
Zelgadas Greyward |
6 people marked this as a favorite. |

First off, I wasn't quite sure where to put this. This seemed like the proper sub-forum, but if I guessed wrong, hopefully it will get moved to the correct location.
Okay, now that's done - hi! I've been working on creating an unofficial campaign setting for the Kingdom Death universe (known mostly for the miniature boardgame Kingdom Death: Monster) both because I love the miniatures and because the setting is really mysterious and interesting.
I started with monster stats - specifically the monsters from the core game.
White Lion CR 6
NE Large Magical Beast
Init +6; Senses low-light vision, Darkvision 60 ft., scent, Perception +9
AC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, -1 size)
hp 68 (8d10+24)
Fort +9, Ref +8, Will +3
Spd 40 ft.
Melee bite +14 (1d8+7), claw +14 (1d6+3), strange hand +15 (1d8+7 plus bleed plus grab)
Space 10ft; Reach 5ft.
Special Attacks Bleed (1d6), Rage, Terrifying Roar
Str 25, Dex 15, Con 17, Int 5, Wis 12, Cha 10
Base Atk +8; CMB +16 (+20 grapple); CMD 28 (32 vs trip)
Feats Awesome Blow, Improved Initiative, Run, Weapon Focus (strange hand)
Skills Acrobatics +7, Perception +9, Stealth +7 (+11 in undergrowth); Racial Modifiers (+4 Acrobatics, +4 Stealth (+8 in undergrowth)
Rage (Ex): The White Lion can, as a swift action, fly into a rage. This ability functions much like a barbarian's rage, but only lasts for four rounds. While raging, the White Lion gains +2 to Strength and Con as well as a +2 bonus to Will saves, but takes a -2 penalty to AC. After the White Lion's rage ends, it is fatigued for 2 rounds, during which time it cannot rage again. Once the fatigue ends, the White Lion can rage as normal.
Terrifying Roar (Su): The White Lion can, as a standard action, unleash a terrible roar that strikes fear into nearby creatures. All creatures with 30ft of the White Lion must make a Will save DC 16 or become Frightened. This DC is Charisma based and includes a +2 racial bonus.
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Screaming Antelope CR 9
CE Large Magical Beast
Init +3 Senses low-light vision, Darkvision 60 ft., scent, Perception +11
AC 22, touch 12, flat footed 19 (+3 Dex, +10 natural, -1 size)
hp 114 (12d10+48)
Fort +12, Ref +13, Will +6
Speed 50ft
Melee gore +18 (1d8+6), 2 hooves +15 (1d4+3), horrific bite +17 (2d8+9/19-20 plus grab plus bleed)
Space 10ft; Reach 5ft.
Special Attacks: Bleed (1d6), Regurgitate, Scream, Swallow Whole (4d8+9 damage, AC 20, hp 11), Trample (1d6+9, DC 22)
Str 22, Dex 16, Con 18, Int 5, Wis 15, Cha 15
Base Atk +12, CMB +19 (+23 grab), CMD 32 (36 vs trip)
Feats Awesome Blow, Improved Grapple, Lightning Reflexes, MultiAttack, Run, Weapon Focus (gore)
Skills Acrobatics +12 (+20 jumping), Perception +11 (+8 racial modifier to acrobatics checks when jumping)
Horrific Bite: The mouth in a Screaming Antelope's abdomen (hereafter its "undermouth") acts as if it is one size catagory larger than the creature is, applies 1-1/2 times its strength modifier to damage, and threatens on a 19-20 threat range. Both the bite damage and the Swallow Whole damage count as blunt, piercing, and slashing.
Regurgitate (Ex): Once a Screaming Antelope as swallowed a creature whole with its undermouth, it can choose, as an immediate action, to vomit the creature back out again. Regurgitate leaves the target creature prone next to the Screaming Antelope's space. Further, the creature regurgitated must make a Fort save DC 20 or be stunned for 1 round. Typically, the Screaming Antelope only chooses to regurgitate a foe who is currently attempting to cut its way out, although it can do so for other reasons if it chooses.
Scream (Su): As a full round action, a Screaming Antelope may use its undermouth to unleash a terrifying scream. All targets within 20 ft of the Screaming Antelope must make a Will save, DC 18, or be overwhelmed by fear. A creature that fails its save cowers (as per the cowering condition) even if it could otherwise flee, taking a -2 penalty to AC as well as losing its Dex modifier to AC. The creature cowers for 1 round and is shaken for 2d4 rounds thereafter. A creature that succeeds at its saving throw is unaffected. No creature can be affected by the same Screaming Antelope's scream twice within the same 24 hour period. The DC is Charisma based.
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The Butcher CR 8
CE medium undead
Init + 1 ; Senses Darkvision 60 ft., Perception +16
AC 21 (+1 Dex, +12 natural, -2 rage)
hp 102 (12d8+48)
Fort +8, Ref +5, Will +11
Defensive Abilities: undead traits; DR 3/--
Speed 40 ft.
Melee mwk cleavers +15/+15/+10/+10 (1d6+3), bite +8 (1d6+3), slam +8 (1d4+3)
Special Attacks butcher's roar, dreaded trophies, rage
Str 22, Dex 13, Con --, Int 8, Wis 12, Cha 18
Base Atk +9; CMB +15, CMD 26
Feats Cleave, Great Cleave, Improved Two Weapon Fighting, Power Attack, Two Weapon Fighting, Weapon Focus (cleavers)
Skills Intimidate +23, Perception +16, Survival +13 Racial Bonuses +4 Intimidate
Butcher's Roar (Su): As a standard action, the butcher can unleash a terrifying roar. All non-deaf creatures within 60 ft. must make a will save (DC 20) or be frightened.
Dreaded Trophies (Su): When the butcher kills someone, it hangs a trophy from its kill on its person. If the butcher currently has a trophy, all creatures that see the trophy must make a will save (DC 20) or be shaken. If the creature knew the trophy, failing the save instead makes them nauseated for 1 round before being shaken.
Lantern Hunger (Su): As a move action, a Butcher can leap between light sources. This functions like the spell dimension door, but requires that the butcher leap to a light source such as a lantern. Since the butcher wears several lanterns, he can use his own lanterns as a source of light (effectively allowing him to teleport from anywhere to a light source within range). Once a Butcher has used lantern hunger, it may not use it again for 1d4+1 rounds.
Rage (Ex): A Butcher can rage for 18 rounds per day as an 8th level Barbarian. The +4 Str, +2 Will, and -2 AC are already applied above.
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I have more, but that seems like a good start. Feedback is appreciated.
Oh, and after the monsters, I was planning on doing some class archetypes for groups like the Twilight Knights, White Speakers, and so forth.

Zelgadas Greyward |
1 person marked this as a favorite. |

Thanks! Here you go.
Phoenix CR 12
LE Gargantuan Magical Beast
Init +6; Senses low-light vision, Darkvision 60 ft., Perception +12
Aura frightful presence (60ft, DC 18 vs shaken 5d6 rnds)
AC 27, touch 8, flat-footed 25 (+2 Dex, +19 natural, -4 size)
hp 152 (16d10+64)
Fort +14, Ref +14, Will +8
Speed 20ft; fly 80ft (average)
Melee 2 wings +22 (2d6+9/19-20 plus grab), bite +21 (2d8+9)
Space 20ft.; Reach 15 ft.
Special Attacks: Aging Gaze, Chatter, Pustule Cannons, Razor Wind, Spiral Cyclone
Str 28, Dex 15, Con 18, Int 5, Wis 12, Cha 11
Base Atk +16, CMB +29 (+33 grapple); CMD 41
Feats Flyby Atk, Improved Critical (talons), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (wings) +1 feat
Skills Fly +7, Perception +12
Aging Gaze (Su): Each round, any creature who meets the Phoenix's gaze must make a Will save DC 18 or be stricken with sudden aging, suffering 1 negative level. Creatures immune to aging effects (such as those who have the Timeless body ability) are immune to this effect. This is an aging effect.
Chatter (Su): As a free action, the Phoenix can begin to whisper madness to those nearby. All creatures within 5 ft of the Phoenix must make a Will saving throw DC 19 or become confused for as long as they remain within 5 ft of the Phoenix. A creature confused by the Chatter is immune to Aging Gaze for the duration of its confusion. A creature that passes the saving throw is immune to the Phoenix's chatter for 24 hours. The DC is Wisdom based.
Pustule Cannons (Su): The Phoenix can, as a standard action, spray fluid from the pustules that cover its body. All creatures within 20 ft are coated in a substance that causes 2d6 acid damage unless they make a successful Reflex saving throw (DC 21, negates). In addition, targets who take damage from this acid must also make a Fortitude saving throw. Those that fail gain 1 negative level. The DCs are Constitution based.
Razor Wind (Su): The Phoenix flaps its wings, creating an 80 ft line of deadly wind. All targets within the line take 12d6 slashing damage and are knocked 10 ft further away from the Phoenix, falling prone. A Reflex saving throw DC 21 halves the damage and negates the movement, as well as preventing the target from being knocked prone. The DC is Constitution based.
Spiral Cyclone (Su): Once per day, a Phoenix can unleash its Razor Wind in all directions. All creatures within 40ft of the Phoenix suffer the effects of Razor Wind.
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Kingsman CR 10
LE Medium Outsider
Init +3, Senses low-light vision, Darkvision 60 ft., Perception +17
AC 25 touch 11 flatfooted 24 (armor +9, Dex +1, natural +5)
hp 136 (13d10+65)
Fort +13, Ref +11, Will +8
Damage Reduction 10/Good; SR 21
Speed 30ft
Melee mwk halberd +20/+20/+15/+10 (1d10+9 x3)
Special Attacks battle pressure, king's combat, king's curse
Str 23, Dex 17, Con 20, Int 15, Wis 18, Cha 12
Base Atk +13, CMB +19 (+21 to trip), CMD 32 (34 vs trip)
Feats combat expertise, combat reflexes, dazzling display (B), dodge, improved trip, mobility, spring attack, whirlwind attack
Skills Acrobatics +12, Climb +15, Intimidate +18, Perception +17 Perform (dance) +14, Sense Motive +17, Stealth +12, Survival +17 (racial modifiers: +4 racial bonus to intimidate, -4 armor check penalty for unique fullplate)
Possessions: mwk halberd
Battle Pressure (Ex): Once per round, a King's Man can block one attack made against it. This attack is considered a miss and deals no damage or secondary effects to the King's Man. If the attack the King's Man blocks was a critical hit, the King's Man cannot use this ability the following round (but regains the ability thereafter).
King's Combat (Ex): When making a full attack, the King's Man makes an additional attack at its highest attack bonus as if hasted. This ability does not stack with haste, weapons of speed, or similar abilities.
King's Curse (Su): When a King's Man is reduced to 0 HP or less, it instantly dies. The creature who dealt the killing blow and any other creature within 10 ft that has dealt any damage to the King's Man in the past round must make a Will save DC 17 or begin transforming into a King's Man themselves. The creature that actually dealt the killing blow takes a -2 penalty to this save. Victims take 1d6 Con damage immediately as their bones begin to rearrange themselves. This damage continues each day thereafter until the victim is reduced to 0 Con (or less) at which point the creature dies and is transformed into a King's Man. The King's Curse is difficult to remove. When casting spells to remove it, treat the DC as 4 higher (21 or 23 for the one who killed the creature). The DC is charisma based.
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The Hand CR 15
LE Medium Outsider
Init +6, Senses low-light vision, Darkvision 60 ft., Perception +24
AC 31 , touch 18, flat-footed 23 (Armor +9, Dex +1, Dodge +1, Insight +6, Natural +4)
hp 225 (18d10+126)
Fort +16 , Ref +15 , Will +11
Damage Reduction 10/Good; SR 26
Speed 40 ft
Melee unarmed strikes +24/+24/+19/+19/+14/+14/+9 (2d6+8 plus bleed)
or mwk Longsword +32/+27/+22/+17 (1d8+13 17-20x2)
Special Attacks bleed (1d6), ghost step, longsword mastery, quivering palm, the penalty, unarmed mastery
Str 26, Dex 23, Con 24, Int 23, Wis 22, Cha 23
Base Atk +18, CMB +26, CMD 42
Feats: Dimensional Agility, Dimensional Assault, Dimensional Dervish, Dimensional Savant, Dodge, Greater Weapon Focus (longsword), Improved Critical (longsword) Weapon Focus (longsword), Weapon Specialization (longsword)
Skills: Acrobatics +24, Bluff +24, Climb +26, Diplomacy +24, Intimidate +24, Knowledge (planes) +24, Perception +24, Profession (sword trainer) +24, Sense Motive +24, Stealth +24, Survival +24, Swim +26
Possessions: mwk fullplate, mwk longsword
Ghost Step (Su): The Hand can, as a swift action, teleport a short distance. This acts like Dimension Door except that the Hand can attack after the movement.
Longsword Mastery (Ex): The Hand counts as a Fighter for the purpose of qualifying for fighter feats but only feats that apply to the Longsword. Furthermore, The Hand gains Weapon Training +3, but only when using a Longsword.
Quivering Palm (Su): As the monk ability of the same name.
The Penalty (Su): The Hand, as a standard action, points at a single
target within 30 ft. That target must make a Fort save DC 25 or die. A target that passes its save instead takes 15d6 damage, which may kill the target anyway. This is a death effect. The DC is charisma based.
Unarmed Mastery (Ex): While armed with a sword, the Hand prefers to fight with unarmed strikes. The Hand's unarmed strikes deal 2d6 damage (as a 15th level Monk). Furthermore, for the purpose of unarmed strikes only, the Hand acts as if it has Two Weapon Fighting, Improved Two Weapon Fighting, and Greater Two Weapon Fighting as bonus feats.
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I should probably note here that my plan with these monsters was to create the "level 1" baseline version of each monster. The White Lion, for example, is the power level a group would fight in Lantern Year 1 (the battle during year 0 would be with a weakened White Lion). The expectation that higher level versions would have things like the advanced template, additional hit dice, or mythic ranks (particularly for Legendary versions).
This assumption, however, does not apply to the Hand. Reading his entry in Kingdom Death: Monster, I got the impression that the Hand is just playing with the survivors. Unlike every other core game creature, his defeat does not end with the Hand's death but his withdraw from combat. This implies that the level 1 version is just him taking it really easy, while his level 2 version is him being slightly more serious, up to his level 3 version which is a little more serious again. Thus, I built the Hand as his level 3 version - hence his CR being so much higher than everything else's.
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The Watcher CR 17
NE Large Outsider
Init +4; Senses Darkvision 60 ft., Perception +29
Aura: Sharp Folds (1d6 bleed)
AC 33, touch 18, flat-footed 28 (+4 Dex, +1 dodge, +4 insight, +15 natural, -1 size)
hp 287 (23d10+161)
Fort +14, Ref +19, Will +16
Defensive Abilities: DR 10/good; black out, sharp folds
Speed: fly 120 ft (perfect)
Melee +5 lanterns +28/+28/+28/+28/+23/+18/+13 (2d6+10 19-20x2)
Special Attacks absorb life, black out, inhale and exhale, lantern vortex, sharp folds, steal dreams
Spell-Like Abilities (CL 17, concentration +26)
constant - greater magic weapon (+5 bonus)
at will - dispel magic, enervate, fear (DC 18)
3/day - quickened dispel magic, feast on fear (DC 19)
Str 21, Dex 19, Con 24, Int 19, Wis 16, Cha 19
Base Atk +23; CMB +24, CMD 38
Feats Cleave, Combat Reflexes, Dodge, Doubleslice, Great Cleave, Improved Critical (lanterns), Lightning Reflexes, Mobility, Multiweapon Fighting, Power Attack, Quicken Spell-Like Ability (dispel magic), Spring Attack
Skills Bluff +30, Intimidate +30, Knowledge (arcana) +30, Knowledge (dungeoneering) +30, Knowledge (planes) +30, Perception +29, Sense Motive +29, Spellcraft +30, Stealth +26, Survival +29
Absorb Life (Su): As a full-round action, the Watcher can draw the life from nearby creatures into itself. All living creatures within 60 ft. of the Watcher must make a Fort save (DC 25) or suffer one negative level. For every negative level this causes, the Watcher is healed for 5 hit points. Any creature who gains one or more negative levels and survives the encounter can remove the negative levels as normal (also DC 25). This DC is Charisma based.
Black Out (Su): When a creature attacks the Watcher in melee and misses, the watcher can, as an immediate action, use its tendrils to tear the victim's head open. The victim makes a Fort save (DC 28). If the victim succeeds, it takes 10d6 damage. If it fails, it is instantly slain. This attack, while powerful, is tiring for the Watcher. It can only be performed every 1d4+1 rounds, and even then each use causes a cumulative -1 penalty to hit. The Watcher can remove this penalty by using the Absorb Life ability above, trading 5 points of healing to remove a single -1 (meaning that if the Watcher has -3 and only absorbs 10 hit points, its penalty is reduced to -1).
Alternatively, if the Watcher wishes to leave its target alive, it can choose to Steal Dreams rather than tear the victim's head open. This immediate action use of the ability still tires the Watcher.
Inhale and Exhale (Su): As a swift action, the Watcher can inhale or exhale powerfully. This has the effect of a gust of wind spell except that it functions as a 60 ft. radius around the Watcher (inhale preventing creatures from moving away from the Watcher, exhale preventing them from moving towards it) and medium creatures are also subject to the reflex save to avoid being knocked prone. The Reflex DC is 25 to avoid being knocked prone. This DC is Charisma based.
Lantern Vortex (Su): The Watcher creates a constant wind around itself. Any creature within 30 ft. of the watcher suffers the effects of strong winds. In addition, any creature within 10 ft. suffers from severe winds instead.
Lanterns (Ex): The Watcher fights with a set of lanterns that dangle from its body. These lanterns function as large sized spiked chains. As such, even with multiattack, the Watcher takes a -4 penalty to hit (already applied) due to their size. In addition, the Watcher can imbue them all with a +5 enhancement bonus as if casting greater magic weapon.
Because they are directly attached to the Watcher's body, these lanterns cannot be disarmed. However, if they are sundered, they are removed from the watcher as if disarmed (and also gain the broken quality as normal).
Sharp Folds (Ex): The Watcher's billowing form is sharply edged. Any creature that attacks the watcher in melee with a non-reach weapon takes 1d6 points of bleeding damage per hit at the end of its turn (ie, the same round it attacks).
Steal Dreams (Su): With a melee touch attack (+27) requiring a standard action, the Watcher can attempt to steal a target's dreams. The target takes 5d6 negative energy damage (no save) and must also make a Will save (DC 25). Success means that the victim only suffers from the effects of a crushing despair spell for 1d4 rounds. Failure causes the victim to collapse (become prone), take no action, and stare helplessly off into space (becoming helpless for the purposes of coup de grace attacks). The victim remains helpless and unable to take actions until one of the creature's allies takes a full round action to help the victim stand up. Once the victim is standing, they can once again take actions, but suffer the effects of a crushing despair spell for 1 minute. This DC is Charisma based.
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So there's the rest of the Core Monsters. Up next, the Expansion Monsters.

Zelgadas Greyward |

I know I said I was doing all the monsters first, but I was in the mood for something different today, so I wrote this up.
White Speaker (Oracle Archetype)
Recommended Mysteries: Battle, Bones, Dark Tapestry, Heavens, Nature.
Class Skills: A White Speaker gains Intimidate and Perform (oratory) as class skills.
Weapon and Armor Proficiencies: White Speakers are proficient with all simple weapons. White Speakers are not proficient with any form of armor or shield.
Oracle Curse: A White Speaker must select the Convulsions oracle curse (reproduced below).
Revelation: A White Speaker must take the following revelations at the listed levels.
Story of the Forsaker (Su): At first level, the White Speaker can tell the Story of the Forsaker. This functions as an inspired rage performed by a skald of the White Speaker's level, except that it always requires a standard action to activate. Allies under the effect of the Story of the Forsaker gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a -1 penalty to AC. While under the effects of the Story of the Forsaker, allies other than the White Speaker cannot use any Charisma, Dexterity, or Intelligence based skills. At 4th level and every 4 levels thereafter, the story's bonuses on Will saves increase by 1; the penalty to AC doesn't change. At 8th and 16th levels, the story's bonuses to Strength and Constitution increase by +2. The White Speaker can tell the Story of the Forsaker for a number of rounds per day equal to her charisma modifier plus her oracle level. If she also has levels in another class that grants bardic or skald performances, those round stack. This replaces the Oracle's first level revelation.
White Secret (Ex): At first level, the White Speaker learns to use her convulsions to evade attacks. While wearing no armor and making use of a shibari restraint (see below), the bonus granted by the White Speaker's convulsion curse also applies as a dodge bonus to her AC (that is, she gains a bonus to dodge equal to half her level, min 1). This replaces the Oracle's proficiency with light and medium armor.
Final Revelation (Su): Upon reaching 20th level, the White Speaker learns the Story of the Ageless Man. The White Speaker reverts to her physical peak, causing any penalties due to age or injury to be removed while any benefits remain. The White Speaker never dies of old age and is immune to any spells or abilities that would modify her age. The White Speaker is likewise immune to natural (non-magical) diseases. This replaces the final revelation of the White Speaker's chosen mystery.
--
Shibari Restraints: A Shibari restraint is a set of leather straps that mimic shibari rope bondage, creating a network of suspension points around a creature. While wearing a shibari restraint, a humanoid creature takes a -4 penalty to CMD against grapple attempts since the straps make the wearer easier to grab. Shibari restraints also make it easier to lift the wearer, granting the lifter a +2 bonus on their strength check. Shibari restraints count as an armor slot item for the purposes of magic item usage, but are not considered armor and provide no armor bonus.
White Speakers wear shibari restraints made of white lion leather to help their allies grapple them during convlusive fits.
Convulsions: You suffer from sudden, uncontrollable convulsions. Whenever you roll a 1 (the die roll shows a “1”) on an attack roll, skill check, ability check, or Reflex save, you drop all items you are holding and cannot take attacks of opportunity until the beginning of your next turn. However, as a result of these tremors, you have learned the limits of how your body twists and bends, gaining a bonus to all Reflex saves and Escape Artist checks equal to half your oracle level. (AO:OC)*
* (Reproduced from Advanced Options: Oracle's Curse)

Zelgadas Greyward |

... and while reading another thread, I stumbled on the actual Pathfinder homebrew section! I thought I remembered that, but I couldn't find it the other day when I posted the first post.
Okay, I'm going to move the first post over there and start again. If you're reading this thread, I'll go ahead and post a link both in this post and the OP (once I have the link).
Sorry for the confusion.
Here's the link:
http://paizo.com/threads/rzs2tr1o?Kingdom-Death-Bestiary
See you over there!
... I can't seem to edit the OP.
Mods, can you edit the OP to insert that link?

Zelgadas Greyward |

Okies, thanks for all you've done so far ^w^
No problem!
I originally got Kingdom Death for the minis (to use with Pathfinder). The game was basically a bonus as far as I was concerned. But, once I had it, I really started to get into the world. I've used some of these monsters in other games, but at some point I want to run a full Kingdom Death game in world.

Zelgadas Greyward |

Same here :3
... I still have to put all those together too...
Well, as it happens, I am currently doing paint and assembly commissions for Kingdom Death.
For a look at my work and base prices, here's my listings over at BGG.
https://boardgamegeek.com/geekmarket/browse?objecttype=thing&objectid=5 5690
Edit: Okay, for some reason, whenever I post this, paizo inserts a space between 5 and 5690 that isn't supposed to be there. I've gone into edit twice, and the link works fine from here. If you try to follow it and it goes to objectid=5, just type in the extra 5690 and you should get there. It should take you to a listing for "Kingdom Death: Monster" not a different game beginning with the letter A.
Again, it should end like so: objectid=55690
Edit: See, here it isn't adding a space. Weird.
All the painted ones are me (seller Will_W).
You (or anyone else who's interested) can PM me here or there to set something up (you can just 'buy' commissions directly from that page, but I offer discounts on bulk commissions since they save me time and shipping expenses).