonna work it as a template myself.

You wanna do these new conversions here or at the Pizza?

We can do them either place. Anything that I do will end up being posted on both sites anyway.


Okedokey than. Looking at my earlier conversions is there anything you would change Apostle?


Asaatth.

Silver Crusade

clff rice wrote:
Okedokey than. Looking at my earlier conversions is there anything you would change Apostle?

Other than formatting them differently so that the stat blocks are easier to read I don't see anything that I would change.


Ok well some point im gonna put togeather a google doc or something to compile them.


Every Scarn Elf Species i could find hopefully balanced and playable.

Elf

Dark Elf

As per non noble drow with the flowing exceptions

Lacks the light blindness trait.

Spell like ability: Blur. And mirror image 1/day.

Forsaken Elf

Forsaken elfs are normal elves as per the core rulebook. Most are of Middle age (175 years) and receive the flowing age adjustments. –1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.

Wood Elf

Attributes: +2 dex, +2 Wis, -2 Con

Proficient with long-spear, short-spear, quarterstaff, longbow (including composite longbow) and short-bow (including composite shortbow).

Wrack Elf

As per normal elf except

Detect Leyline a Wrack elf can always detect a leyline and determine which type of energy suffuses this place. In a scarred lands setting this mean which titan holds sway there. But in other settings they might detect Infernal, Holy or fey energies as an example.

Exploit Layline A Wrack elf can use its atunement to an an area to bolster their spells, Adding one to the spells caster level if cast as a full round action. For example the Wrack elf is in an Area suffused with the fiery energies of thulkas They may choose to cast a fire based spell as a full round action increasing its caster level by 1.

Pale elf

as per the forsaken elf and

Skills: +2 Intimidation

Plague Magic: Pale elfs with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—Bleed, Cause fear. The caster level for these effects is equal to the Elf’s level. The DC for these spells is equal to 10 + the spell’s level + the elfs’s Charisma modifier. This replaces Elvin magic.

Hardy +2 saves vs Diseases.

Churns Curse Each pale elf is infected with Weakened though incurable Leprosy. Though Incurable Pale elfs enjoy an additional +4 to their saves vs this Disease.

Leprosy Touch
Leprosy

Type disease, contact, inhaled, or injury; Save Fortitude DC 12 negates, Fortitude DC 20 to avoid effects

Onset 2d4 weeks; Frequency 1/week

Effect 1d2 Cha damage; Cure 2 consecutive saves


Here is a monster list for Scarred Lands

http://www.thepiazza.org.uk/bb/viewtopic.php?f=67&t=8633&sid=81b26a 80d9bc6368fa6568170180bf3e


Gnomes of Scarn

Gnomes

Jungle Gnome

As per normal gnome with the folowing changes.

Hatred This applies to gnolls Instead of goblins and reptilian

Skills +2 knowledge Nature checks. This replaces Obsessive.

Cold Gnomes

Cold Gnome Magic: Gnomes add +1 to the DC of any saving throws against Cold spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—Ray of frost, Burning Hands (Cold Version), Prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome’s level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier. This replaces Gnome magic.

Resistances: Cold resistance 5

Fire vaunerability -2 to saves vs fire attacks.

Brewer Gnome

+2 bonus on craft Alchemy. This replaces Obsessive.

Brewer Gnome Magic: Gnomes add +1 to the DC of any saving throws against alteration spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—Alchemists allocation* (see APG), and speak with animals. The caster level for these effects is equal to the gnome’s level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier. This replaces Gnome magic.


ASSASINS BANE

CR 1/3
XP 135
N Small Magical Beast
Init +6; Senses Darkvision 60 ft, Low light vision. Scent, Detect Poison 30 ft; Perception +0

Defense
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 size, +1 natural)
hp 6 (1d10+1)
Fort +3, Ref +4, Will 0
SD Immune Immune to poison, Sleep And Paralysis

Offense
Speed 40 ft.
Melee +0 (1d- ),
Space 5 ft.; Reach 5ft.
SA Filler

Statistics
Str 6, Dex 14, Con 12, Int 5, Wis 10, Cha 6
Base Atk +1; CMB -2; CMD 10 ( 14 vs. trip)

CMB = Base attack bonus + Strength modifier
+ special size modifier

CMD = 10 + Base attack bonus + Strength modifier
+ Dexterity modifier + special size modifier (Fine –8, Diminutive
–4, Tiny –2, Small –1, Medium +0, Large +1, Huge +2, Gargantuan +4, Colossal +8.)

Feats Improved Inish
Skills
Acrobatics 5, Climb 1, Perception 4, Stealth 5, Swim 1.

SQ Traits
Ecology
Environment Domesticated or City.
Organization solitary
Treasure none
Special Abilities

Ecology

Habitat & Society

Special:


Snake, Bladehood

Bladehood Snake CR 3
XP 800
N Large animal
Init +1; Senses scent; Perception +12

DEFENSE
AC 15, touch 13, flat-footed 12 (+2 Dex, +4 natural)
hp 29 (4d8+12)
Fort +7, Ref +6, Will +2

OFFENSE
Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +9 (1d6+8 plus grab), Slash +5 (1d6+7)
Special Attacks constrict (1d6+8 + 1d6 Slashing), Quick Strikes (+4 to hit during an charge instead of +2)

STATISTICS
Str 25, Dex 15, Con 16, Int 1, Wis 12, Cha 2
Base Atk +2; CMB +5 (+9 grapple); CMD 18 (can't be tripped)
Feats Skill Focus (Perception), Toughness
Skills Acrobatics +13, Climb +15, Perception +12, Stealth +5, Swim +15;
Racial Modifiers +4 Perception, +4 Stealth,+8 Acrobatics

ECOLOGY

Environment warm forests, swamps, and fresh water
Organization solitary or nest (2–6)
Treasure none


Bloodfly Swarm

Bloodfly Swarm CR 3

XP 800
N Diminutive vermin (swarm)
Init +1; Senses darkvision 60 ft.; Perception +9
DEFENSE

AC 15, touch 15, flat-footed 14 (+1 Dex, +4 size)
hp 31 (7d8)
Fort +5, Ref +3, Will +3
Defensive Abilities swarm traits; Immune mind-affecting effects, weapon damage
Aura Fear Aura (30 ft Sonic mind affecting, dc 12 will save or be shaken for 1d6 rounds)
OFFENSE

Speed 5 ft., fly 40 ft. (good)
Melee swarm (2d6 and 1 Constitution damage and bleed)
Space 10 ft.; Reach 5 ft.
Special Attacks bleed (1d6), distraction (DC 13),
STATISTICS

Str 1, Dex 13, Con 10, Int —, Wis 12, Cha 9
Base Atk +5; CMB —; CMD —
Skills Fly* +11, Perception +9; Racial Modifiers Perception +8
SPECIAL ABILITIES

ECOLOGY

Environment tropical swamps
Organization solitary, pair, fury (3–6 swarms), or scourge (7–12 swarms)
Treasure none


Go to Firewrack.


Charfiend

Charfiend CR 1/2
XP 200
CE Medium Monstrous Humanoid (Goblin)
Init +5; Senses Scent (2 mile range with regards to burned or burning things); Perception +4

Defense
AC 13, touch 12, flat-footed 0 (+1 Dex, +1 size, +1 Dodge)
hp 10 (2d10+ )
Fort +1, Ref +4, Will +2
SD Immune Immune to fire.
Aura Desecration 30 ft., Sickening Aura (10 ft; dc 11 or be sickened)

Offense
Speed 40 ft.
Melee 1 Bite +2 (1d6 ), 2 claws -3 (1d4)
Space 5 ft.; Reach 5ft.
SA Filler
Statistics
Str 11, Dex 13, Con 13, Int 10, Wis 8, Cha 8
Base Atk +2; CMB +2; CMD 11

Feats Improved Inish, Dodge
Skills Climb 5, Intimidate 3, Perception 4, Stealth 6,
Survival 3,

SQ Traits
Ecology
Environment Domesticated or City.
Organization solitary, Pair or pack (3-8)
Treasure none
Special Abilities

Ecology

Habitat & Society


Hey there, just wanted to chime in that I have started a Scarred Lands PbP and have bookmarked this thread. Thanks for all your work, and if there is something I convert for my own purposes, I'd be glad to post it here.

As my moniker might imply, any conversions that I do with Psionics related to them will use Dreamscarred's psionics material.


http://www.thepiazza.org.uk/bb/viewforum.php?f=67

That forum may help your play by post thanks for the encouraging words.

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