Kingdom Death Bestiary


Homebrew and House Rules


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Hello! This is technically a repost because I realized I was in the wrong forum (for some reason, the homebrew section is really hard to find if you start at the top).

So yeah, sorry for any confusion.

Now that's done - let's get started! 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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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 are the Core Monsters. Feedback is appreciated. Expansion Monsters and Class Archetypes coming soon.


Expansion Monsters Part 1

The Gorm and the three Knights

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Gorm CR 7
N Huge Magical Beast
Init -2
AC 19; 8 touch, 19 flat-footed (Dex -2, Natural +11)
hp 85 (9d10+36)
Fort +10, Ref +4, Will +3
Defensive Abilities: DR 10/adamantine or flanking; Immune Acid;
Speed 40 ft.
Melee gore +16 (2d6+7), bite +16 (2d6+7 plus 1 bleed), slam +16 (1d8+7), maw arms +11 (1d6+3 plus grab)
Special Attacks illuminate, posturing piss, powerful charge (gore, 4d6+14), retch, sundering tusks, thunder foot
Str 24, Dex 6, Con 18, Int 5, Wis 10, Cha 14
Base Atk +9; CMB +, CMD
Feats Improved Sunder,
Skills Perception +12, Survival +8; Racial Modifiers +4 Perception, +4 Survival
SQ: gormyard, vulnerable flank

Gormyard (Ex): Gorms litter their lairs with the bones of their kills. Any location where a gorm has laird is considered rough terrain.

Illuminate (Ex): As a standard action, the Gorm can use its bulb to create light as the daylight spell, except that the illumination fades by one light degree per round until it returns to normal local lighting conditions. While creatures are within normal or bright light conditions, the gorm gains a +1 to hit.

Posturing Piss (Ex): When the gorm finds itself flanked, it can spend a move action to pee on all adjacent targets. Targets may make a Reflex saving throw (DC 18 negates) to avoid 5d6 acid damage. This DC is Constitution based.

Retch (Ex): The gorm can vomit defensively. Every 1d4 rounds, when the Gorm is attacked in melee, the Gorm can vomit in a 30 ft. cone as an immediate action. All creatures within that area take 7d6 acid damage (Reflex DC 18 vs half). This DC is Constitution based.
Roar (Su): As a standard action, the gorm lets loose with a terrifying roar. All creatures within 60 ft must make a Will saving throw (DC 16) or become frightened. This DC is Charisma based.

Sundering Tusks (Ex): A gorm's tusks automatically attempt to sunder armor when it strikes a creature. Whenever a gorm hits a creature wearing leather, scale, or plate (not chain) armor, the gorm attempts to sunder that armor as a free action.
Thunder Foot (Ex): As a move action, the gorm rises up on its hind legs and then slams down into the ground. All creatures within 30 ft of the Gorm must make a Reflex saving throw (DC 18) or be knocked prone. This DC is Constitution based.

Vulnerable Flank (Ex): The gorm is particularly vulnerable to being flanked. All enemies flanking the gorm automatically bypass its DR as if they had adamantine weapons. Furthermore, precision based damage dealt to a flanked gorm is increased by one point.

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Dung Beetle Knight CR 7
N Large Monstrous Humanoid
Init + 1 ; Senses Darkvision 60 ft., Perception +13
AC 20 (+1 Dex, +1 dodge, +9 natural, -1 size)
hp 85 (9d10+36)
Fort +7, Ref +7, Will +7
Defensive Abilities: DR 10/blunt
Speed 40 ft.
Melee resin dung ball +13 (3d8+7 20x3) and gore +8 (1d8+2) or resin sword +13/+8 (2d6+5 19-20x2), gore +8 (1d8+2), and slam +8 (1d6+2 plus grab)
Ranged resin dung ball +9 (3d8+5 20x3)
Special Attacks powerful charge (gore, +13, 2d8+10)
Str 20, Dex 13, Con 18, Int 13, Wis 13, Cha 10
Base Atk +9; CMB +14 (+18 grapple), CMD 25
Feats Combat Expertise, Dodge, Mobility, Spring Attack, Whirlwind Attack
Skills Craft (dung ball) +13, Fly +11, Intimidate +12, Perception +13, Survival +13

Century Carapace (Ex): A Dung beetle Knight's shell is very hard. Any weapons with the fragile quality treat rolling a natural 2 the same as rolling a natural 1 for the purposes of weapon breakage. Weapons without the fragile quality are unaffected.

Grab and Stuff (Ex): A Dung beetle Knight is adept at grappling medium or smaller creatures and stuffing them in its resin dung ball. When the dung beetle knight hits a medium or smaller target with its slam attack, it may attempt to grapple that creature as a free action that does not provoke an attack of opportunity. Its many small arms give it a +4 bonus to this grapple attempt, but unlike other creatures with similar abilities, the dung beetle knight is considered grappled until it successfully pins its target. Once a target is pinned, the dung beetle knight can shove them into its resin dung ball as a swift action. This functions much like being swallowed whole except that the target cannot escape by cutting its way out since the resin ball is extremely hard. Instead, the target can escape with a successful escape artist check (DC 25) or a successful sunder (DC 25) to break the resin dung ball. Alternatively, a character adjacent to the resin dung ball can take a full round action to reach in and pull the victim out. While trapped within the ball, the target does not take damage per round since the ball has no internal digestion abilities. However, the target does take 1d6 damage whenever the dung beetle knight attacks with the resin dung ball. If the dung beetle knight throws its resin dung ball while a creature is inside, that creature takes 1d6 damage per 10 ft the resin dung ball travels (minimum 1d6).

Ground Pound (Ex): As a full round action, a dung beetle knight can smash itself into the ground. This causes underground tunnels to collapse, shifting the surface and making it difficult for those nearby to stand. All creatures within 10 ft of the dung beetle knight fall prone unless they succeed at a reflex save (DC 18). This DC is constitution based.

Resin Dung Ball (Ex): A Dung beetle Knight lives to amass a 10 ft diameter resin dung ball which is also its primary weapon. It deals 3d8 damage (as a huge size two-handed weapon), deals blunt damage, and crits on a 20 x3. It also counts as a thrown weapon and has a range increment of 20 ft. The resin dung ball also allows the dung beetle knight to attempt a combat maneuver check to bull rush its opponent without provoking an attack of opportunity. Finally, the resin dung ball is hollow and can contain up to four medium sized creatures. See grab and stuff above for details.

Separation Anxiety (Ex): A dung beetle knight values its dung resin ball over all other things. Whenever the dung beetle knight throws its resin dung ball or is separated from it by any other means, it must spend its next action to move and reclaim its resin dung ball. If the ball is within 40 ft, this is merely a move action, but if it has gone farther, it may require the dung beetle knight to take a full move or run action. If the Dung beetle knight makes any attacks while separate from its resin dung ball, such as an attack of opportunity (or if the ball is teleported away or rendered invisible), the dung beetle knight takes a -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls as if affected by a crushing despair spell. This lasts until the dung beetle knight recovers its resin dung ball or creates a new one (which takes 1 month) if its original ball was destroyed or is impossible to find.

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Flower Knight CR 8
N Large Plant
Init +4; Sense low-light vision; Perception +15
Aura Fairy Circle
AC 21, touch, flat-footed (+4 Dex, +8 natural, -1 size)
hp 78 (12d8+24)
Fort +10, Ref +8, Will +4
Defensive Abilities: plant traits; Vulnerability: emotions (a Flower Knight loses its plant-based immunity to mind affecting if the spell or ability has the emotion or morale descriptors).
Speed 40 ft.
Melee mwk longsword +14/+9 (2d6+4 17-20 x2) and Sting +7 (1d6+2 19-20 x2 plus 1d4 bleed)
Special Attacks bloom, furious riposte, poisonous pollen (DC 18), sundering critical, swashbuckler panache, wrathful vine strike
Str 18, Dex 18, Con 15, Int 14, Wis 10, Cha 18
Base Atk +9; CMB +14 (+16 disarm), CMD 28
Feats Combat Expertise, Dazzling Display, Extra Panache, Gory Finish, Improved Disarm, Weapon Focus (sword)
Skills Bluff +16, Intimidate +16, Perception +15, Stealth +15; Racial Modifier +4 Intimidate

Bloom (Su): A Flower Knight can attempt to draw enemies into its Fairy Circle. As a move action, a Flower Knight can attempt to move a creature outside its Fairy Circle but within 60 ft. of the Flower Knight into the Fairy Circle. This effect is similar to dimension door except that it affects the target rather than the Flower Knight and has no effect on the number of actions the target can take. A target can resist being transported into the Fairy Circle with a Will save (DC 20 negates). This save is Charisma based.

Bruised Ego (Ex): If a Flower Knight runs out of panache, it becomes angry and irrational. So long as the Flower Knight has no panache, it no longer gains the benefit of the keen weapon effect provided by its fairy circle and takes a -2 morale penalty to hit and damage, nor can it use its combat expertise feat. This is in addition to losing access to various bonuses associated with its swashbuckler deeds. For this reason, a Flower Knight will usually hoard its final panache point unless it believes that it will gain another by successfully killing an opponent.
Alternatively, any Flower Knight affected by a spell or effect that causes crushing despair or rage is instead affected as if it has no remaining panache. Both effects last until the Flower Knight gains one panache point (which, in the case of spells or effects, negates any remaining duration as if the Flower Knight passed its save - this works even if the Flower Knight had full panache when it was affected by the spell, in which case the panache point is wasted as normal but still ends the effect).

Fairly Circle (Su): A Flower Knight is always surrounded by a ring of mysterious foliage. This manifests as a 30 ft. aura of the plant growth spell except that it is limited to 30 ft radius circle and the overgrowth usage, and speed is reduced to 10 ft for medium creatures rather than 5 ft. The Flower Knight is immune to this speed reduction. Additionally, all weapons within the fairy circle have their threat ranges increased as if affected by a keen weapon spell. Finally, a ring of sharp thorns marks the border of a fairy circle. Any creature attempting to leave the fairy circle takes 1 damage and 1d6 bleeding damage each round thereafter.

Furious Riposte (Ex): A Flower Knight gains the opportune parry and riposte swashbuckler deed, allowing it to spend 1 panache point and expend and use an attack of opportunity to attempt to parry an attack. If the result of the attack of opportunity is greater than the attacking creature's result, the creature's attack automatically misses. Upon performing a successful parry, the Flower Knight can as an immediate action make an attack against the creature whose attack it parried, provided that creature is within its reach.

Poisonous Pollen (Ex): As a standard action, a Flower Knight can attempt to spray a target within its fairy circle with pollen. Creatures not immune to poison must make a Fortitude save (DC 18) or suffer 1d2 Str damage (4 rounds, 1 save ends).

Sundering Critical (Ex): When a Flower Knight confirms a critical hit, it automatically makes a sunder attempt on that target's armor as a free action that does not provoke an attack of opportunity. The Flower Knight gains no particular bonuses to this ability over their usual CMB, but if the attempt is successful, the target's armor takes the same critical damage rolled against the wearer rather than separately rolled damage.

Swashbuckler's Panache (Ex): A Flower Knight is a consummate duelist and gains a pool of panache as if it was a swashbuckler. A Flower Knight begins with 6 points of panache (equal to its charisma modifier plus 2). It gains a point of panache whenever it deals a critical hit or a killing blow with its sword. Additionally, it gains the dodging panache, menacing swordplay, swashbuckler initiative, swashbuckler's grace, superior feint, targeted strike, and bleeding wound deeds in addition to furious riposte listed above. It does not gain any other deeds listed in the swashbuckler entry.

Wrathful Vine Strike (Ex): Rather than attacking with its sword, the Flower Knight can instead use its vines to attempt to bullrush and trip all creatures within its fairy circle. The Flower Knight, as a standard action, makes a CMB check against all targets within its fairy circle, but takes a -3 size penalty to the attempt as its vines count as tiny size rather than large size. If the vines beat a target's CMB, that target is pushed 5 ft. (or more) away from the Flower Knight and falls prone. If the target has a bonus to avoid either being tripped or bullrushed, it applies. The Flower Knight does not provoke an attack of opportunity when using this ability.

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Lion Knight CR 9
LN Large Monsterous Humanoid
Init + 2; Senses Darkvision 60 ft., Perception +16
AC 22, touch 12, flat-footed 19 (+2 Dex, +1 dodge, +10 natural, -1 size)
hp 114 (12d10+48)
Fort +8, Ref +10, Will +9
Speed 40 ft.
Melee 4 claws +17 (1d8+5 18-20x2)
Special Attacks thespian, whirlwind
Str 20, Dex 15, Con 18, Int 14, Wis 12, Cha 19
Base Atk +12; CMB +18, CMD 30
Feats Dazzling Display, Dodge, Dramatic Display, Power Attack, Savage Display, Weapon Focus (claws)
Skills Acrobatics +14, Climb +20, Intimidate +19, Perception +16, Perform (act) +16, Stealth +13

Deadly Claws (Ex): A Lion Knight has massive, extremely sharp claws.
His claws deal damage as if they are one size category higher and crit on an 18-20. They are also very fast, allowing the Lion Knight to attack four times with them each round.

Thespian (Su): Lion Knights are consummate performers. A Lion Knight can use bardic performances as an 8th level bard as a move action. A Lion Knight can perform for 22 rounds per day and can use any of the following performances: distraction, fascinate, inspire courage, inspire competence, suggestion, and dirge of doom. A Lion Knight cannot use countersong unless that individual Lion Knight takes a performance other than or in addition to act, in which case such a Lion Knight might no longer qualify for the distraction ability.

Whirlwind (Ex): As a full round action, the Lion Knight can make two attacks at all enemies within 10 ft.


Expansion Monsters Part 2

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Spidicules CR 9
colossal aberration
Init + 17; Senses Darkvision 60 ft., Perception +20
AC 20, touch 15, flat-footed 7 (+13 dex, +5 natural, -8 size)
hp 119 (14d8+56)
Fort +8, Ref +17, Will +9
Defensive Abilities: spin, tricky forelegs; DR 5/piercing
Speed 80 ft.
Melee slam +16 (1d8+9), 2 pincers +14 (2d6+4)
Special Attacks animate stalk puppet, spawn, web (+15 , DC 21, 11 hp)
Str 28, Dex 36, Con 18, Int 6, Wis 10, Cha 16
Base Atk +10; CMB +27, CMD 50
Feats Combat Reflexes, Improved Initiative, Multiattack, Skill Focus (Perception), Weapon Finesse, Weapon Focus (pincers), Weapon focus (slam)
Skills Acrobatics +25, Bluff +10, Climb +21, Intimidate +10, Perception +20, Stealth +10, Survival +5 ; Racial Bonuses +8 Acrobatics, +8 Climb, +8 Stealth

Animate Stalk Puppet (Su): As a full round action, Spidicules can attack a humanoid target with its forehead stalk. This attack has a +16 and deals 4d8+18 damage. If this damage would reduce the target below 0 HP, the barbs in the forehead stalk penetrate the target's brain and latch on, turning the victim into a meat puppet. The victim is not considered dead or unconscious - instead, the target is dominated by Spidicules and can still take a standard action each round so long as that action does not require significant thought. For example, a meat puppet could attack with a melee or thrown weapon but not cast a spell or use a skill. However, a meat puppet can be used by Spidicules to make skill checks with its own ranks including Bluff or Intimidate checks. If Spidicules is invisible (see Spin below), Spidicules can use bluff checks to try to pass off its meat puppet as the original creature before it became a meat puppet. Other creatures can detect something wrong with the meat puppet using sense motive as normal. Of course, if other creatures have seen Spidicules turn their ally into a meat puppet, a bluff check is unlikely to fool them.
A meat puppet cannot be healed or helped in any other way until the Spidicules is rendered helpless and the meat puppet can be cut free. Even then, the meat puppet must make a DC 21 Fort save or die when it is removed from the stalk. If the victim survives being removed, she can be healed as normal.

Devour Offspring (Su): As a standard action, a Spidicules can eat any adjacent Spiderings. Each Spiderling eaten heals Spidicules for 1d8+5 HP.

Spawn (Ex): As a standard action, a Spidicules can force one of its eggs to hatch, producing a spiderling that fights to defend Spidicules. See Spiderlings below.

Spin (Su): As a full-round action, a Spidicules can vibrate its body to become invisible as the invisibility spell. A Spidicules will often use this to retreat from combat or to stalk prey without it noticing. As always, attacking or taking other aggressive actions automatically makes Spidicules visible again.

Small Limbs (Ex): Although Spidicules is a colossal creature, its limbs are small. As such, its slam and pincer damage functions as if Spidicules was huge rather than colossal. This is also reflected in its ability scores (low str and con for a colossal creature, high dex).

Tricky Forelegs (Ex): A Spidicules has very vulnerable legs. Any creature can target them as if they were large sized rather than colossal (increasing their AC to 27). Each leg has 11 HP and DR 5/slashing (rather than the 5/piercing on the main body) - dealing 11 HP to a leg severs it. This both deals 11 damage to the creature's main HP and reduces Spidicules' movement speed by 10 ft. When all eight legs are cut off, Spidicules is rendered immobile and helpless.

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Spiderlings CR 2
medium abberation
Init + 8; Sense Darkvision 60 ft., Perception +5
AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 13 (3d8+6)
Fort +3, Ref +5, Will +3
Speed 20 ft.
Melee bite +4 (1d6+2 plus 1 bleed 19-20x2)
Str 14, Dex 18, Con 14, Int 3, Wis 10, Cha 14
Base Atk +2; CMB +4, CMD 18
Feats Improved Crit (bite), Improved Initiative
Skills Perception +5, Stealth +8

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Lonely Tree CR 10
N Gargantuan Plant
Init -2; Senses tremorsense 60 ft., Perception +21
Aura Jagged Thorns and Tangled Roots
AC 23; 8 touch, 23 flat-footed (-2 Dex, +15 natural)
hp 147 (14d8+84)
Fort +15, Ref +2, Will +8
Defensive Abilities: DR 10/slashing; plant traits; vulnerable to emotions
Speed 0 (immobile)
Space 15 ft.; Reach 15 ft.; 60 ft with Handed Roots
Melee Slam +18 (2d6+12), Bladed Leaves +13 (2d6+6 ), Handed Roots +13 (2d6+6 plus Grab)
Ranged Seed Grenade +4 ranged touch (5d6 piercing + Flower Funnel)
Special Attacks bear fruit, bladed leaf tornado, drain blood, flower funnel, grass whistle, lonely lament, tripping roots
Str 34, Dex 7, Con 23, Int 14, Wis 18, Cha 15
Base Atk +10; CMB +28 (+30 vs Bull Rush or Grapple, +34 vs Trip), CMD 36 (cannot be bullrushed or tripped)
Feats Awesome Blow, Improved Bull Rush, Improved Grapple, Improved Unarmed Strike, Improved Trip, Power Attack, +1
Skills Bluff +17, Diplomacy +17, Perception +21, Sense Motive +18
SQ: change shape (lonely lady, see below), eternal hunger, jagged thorns and tangled roots, vulnerable to emotions

Bear Fruit (Su): As a swift action, the Lonely Tree can drop a Nightmare Fruit onto the ground within its reach. This has no initial effect other than to occupy the square. However, at any time thereafter, the Lonely Tree can take another swift action to cause all dropped nightmare fruit to explode. This deals 1d8+15 piercing damage to all creatures within a 5 ft radius burst centered on the nightmare fruit (Ref DC 21 for half). Creatures that fail their reflex save are also knocked prone by the blast. The Lonely Tree is immune to this damage (even thought it is not normally immune to piercing).
Any time between the nightmare fruit being dropped and it exploding, a character may attempt to disarm it. The disable device DC is 20. If the fruit is successfully disabled, it will no longer explode and is safe to eat. Eating the fruit heals 1d8+5 HP. NOTE: Attempting to eat a fruit before it is disabled instead deals full explosion damage to the target with no save.
This DC is Wisdom Based.

Bladed Leaf Tornado (Su): Once per day, the Lonely Tree can create a tornado of dead leaves and debris around itself, the tree safe in the eye. All creatures within 30 ft of the Lonely Tree must make a Reflex save (DC 21 halves) against 8d6 slashing damage. This DC is Wisdom Based.

Change Shape (Su): The Lonely Tree can take the shape of an attractive female medium sized humanoid similar to a dryad. In her Lonely Lady form, she has Str 10, Dex 19, Con 13; in addition, her Cha increases to 19. The Lonely Lady loses access to all of her special attacks except for Lonely Lament (see below), as well as her natural melee and ranged attacks, but she gains proficiency in simple weapons and the ability to cast spells as a 7th level druid. The Lonely Tree may remain in its Lonely Lady form indefinitely - however, she must revert to her Lonely Tree form to feed (see Eternal Hunger below).
Lonely Trees sometimes try to remain in humanoid form so they can join settlements, but this almost always ends with the Lonely Tree giving in to its hunger and feeding on the settlement. This desire to be part of a humanoid settlement but the need to feed on humanoids is the reason that Lonely Trees are so lonely.

Drain Blood (Ex): If the Lonely Tree successfully pins a creature grappled by its Hand-Roots, it drains the target's blood dealing 1d4 Con to the target. For each point of Con drained, the Lonely Tree heals 5 HP (or gains 5 Temp HP if its HP is full).

Eternal Hunger (Su): Lonely Trees are carnivorous. Since there is very little light in the dark world of Kingdom Death, Lonely Trees rely on blood to survive, drained from living creatures with their drain blood ability. While Lonely Trees have no compunction about draining monsters, some Lonely Trees attempt to hold back their instinct to feed so that they may take humanoid form and join settlements. This rarely ends well.
Each day the Lonely Tree remains in the presence of living food but does not drain blood, the Lonely Tree must make a Will save with a DC equal to the number of days it has been since she last drained blood. If she fails this Will save, she immediately attacks the nearest living creature and attempts to use drain blood on it. If she was in the form of the Lonely Lady, she first transforms back into a Lonely Tree (since she cannot drain blood as the Lonely Lady).

Flower Funnel (Su): A creature hit by the Lonely Tree's seed grenade attack must make a Fortitude save (DC 21 negates) or be implanted with a small life-draining flower. So long as the flower is within 60 ft of the Lonely Tree, the implanted creature is subject to an effect similar to a hostile version of the shield other spell. Whenever the lonely tree takes damage, it is divided in two (or reduced by 5 if the total damage is greater than 10) and the victim takes half (or 5 points of damage if the damage dealt to the Lonely Tree was 10 or more). This DC is Wisdom based.

Grass Whistle (Ex): The Lonely Tree unleashes an ear-piercing high-pitched noise. All creatures within 60 ft. of the Lonely Tree are deafened (Fort DC 19 negates) for 1 minute. This ability is Charisma based.

Handed Roots (Ex): While the Lonely Tree itself is immobile, its roots can move quite a bit. The Lonely Tree's Handed Roots can make Bullrush, Grapple, or Trip attempts anywhere within 60 ft of the Lonely Tree as if they were separate creatures (although doing so takes the Lonely Tree's action).

Jagged Thorns and Tangled Roots (Ex): Any creature that ends its turn adjacent to the Lonely Tree takes 1d6 damage and 1 bleeding damage each round thereafter. Any creature within 60 ft of the Lonely Tree treats the ground as difficult terrain.

Lonely Lament (Su): The Lonely Tree may, as a move action, attempt to sadden its foes. All creatures within 60 ft. must make a Will save (DC 19 negates) or be affected as by the crushing despair spell. Creatures with friends or family present gain a +2 bonus to this Will save; creatures with a committed lover or non-sexual life-partner present gain a +5 bonus. This DC is Charisma based.

Tripping Roots (Ex): As a standard action, the Lonely Tree can use its roots to make trip attempts on all creatures within 60 ft. of it. The Lonely Tree makes a trip attempt using its CMB with a +4 racial bonus to the attempt. If this attempt is higher than the CMD of any of the creatures within the area, those creatures are tripped and take 1 bleed damage.

Vulnerable to Emotions (Su): Unlike most plants, the Lonely Tree has emotions. It is not immune to any effect with the emotion descriptor (such as crushing despair) or the morale descriptor (such as bardic inspire courage).

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Sunstalker CR 13
LN gargantuan aberration
Init + 4; Senses Percpetion +22
Aura Sunlight
AC 26; touch 6, flat-footed 26 (Dex +0, Natural +20, size -4)
hp 195 (17d8+119)
Fort +13, Ref +5, Will +12
Defensive Abilities: Light Bending, Immune Fire
Speed 40 ft, 80 ft fly (perfect)
Melee Bite +22 (2d8+21 plus grab 19-20 x3), 2 Tentacles +17 (2d6+7)
Space 20ft.; Reach 15 ft., 20 ft. with tentacles
Special Attacks cosmic roar (DC 21), kaleidoscopic breath (11d8, DC 24), solar flare, shadow vibrations, sunshark bite, swallow whole (5d6 fire plus 5d6 crushing, AC ?, 19 hp)
Spell-like abilities (CL 13)
3/day - fireball (DC 16), scorching ray
1/day - flamestrike (DC 18)
Str 38, Dex 10, Con 22, Int 14, Wis 14, Cha 16
Base Atk +12; CMB +30, CMD 40
Feats Awesome Blow, Flyby-Attack, Great Fortitude, Hover, Improved Bull Rush, Improved Critical (Bite), Improved Initiative, Power Attack, Toughness
Skills Escape Artist +8, Fly +22, Intimidate +23, Knowledge (planes) +10, Perception +22, Spellcraft +22, Survival +22, Swim +32; Racial Modifiers +8 Fly, +8 Swim

Cosmic Roar (Su): As a full round action, the Sunstalker may let out a powerful roar. All creatures within 120 ft must make a Will save (DC 21) or become panic for 1d4+1 rounds, fleeing the sunstalker. The DC is Charisma based.

Kaleidoscopic Breath (Su): Every 1d4+1 rounds, a Sunstalker can unleash a powerful breath weapon. All creatures within a 60 ft cone take 11d8 damage (Ref DC 24 halves). The damage is half fire damage and half negative energy (similar to an inflict spell) and is therefore not subject to fire resistance. Any creature slain by kaleidoscopic breath rises as a Shade in 1d4 rounds. Furthermore, creatures that take any damage from kaleidoscopic breath must also make a Will save (DC 24 negates) or be stunned for 1d4 rounds. The DCs are Constitution based.

Light Bending (Su): A Sunstalker bends light around itself, creating illusionary after-images that may confuse attackers. This ability functions like the spell mirror image except that the
Sunstalker always begins with four images and the images refresh at a rate of one per round at the end of its turn. Also, any creature that destroys an image rather than striking the sunstalker takes 2d6 Fire damage (Ref 21 negates). The DC is Charisma based.

Solar Flare (Su): As a full round action that counts as a use of its breath weapon (so the sunstalker cannot use Solar Flare if its breath weapon is still recharging, and cannot use its breath weapon until 1d4+1 rounds after using Solar Flare), the Sunstalker can unleash a massive blast of light energy all around it. The solar flare is a burst affect centered on the Sunstalker with a 120 ft radius. All creatures within this area (other than the sunstalker) take 4d6 fire damage and are knocked prone (Ref DC 24 halves the damage and negates being knocked prone; creatures with 4 or more legs gain a +4 bonus to this save for the purpose of being knocked prone only). Additionally, all creatures in the area must make a Fort save (DC 24) or be blinded for 1d4 rounds. The DCs are Constitution based.

Shadow Vibrations (Su): As a standard action, the Sunstalker may animate up to six shadows within its Sunlight Aura (see below), creating six Shades (see entry below) under its command. These Shades can only exist and operate within shadows, meaning that if a humanoid creature was the source of the shadow animated, then the shade automatically moves with that humanoid creature as if attached. If the Sunstalker moves away from a shade and causes it to leave its Sunlight Aura, the shade is destroyed.

Sunlight Aura (Su): The Sunstalker always shines as if affected by a daylight spell. For 60 ft around the Sunstalker, the illumination level is bright light. For 60 ft beyond that, the current light level is increased by one. In addition, any creature (not just light-sensitive ones) within the Sunstalker's bright light must make a Fort save (DC 24) or be dazzled for as long as it remains within the bright light created by the Sunstalker. Furthermore, any object, including medium sized creatures, throw particularly stark shadows within the Sunlight Aura (see Shadow Vibrations above). The DC is Constitution based.

Sunshark Bite (Ex): The sunstalker's bite attack is particularly vicious, dealing time and a half strength damage and dealing x3 damage on a critical hit.

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Shade CR 4
NE Medium Undead
Init + 1
AC 16; touch 12, Flat-footed 14 (Dex +1, Dodge +1, Natural +4)
hp 22 (5d8)
Fort +1, Ref +2, Will +5; Channel Resistance +2
Defensive Abilities: DR 5/magic, Immune Fire
Speed 30 ft.
Melee 2 claws +7 (1d6+4 plus 1d6 bleed)
Special Attacks shadow claws
Str 19, Dex 13, Con -, Int -, Wis 13, Cha 10
Base Atk +3; CMB +, CMD
Feats Dodge (B)
Skills N/A

Shadow Claws (Ex): Shades have long deadly claws. Not only do Shades deal damage as if their claws were one size category higher (usually 1d6 instead of 1d4), but the also deal 1d6 bleed damage with each hit.

Shadow Dependent (Ex): Shades require high contrast shadows created by objects in areas of bright light to exist. If the source of bright light is extinguished (such as if the Sunstalker that spawned them is slain) or if the object casting the shadow is destroyed, a shade reliant upon either that object or light source is immediately extinguished (destroyed). Simply moving either object does not destroy a shade unless the object moves outside the area of bright light. Corpses do not count as destroyed for the purpose of producing a shade (since even a corpse casts a shadow.

Shadow Leap (Ex): A shade can change what shadow it depends on as a move action provided that the shadow it currently occupies and the shadow it wishes to occupy are adjacent to one another. Shades will often do this when they wish to move from the shadow of a corpse or other inanimate object to the adjacent shadow of a living creature. If the shade's current shadow and the shadow it wishes to occupy currently overlap (such as a medium sized creature hiding in the shadow of a stone pillar), then the shade can instead shadow leap as a swift action.

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The Dragon King CR 12
NE Gargantuan Dragon
Init +2; Senses low-light vision, Darkvision 60 ft.; Perception +18
AC 28 (Dex -2, natural 20)
hp 162 (13d12+78)
Fort +14, Ref +6, Will +10
Defensive Abilities: Immune fire, paralysis, sleep
Speed 40 ft. fly 250 ft. (clumsy)
Melee Bite +22 (2d8+18), 2 Claws +21 ( 2d6+12 plus 1d6 Fire), 2 wings +19 (2d6+6), Tail +19 (2d8+18 plus bull rush)
Special Attacks lordly roar (DC 19), meltdown (DC 22), molten strike, nuclear breath (DC 22), unseen agony (DC 22)
Spell Like Abilities (CL 11th; concentration +14)
at will - fireball (16), pain strike (16)
3/day - cure moderate wounds (15), nightmare (18) symbol of pain (18), wall of stone
1/day - repulsion (19)
Str 34, Dex 6, Con 22, Int 14, Wis 14, Cha 16
Base Atk +13; CMB +29, CMD 37
Feats Hover, Improved Bullrush, Improved Initiative, Improved Sunder, Multiattack, Power Attack, Weapon Focus (bite)
Skills Appraise +18, Bluff +19, Fly +14, Intimidate +19, Knowledge (any one) +18, Perception +18, Sense Motive +18, Spellcraft +18

Lordly Roar (Ex): Single target, air-based bull-rush plus Will save DC 19 vs Panic.

Meltdown (Su): When the Dragon King fully opens its chest plates via Unseen Agony, it unleases a mighty blast of power, blasting everything within a 120 ft hemisphere around it (that is, half a sphere centered on the front of the dragon). Everything within the blast radius takes breath weapon damage. Ref 22 halves. Once the Dragon King has used meltdown, it closes its chest plates and the penalty to its natural armor is removed.

Molten Strike (Ex): The Dragon King's claw attacks deal 1d6 fire damage per hit.

Nuclear Breath (Su): 120 ft cone, Ref DC 22 vs 8d10 Fire.

Tyrant Form (Su): As a full round action, a Dragon King can transform itself into a Tyrant - a large humanoid form. This ability is similar to the polymorph spell except that the Dragon King changed directly into the Tyrant form listed below. If the Dragon King has a template - such as advanced or young, apply the same template to the Tyrant. If the Dragon King has mythic ranks, apply the same number of mythic ranks to the Tyrant. A Dragon King can remain in Tyrant form for as long as it wishes - decades or centuries if it so wishes.

Unseen Agony (Su): As a standard action, the Dragon King can release 20 ft. radius blast of fire around its body. The blast deals 2d6 fire damage plus an additional 2d6 damage per natural armor penalty, Ref 22 for half. Each use reduces the Dragon King's natural armor bonus by 1. When the penalty reaches five, the Dragon instead uses Meltdown.

NOTE: Dragon Kings don't get larger as they age - instead, they simply increase HD. For every 3 HD (or 2 CR) the Dragon King increases, its Breath weapon increases by 2 dice and its Unseen Agony increases by 1d6 per natural armor penalty (the base remains 2d6). It also gains DR 10/magic and SR 11+CR after gaining 6HD, as well as the ability to activate Unseen Agony as a move action rather than a standard action.

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The Tyrant CR 9
LE Large Dragon
Init +4; Senses low-light vision, Darkvision 60 ft.; Perception +16
AC 23, touch 9, flat-footed 23 (+14 natural, -1 size)
hp 115 (11d12+44)
Fort +11, Ref +7, Will +9
Defensive Abilities: celestial resonator
Speed 30 ft.
Melee 2 claws +14 (1d6+4)
Ranged 2 spectral blasts +10 (5d6 fire)
Special Attacks crooked step, spectral blast
Spell Like Abilities (CL 9, concentration +13, +17 defensive casting)
at will - fireball (17), pain strike (17),
3/day - cure moderate wounds (16), nightmare (19) symbol of pain (19), wall of stone
1/day - repulsion (20)
Str 18, Dex 10, Con 18, Int 14, Wis 14, Cha 18
Base Atk +11; CMB +16, CMD 26
Feats Combat Casting, Dimensional Agility, Dimensional Assault, Dimensional Dervish, Improved Initiative, +1
Skills Bluff +18, Diplomacy +18, Heal +16, Intimidate +18, Knowledge (any one) +16, Perception +16, Sense Motive +16, Spellcraft +16

Celestial Resonator (Su): Attacking the tyrant is dangerous for one's sanity. After dealing damage to the Tyrant, a creature must make a Will save (DC 19) or suffer from Confusion for 1d4 rounds. If a target successfully deals damage to the Tyrant again while confused, that target instead becomes destined. Becoming destined instantly ends any ongoing confusion effect on the creature and instead grants the creature a single re-roll that they must use within 1 round or the remaining duration of the ended confusion effect, whichever is longer. Once the re-roll has been used, the creature is no longer considered destined. While destined, a creature is immune to celestial resonator.

Crooked Step (Su): This ability functions like dimension door, except that it only requires a swift action and allows the tyrant to make a full attack either before or after using it (thanks to dimensional dervish feat above). Unlike the spell or abundant step class feature, the tyrant may use crooked step at will, although no more than once per round.

Dragon King Form (Su): The Tyrant is a weaker, humanoid form of a Dragon King (see above). At any time, as a Full Round action, the Tyrant can return to its Dragon King form. Typically a Dragon King only fights in its Tyrant form if it is training its worshipers or playing with its food.

Spectral Blast (Su): The tyrant's preferred method of attack is using powerful radiation blasts fired from its eyes. These attacks function as eye beams, hitting as a ranged touch attack, and deal 5d6 points of fire damage. These rays have a range increment of 20 ft and are usable at will (but no more than two, one for each eye, per round).

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The Lion God CR 14
CE Huge Magical Beast
Init +1; Senses low-light vision, Darkvision 60 ft.; Perception +23
AC 29, touch 10, flat-footed 27 (+1 Dex, +1 Dodge, +19 natural, -2 size)
hp 207 (18d10+108)
Fort +17, Ref +12, Will +10
Defensive Abilities: fast heal 5, improved uncanny dodge; DR 5/magic
Speed 40 ft.
Melee cudgel +24/+19/+14/+9 (3d8+12) plus bite +22 (2d6+8 plus 1d6 bleed 19-20x2)
or bite +24 (2d6+8 plus 1d6 bleed 19-20x2), 3 claws +24 (1d8+8 19-20x2)
Ranged rock +18 (2d8+12)
Special Attacks cudgel, deafening roar, pounce, relentless, rock throwing (140 ft), terrifying utterance
Spell-like Abilities (CL 14)
3/day - hungry pit (17)
1/day - earthquake (20)
Str 26, Dex 13, Con 22, Int 8, Wis 14, Cha 14
Base Atk +18; CMB +20 (+22 sunder), CMD 31
Feats Dodge, Improved Critical (bite), Improved Critical (claws), Improved Sunder, Iron Will, Multiattack, Power Attack, Sundering Strike, Throw Anything
Skills Perception +23, Stealth +14

Cudgel (Ex): A Lion God can use large pieces of rock as a makeshift weapon. Such a weapon counts as a two-handed huge great club. A Lion God is always proficient with its cudgel. Because it wields its cudgel in both claws, a Lion God cannot make any claw attacks while using its cudgel. Likewise, a Lion God cannot pounce when using its cudgel.

Deafening Roar (Ex): A Lion God can, as a standard action, let loose with a powerful roar that damages the hearing of those nearby. All non-deaf creatures within 60 ft. must make a Fort save (DC 21) or be deafened by the roar for 1 minute. This DC is Charisma based.

Immaculate Intuition (Ex): The Lion God gains Improved Uncanny Dodge as a 14th level rogue.

Relentless (Ex): A Lion God attacks very quickly with its claws. When making a full attack, a Lion God may attack three times with its two claws, as if affected by a haste spell. The Lion God gains no other benefits of haste other than the extra claw attack (already included in the melee attack entry above).

Terrifying Utterance (Su): As a standard action, the Lion God can speak a word of power. This word strikes awe and terror into all who hear it. All creatures who can hear within 60 ft. of the Lion God must make a Will save (DC 21 negates) or become frightened. This DC is charisma based.

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And that's it for expansion monsters for now.

I don't actually own the Manhunter expansion or Slenderman expansion, so I don't know how those monsters work. I may be able to borrow the rules for the Manhunter from a friend, but I currently have no access to the Slenderman rules.

However, I do have class archetypes for various organizations within the world of Kingdom Death, including Saviors, Suvivors, Twilight Knights, and White Speakers. I'm still putting some finishing touches on those, so I'll pose them in a day or two.

For now, please let me know if you have any thoughts or feedback on the monsters I've posted.

Silver Crusade

Sweet!


Pathfinder Maps, Pathfinder Accessories, Starfinder Maps, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Very cool!


Thanks!

Okay, time for some class archetypes. First up, the two organizations mentioned in the core game rulebook - the Twilight Knights and the White Speakers.

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Twilight Knight (Cavalier Archetype)

Twilight Sword (Su): At first level, the twilight knight gains a powerful sentient weapon called a twilight sword, which is always a bastard sword. A twilight knight with this class feature cannot have a mount of any kind, even from another class. A twilight sword functions in all ways as a black blade from the bladebound magus archetype except that at 1st and 2nd level, it has an Enhancement Bonus of +1, Int 10, Wis/Cha 6, Ego 5, and the Unbreakable ability. At 3rd twilight knight level, the sword gains the Alertness and Telepathy abilities as normal, but gains the twilight strike ability rather than the black blade strike. Twilight Strike functions as the magus ability to expend a point to grant a weapon a +1 to its enhancement bonus for 1 minute. This functions in all ways as that ability except that it functions off the twilight knight's level (increasing every four levels beyond 1st) and uses points from the twilight's sword pool (since the twilight knight has none of her own). This feature replaces black blade strike, energy attunement, transfer arcana, and spell defense. The twilight sword gains teleport blade at 9th level and life drinker at 19th level as normal.
The Twilight Sword class feature replaces the Mount and Expert Trainer class features.

Order (Ex): The Twilight Knight must take the Order of the Twilight Knight (see below). Alternatively, a fallen Twilight Knight can take the Order of the Relic Knight (see below).

Weapon Expertise (Ex): At 3rd level, a twilight knight gains an unparalleled expertise with her twilight sword. The twilight knight can draw her twilight sword as a free action as if she had the Quick Draw feat. In addition, whenever she threatens a critical hit with the twilight sword, she gains a +2 on the confirmation roll. Finally, her twilight knight levels stack with any fighter levels she possesses for the purposes of meeting the prerequisites for feats that specifically select the twilight sword, such as Weapon Specialization. This ability replaces cavalier's charge.

Twilight Cloak (Ex): At 5th level, a twilight knight's cloak becomes more than just a tool for keeping warm. As long as the twilight knight wears her cloak with the hood up, covering her face, she gains a +2 circumstance bonus on bluff, disguise, and intimidate checks. At 10th level, and every five levels thereafter, these bonuses increase by +1. At 14th level, the twilight knight also gains a +2 morale bonus reflex saving throws while wearing her cloak. This replaces banner and greater banner.

Honorable Stand (Ex): 11th level, as the samurai ability. This replaces Mighty Charge.

Last Stand (Ex): 20th level, as the samurai ability. This replaces Supreme Charge.

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Order of the Twilight Knight

Edicts: A cavalier who belongs to the order of the twilight knights protects the recorded knowledge of humanity. They do this by exploring the ruins of fallen civilizations, protecting archivists, and collecting ancient relics. To a twilight knight, protecting these last fragments of civilization is more important than any single life, even their own.

Challenge: Whenever a twilight knight issues a challenge, she receives a +1 circumstance bonus to hit the target of her challenge whenever she is threatened by that creature. These bonuses increase by 1 for every 4 class levels the cavalier possesses.

Skills: A twilight knight adds Knowledge (arcana), Knowledge (history), Linguistics, and Use Magic Device to her list of class skills. In addition, a twilight knight can use any knowledge skill untrained.

Order Abilities:

Stoic (Ex): At 2nd level, twilight knights learn to repress their emotions, gaining a +4 bonus to saving throws against spells and abilities with the fear or emotion descriptors. They also apply this bonus against confusion effects, mental disorders, and madness (see the Game Mastery guide for madness rules).

Blank Mind (Ex): At 8th level, a twilight knight's mental abilities improve. The twilight knight becomes immune to fear and abilities that detect surface thoughts (such as the detect thoughts spell). In addition, the bonus from stoic now applies against all mind-affecting spells and abilities.

Magical Mastery (Ex): At 15th level, a twilight knight gains the ability to use scrolls, wands, staves, and other similar magic items as if she was a spell caster. She gains a caster level equal to her twilight knight level -4 for the purpose of activating magic items. She can decipher all scrolls using her Linguistics skill in place of spellcraft and does not need to cast read magic in order to decipher a scroll. A twilight knight counts as both arcane and divine, able to use either kind of scroll or staff with equal proficiency. Finally, her mental ability scores count as three higher for the purpose of determining the level of spells she can cast from a scroll.

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Order of the Relic Knight

Edicts: A relic knight has been taken over by the ego of her twilight sword. As such, she has no edicts other than what madness her sword has created in her mind.

Challenge: Whenever a relic knight issues a challenge, she receives a +1 dodge bonus to AC against all creatures as well as a +1 inside bonus on saves against the attacks and abilities of the target of his challenge. She must be wearing light armor and carrying no more than a light load to receive these bonuses. These bonuses increase by 1 for every 4 class levels the cavalier possesses.

Skills: Knowledge (arcana), Use Magic Device. A relic knight with at least one rank in Use Magic Device gains a bonus equal to half their relic knight level to Use Magic Device.

Order Abilities:

Fast and Furious (Ex): At 2nd level, while wearing no or light armor, the relic knight gains the ability to rage as a barbarian. Furthermore, the relic knight gains uncanny dodge.
The relic knight can rage for a number of rounds per day equal to 2 plus her relic knight level plus her constitution modifier. She can enter rage as a free action. A relic knight can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in rage. She cannot enter a new rage while fatigued.
While in rage, a relic knight gains a +4 morale bonus to her Strength and Constitution scores, a +2 morale bonus on Will saves, and takes a -2 penalty to Armor Class.

Push the Limits (Ex): At 8th level, the relic knight learns to push her body to its limits. She gains Diehard as a bonus feat even if she does not meet the prerequisites. In addition, so long as she wears light armor or no armor, she gains the Evasion ability.

Break the Limits (Ex): At 15th level, the relic knight's rage improves as per the Greater Rage ability, increasing the morale bonus to Strength and Constitution to +6 and the bonus to Will saves to +3.

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White Speaker (Oracle Archetype)

Small covens of White Speakers can be found meeting in abandoned places, sharing the secrets of their blood magic, passed on from one White Speaker to another through intricate tales, whispered and screamed in frenzied, transcendental rituals.

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.

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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 convulsive fits.

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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)

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Okay, time for some weird ones. And that's saying something.

These are my archetypes for "settlement survivors" in two basic types - regular Survivor and the Savior type survivor. Both of these archetypes require the use of hero points from the Advanced Player's Guide since that was the only way I could think of to emulate "survival" from the Kingdom Death: Monster game.

So here they are - two hero point based archetypes.

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First of is the Savior, a powerful individual who can perform amazing feats but has rapid aging - the more experience a Savior gets, the faster they age.

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Savior (special archetype)
The savior is a special archetype that can be applied to any base class.

Heroic (Su): A savior gains 1 hero point at 1st level. Unlike other hero points, this hero point refreshes every 24 hours (usually when the savior rests, meditates, prays, or prepares spells). In addition to this reoccurring hero point, the savior can gain and use hero points as normal.

Live Fast (Ex): At 5th level, a Savior automatically advances one age category.

Die Young (Ex): At 10th level, a Savior automatically advances one age category. If this moves the savior to Venerable, the savior immediately dies of old age.

Leave a Good Looking Corpse (Ex): At 15th level, a Savior automatically advances one age category. If this moves the savior to Venerable, the savior immediately dies of old age.

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Survivor (Expert Archetype)

Skill Ranks per Level 4 + Int modifier

The survivor can only choose 6 skills to be class skills.

Weapon and Armor Proficiency: The survivor is proficient in the use of all simple weapons, with light and medium armor, and with shields (other than tower shields).

Hunter (Ex): At 1st level, 3rd level, 7th level, and 13th level, the survivor gains either heavy weapon proficiency, a martial weapon proficiency, or tower shield proficiency.

Survival (Ex): At 2nd level, a survivor gains 1 hero point (see the APG). In addition, whenever a survivor leaves their settlement to hunt, he gains 1 temporary hero point. If he does not spend this temporary hero point before returning to his settlement, it is lost. A survivor can gain additional hero points as normal (again, see APG).

---

I went with making survivors an NPC class archetype because settlement survivors are supposed to be fairly weak - at least at first.

As always, feedback is welcome.


This one took a while. Here's the Great Game Hunter.

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Great Game Hunter (ranger archetype)

Noble Ranger: At 1st level, a great game hunter adds Bluff, Diplomacy, and Knowledge (nobility) to her list of class skills and removes Handle Animal, Knowledge (nature), and Stealth from her list of class skills.

Aristocratic Pride (Ex): At 1st level, a great game hunter gains a pride pool. A pride pool contains a number of pride points equal to the great game hunter's charisma modifier. These pride points are similar to panache or grit; feats that apply to panache or grit also apply to pride points. A great game hunter may select any first level deed from either the swashbuckler or gunslinger deed list, but the deed is still restricted as per the source class (ie, deadeye only works with firearms, parry and riposte only works with a one-handed piecing melee weapon, etc).
In addition, so long as the great game hunter has one or more pride points remaining, she gains a +2 bonus on Bluff, Diplomacy, and Intimidate checks made while dealing with other great game hunters. This improves to +4 at 17th level. However, a great game hunter who runs out of pride points completely is in grave danger of falling from grace. A great game hunter who interacts with other members of her aristocracy while at 0 Pride points must make a Bluff, Diplomacy, or Intimidate check (opposed by sense motive of those involved) or be publicly shamed. A great game hunter who has been publicly shamed finds that all members of the aristocracy treat her as unfriendly as their starting attitude. Worse, if her interactions with an individual cause them to become hostile, that individual will use all available resources to strip the great game hunter of her rank an turn her into an ammo slave (see below). To return from public shaming, a great game hunter needs to first regain a pride point (see below) and then successfully change an important individual's attitude to friendly while in public.
Pride points are gained in the following manner: publicly shaming another great game hunter, using intimidate to gain assistance from someone of equal (or higher) challenge rating or social standing as the great game hunter herself, slaying a great beast and returning to the city with a worthy trophy (the great beast must be of a CR equal to or greater than the great game hunter's level), or landing a critical hit on an opponent of equal or greater challenge rating during a public duel.
This ability replaces wild empathy and hide in plain sight.

Crossbow Style: At 2nd level, a Great Game Hunter must choose Crossbow Style as her combat style.
This ability modifies combat style.

Favored Terrain (Ex): As the standard version of this ability except that the bonus does not apply to stealth checks but rather to intimidate checks made while in the selected terrain type. This ability modifies favored terrain.

Ammo Slave (Ex): At 4th level, a Great Game Hunter gains the service of an ammo slave, a combination servant and weapon caddy. While the ammo slave is forbidden to fight (and often chained in a way to make sure they are incapable of doing so), while they attend the great game hunter, the great game hunter gains the benefits of the feat Quickdraw. Furthermore, the ammo slave can help the great game hunter reload her crossbow. If the great game hunter has taken the rapid reload feat, the ammo slave improves the speed of that feat, reloading heavy crossbows and one-handed firearms as a swift action (rather than a move action) and two-handed firearms as a move action.
Ammo Slaves have either their own hit calculated hit points or half the great game hunter's hit points, whichever is higher. Ammo slaves use either their own saves or their master's saves, whichever are higher. As long as the ammo slave is adjacent to the great game hunter, the ammo slave is considered both part of its master or a separate being, whichever is preferable in a given situation (ie, if a confused individual attacks nearest creature, the great game hunter can choose whether or not their Ammo Slave counts as being there, depending on if the great game hunter wants to protect the ammo slave or use the slave as a human shield). If an ammo slave is slain, the great game hunter loses 1 pride point (as if spent to activate a deed) which cannot be regained until the great game hunter arranges for a replacement (usually by returning to the city and spending 100g per the great game hunter's level to buy a new ammo slave). A great game hunter can never acquire an ammo slave of a higher level than herself (generally speaking, follow the cohort rules).
This ability replaces Hunter's Bond.

Stone Face Step (Ex): Starting at 7th level, a great game hunter can move over any rocky terrain (such as stone ruins, rubble, collapsed ceilings in caves, and similar terrain) at her normal speed without taking damage or suffering any other impairment. Magically manipulated or enchanted rocks (such as the stonespike or spiked pit spells), however, still affect her normally.

Bombastic Presence (Ex): A great game hunter of 12th level or higher can use the Bluff, Diplomacy, or Intimidate skill on a wider area. This functions as the dazzling display feat, but can be used to convince all onlookers within 30 feet of a falsehood (with bluff) or improve their attitude towards the great game hunter (using diplomacy) rather that demoralizing them (using intimidate).
This ability replaces camouflage.

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People of the Sun:

Priest and Miko
The Sunstalker Miko and Sunstalker Priest are clerics (or possibly oracles, inquisitors, or warpriests) of The Sun, a mythic sunstalker. While it is debatable if "the Sun" even realizes that there are creatures colonizing its breeding pits, their belief in its deityhood grants them spells none-the-less.

The Sun (Mythic Sunstalker worship) LN
Favored Weapon: Composite Longbow
Domains: Community, Law, Protection, Sun, Vomit (see below)
Subdomains: Family, Home, Light, Purity
Mysteries: Dark Tapestry, Heavens, Solar

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Vomit Domain
Granted Powers: You have studied the vomit of the sun and learned to emulate it.

Vomit Casting (Su): Whenever you cast a cleric or domain spell with a cone-shaped emanation, you can choose to cast that spell from your mouth rather than your hands. This has the benefit of making the spell Still, as the metamagic feat, but at the cost of you being sickened for 1 minute thereafter. Any effect that would make you sickened during this time (including a second vomit casting) instead nauseates you for the effect's duration or 1 minute, whichever is shorter, after which you remained sickened (and susceptible to being nauseated again) for whichever duration is longer. At 8th level, in addition to cone-shaped spells, you can also vomit summoning spells, causing the summoned creature to be summoned into a square or squares directly adjacent to you.

Acid Resistance (Ex): At 6th level, you gain resist acid 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to acid.

Domain Spells: 1st - Color Spray, 2nd - Vomit Swarm, 3rd - Diamond Spray, 4th - Dragon's Breath, 5th - Acidic Spray, 6th - Conjure Black Pudding, 7th - Blazing Rainbow, 8th - Prismatic Spray, 9th - Rain of Arrows

Sovereign Court Senior Developer, Starfinder Team

That's really cool!

Silver Crusade

*continues salivating over this and the KD minis that still haven't been put together*


Nice. My only suggestion would be on the screaming antelope. I don't have him but all the pictures I've seen of him make me think more aberration or outsider that magical beast.I mean, his neck is made up of hands holding his head up. Never mind I got it confused with the nightmare ram. Otherwise everything looks awesome. This must have been a lot of work. Perhaps even as much as assembling KD minis. :P (Which I really need to get started on so I can have one done for Gencon.)


Eviljames wrote:
Nice. Never mind I got it confused with the nightmare ram. Otherwise everything looks awesome. This must have been a lot of work. Perhaps even as much as assembling KD minis. :P (Which I really need to get started on so I can have one done for Gencon.)

Ah the Nightmare Ram. That is the post-Kickstarter Expansion that I am most excited about. I love the model and I can't wait to see those rules.

And I can safely say that the rules took less per monster time than painting and assembling everything. And I do mini painting commissions, so I can crank out a Lonely Tree in a week or so.

Anyway - thanks! And thanks to Rob and Rysky as well - it's always nice to know people are reading what I'm posting.

Oh, and just FYI, the upcoming archetypes I plan to work on are:

Archivist (bard)
Disciple of the Flower Witch (witch)
People of the Stars (Dragon Disciple as an archetype?)
Warrior of the Sun (slayer?)
Phoenix Dancer (bard?)

Plus, if I ever get my hands on the rules for the Manhunter or Slenderman, I will write them up too. I pledged for a Lantern Festival set, so when that's released, I'll do the King and the Scribe as well (and possibly revise the Great Game Hunter to reflect any new info since it seems that the Lantern Festival expansion may take place in their city). And any post-Kickstarte expansions I get will, of course, get write ups as well (continues to salivate over the Nightmare Ram expansion).

I might even go completely out on a limb and work on monster entries for some of the monsters with no rules (the Mother, Grand Mother, Wet Nurse, and maybe some of the other 'Knights').

So, once again, thank you to everyone who's reading and commenting. I do enjoy getting feedback.

Oh, and Eviljames, to your comment about the Nightmare Ram looking like an aberration or outsider - I agree. I would likely need to see it's AI deck to determine which (completely alien mind would swing it to aberration, somewhat human mind would bump to outsider).


I'll just give this a timely bump.

Oh, and sorry for seeming to abandon this thread. Been busy with some other stuff.

Silver Crusade

Glad to see you back!


Quality thread. Have you looked at stating any of the models that don't have expansions yet (Storm Knight, White Knight)?


Happy to see this thread back in action, counting what a success Kingdom Death Monster 1.5 was and the options for Pathfinders in Kingdom Death as an add-on.

Dark Archive

Dotting for interest.


Johnnycat93 wrote:
Quality thread. Have you looked at stating any of the models that don't have expansions yet (Storm Knight, White Knight)?

Originally I was waiting for the KS campaign to finish up to see what else was being released. Now that that's happened, I'll probably get back to that.

However, working on fully original stuff tends to be slower since I don't have any game data to work from/get inspired by. Without some sort of information on what, for example, the Storm Knight does, it's hard to write him up. That's why I still don't have stats for Slenderman - since I don't know anyone who owns that expansion, I can't look at his cards and figure out what features he needs.

And, speaking of cards (and game rules in general), I also plan to do something similar with the upcoming Dark Souls tabletop game (which I also backed on Kickstarter). I'm planning to run a game in the Dark Souls world sometime this summer/fall, so I want to stat up all the monsters from the core Dark Souls game by then. (I plan to create a new thread for the Dark Souls stuff, but I'll drop a link here for those interested).

Of course, all this is spare time stuff. I haven't had a ton of that lately due to... (see below).

Rysky wrote:
Glad to see you back!

Heh, well sort of. I've been working on some other fairly major Pathfinder related projects, so I haven't had as much time lately for Kingdom Death-Pathfinder work.

I don't want to say too much here, but I might drop a link once things go live. If you like my work here, you might like that project as well.

Silver Crusade

Cool!


I'll just leave this here....

https://www.kickstarter.com/projects/962794554/the-book-of-passion-ogl-375- mature-audiences


I'm running a Dark Souls game right now to decent success.

All the cards for Kingdom Death can be viewed via TTS for only $20

Silver Crusade

TTS?


Table Top Simulator with the Kingdom Death mod (endorsed by Poots)

Silver Crusade

Ah, cool.

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