Dark Souls Bestiary - the Asylum to Anor Londo


Homebrew and House Rules

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Hello all.

I've been preparing for a Dark Souls game, as noted in other threads. Part of this has been monster creation. Since the game is still months away from actually starting (due to several IRL concerns), I've started out by simply writing up the monsters for the first half of Dark Souls 1 - from the Asylum to Anor Londo.

As such, these monsters are sorted vaguely by area and assume a level 1 party starting out at the Asylum - and being a level 10 party by the time they finish Anor Londo.

Oh, and if you're wondering about the Ice and Acid - I equated Ice with Magic resistance and Acid with Poison and Toxic resistance (along with actual poison).

Feedback is welcome as I'm still making adjustments.

Also an apology on formatting - in my document, all of these have the correct Bold and Italics, but copy-paste into the forum doesn't keep that formatting. Sorry.

Hollow CR 1/2
As Human Zombie

Asylum Demon CR 5
CE huge outsider (chaos, evil)
Init +2; Senses darkvision 60 ft.; Perception +9
DEFENSE
AC 16, touch 6, flat-footed 16 (-2 dex, +10 natural, -2 size)
hp 57 (6d10+24)
Fort +9, Ref +0, Will +5; +2 vs Poison
Resist Acid 10
Vulnerability Electricity
OFFENSE
Speed 20 ft.
Melee mwk hammer +13/+8 (3d6+12/x3)
or body slam +12 (2d8+12)
STATISTIC
Str 26, Dex 6, Con 18, Int 13, Wis 7, Cha 15
Base Atk +6; CMB +16; CMD 24
Feats improved initiative, iron will, perceptive
Skills Bluff +11, Escape Artist +7, Heal +7, Intimidate +11, Knowledge (planes) +10, Perception +9, Sense Motive +9
Languages Common
Gear huge mwk warhammer

Hollow Warrior CR 2
NE medium undead
Init +2; Senses Perception +5
DEFENSE
AC 16, touch 12, flat-footed 14 (+2 armor, +2 dex, +2 natural)
hp 28 (2d10+2d8+8)
Fort +4, Ref +2, Will +3; +4 vs channel
DR 5/slashing
OFFENSE
Speed 30 ft.
Melee shortsword +5 (1d6+2/19-20)
or battleaxe +5 (1d8+3/x3)
Ranged firebomb +5 touch (1d6 fire)
STATISTIC
Str 14, Dex 15, Con -, Int 8, Wis 10, Cha 12
Base Atk +3; CMB +5; CMD 17
Feats cleave, power attack, toughnessB
Skills Climb +4, Perception +5, Stealth +4
Languages Common
Gear broken buckler, broken chain shirt, shortsword or battleaxe, firebomb (1d4)

Variant: Fire Bomber.
Some Hollow Soldiers specialize in throwing fire bombs. They take Point Blank Shot and Rapid Shot as their feats (instead of those listed) and have Dex 16 and Cha 11, reducing their HP to 24. Fire Bombers do not carry melee weapons and instead carry 2d4+1 firebombs.

Hollow Soldier CR 4
NE medium undead
Init +2; Senses Perception +6
DEFENSE
AC 20, touch 12, flat-footed 18 (+4 armor, +2 dex, +2 natural, +2 shield)
hp 43 (3d10+2d8+18)
Fort +5, Ref +3, Will +5; +4 vs channel
DR 5/slashing
OFFENSE
Speed 20 ft.
Melee longword +7 (1d8+4/19-20), heavy shield +6 (1d4+4)
or spear +7 (1d8+/x3), heavy shield +6 (1d4+4)
Ranged light crossbow +7 (1d8/19-20)
STATISTIC
Str 18, Dex 15, Con -, Int 10, Wis 12, Cha 14
Base Atk +4; CMB +8; CMD 20
Feats double slice, improved shield bash, power attack, toughnessB, two-weapon fightingB, weapon focus (longsword or spear)B
Skills Climb +5, Intimidate +7, Perception +6, Stealth +3
Languages Common
SQ armor training 1
Gear heavy steel shield, broken breastplate, longsword or spear, light crossbow

Taurus Demon CR 7
CE huge outsider (chaos, evil)
Init -1; Senses darkvision 60 ft.; Perception +12
DEFENSE
AC 19, touch 7, flat-footed 19 (-1 dex, +12 natural, -2 size)
hp 94 (9d10+45)
Fort +11, Ref +7, Will +5; +4 vs Poison
Resist Acid 20, Cold 10
Vulnerability Electricity
OFFENSE
Speed 40 ft.
Melee mwk greataxe +16/+11 (3d8+12/x3)
w/power attack +13/+8 (3d8+21/x3)
STATISTIC
Str 27, Dex 8, Con 20, Int 7, Wis 10, Cha 15
Base Atk +9; CMB +19; CMD 28
Feats cleave, improved bull rush, iron will, lightening reflexes, power attack
Skills Acrobatics +10, Intimidate +14, Perception +12, Stealth +3, Survival +12
Languages Common
Gear mwk huge greataxe

Undead Rat CR 2
NE medium undead
Init +2; Senses Perception +5
DEFENSE
AC 14, touch 12, flat-footed 12 (+2 dex, +2 natural)
hp 19 (3d8+6)
Fort +2, Ref +3, Will +4
OFFENSE
Speed 40 ft.
Melee bite +4 (1d6+3 plus poison)
STATISTIC
Str 15, Dex 14, Con -, Int 2, Wis 12, Cha 12
Base Atk +2; CMB +4; CMD 16
Feats toughness
Skills Perception +5, Stealth +7
Special Abilities
Poison (Ex): The undead rat's bite is laced with a deadly poison. A creature damaged by the undead rat's bite must make a fort save (DC 12). Those who fail this save 1d6 acid damage to HP per round for 6 rounds.

Fang Boar CR 8
As Gorgon from B1, remove breath weapon.

Balder Knight CR 5
NE medium undead
Init +6; Senses Perception +11
DEFENSE
AC 21, touch 15, flat-footed 14 (+3 armor, +4 dex, +1 dodge, +2 natural, +1 shield)
hp 57 (5d10+2d8+21)
Fort +3, Ref +8, Will +5; +4 vs channeling
DR 5/slashing
OFFENSE
Speed 30 ft.
Melee rapier +12/+7 (1d6+5+5/18-20)
Ranged light crossbow +10 (1d8/19-20)
Special Attacks panache (4; parry and riposte, kip-up, menacing swordplay, precise strike)
STATISTIC
Str 14, Dex 18, Con -, Int 10, Wis 13, Cha 14
Base Atk +6; CMB +8; CMD 22
Feats extra panache, fencing graceB, point-blank shot, quickdraw, toughnessB, weapon focus (rapier)
Skills Acrobatics +13, Climb +11, Intimidate +12, Perception +11
Languages Common
SQ charmed life 3/day, nimble +1, swashbuckler finesse, swashbuckler weapon training +1
Gear buckler, parade armor, rapier, light crossbow

Berenike Knight CR 7
LE medium undead
Init +0; Senses Perception
DEFENSE
AC 23, touch 10, flat-footed 23 (+11 armor, +2 shield)
hp 74 (7d10+2d8+27)
Fort +7, Ref +2, Will +7; +4 vs channel
DR 5/slashing
OFFENSE
Speed 20 ft.
Melee heavy mace +14/+9 (1d8+7/19-20)
or heavy shield +13/+8 (1d4+6/x3)
STATISTIC
Str 18, Dex 10, Con -, Int 10, Wis 14, Cha 14
Base Atk +8; CMB +12; CMD 22
Feats cleaveB, great cleaveB, improved critical (heavy mace), improved shield bash, power attack, weapon focus (heavy mace)B, weapon focus (heavy shield), weapon specialization (heavy mace)B, weapon specialization (heavy shield)
Skills Intimidate +12, Knowledge (dungeoneering) +10, Knowledge (engineering) +9
Languages Common
SQ armor training 2, weapon training 1
Gear fullplate, heavy steel shield, heavy mace, estus flask (2 doses)

Channeler CR 7
NE medium undead
Init +6; Senses Perception
DEFENSE
AC 20, touch 13, flat-footed 17 (+4 armor, +2 dex, +1 dodge, +3 natural)
hp 75 (10d8+30)
Fort +6, Ref +5, Will +6; SR 18
Immune Cold
OFFENSE
Speed 30 ft.
Melee mwk trident +9 (1d8+3)
w/inspire courage +11 (1d8+5)
Ranged soul arrow +9 touch (1d6+4)
Special Attacks bardic performance (21/day; inspire courage +2, dirge of doom)
Spell-Like Abilities (CL 8, concentration +11)
At Will - mage armor, magic missile (4 missiles)
3/day - color spray (DC 14), dread bolt (DC 14), icy ray (2 bolts)
1/day - ray of exhaustion (DC 16)
STATISTIC
Str 12, Dex 14, Con -, Int 14, Wis 8, Cha 16
Base Atk +7; CMB +8; CMD 20
Feats arcane strike, combat casting, dodge, improved initiative, skill focus (spellcraft)
Skills Climb +14, Intimidate +16, Knowledge (arcana) +15, Knowledge (religion) +15, Perform (dance) +13, Spellcraft +18
Languages Common, Draconic
Gear mwk trident
Special Abilities
Dancer (Su): The channeler can dance to inspire any nearby hollowed to greater combat prowess or to disturb its enemies. This functions like bardic performance as used by a level 8 bard, but can only mimic the effects of inspire courage and dirge of doom.
Icy Ray (Sp): As scorching ray, but ice.
Soul Arrow (Su): The channeler can fire a beam of force energy as a ranged touch attack. This beam deals 1d6 points of force damage +1 per two HD the channeler possesses. This damage can be blocked by anything that blocks force effects (such as magic missile).

Belltower Gargoyle CR 9
NE Huge monstrous humanoid (earth)
Init +4; Senses darkvision 60 ft.; Perception +9
DEFENSE
AC 22, touch 10, flat-footed 20 (+2 armor, +2 dex, +8 natural, +2 shield, -2 size)
hp 125 (10d10+70)
Fort +10, Ref +9, Will +7; +6 vs poison
Resist acid 30
OFFENSE
Speed 40 ft., fly 60 ft. (poor)
Melee mwk halberd +17/+12 (2d10+10/x3), mwk greataxe +17 (2d12+10/x3)
Special Attacks fire breath (Ref DC 18, 10d6 fire)
STATISTIC
Str 31, Dex 15, Con 24, Int 6, Wis 11, Cha 12
Base Atk +10; CMB +22; CMD 34
Feats ability focus (breath weapon), hover, improved initiative, shield focus, two weapon fighting
Skills Fly +4, Perception +9, Stealth +12 (+32 freeze); Racial Modifiers +8 Stealth
Languages Common, Terran
SQ freeze
Gear +1 gargoyle helm, mwk light shield, mwk halberd, mwk greataxe
Special Abilities
Fire Breath (Su): A belltower gargoyle can expel a blast of fire from its mouth every 1d4 rounds. This ability is similar to a breath weapon, but the DC is determined by Charisma rather than Constitution.
Some belltower gargoyles have electric breath rather than fire breath. Aside from the energy type used, the abilities are identical.

Undead Attack Dogs CR 4
NE medium undead
Init +6; Senses Perception +8
DEFENSE
AC 16, touch 12, flat-footed 14 (+2 dex, +4 natural)
hp 37 (5d8+15)
Fort +3, Ref +3, Will +4
OFFENSE
Speed 40 ft.
Melee bite +6 (1d6+4 plus trip)
STATISTIC
Str 17, Dex 15, Con -, Int 1, Wis 10, Cha 14
Base Atk +3; CMB +6; CMD 18
Feats improved initiative, run, toughness
Skills Perception +8

Variant: Flaming Attack Dog CR 5
They are identical to normal undead attack dogs except that they gain both the Advanced Template and a breath weapon (15 ft. cone, Ref 16, 4d6 fire, usable every 2d4 rounds)

Hollowed Thief CR 5
CE medium undead
Init +4; Senses Perception +11
DEFENSE
AC 20, touch 14, flat-footed 16 (+3 armor, +4 dex, +2 natural, +1 shield)
hp 45 (7d8+14)
Fort +2, Ref +8, Will +5; Evasion, uncanny dodge
DR 5/slashing
OFFENSE
Speed 30 ft.
Melee mwk daggers +8/+8 (1d4+3)
Ranged throwing daggers +9 (1d4+3)
Special Attacks bleeding attack, sneak attack (+3d6)
STATISTIC
Str 16, Dex 18, Con -, Int 8, Wis 12, Cha 13
Base Atk +4; CMB +7; CMD 21
Feats double slice, toughnessB, two weapon fighting, weapon finesse, weapon focus (daggers)
Skills Acrobatics +12, Disable Device +9, Escape Artist +12, Intimidate +9, Knowledge (local) +7, Perception +11, Stealth +14
Languages Common
SQ surprise attack, trap sense +1, trapfinding
Gear mwk studded leather, buckler, mwk daggers (2), throwing daggers (10)

Capra Demon CR 8
CE large outsider (chaos, evil)
Init +2; Senses darkvision 60 ft.; Perception
DEFENSE
AC 21, touch 11, flat-footed 20 (+2 dex, +10 natural, -1 size)
hp 105 (10d10+50)
Fort +7, Ref +9, Will +11; +4 vs poison
DR 5/magic; SR 19
Resist Acid 30, Cold 10
Vulnerability Electricity
OFFENSE
Speed 40 ft.
Melee mwk handaxes +14/+14/+9 (1d8+7/x3)
w/ power attack +11/+11/+6 (1d8+10/x3)
STATISTIC
Str 24, Dex 15, Con 18, Int 13, Wis 18, Cha 16
Base Atk +10; CMB +17; CMD 29
Feats double slice, power attack, skill focus (handle animal), toughness, two weapon fighting
Skills Acrobatics +15, Bluff +16, Climb +20, Handle Animal +22, Knowledge (planes) +14, Perception +17, Sense Motive +17
Languages Common, Abyssal
SQ undead animal trainer
Gear mwk handaxes (2)
Special Abilities
Undead Animal Trainer (Ex): A capra demon is particularly skilled at training and managing undead animals. They can use the handle animal skill with undead animals as if the animal was still alive.

Basilisk CR 5
As B1 version except that it inflicts Bestow Curse (-6 Con) rather than Flesh to Stone.

Slime CR 6
Advanced Giant Gray Ooze

Gaping Dragon CR 12
CE gargantuan dragon
Init -2; Senses dragon senses; Perception
DEFENSE
AC 26, touch 4, flat-footed 26 (-2 dex, +22 natural, -4 size)
hp 162 (13d12+78)
Fort +14, Ref +6, Will +11
Immune Acid, poison; Vulnerable Electricity
OFFENSE
Speed 40 ft.
Melee bite +21 (4d8+24/19-20 plus 2d6 acid)
or claws +21/+21 (2d8+12/19-20), tail slap +16 (2d8+18)
Special Attacks acid pool (50 ft. radius), breath weapon (50 ft. cone, DC 22, 14d6 acid), crush (medium creatures, DC 22, 4d8+18), tail sweep (DC 22, 2d6+18)
STATISTIC
Str 35, Dex 7, Con 22, Int 9, Wis 13, Cha 15
Base Atk +13; CMB +29; CMD 37
Feats Alertness, Cleave, Great Cleave, Improved Critical (bite, claws), Iron Will, Power Attack
Skills Acrobatics +11, Climb +28, Intimidate +18, Perception +21, Swim +28
Languages Draconic
Special Abilities
Acid Pool (Su): As per the Black Dragon entry. Functions as if the gaping dragon was Ancient.
Colossal Bite (Ex): The ribmaw of a gaping dragon functions as the bite attack of a colossal creature and deals twice it's strength modifier rather than 1.5 times. However, the gaping dragon cannot bite as part of a full attack action - only as a standard action.
Deformed Wings (Ex): A gaping dragon has weak, deformed wings. It cannot fly or make wing attacks, but its wings do give it a +8 bonus on acrobatics checks to jump.
Stomach Slam (Ex): A gaping dragon deals its crush attack as if it were a colossal dragon.

Cragspider CR 6
CE large outsider (chaos, evil)
Init +0; Senses darkvision 60 ft.; Perception
DEFENSE
AC 19, touch 9, flat-footed 19 (+10 natural, -1 size)
hp 68 (8d10+24)
Fort +9, Ref +6, Will +5; +2 vs poison
DR 10/magic; Immune Fire; Resist Acid 20
Vulnerable Cold
OFFENSE
Speed 20 ft.; Climb 20 ft.; Fly 40 ft. (clumsy)
Melee bite +13 (1d8+9 plus 1d6 fire)
Special Attacks fire breath (15 ft. cone, DC 17, 8d6 fire)
STATISTIC
Str 22, Dex 11, Con 16, Int 11, Wis 13, Cha 13
Base Atk +8; CMB +15; CMD 25
Feats Combat Reflexes, Iron Will, Vital Strike
Skills Acrobatics +11, Climb +17, Fly +1, Knowledge (planes) +11, Perception +12, Stealth +7
Languages Abyssal

Giant Leech CR 6
Cave Leech from Tome of Horrors Complete

Giant Mosquito CR 6
In Bestiary 2

Infested Barbarian CR 8
CE large undead
Init +0; Senses low-light vision; Perception
DEFENSE
AC 21, touch 9, flat-footed 21 (+1 armor, +11 natural, -1 size)
hp 78 (12d8+24)
Fort +8, Ref +3, Will +6; +4 vs channel
OFFENSE
Speed 40 ft.
Melee greatclub +16/+11 (2d8+12)
w/power attack +16/+8 (2d8+21)
Ranged rock +8 (1d8+12)
Special Attacks rock throwing (120 ft.)
STATISTIC
Str 27, Dex 10, Con -, Int 6, Wis 10, Cha 12
Base Atk +8; CMB +16; CMD 26
Feats cleave, furious focus, intimidating prowess, martial weapon proficiency (greatclub), power attack, toughnessB, weapon focus (greatclub)
Skills Acrobatics +2, Climb +13, Intimidate +18, Perception +8
Languages Giant
Gear broken leather armor, large greatclub, rock

Infested Ghoul CR 4
Imperial Ghoul from Midgard Bestiary

Blowdart Sniper CR 6
Ghoul Stalker from the Monster Codex armed with Blowgun from Ultimate Equipment and Wyvern poision.

Chaos Witch Quelaag CR 12
CE huge outsider
Init +1; Senses darkvision 60 ft.; Perception
DEFENSE
AC 26, touch 10, flat-footed 24 (+4 armor, +1 dex, +1 dodge, +12 natural, -2 size)
hp 184 (16d10+96)
Fort +11, Ref +11, Will +15
DR 10/good; Immune Acid, Fire, Poison; SR 23
OFFENSE
Speed 30 ft., climb 20 ft.
Melee longsword +21/+16/+11/+6 (3d6+6 plus 2d6 fire)
Ranged scorching ray +15/+15/+15 touch (4d6 fire)
Special Attacks crush (2d8+9), lava breath (40 ft. cone, 12d6 fire, DC 24), magma pool (20 ft. radius, DC 24)
Spell-Like Abilities (CL 13th)
Constant - mage armor
At will - fireball (DC 16), scorching ray
3/day - intensified fireball (DC 16), resist energy
1/day - delayed blast fireball (DC 20)
STATISTIC
Str 23, Dex 13, Con 22, Int 16, Wis 16, Cha 16
Base Atk +16; CMB +24; CMD 35
Feats Alertness, Blind-Fight, Combat Casting, Dodge, Intensify Spell-Like Ability (fireball), Iron Will, Vital Strike, Weapon Focus (sword)
Skills Bluff +22, Climb +33, Intimidate +22, Knowledge (arcana) +22, Knowledge (planes) +22, Perception +26, Sense Motive +26, Spellcraft +22, Stealth +12
Languages Common, Abyssal
Special Abilities
Crush (Ex): Quelaag can perform a crush attack as if she were a huge sized dragon.
Firey Weapon (Su): Any manufactured weapon wielded by Quelaag gains 2d6 fire damage.
Magma Pool (Su): This functions as a black dragon's acid pool attack, but deals fire damage based on Quelaag's breath weapon.

Mimic CR 6
Advanced Giant Mimic

Serpent Soldiers CR 6
Serpentfolk Hunter (from Monster Codex; remove bow, replace scimitar with falchion, add buckler)

Serpent Mage CR 8
Serpentfolk Illusionist (from Monster Codex; change opposition school from evocation to divination; replace detect thoughts with an electric version of scorching ray; replace feat "spell focus (enchantment)" with two weapon fighting and add a second mwk dagger; replace feat "scribe scroll" with weapon finesse)

Titanite Demon CR 13
CE huge outsider (chaotic, evil)
Init +2; Senses blindsight 60 ft.; Perception +17
DEFENSE
AC 26, touch 6, flat-footed 26 (-2 dex, +20 natural, -2 size)
hp 175 (13d10+104)
Fort +18, Ref +5, Will +14;
DR 10/adamanium; Immune acid, poison; Resist cold 10, fire 10; SR 25
OFFENSE
Speed 20 ft.
Melee mwk bladed mancatcher +23/+18/+13 (3d8+11/x3)
or body slam +22 (2d8+22)
Special Attacks electric discharge (Ref 21, 15d6 electrical)
STATISTIC
Str 32, Dex 7, Con 24, Int 11, Wis 13, Cha 17
Base Atk +13; CMB +26; CMD 34
Feats ability focus (electric discharge), improved initiative, iron will, toughness
Skills Acrobatics +14, Craft (metal smithing) +16, Knowledge (arcana) +16, Knowledge (planes) +16, Perception +17, Sense Motive +17
Languages Abyssal, Celestial, and Draconic
SQ unholy resistance
Gear mwk bladed mancatcher (functions as a huge glaive), titanite slab
Special Abilities
Electric Discharge (Su): The Titanite demon can create a massive static discharge from its body every 1d4 rounds as a standard action. The titanite demon can direct this electrical energy in a 60 ft. cone or a 20 ft radius burst centered on itself. While not immune to electricity, the titanite demon takes no damage from its own electric discharge. The save for this ability is charisma based.

Giant CR 7
Slag Giant from B4

Firepot Giant CR 10
Fire Giant from B1

Iron Golem CR 13
As normal Iron Golem except as follows.
Add Giant Template BUT also remove Magic Immunity (and all special effects related to it). Add Fire Resistance 20 and Acid Immunity. Arm it with a Huge Greataxe. Replace current Breath Weapon with a Line of Blunt force that deals 6d10 damage (blunt) with the same Ref save.

Batwing Demon CR 9
Bone Devil (B1) armed with +1 shocking spear

Silver Knights CR 11
LE medium undead (augmented, human)
Init +3; Senses Perception +12
DEFENSE
AC 31, touch , flat-footed (+13 armor, +3 dex, +2 natural, +3 shield)
hp 108 (11d10+2d8+39)
Fort +9, Ref +6, Will +7; +4 channel resistance
DR 5/slashing
OFFENSE
Speed 20 ft.
Melee mwk longsword +21/+16/+11 (1d8+8/19-20), mwk shield +20 (1d4+5)
w/power attack +17/+12/+7 (1d8+16/19-20), +16 (1d4+13)
Ranged mwk comp longbow +17/+12/+7 (1d8+5/x3)
STATISTIC
Str 18, Dex 16, Con -, Int 8, Wis 12, Cha 14
Base Atk +12; CMB +16; CMD 29
Feats armor focus, greater weapon focus (longsword)B, improved critical, improved shield bash, point-blank shot, power attack, precise shotB, shield focus, shield master, shield slamB, toughnessB, two-weapon fightingB, weapon focus (longsword)B, weapon specialization (longsword)B
Skills Intimidate +13, Knowledge (engineering) +9, Knowledge (religion) +9, Perception +12
Languages Common
SQ armor training 3, weapon training (swords 2, bows 1)
Gear mwk fullplate, mwk heavy steel shield, mwk comp longbow (+4), mwk longsword

Royal Sentinel CR 13
LN large construct
Init -2; Senses Perception +19
DEFENSE
AC 27, touch 7, flat-footed 27 (+9 armor, -2 dex, +8 natural, +3 shield, -1 size); 30 with shield of faith
hp 134 (16d10+46)
Fort +5, Ref +3, Will +8
DR 10/adamantium; Immune: construct traits; Resist Acid 20, Fire 20
OFFENSE
Speed 20 ft.
Melee mwk halberd +21/+16/+11/+6 (1d10+20/x3), mwk heavy shield +23 (1d6+18)
with divine favor +24/+19/+14/+9 (1d10+23/x3), +27 (1d6+21)
Space 10 ft.; Reach 10 ft.
Cleric Spells Prepared (CL 8, concentration +11)
4th - cure critical wounds, order's wrath (DC 17)
3rd - cure serious wounds (2), prayer, searing light
2nd - cure moderate wounds, resist energy, shatter, sound burst (DC 15)
1st - detect undead, divine favor, doom (DC 14), sanctuary (DC 14), shield of faith
STATISTIC
Str 30, Dex 7, Con -, Int 3, Wis 17, Cha 1
Base Atk +16; CMB +27; CMD 35
Feats cleave, great cleave, improved shield bash, power attack, shield focus, shield master, shield slam, toughness, two-weapon fightingB
Skills Perception +19
Languages Common
SQ divine servant, healed by positive energy, undersized weapon
Gear medium mwk halberd, large mwk heavy steel shield, large mwk fullplate, holy symbol
Special Abilities
Divine Servant (Su): A royal sentinel is a chosen defender of its god, and gains spells as a cleric of half its HD. If a royal sentinel is created with additional HD, it gains additional caster levels of cleric. Royal sentinels can also take levels of cleric. If they do so, their divine servant caster level stacks for the purpose of determining spells per day and the power of their spells, but is ignored when determining other aspects (so a royal sentinel with 1 level of cleric would only gain domain bonus spells at 1st level and only the 1st level domain ability, and the orisons of a 1st level cleric).
Healed by Positive Energy (Su): Unlike other constructs, royal sentinels are forged with a soul. This soul both grants them minor intelligence and allows them to be healed by positive energy as if they were a living creature.
Undersized Weapon (Ex): A royal sentinel can wield a medium sized halberd as if it were a large one-handed weapon. When used in this manner, the halberd loses its reach quality. This has no effect on the sentinel's natural 10 ft. reach.

Variant Sentinels
There are weaker versions of the Royal Sentinels who lack spellcasting. They lose the divine servant ability and all cleric spellcasting ability. Their wisdom is reduced to 11 (reducing their Will save to +5 and perception to +16). Finally a lesser Sentinel loses the Shield Mastery feat and instead gains Weapon Focus (halberd), reducing it's attack with its halberd by 1 and with its shield by 5. This also reduces the sentinel's damage with a shield by 3.
Such a sentinel is CR 12.

Ornstein CR 13
LE large undead
Init +7; Senses darkvision 60 ft.; Perception +9
DEFENSE
AC 28, touch 13, flat-footed 24 (+11 armor, +3 dex, +1 dodge, +4 natural, -1 size)
hp 125 (15d8+58)
Fort +10, Ref +7, Will +11; +4 vs channeling, +2 vs poison
Immune Electricity
OFFENSE
Speed 60 ft.
Melee +4 longspear +19/+19/+14 (2d6+13 plus spellstrike on one attack/x3)
Ranged ranged touch +11
Special Attacks arcane pool (11), improved spell combat, spell combat, spellstrike
Magus Spells Prepared (CL 13th, concentration +16)
5th - empowered lightning bolt (DC 16)
4th - ball lightening (DC 17), dragon breath (DC 17), electric fireball (DC 16)
3rd - electric scorching ray (2), electric intense burning hands (DC 14), lightening bolt (DC 16) + bonus
2nd - defensive shock, electric burning hands (DC 14), intense shocking grasp (3), + bonus
1st - magic missile, shocking grasp (3), true strike + bonus
0 (at will) - daze, detect magic, flare, light, spark
STATISTIC
Str 24, Dex 16, Con -, Int 17, Wis 10, Cha 14
Base Atk +10; CMB +18; CMD 31
Feats arcane strike, dodge, elemental spell, empower spell, extra arcane pool, improved initiative, intense spell, toughnessB, weapon focus (longspear)B, weapon specialization (longspear)B,
Skills Acrobatics +13, Diplomacy +10, Intimidate +20, Knowledge (arcana) +13, Knowledge (planes) +13, Perception +9, Ride +7, Sense Motive 11, Spellcraft +13
Languages Common
SQ fighter training, improved spell recall, knowledge pool, magus arcana (close range, critical strike, empowered magic, pool strike)
Gear +2 mithral fullplate, mwk large longspear
Special Abilities
Lightning Swiftness (Su): Ornstein has a speed of 60 ft. even in his mithral fullplate. Furthermore, Ornstein is immune to electricity.

Smough CR 13
CE huge undead
Init -1; Senses darkvision 60 ft.; Perception
DEFENSE
AC 25, touch 5, flat-footed 25 (+12 armor, -1 dex, +8 natural, -2 rage, -2 size) +4 vs crit confirmation rolls
hp 211 (13d12+2d8+118)
Fort +14, Ref +3, Will +11; +4 vs channel energy, +6 vs poison
Resist Acid 30
DR 6/-;
OFFENSE
Speed 30 ft.
Melee *mwk hammer +18/+13/+8 (3d6+34 plus 1d4 bleed/x3) *using both power attack and bloody assault
Special Attacks greater rage (28 rounds per day, intimidating glare, knockback, overbearing advance)
STATISTIC
Str 40, Dex 8, Con -, Int 9, Wis 12, Cha 22
Base Atk +14; CMB +31 (+33 vs bullrush or overrun); CMD 40
Feats armor focus, bloody assault, bull rush strike, cleave, great cleave, improved bullrush, improved overrun, power attack, toughnessB,
Skills Climb +28, Intimidate +24, Perception +19
Languages Common
SQ armored swiftness, improved armored swiftness, indomitable stance, resilience of steel, undead rage
Gear +2 fullplate, mwk huge warhammer
Special Abilities
Undead Rage (Su): Smough gains the benefits of rage even though, as an undead, he would normally be immune to moral bonuses. Rather than gaining Constitution, he gains bonuses to Charisma while raging. When not raging, he has Str 34 and Cha 16.

As should be obvious, I have not yet done optional areas like the Painting or Darkroot. I plan to, but I figured I should A) get some general feedback first and B) think a bit more about what CR those areas should be geared towards - or if they should be geared to a CR at all.


I'm definitely gonna use some of these for my own games. The only thing I really saw that looked to powerful was the poison the the undead rats do. It could easily kill a more squishy character.


Dox of the ParaDox twins wrote:
I'm definitely gonna use some of these for my own games. The only thing I really saw that looked to powerful was the poison the the undead rats do. It could easily kill a more squishy character.

Do you think it's worth bumping the rats up to CR 3?

A character would get a new save every round (as normal with poison). Even with a +0 modifier, that's a 40% chance to negate the damage and end the poison each round.

The other logical option would have been 1d2 Con per round, which is worse since it can't be healed quickly (Lesser Restoration takes 3 rounds whereas Cure Light takes only 1).

Of course, Dark Souls doesn't really have "diseases" which would normally be the go-to for rats, giant or otherwise.


Hm, I was always under the impression that the head honchos, including Ornstein and Smough, were not undead. I would probably make them humanoids with the giant subtype.

Silver Crusade

Nice!


I don't think Ornstein and Smough are undead though. Otherwise very nice work there!


I forgot about the new save every round thing, I would just drop the rats poison to a 1d4 so that a couple bad rolls won't insta kill my character.


Albatoonoe wrote:
Hm, I was always under the impression that the head honchos, including Ornstein and Smough, were not undead. I would probably make them humanoids with the giant subtype.
Icyshadow wrote:
I don't think Ornstein and Smough are undead though. Otherwise very nice work there!

Ornstein and Havel were companions with Gwyn, and Havel is Hollow, so I assumed that Ornstein was likewise Hollow. To be Hollow, one must first be undead.

Although, someone else pointed out that technically Hollows shouldn't be undead - they should be native outsiders. But they look like undead and act like undead, so...

I SUPPOSE I could throw a Mythic rank onto Ornstein if y'all think he needs to be more divine than others.


Dox of the ParaDox twins wrote:
I forgot about the new save every round thing, I would just drop the rats poison to a 1d4 so that a couple bad rolls won't insta kill my character.

I can't edit the OP anymore, but I did change the rat in my personal document to be 1d4 acid per round rather than 1d6.

HP damage poisons are rare enough in Pathfinder that they can be hard to balance.


Alright then, other than that one thing I think you nailed the rest of them...good job, I can't wait to see the rest of what you're gonna do


Dot.


Dox of the ParaDox twins wrote:
I can't wait to see the rest of what you're gonna do

That brings up a good question actually - any thoughts on what I SHOULD do next?

I based my CRs on a "generally accepted starting order" for the areas in Dark Souls 1. That is, I looked at a thread where people talked about what order they did the bosses in and watched a few LPs and took note of what order people did things in to get a sense of what order a party going through the same story would encounter things.

Since there is an initial quest that guides players to certain locations, the Asylum to Anor Londo was fairly easy to chart. However, in theory, the four locations that follow can be done in any order and should be "equally" challenging (with most agreeing that the Tomb of Giants is the hardest area).

If I was actually running the first game as my campaign (I'm not - my plan is far weirder than that), then I'd likely wait to see which area my players wanted to go to first and stat that set up next - but since that isn't how I'm actually planning to do this (and since I'm not actually starting this game until this Fall/Winter), I am less certain of which branch to tackle first.

Alternatively, I could instead work on Darkroot or the Painted World. The Painted World at least is easy to guess the relative CR of (since you need to be in Anor Londo before you can access it), but Darkroot you can get to very easily early in the game (suggesting comparatively Low CR) - but also has some incredibly ass-spankingly hard enemies, at least compared to areas around it (suggesting more mid-range CRs). The Sealed Door offers a natural break point - lower CR enemies outside, higher ones within - so that could help a bit.

So, I'm open to suggestions. What area would you like me to tackle next, and what APL would you suggest for it?

Oh, and for reference, the Asylum was APL 1, Undead Burg was APL 3, Undead Parish was APL 4, Lower Undead Burg was APL 5, the Depths and Blighttown were APL 7, Sen's Fortress was APL 8, and Anor Londo was APL 10. So if you're like "Darkroot is about as difficult as X-location" then that will hopefully give you an idea about how I was trying to balance things.

Edit: Oh! One last thing. I have been making all of the major boss fights aprox APL +4 or +5. So again, to use Darkroot as an example, if you say I should make Darkroot APL 7, then that would make Sif and the Hydra about CR 12.

Silver Crusade

Don't forget Havel!


I would make as many of the enemies not be undead as possible. Make a new descriptor, subtype, or template called cursed. Reason being in Pathfinder there are many ways to be absolutely devastating to undead, but in the Souls games no such abilities exist.

I wouldn't worry too much about the CRs scaling with party level. You end up with challenges that don't necessarily match the game. For example, the Capra demon is a huge pain in the butt. At low power levels, the easiest way to fight him involves exploiting the terrain (similar to fighting black knights if you aren't used to them). But you have the titanite demon as much higher CR. He's imposing for sure, especially you're first time. But he can be beaten with the standard Souls strategy of sticking as close to his body and strafing, on top of other ways to beat him.

This is just my interpretation since I've thought of this before. The standard routes through the Souls games are based on a variety of factors: your skill level, what weapon you want to rush, speed running, etc. I wouldn't enforce any of those in determining CR. Just think about when you played through those and get a rough estimate. If the CR is out of whack, make sure there are alternative routes or that the bosses have exploitable weaknesses. Pathfinder would be very video gamey if it had things like exploitable terrain, but you can always have something like elemental weaknesses that are much stronger than the normal vulnerability. That matches up the souls games quite well. Then your players can find say 10 black firebombs on the way to a boss...and hopefully take the hint.

Good job on the stats so far!

Oh and even though it may seem unbalancing, I would include the summons from the game too. That's half the fun ;)


If you don't mind me asking, would you PM me your idea for your game, I'm quite curious. Also I agree that you at want to create a new subtype or type that's basically undead without the weaknesses of undead (unless of course you already are anticipating those things)


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I think the biggest change I would make is that most of the enemies shouldn't actually be evil. A major theme of the Dark Souls series is that the main character is an easily manipulated selfish jackass who leaves destruction and ruin in their wake. Dark Souls is supposed to eventually make you ask yourself, "why am I doing this? Am I really the good guy here?" Even the demons aren't really evil; they're just creatures of chaos forcibly born into a world where they don't really belong, labelled as demons because they're scary.


Sandal Fury wrote:
Even the demons aren't really evil; they're just creatures of chaos forcibly born into a world where they don't really belong, labelled as demons because they're scary.

Some even appear to be Lawful. Those batwing demons who helpfully carry you back and forth between Sen's Fortress and Anor Londo and never attack you (well, that group anyway) leap to mind.

Hm. Actually, does that group of demons stick around after **SPOILER** when most of the other enemies in the area stop spawning? I never thought to check.

Anyway, the versions posted here are meant for sharing - most GMs are (in theory) going to want Chaotic Evil demons and horrible undead. Which is why...

drumlord wrote:
Make a new descriptor, subtype, or template called cursed. Reason being in Pathfinder there are many ways to be absolutely devastating to undead, but in the Souls games no such abilities exist.

... I really don't want to do that. I'm trying to make these as plug-and-play as possible, and creating whole new subtype would make that harder.

For my situation, it will be easier to modify what the PCs can do than modify the monsters to prevent things from happening to them. In my other Dark Souls mechanics thread (which has mutated from XP to Magic Items and will be taking another turn here soon), I'll be working on Spell Lists and what spells need to be added/removed/messed with to fit Dark Souls.

Also, you mentioned things that are "absolutely devastating to undead" - and honestly I can't think of that many things that target undead but not other things - with a handful of exceptions.

Searing Light (a low level spell that does extra damage to undead)
Channel Positive Energy

I'm not too worried about searing light because, while powerful for its level, there are spells that are actually more deadly vs outsiders (the 2nd level ray spell versions of Holy Smite etc from UM), so really, that's no different from abilities that hurt those creatures.

As for Channel Positive Energy, well... if my PCs are also "undead", then they'd be healed by Negative Energy and harmed by positive energy. Channeling Positive would be powerful, but it would also be very likely to cause friendly fire (or require Selective Channel). So again, not that worried.

Hm. Yeah, I can't think of anything else that hits undead harder than anything else.

Oh. This might be a good time to mention that one of my long-standing house-rules has removed the "double damage to certain things on the first attack" from smites. Not for balance (although that is a pleasant side effect) but because it's too hard to remember and screws up damage calculations. So a smite wouldn't hit a Hollow any harder than it would hit anything else smiteable.

Did I cover your concern, or am I forgetting something? It's been a long day, and I can be scatterbrained at the best of times, so that is entirely possible.


Sandal Fury wrote:
I think the biggest change I would make is that most of the enemies shouldn't actually be evil.

Yeah, see? I completely wandered off to a different topic without actually finishing my reply to you. ^^;;

Anyway, yeah, some of it is "plug and play". People expect their demons and undead to be evil, even if they don't act evil in the game.

Some of it is also player utility. If my players think they're good (even if they're being manipulated by divine beings in a game of chess far beyond their comprehension), they still THINK they're good, and will put "good" on their character sheets. They will (in theory) be using "good" spells which target "evil" creatures.

Thirdly... a good deal of the time, Dark Souls feels like "evil vs evil" to me. Qualaag is trying to save her sister... by stealing humanity from undead. The other demons are mostly sitting around being a~%%!+#s to anyone who comes near, leaping down from tall places to try to squash you, etc. And I think part of that is because Dark Souls tries very hard to set up a Zero Sum Game - the only way to keep your humanity is to murder other undead and steal theirs. Everyone seems to be very selfish - possibly because those who weren't selfish are either dead or imprisoned. So yeah, if I was liberal with the "evil" type it's because the whole world seems selfish at best and raging-homicidal-a*#!%!+ at worst.

Edit: **laughs** I forgot that Paizo censors certain words. Well played, Paizo forum.


Anyway, back to the topic. I'm leaning towards Darkroot next, but I still don't feel like I have a good idea about the APL - mostly because Dark Souls is very well designed to hide such things.

From my experience, I would say that the early areas of Darkroot are harder than the Undead Burg but easier than Anor Londo. Thing ramp up to possibly harder than Anor Londo after the sealed door, but I can worry about that later.

So, from anyone who wants to, what are your gut impressions of Darkroot as compared to, say the Depths or Sen's Fortress? Harder? Easier?

Silver Crusade

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The enemies are harder than those in Sen's Fortress, there it's the environment that gets you (aka be very afraid of the CR 1/4 Kobold).


Rysky wrote:
The enemies are harder than those in Sen's Fortress, there it's the environment that gets you (aka be very afraid of the CR 1/4 Kobold).

Mmm, that's a good point. In fact, it inspired me to mention another idea of mine (see the Visible Traps thread).

Okay then, working from that logic, would you say that the enemies in Blighttown are weaker or harder than those in Darkroot?


I'd say that most of the difficulty in blighttown comes from the dropped frames (that's a joke) in all seriousness I think that blight town is a little more difficult...I'm not sure though


Lagtown, worst place to invade evar.

Poison swamp and toxic dart shooters make it real difficult.

Shadow Lodge

Did you forget the painting guardians? The player does need to deal with a bunch of them, even if not intentionally going to the painted world.

Silver Crusade

MannyGoblin wrote:

Lagtown, worst place to invade evar.

Poison swamp and toxic dart shooters make it real difficult.

This (no comment on the lag), the Depths and the Blightown are the same as Sen's Fortress, it's the environment. And poison. The individual enemies aren't hard by themselves, that poison just adds up.


Depths do seem to be a good spot for PvP, and Sen's Funhouse is good for invading once you get the timing of the pendulums down(The boulder stair is a good place to fend people off)


Serum wrote:
Did you forget the painting guardians? The player does need to deal with a bunch of them, even if not intentionally going to the painted world.

I didn't forget about them, but I did leave them out.

First off, I couldn't remember if you HAD to fight them prior to going to the painting, or if you could just walk past the room. If the former, then yeah, I should include them, but if the later, then I could put them with the Painted World stuff.

Secondly, and correct me if I'm wrong here, but I don't recall them being that tough individually. The main problem was that they swarm you if you aren't careful/don't see them in time. (This leads into item three)

Thirdly, and again, I may be remembering wrong, but I seem to recall that they're two-weapon fighters who like to flank and backstab the player - so basically just like my Hollow Thieves - at least build wise. So one plan was to slap the Advanced Template on my Hollow Thieves, swap their daggers for short swords, and call it a day. However, that would be kinda boring.

Alternatively, I thought about making them dervish dancer bards, but they never cast spells (that I recall), so that doesn't quite work either.

So yeah, I put off the painting guardians because I was having a hard time figuring out what to make them class-wise. I was torn between the two ideas, couldn't decide, and said "eh, I'll wait until I do the painted world".

I am open to suggestions.


So the consensus is that Sen's Fortress, Blighttown, and the Depths are about equal - which is actually about how they came out in my document (APL 7-8).

I have Anor Londo set at APL 10.

So... maybe APL 9 for Darkroot? That would make the Hydra about CR 13 or 14.

If that sounds about right, I'll start building monsters. There might be a hiatus for a week or two while I get them written up.


Those numbers sound about right to me


You have to face a few guardians the first time through Anor Londo when you cross Gwenevyre's chapel

Shadow Lodge

Zelgadas Greyward wrote:
Serum wrote:
Did you forget the painting guardians? The player does need to deal with a bunch of them, even if not intentionally going to the painted world.

I didn't forget about them, but I did leave them out.

First off, I couldn't remember if you HAD to fight them prior to going to the painting, or if you could just walk past the room. If the former, then yeah, I should include them, but if the later, then I could put them with the Painted World stuff.

Secondly, and correct me if I'm wrong here, but I don't recall them being that tough individually. The main problem was that they swarm you if you aren't careful/don't see them in time. (This leads into item three)

Thirdly, and again, I may be remembering wrong, but I seem to recall that they're two-weapon fighters who like to flank and backstab the player - so basically just like my Hollow Thieves - at least build wise. So one plan was to slap the Advanced Template on my Hollow Thieves, swap their daggers for short swords, and call it a day. However, that would be kinda boring.

Alternatively, I thought about making them dervish dancer bards, but they never cast spells (that I recall), so that doesn't quite work either.

So yeah, I put off the painting guardians because I was having a hard time figuring out what to make them class-wise. I was torn between the two ideas, couldn't decide, and said "eh, I'll wait until I do the painted world".

I am open to suggestions.

Aside from them acting like hollow thieves by jumping you at the beginning of the chapel, and if you keep your distance, they'll chuck knives at you. This includes when you're trying to navigate the rafters in the chapel (another narrow walking section, where, if you're not careful, you'll find yourself knocked off by the painting guardians).


Serum wrote:
Aside from them acting like hollow thieves by jumping you at the beginning of the chapel, and if you keep your distance, they'll chuck knives at you. This includes when you're trying to navigate the rafters in the chapel (another narrow walking section, where, if you're not careful, you'll find yourself knocked off by the painting guardians).

Okay, so do you think that Advanced Hollow Thief with different equipment would do for them? It's certainly easier than building a whole new enemy, but I torn between not wanting to sell them short and not wanting to waste time making the exact same build as Hollow Thieves again from scratch.


Dox of the ParaDox twins wrote:
Those numbers sound about right to me

Cool. Then I will begin work on the enemies in Darkroot.

Expect this thread to go cool for a week or so while I work on it. Also because my Bones III Kickstarter rewards are arriving tomorrow, so I may be busy painting for a while. ^^


Sounds good


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Or I could have a really boring Memorial Day weekend and end up doing a bunch of Darkroot monsters instead of something more constructive.

I blame allergies making me feel like crap.

---

Demonic Foliage CR 8
N medium plant
Init +7; Senses low-light vision; Perception +15
DEFENSE
AC 21, touch 13, flat-footed 18 (+3 dex, +8 natural)
hp 90 (12d8+36)
Fort +11, Ref +7, Will +6
Immune plant traits
Vulnerable fire
OFFENSE
Speed 30 ft.
Melee tentacles +14/+14/+14/+14 (1d4+5 plus grab)
Space 5 ft.; Reach 5 ft. (10 ft. with tentacles)
STATISTIC
Str 20, Dex 16, Con 16, Int 5, Wis 10, Cha 7
Base Atk +9; CMB +14 (+16 grapple); CMD 27
Feats cleave, combat reflexes, improved grapple, improved initiative, iron will, power attack
Skills Perception +9, Stealth +12 (+22 in foliage)
Languages Terran
SQ natural camouflage

Stone Knight CR 10
N large construct
Init +0; Senses Perception +3
DEFENSE
AC 25, touch 9, flat-footed 25 (+16 natural, -1 size)
hp 101 (13d10+30)
Fort +4, Ref +4, Will +7
DR 10/blunt; Immune electricity, construct traits; Resist Cold 10, Fire 10;
OFFENSE
Speed 20 ft.
Melee slam +18/+18 (2d10+6)
Spell Like Abilities (CL 10)
3/day - Slow (DC 16)
STATISTIC
Str 22, Dex 11, Con -, Int -, Wis 17, Cha 1
Base Atk +13; CMB +20; CMD 30
Languages Common (cannot speak)

Tree Lizard CR 9
N medium dragon
Init +7; Senses low-light vision, darkvision 60 ft.; Perception +16
DEFENSE
AC 21, touch 14, flat-footed 17 (+3 dex, +1 dodge, +7 natural)
hp 104 (11d12+33)
Fort +10, Ref +10, Will +9
Immune dragon traits, poison
OFFENSE
Speed 10 ft.; Climb 10 ft.
Melee bites +15/+15 (1d8+4 plus poison)
STATISTIC
Str 16, Dex 17, Con 16, Int 5, Wis 14, Cha 11
Base Atk +11; CMB +14; CMD 27
Feats combat reflexes, dodge, improved initiative, skill focus (climb), stealthy, weapon focus (bites)
Skills Climb +23, Perception +16, Stealth +21 (+29 in foliage); Racial +8 stealth in foliage
Languages Draconic
Special Abilities
Tree Lizard Poison: Injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d4 Con damage; cure 1 save. The save is constitution based.

Frog-Ray CR 7
N large magical beast
Init +8; Senses low-light vision, scent; Perception +6
DEFENSE
AC 19, touch 14, flat-footed 14 (+4 dex, +1 dodge, +5 natural, -1 size)
hp 76 (9d10+27)
Fort +9, Ref +11, Will +4
Vulnerable Fire
OFFENSE
Speed 30 ft.
Melee tongue lash +12/+12 (2d6+4)
Space 10 ft.; Reach 10 ft. (15 ft. with tongue)
STATISTIC
Str 19 Dex 17, Con 16, Int 5, Wis 12, Cha 10
Base Atk +9; CMB +13; CMD 26
Feats cleave, dodge, improved initiative, lightning reflexes, power attack
Skills Acrobatics +10 (+18 jumping), Perception +6, Swim +10; Racial +8 acrobatics to jump
Languages Aklo

Mushroom Parent CR 9
N Large plant
Init -2; Senses low-light vision; Perception +17
DEFENSE
AC 22, touch 7, flat-footed (-2 Dex, +15 natural, -1 size)
hp 119 (14d8+56)
Fort +12, Ref +2, Will +6
DR 5/slashing; Immune plant traits; Resist 20 electricity
Vulnerable fire
OFFENSE
Speed 10 ft.
Melee slam +17 (2d8+25/19-20)
STATISTIC
Str 32, Dex 7, Con 16, Int 5, Wis 11, Cha 9
Base Atk +10; CMB +22; CMD 30
Feats cleave, great cleave, improved critical (slam), iron will, power attack, toughness
Skills Perception +17
Languages Common

Variant: To create a Mushroom Child, simply apply the Young template.

Crystal Golem CR 12
N large construct
Init -1; Senses Perception +0
DEFENSE
AC 28, touch 8, flat-footed 28 (-1 dex, +20 natural, -1 size)
hp 118 (16d10+30)
Fort +5, Ref +4, Will +5
DR 15/adamantium or blunt; Immune Acid, Cold, construct traits; SR 23
Vulnerable electricity, shatter
OFFENSE
Speed 20 ft.
Melee slams +22/+22 (2d10+7)
w/power attack +17/+17 (2d10+17)
Special Attacks crystal eruption (DC 18), imprison
STATISTIC
Str 25, Dex 9, Con -, Int -, Wis 11, Cha 1
Base Atk +16; CMB +24; CMD 33
Feats Power AttackB
Languages none
SQ
Special Abilities
Crystal Eruption (Su): As a full-round action, a crystal golem unleash a blast of crystals centered on itself. All creatures within a 30 ft. radius around the Crystal Golem take 12d6 points of damage (Ref DC 18 for half) - half slashing, half cold. The Crystal Golem - and any other Crystal Golems within the radius - are immune to this damage. Once used, a Crystal Golem may not use its Crystal Eruption again for 2d4 rounds.
Imprison (Su): A Crystal Golem may imprison a medium sized creature within it's "head" as a full-round action. To do so, a target must be helpless or must be pinned (as per the normal grapple rules - the Golem has no particular bonus to this attempt). While imprisoned, the victim does not age and is not technically conscious, although some former victims report having a few scattered memories or a sense of the passage of time.
Most Crystal Golems do not have a captured victim, but those that do are empowered by the process, gaining a +2 bonus to hit, damage, and saving throws, as well as Fast Healing 10. However, while imprisoning a target, a Crystal Golem also loses its immunity to mind-affecting spells, using the imprisoned victim's intelligence score instead of its own.
Destroying the golem frees the victim. While the golem continues to function, the victim is protected from all damage. However, as soon as the golem is destroyed, that immunity ends, meaning that any non-instantaneous effects my harm the freed prisoner.
A Crystal Golem can have no more than one imprisoned victim at a time. Often, Crystal Golems are given orders to seek out specific individuals and return them to their creators. There are also rumors of special Crystal Golems that are designed to keep the imprisoned target conscious and allow them to take direct control of the Crystal Golem, effectively making the Golem a massive suit of impenetrable armor. Whether such golems actually exist, or if the Crystal Golems found in Darkroot are failures in an attempt to create such a device, is unknown.

Great Felines CR 10
CN large magical beast
Init +2; Senses low-light vision, scent; Perception +17
DEFENSE
AC 24, touch 13, flat-footed 20 (+3 dex, +1 dodge, +11 natural, -1 size)
hp 123 (13d10+52)
Fort +13, Ref +11, Will +7
Resist Cold 10
Vulnerable Fire
OFFENSE
Speed 50 ft.
Melee bite +19 (1d8+7/19-20), 2 claws +19/+19 (1d6+7)
Special Attacks pounce, rolling charge
STATISTIC
Str 25, Dex 17, Con 17, Int 14, Wis 12, Cha 10
Base Atk +13; CMB +21; CMD 33
Feats dodge, great fortitude, improved critical (bite), iron will, run, skill focus (acrobatics), toughness
Skills Acrobatics +23, Climb +18, Perception +17, Stealth +17, Swim +17
Languages Common
Special Abilities
Rolling Charge (Ex): A great feline can make an alternative pounce attack that deals four claw attacks (at +19 each for 1d6+7 damage) rather than its usual full attack by rolling at its target.

Moonlight Butterfly CR 12
N huge magical beast
Init +4; Senses low-light vision, Darkvision 60 ft.; Perception
DEFENSE
AC 26, touch 17, flat-footed 21 (+4 deflection, +4 dex, +1 dodge, +9 natural, -2 size)
hp 120 (16d10+32)
Fort +11, Ref +14, Will +8
Immune cold, poison; Resist electricity 10; Vulnerable fire
OFFENSE
Speed 10 ft., fly 40 ft. (average)
Ranged cold scorching rays (ranged touch) +18/+18/+18 (4d6 cold)
Special Attacks breath weapon (100 ft. line; Ref 21, 14d6 Cold), charged explosion (20 ft. radius; Ref 21, 14d6 Cold)
Spell-Like Abilities (CL 14)
constant - shield of faith
at will - cold flaming sphere (DC 17), cold scorching ray (3 bolts), magic missile
3/day - cold fireball (DC 18)
1/day - cold delayed blast fireball (DC 22)
STATISTIC
Str 20, Dex 19, Con 12, Int 5, Wis 12, Cha 20
Base Atk +16; CMB +; CMD
Feats ability focus (breath weapon, charged explosion), dodge, flyby attack, hover, iron will, toughness
Skills Fly +19
Languages Aklo
SQ Cold Affinity (all fire spells cast as cold spells)

Hydra CR 13
N Colossal dragon
Init +5; Senses low-light vision, Darkvision 60 ft. Perception 21
DEFENSE
AC 27, touch 3, flat-footed 26 (+1 dex, +24 natural, -8 size)
hp 248 (16d12+144)
Fort +18, Ref +11, Will +14;
Immune poison, dragon traits
OFFENSE
Speed 20 ft., swim 40 ft.
Melee 7 bites +21/+21 (4d6+13/19-20)
Special Attacks breath weapon (140 ft. cone; Ref 26; 16d6 *see below)
STATISTIC
Str 36, Dex 12, Con 26, Int 7, Wis 15, Cha 12
Base Atk +16; CMB +37; CMD 48
Feats cleave, combat reflexes, critical focus, improved critical (bites), improved initiative, iron will, power attack, toughness
Skills Fly +12, Perception +21, Survival +21, Swim +32
Languages Draconic
SQ decapitation, limited flight, multi-head collision, multi-head cone
Special Abilities
Decapitation (Ex): A hydra's neck can be severed by dealing 25 damage to its neck. A hydra dies if all seven of its heads are decapitated.
Limited Flight (Su): A Hydra is capable of leaping great distances and gliding on a jet of water. The Hydra may expend a use of its breath weapon to gain a fly speed of 80 ft. (clumsy) for one round. The Hydra cannot make any maneuvers - it can only fly in a straight line. All creatures directly beneath the Hydra when it flies are subject to its breath weapon.
Multi-head Collision (Ex): While a hydra has seven heads (to start with), it's heads are so large that it can bring no more than two of them to bear on any single medium-sized target. This also applies to adjacent medium sized targets. Targets that spread out more can be attacked by two heads each (up to seven attacks total).
Multi-head Cone (Ex): A Hydra's breath weapon is actually a 140 ft. line, but each head emits the line in a fan-like formation, effectively creating a massive cone-shaped attack. As the hydra loses more heads, the cone narrows until it becomes a line (when only one head remains).
Water Breath (Su): A Hydra's breath weapon is made up of icy cold water, which deals 16d6 damage, half of which is cold, and half of which is blunt (ref half). Creatures who fail their reflex saving throw are also pushed back 10 ft. and knocked prone.

Sif the Great Gray Wolf CR 14
LG female huge magical beast
Init +4; Senses low-light vision, scent; Perception +24
DEFENSE
AC 30, touch 13, flat-footed (+4 dex, +1 dodge, +17 natural, -2 size)
hp 237 (19d10+133)
Fort +17, Ref +15, Will +10; +4 vs poison
Resist acid 30, cold 10, electricity 10
OFFENSE
Speed 60 ft.
Melee mwk greatsword +24/+19/+14/+9 (4d6+9/19-20)
w/power attack +19/+14/+9/+4 (4d6+24/19-20)
Space 15 ft.; Reach 15 ft.
Special Attacks pounce
STATISTIC
Str 23, Dex 19, Con 23, Int 14, Wis 15, Cha 13
Base Atk +19; CMB +27; CMD 41
Feats cleave, combat expertise, dodge, great cleave, iron will, martial weapon proficiency (greatsword)B, mobility, power attack, spring attack, toughness, whirlwind attack
Skills Acrobatics +26, Perception +24, Stealth +18, Survival +21
Languages Common (cannot speak)
SQ oral grip
Special Attacks
Oral Grip (Ex): Sif the Great Gray Wolf can wield a huge greatsword in her mouth as if using it two-handed.


Sooo... where should I work on next?

The Painted World?

The Duke's Archives?

Somewhere else?

Silver Crusade

I like the Painted World. Or Lost Izalith.


Izalith..giant dinosaur butts.


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I started on the Painted World before you posted MannyGoblin. However, I will do Izalith next.

--

Crow Demon CR 10
LE medium outsider
Init +4; Senses darkvision 60 ft.; Perception
DEFENSE
AC 24, touch 15, flat-footed 19 (+4 dex, +1 dodge, +9 natural)
hp 123 (13d10+52)
Fort +8, Ref +4, Will +8
DR 10/slashing; Resist Cold 10, Electricity 10
Vulnerable fire
OFFENSE
Speed 30 ft.; fly 60 ft. (poor)
Melee wings +18/+18/+18 (1d6+8 plus grab)
Special Attacks fast wings, snatch
STATISTIC
Str 21, Dex 18, Con 19, Int 13, Wis 15, Cha 17
Base Atk +13; CMB +18; CMD 32
Feats Flyby Attack, Improved Natural Attack, Snatch
Skills Bluff +19, Fly +16, Intimidate +19, Knowledge (planes) +17, Knowledge (religion) +17, Perception +18, Sense Motive + 18
Languages Abyssal
SQ magic feathers, powerful snatch
Special Abilities
Fast Wings (Ex): As a full-attack action, a crow demon can attack three times (rather than two) with its wing attack.
Magic Feathers (Su): A crow demon's feathers are imbued with magic so long as the demon is alive. A crow demon's wings gain a +3 enhancement bonus to damage (but not to hit) as if the crow was activating the arcane strike feat, except that no swift action is required. When the demon is slain, this magic dissipates.
Powerful Snatch (Ex): A crow demon gains the Snatch feat even though it does not meet the prerequisites.

Engorged Zombie CR 10
NE medium undead (Zombie Lord Kineticist 10)
Init +3; Senses Perception +16
DEFENSE
AC 22, touch 14, flat-footed 18 (+2 armor, +3 dex, +1 dodge, +6 natural)
hp 114 (12d8+60)
Fort +11, Ref +10, Will +7; Immune undead traits
OFFENSE
Speed 20 ft.
Melee kinetic blade +13 touch (5d6+5 fire)
Ranged *burning blue flame blast +14 ranged touch (10d6+5 fire plus catch fire)
*requires a move action to gather power
Special Attacks death throes (poison mist, 5 ft radius, Fort 19, 1d2 Con for 6 rounds, 1 save ends - does not activate if slain by fire), *fan of flames (15 ft cone; Ref 18, 10d6+5 fire), overwhelming power (+3), searing flesh (2 fire)
STATISTIC
Str 15, Dex 16, Con -, Int 8, Wis 12, Cha 18
Base Atk +8; CMB +; CMD
Feats delay blast, dodge, improved natural armor (4), toughnessB
Skills Intimidate +19, Perception +16, Stealth +18
Languages Common
SQ gather power, infusion specialization (2 pts), mental prowess, mind over matter, utility wild talents (basic pyrokinesis, fire sculptor, firesight, flame shield, searing flames)
Gear leather armor

Phalanx CR 6
CE medium aberration
Init +2; Senses darkvision 60 ft.; Perception
DEFENSE
AC 19, touch 8, flat-footed 19 (-2 dex, +8 natural, +3 shield)
hp 85 (10d8+40)
Fort +9, Ref +1, Will +6
DR 10/blunt; Resist Acid 10, Cold 10
OFFENSE
Speed 10 ft.
Melee mwk spear +12/+7 (1d8+9/x3)
STATISTIC
Str 20, Dex 6, Con 18, Int 3, Wis 8, Cha 5
Base Atk +7; CMB +12; CMD 20
Feats great fortitude, improved initiative, power attack, shield focus, weapon focus (spear)
Skills Climb +18
SQ compression

Snow Rat CR 3
Advanced Undead Rat

Undead Dragon CR 14
NE huge undead
Init +0; Senses Perception +3
DEFENSE
AC 29, touch 8, flat-footed 29 (+21 natural, -2 size)
hp 210 (20d8+120)
Fort +11, Ref +6, Will +15
Immune Acid, poison; undead traits
OFFENSE
Speed 20 ft.
Melee bite +23 (4d6+10), 2 claws +23/+23 (2d8+10)
Special Attacks breath weapon (60 ft. cone, 1d4 Con, Fort 20 negates)
STATISTIC
Str 31, Dex 11, Con -, Int -, Wis 17, Cha 20
Base Atk +15; CMB +27; CMD 37
Feats toughnessB

Priscilla the Crossbreed CR 16/MR 1
N Large dragon
Init +4; Senses low-light vision, darkvision 60 ft., Perception +22
DEFENSE
AC 33, touch 13, flat-footed 29 (+4 dex, +20 natural, -1 size); 37 with combat expertise
hp 257 (15d10+175)
Fort +16, Ref +13, Will +11; +4 vs poison; natural invisibility (at will, swift action), uncanny dodge
DR 10/epic; Immune acid, cold
OFFENSE
Speed 50 ft.
Melee Lifehunt Scythe +31/+26/+21 (2d6+24 plus bleed/19-20x4) (+4 to confirm crits)
with combat expertise +27/+22/+17 (same)
Special Attacks breath weapon (30 ft. cone, Ref 26, 15d6 cold)
STATISTIC
Str 34, Dex 19, Con 28, Int 20, Wis 18, Cha 25
Base Atk +15; CMB +28; CMD 42
Feats alertness, combat expertise, combat reflexes, critical focus, great fortitude, improved critical (scythe), iron will, toughnessM
Skills Bluff +19, Climb +20, Diplomacy +25, Disguise +25, Escape Artist +18, Heal +14, Intimidate +25, Knowledge (arcana) +18, Knowledge (history) +23, Knowledge (nobility) +23, Knowledge (religion) +23, Perception +22, Perform (dance) +25, Sense Motive +26, Survival +14
SQ hard to kill, mythic power, mythic surge
Languages Common, Celestial, Draconic, Infernal
Gear Lifehunt Scythe (+6 wounding scythe - transforms into Soul of Priscilla when Priscilla is slain)


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Don't forget.

Fluffy Tail: Viewers of Priscilla must make a will save or be compelled to cuddle her tail.


MannyGoblin wrote:

Don't forget.

Fluffy Tail: Viewers of Priscilla must make a will save or be compelled to cuddle her tail.

Heh. I thought that was implied by giving her silver dragon heritage and Perform (dance).

explaining the joke:

Seriously - if you already got the joke, don't read this - it's just me laboriously explaining it.

Okay, so Priscilla's build is actually a very complex joke on my part based on the fact that Priscilla is A) one of the nicest people in the entire Dark Souls universe, B) is everyone's favorite waifu, and C) the fact that I, at least in part, subscribe to the "chastity belt" theory about the painted world.

To the first point, in theory, no one should ever fight Priscilla. She's harmless and just wants to be left alone. Thus technically these stats would never be needed - particularly since, if I was going to use her as a friendly NPC, I would use different (weaker) stats for her, allowing her to be helpful to the PCs without breaking the game over her finely sculpted knee. As such, I decided to have a bit of fun with them.

To the second and third points, I gave Priscilla Perform (dance). Perform (dance), when not otherwise obvious to a character's build, is my standard stand-in for a certain skill from a certain book that I wrote (see the Book of Passion kickstarter thread) in non-passion products.

On those same points, I also made Priscilla half silver-dragon. Why silver? Because, there's an old trope that silver dragons prefer humanoid mates to dragon mates. In a certain 2nd Ed setting, practically all of the silver dragon characters ended up romantically involved with humanoids while the other dragon characters mated with dragons. It almost felt like some weird author fetish. Thus, silver dragons became associated with dragon half-breeds more than other types of dragons. In the years since, this trope/association has somewhat faded, but I remember it and still think it's funny, so when building the ultimate half-dragon waifu character (who also happens to be silver/white in complexion), I had to go with silver dragon.

As to how that has to do with "cuddling her tail"... just let that phrase go to a dirty part of your mind and the joke explanation will be fully concluded.


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Time for Izalith:

Burrowing Rockworm CR 12
N huge magical beast
Init +7; Senses darkvision 60 ft.; Perception
DEFENSE
AC 27, touch 11, flat-footed 24 (+3 dex, +16 natural, -2 size)
hp 168 (16d10+80)
Fort +15, Ref +13, Will +10;
DR 15/adamantium; Immune fire; Resist Cold 20, Electricity 20;
Vulnerable poison (-2 saves vs poison)
OFFENSE
Speed 30 ft.; burrow 10 ft.
Melee slam +25/+25 (2d10+15 plus grab)
Ranged spit +17 touch (15d6 acid)
STATISTIC
Str 31, Dex 16, Con 21, Int 2, Wis 16, Cha 11
Base Atk +16; CMB +28; CMD 41
Feats cleave, combat reflexes, improved initiative, iron will, power attack, skill focus (perception), stand still, weapon focus (slam)
Skills Perception +17, Stealth +6

Demonic Statue CR 9
N medium construct
Init +0; Senses darkvision 60 ft.; Perception +0
DEFENSE
AC 22, touch 10, flat-footed 22 (+12 natural)
hp 86 (12d10+20)
Fort +4, Ref +4, Will +4;
DR 10/adamantium; Immune acid, fire, electricity, poison, construct traits
OFFENSE
Speed 20 ft.
Special Attacks fire breath (15 ft line; Ref 16, 10d6 fire, usable every other round)
STATISTIC
Str 10, Dex 11, Con -, Int -, Wis 10, Cha 1
Base Atk +12; CMB +12; CMD 22

Ceaseless Discharge CR 15
CE gargantuan outsider (chaos, fire)
Init +3; Senses darkvision 60 ft.; Perception
DEFENSE
AC 30, touch 9, flat-footed 27 (+3 dex, +21 natural, -4 size)
hp 225 (18d10+126)
Fort +18, Ref +9, Will +15;
DR 10/good, Immune acid, fire, poison;
Vulnerable cold
OFFENSE
Speed 30 ft.
Melee tentacles +22/+22 (3d6+22/19-20 plus 4d6 fire)
Special Attacks breath weapon (100 ft. line; Ref 26, 16d6 fire)
STATISTIC
Str 34, Dex 17, Con 24, Int 16, Wis 19, Cha 21
Base Atk +18; CMB +34; CMD 47
Feats awesome blow, cleave, combat reflexes, great cleave, improved bull rush, improved critical (tentacles), power attack, vital strike, weapon focus (tentacles)
Skills Climb +30, Escape Artist +24, Intimidate +23, Knowledge (arcana) +24, Knowledge (planes) +24, Knowledge (religion) +24, Perception +25, Sense Motive +25, Spellcraft +24
Languages abyssal, common, infernal

Demon Firesage CR 15ish
Advanced Asylum Demon (that is, advance the HD to CR 15)

Centipede Demon CR 16
CE huge outsider
Init +1; Senses darkvision 60 ft. Perception
DEFENSE
AC 31, touch 9, flat-footed (+1 dex, +22 natural, -2 size)
hp 250 (20d10+140)
Fort +17, Ref +13, Will +9
DR 10/magic; Immune acid, fire, poison; Resist Electricity 10
Vulnerable cold
OFFENSE
Speed 60 ft.
Melee slams +24/+24 (2d6+24)
Special Attacks constrict (2d6+29)
Spell-like Abilities (CL 15)
at will - fireball (DC 17)
3/day - delayed blast fireball (DC 21), quickened fireball (DC 17)
STATISTIC
Str 34, Dex 13, Con 24, Int 13, Wis 17, Cha 19
Base Atk +20; CMB +34; CMD 45
Feats cleave, combat expertice, dodge, great cleave, improved natural attack, mobility, power attack, quickened spell-like ability (fireball), spring attack, whirlwind attack
Skills Acrobatics +24, Climb +35, Intimidate +27, Knowledge (planes) +24, Perception +26, Sense Motive +26, Stealth +10
Languages Abyssal, Common, Infernal

Chaos eater CR 10
CE large aberration
Init +2; Senses darkvision 60 ft.; Perception +20
DEFENSE
AC 23, touch 11, flat-footed 21 (+2 dex, +12 natural, -1 size)
hp 127 (15d8+60)
Fort +9, Ref +7, Will +11;
DR 10/slashing; Immune acid, poison; Resist fire 20, electricity 10
OFFENSE
Speed 40 ft.
Melee slams +16/+16/+16 (2d6+6 plus grab)
Special Attacks breath weapon (30 ft. cone, Ref 21, 10d6 acid), excrete, swallow whole (6d6 acid + 6d6 piercing, AC 16, 13 hp)
STATISTIC
Str 22, Dex 15, Con 18, Int 5, Wis 15, Cha 11
Base Atk +11; CMB +18; CMD 30
Feats cleave, great cleave, improved grapple, improved natural weapon (2), improved unarmed strike, power attack, vital strike
Skills Perception +20
Languages Aklo
Special Abilities
Excrete (Ex): One round after a creature is swallowed whole by a Chaos Eater, it is excreted out through one of the arm-tentacles in a gout of acid, falling prone in front of the creature. The Chaos Eater can expel a victim as an immediate action. The victim takes 5d6 acid damage and is spewed out in a square adjacent to the Chaos Eater. When being expelled, a creature can make a Reflex save (DC ?) to avoid becoming prone, in which case they land on their feet when expelled. This save does not reduce the damage, nor do abilities like evasion, since the damage occurs before the reflex save takes place.
Oddly Placed Mouth (Ex): The Chaos Eater cannot usefully attack with its oddly placed mouth, and thus lacks a bite attack. Instead, it treats its slam attack as a bite attack for the purposes of pinning and swallow whole. The damage caused by its mouth is calculated as part of its swallow whole damage.

Chaos Bug CR 1
Fiendish Giant Worker ant (assuming you want to bother).

Bounding "Demons" of Izalith CR 14
NE huge undead
Init +1; Senses blindsight 60 ft.; Perception +0
DEFENSE
AC 27, touch 7, flat-footed 26 (+1 dex, +20 natural, -4 size)
hp 190 (20d8+100)
Fort +10, Ref +7, Will +12
Immune acid, fire, poison, undead traits
Vulnerable electricity
OFFENSE
Speed 50 ft.
Melee slams +24/+24/+24 (2d6+13)
Special Attacks leaping slam (+26, 4d6+26)
STATISTIC
Str 37, Dex 12, Con -, Int -, Wis 10, Cha 18
Base Atk +15; CMB +32; CMD 43
Feats toughnessB
SQ half body, staggered
Special Abilities
Half Body (Ex): While technically a Huge creature, a Bounding Demon of Izalith is treated as a Gargantuan creature for the purpose of size bonuses, penalties, and damage.

Bed of Chaos CR 17
NE colossal plant
Init -5; Senses blindsight 60 ft. Perception +2
DEFENSE
AC 29, touch , flat-footed (-5 dex, +32 natural, -8 size)
hp 299 (26d8+182)
Fort +22, Ref +3, Will +10
Immune acid, bleed, poison; mindless
OFFENSE
Speed 0 ft.
Melee slams +29/+29 (4d8+18) or
fire claws +29/+29 (2d8+18 plus 4d6 fire)
Spell-Like Abilities (CL 20)
at will - delayed blast fireball (DC 23), firestorm (DC 24)
STATISTIC
Str 46, Dex 1, Con 24, Int -, Wis 14, Cha 22
Base Atk +19; CMB +40; CMD 45
Feats improved natural attack (slam, 2)B
Languages Abyssal, Common, Infernal (cannot speak)


No comments?

Also, any requests about what I work on next? I've been dabbling in both the Duke's Archives and the Catacombs, but neither are finished yet.


Just found this thread, this is amazing. Thinking about going and making maps with enemy placements for all of the game levels of goodness. I love me some souls. Phenomenal adaptation.

To answer your question:

so far, you've done:
1. Asylum, Undead burg to gargoyles, undead burg to 'too close' Capra demon, depths, blightown, Sen's fortress, Anor Londo.
2. Darkroot main entrance and side, back entrance and through door, best wuff. (mushroom parent needs buff IMO)
3. Painted world.
4. Izalath through to the end.

things we still need:
Undead asylum revisit
Catacombs all the way to tomb of Giants/Nito
Duke's archives all the way to crystal caves/Seath
The great hollow/ash lake.
valley of drakes and new Londo Ruins to 4 kings (12 kings lol)
Kiln of the first flame to Gwyn
DLC

Suggested order:

Technically Duke's archives to crystal cave/Seath is easier than Izalath, but since you've done that already, I'd do it next.

After, Catacombs to Nito next since it's theme blends into what comes after. (plus you're stuck with a TP to the lord vessel after 4 kings anyway)

Embrace the darkness with New Londo ruins with the detour to valley of drakes before back to new Londo ruins, ending with 4 kings.

Undead asylum revisit, which is Stay Demon and Black knights; doing it just before kiln of the first flame to use the same black knights. I think it fits better before duke's archives, but you'd have to update the black knight stat block.

Though it kind of ends the game, Kiln of the first flame and Gwyn. IMO the rest fits better after.

After Gwyn, do great hollow/ash lake.

Next is the DLC; (don't forget the giant gold golem) most of it is straightforward, but I would go to Artorias, then to Manus, then return up for Ciaran and finally Kalameet. Can't think of a better way to end then the black dragon.

Sorry if I went overboard, I am legitimately excited.

EDIT: I would put Gwendoline after Gwyn before Great Hollow/Ash lake.


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You did not go overboard - I'm glad you're excited!

Here's the Duke's Archives. And yes, I put the Archives at a lower APL than Izalath (slightly).

Fang Boar CR 9
(apply advanced template to Fang Boar above)

Undead Crystal Soldier CR 9
NE medium undead
Init +2; Senses Perception +11
DEFENSE
AC 25, touch 12, flat-footed 23 (+8 armor, +2 dex, +2 natural, +3 shield)
hp 102 (9d10+2d8+44)
Fort +9, Ref +5, Will +7; +4 vs channel
DR 10/blunt
OFFENSE
Speed 20 ft.
Melee crystal longword +17/+12 (1d8+8/17-20), crystal heavy shield +14 (1d4+5)
Ranged mwk longbow +11 (1d8+4/x3)
STATISTIC
Str 18, Dex 15, Con -, Int 10, Wis 12, Cha 16
Base Atk +10; CMB +14; CMD 26
Feats cleave, double slice, greater weapon focus (longsword)B, improved critical (longsword), improved shield bash, power attack, shield focus, shield slamB, toughnessB, two-weapon fightingB, weapon focus (longsword)B, weapon specialization (longsword)B
Skills Climb +7, Intimidate +13, Perception +11, Stealth +5
Languages Common
SQ armor training 2, staggered, weapon training 2 (swords +2, shields +1)
Gear crystal heavy shield, crystal breastplate, crystal longsword, mwk composite longbow

Pisaca CR 9
NE medium aberration
Init +2; Senses blindsight 60 ft.; Perception +15
DEFENSE
AC 23, touch 13, flat-footed 20 (+2 dex, +1 dodge, +10 natural)
hp 105 (14d8+42)
Fort +7, Ref +8, Will +13
DR 10/slashing; Resist cold 10, lightning 10; Vulnerable sonic
OFFENSE
Speed 30 ft.
Melee tentacles +16/+16/+16 /+16 (1d6+6 plus grab)
Special Attacks constrict (1d8+9)
STATISTIC
Str 22, Dex 15, Con 17, Int 7, Wis 14, Cha 7
Base Atk +10; CMB +16; CMD 28
Feats combat reflexes, dodge, improved natural attack, iron will, lightning reflexes, lunge, stand still
Skills Climb +17, Perception +15, Stealth +15
Languages Common

Serpent Soldier CR 7
(apply advanced template to Sen's Fortress Serpent Soldier)

Serpent Mage CR 9
(apply advanced template to Sen's Fortress Serpent Mage)

Mimic CR 6
(see previous mimic entry above)

Master Channeler CR 10
(advanced variant Channeler)
NE medium undead
Init +7; Senses Perception
DEFENSE
AC 24, touch 15, flat-footed 19 (+4 armor, +1 def +3 dex, +1 dodge, +5 natural)
hp 127 (15d8+60)
Fort +8, Ref +8, Will +8; SR 21
Immune Cold
OFFENSE
Speed 30 ft.
Melee +1 trident +13/+8/+3 (1d8+4)
w/inspire courage +16/+11/+6 (1d8+7)
Ranged soul arrow +14/+14 touch (1d6+7)
Special Attacks bardic performance (27/day; inspire courage +3, dirge of doom)
Spell-Like Abilities (CL 11, concentration +11)
At Will - mage armor, magic missile (5 missiles)
3/day - color spray (DC 15), dread bolt (DC 15), icy ray (3 bolts)
1/day - haste, ray of exhaustion (DC 17)
STATISTIC
Str 13, Dex 16, Con -, Int 14, Wis 8, Cha 18
Base Atk +11; CMB +8; CMD 20
Feats arcane strike, combat casting, dodge, improved initiative, improved natural armor (2), skill focus (spellcraft), vital strike
Skills Climb +19, Intimidate +22, Knowledge (arcana) +20, Knowledge (religion) +20, Perform (dance) +22, Spellcraft +26
Languages Common, Draconic
SQ soul purchases (+1 deflection, +2 cha, +2 dex, +1 weapon)
Gear mwk trident
Special Abilities
Dancer (Su): The channeler can dance to inspire any nearby hollowed to greater combat prowess or to disturb its enemies. This functions like bardic performance as used by a level 11 bard, but can only mimic the effects of inspire courage and dirge of doom.
Double Soul Arrow (Su): The channeler can fire two beam of force energy as a ranged touch attack. Each beam deals 1d6 points of force damage +1 per two HD the channeler possesses. This damage can be blocked by anything that blocks force effects (such as magic missile).
Icy Ray (Sp): As scorching ray, but ice.

Giant Clam CR 10
NE large magical beast
Init +2; Senses darkvision 60 ft.; Perception +13
DEFENSE
AC 23, touch 11, flat-footed (+2 dex, +12 natural, -1 size)
hp 136 (13d10+65)
Fort +12, Ref +12, Will +9
DR 15/blunt; Immune curses; Resist cold 30, electricity 30
OFFENSE
Speed 20 ft.
Melee bite +19 (1d8+7/19-20), slams +19/+19 (1d6+7)
STATISTIC
Str 24, Dex 14, Con 19, Int 7, Wis 16, Cha 11
Base Atk +13; CMB +21; CMD 33
Feats combat reflexes, improved bullrush, improved critical (bite), iron will, lightning reflexes, power attack, toughness
Skills Perception +13, Swim +16

Crystal Golem CR 12
(see Darkroot above)

Gold Crystal Golem
apply Advanced Template and Toughness as a bonus feat to standard Crystal Golem

Moonlight Butterfly CR 13
(see Darkroot above)

Seath the Scaleless CR 16
LE gargantuan dragon
Init +9; Senses blindsight 120 ft.; Perception
DEFENSE
AC 30, touch 16, flat-footed 24 (+5 armor, +4 deflection, +5 dex, +1 dodge, +4 natural, +5 shield, -4 size)
hp 256 (19d12+133); regenerate 10/--
Fort +18, Ref +16, Will +14
DR 15/admantium; Immune acid, cold, poison; SR 26
Vulnerable fire, sonic
OFFENSE
Speed 20 ft.; fly 200 ft. (poor)
Melee bite +27 (4d6+18), claws +27/+27 (2d8+12/19-20), tail slap +25 (4d6+18)
Special Attacks breath weapon (120 ft line, DC 26, 20d6 cold), crush, intercept bonfire, stone curse breath, tail sweep
Wizard Spells Prepared (CL 13th)
7th - control construct (DC 24), prismatic spray (DC 24)
6th - disintegrate (DC 23), freezing sphere (DC 23), greater break (DC 23)
5th - cone of cold (DC 22), icy prison (DC 22), mirage arcana (DC 22), unbreakable construct
4th - bestow curse (DC 21), creeping ice (DC 21), greater make whole, obsidian flow (DC 21), scrying
3rd - arcane sight, clairaudience, cold fireball (DC 20), diamond spray (DC 20), disable construct (DC 20), dispel magic
2nd - frost fall, invisibility, make whole, resist energy, shatter (DC 19), unshakable chill (DC 19)
1st - break, chill touch (DC 18), identify, mage armor, magic missile, shield
0 (at will) - detect magic, ghost sound, mage hand, ray of frost
STATISTIC
Str 35, Dex 20, Con 25, Int 24, Wis 16, Cha 19
Base Atk +19; CMB +35; CMD 50
Feats critical focus, dodge, empower spell, extend spell, improved critical (claws), improved initiative, multiattack, power attack, quicken spell, widen spell
Skills Appraise +29, Bluff +26, Craft (alchemy) +29, Diplomacy +22, Fly +17, Heal +25, Intimidate +26, Knowledge (arcana) +29, Knowledge (nobility) +29, Knowledge (religion) +29, Perception +25, Sense Motive +25, Spellcraft +29
Languages Abyssal, Celestial, Common, Draconic, Infernal
SQ blind, cold spells, crystal skin, primordial crystal, soul purchases (+5 armor, +4 deflection, +4 natural armor, +5 shield)
Gear Primordial Crystal
Special Abilities
Blind (Ex): Seath is blind. However, a combination of long experience and magic has granted Seath the ability to detect opponents by echolocation instead, granting him blindsight 120 ft. However, this also makes him vulnerable to sonic attacks.
Cold Spells (Su): Seath can cast any spell with the fire descriptor as a cold spell instead, as if he had applied the Elemental Spell metamagic feat to that spell, but without raising the level of the spell. However, Seath cannot cast any fire spells - if he attempts to do so, the spell is automatically converted to ice.
Crystal Skin (Su): Seath's research into the Primordial Crystal was intended to grant him crystal scales. That proved to be impossible. However, Seath did manage to give himself crystal skin instead. Crystal Skin grants Seath DR 15/adamantium, acid immunity, and poison immunity. Crystal skin continues to work even if the Primordial Crystal is destroyed (see below).
Intercept bonfire (Su): Seath's magical research into the nature of undeath and immortality has allowed him to unlock the secrets of the bonfire. As such, when a creature with the dark sign is slain by Seath, he can redirect it from its planned bonfire to any other bonfire within 1 mile of Seath's current location. Seath usually uses this power to direct undead to the Archive Prison bonfire where he can experiment on them.
Over-sized Tail (Ex): Seath's tail is larger than normal for a dragon of his size. Treat his tail slap and tail sweep as if he were colossal size.
Primordial Crystal (Su): Seath possesses the Primordial Crystal, which he has transformed into a phylactery-like device that grants him immortality and regeneration 10/--. The Primordial Crystal has hardness 5 and 50 HP.
Stone Curse Breath (Su): Instead of a line of cold, Seath can breathe a cone of cursed crystals. This deals half the cold damage of his normal breath weapon, but any creature that takes damage from the attack must also make a Fortitude save (DC ?) or suffer the effects of a flesh to stone spell. A creature turned to stone is considered slain and returns to the bonfire - likely suffering from Seath's intercept bonfire ability.

---

Oh, and I nearly forgot. For those asking about Black Knights - I was planning to just use Silver Knights (since the sword/shield and halberd Black Knights are effectively identical move-wise (or would be in Pathfinder) to sword and spear Silver Knights). Just reequip and alter the related feats to adjust for Great Sword and Axe variants.


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The Catacombs/Tomb of Giants

Skeleton Warrior CR 9
NE medium undead
Init +3; Senses darkvision 60 ft.; Perception +10
DEFENSE
AC 23, touch 13, flat-footed 20 (+6 armor, +3 dex, +2 natural, +2 shield)
hp 100 (10d10+2d8+36) Regen 5/good
Fort +9, Ref +6, Will +7
DR 5/blunt; Immune acid, poison; Resist electricity 20
OFFENSE
Speed 20 ft.
Melee scimitar +16/+11/+6 (1d6+4/15-20)
Ranged comp longbow +13/+13/+8/+3 (1d8+4/x3)
STATISTIC
Str 18, Dex 16, Con -, Int 8, Wis 12, Cha 15
Base Atk +11; CMB +15; CMD 28
Feats improved crit (scimitar), point blank shot, precise shot, rapid shot, toughnessB, weapon focus (longbow, scimitar)
Skills Climb +13, Perception +10
Languages Common

Necromancer CR 12
Use Lich from B1. Adjust Treasure to "Soul Purchases".
Reduce DR to 10/blunt and magic. Remove cold and electric immunity.
Gain full usage of Channel Negative energy (ie 6d6 negative energy to harm non-hollows and heal hollows and skeletons)
Remove Phylactery - gain Fast Healing 5
Gain special ability that grants nearby Skeletons (and only skeletons) Regen 5/good (already included in their entry above).

Bonewheel Skeleton CR 10
CE medium undead
Init +10; Senses darkvision 60 ft. Perception +23
DEFENSE
AC 24, touch 16, flat-footed 18 (+6 dex, +8 natural)
hp 127 (15d8+60)
Fort +10, Ref +11, Will +10;
DR 5/blunt; Immune acid, poison; Resist electricity 10
OFFENSE
Speed 10 ft.
Melee wheel blades +17/+17/+17/+17/+17/+17 (1d6+3)
Special Attacks pounce, spinning charge
STATISTIC
Str 16, Dex 22, Con -, Int 3, Wis 12, Cha 16
Base Atk +11; CMB +14; CMD 30
Feats alertness, great fort, improved bullrush, improved initiative, improved natural attack, run, toughness, weapon finesse
Skills Perception +23
Special Abilities
Spinning Charge (Ex): A bonewheel skeleton can roll towards a target, gaining a movement speed of 40 ft. for the purpose of charging (meaning that they can charge a distance of 80 ft).

Wisp
Treat as "highly visible trap" using Fireball that can be "disarmed" by ranged attacks dealing a set amount of damage. Alternatively, use the Haunt rules to create the same.
(see my Highly Visible Trap thread for details)

Giant Skeleton CR 11
Skeleton Warriors with the Advanced and Giant templates.
For slightly weaker giant skeletons, only add the Giant template.

Pinwheel CR 15
NE medium aberration
Init +10; Senses darkvision 60 ft.; Perception
Aura searing flesh (3 fire to unarmed or natural attacks)
DEFENSE
AC 30, touch 17, flat-footed 23 (+6 dex, +1 dodge, +13 natural)
hp 230 (20d8+140)
Fort +13, Ref +12, Will +12;
Resist acid 30, cold 10, fire 10
Defensive Abilities telekinetic invisibility
OFFENSE
Speed 30 ft.
Melee blue flame whip +18 (16d6+3 fire)
Ranged blue flame blast +21 (16d6+8 fire)
Special Attacks infusions (reflex 23; burning, eruption, explosion, extended range, fan of flames, kinetic blade, kinetic whip), summon clones
STATISTIC
Str 16, Dex 22, Con 24, Int 23, Wis 11, Cha 18
Base Atk +15; CMB +18; CMD 34
Feats alertness, craft wondrous item, delay blast, dodge, improved initiative, skill focus (spellcraft)
Skills
Languages Common
SQ burn, gather power, infusion specialization (4 pts), overwhelming power (+5), supercharge
Special Abilities
Summon Clones (Ex): This ability functions as "Wood Soldiers" from the wood element, except that the summoned wood golems are disguised (as per disguise self) to look like Pinwheel. The summoned golems do not gain the "splintering" ability and instead gain blue flame whip, which they can use as a full-round action (move action to gather power, standard action to attack) dealing half the damage listed for Pinwheel.

Pinwheel Servant CR 11
NE medium aberration
Init +5; Senses darkvision 60 ft.; Perception
DEFENSE
AC 25, touch 15, flat-footed 20 (+5 dex, +10 natural)
hp 142 (15d8+75)
Fort +10, Ref +10, Will +9;
Resist acid 30, cold 10, fire 10
OFFENSE
Speed 30 ft.
Melee blue flame whip +13 (12d6+2 fire)
Ranged blue flame blast +16 (12d6+6 fire)
Special Attacks infusions (reflex 20; burning, explosion, extended range, fan of flames, kinetic blade, kinetic whip)
STATISTIC
Str 15, Dex 20, Con 20, Int -, Wis 11, Cha 10
Base Atk +11; CMB +13; CMD 28
Languages Common
SQ burn, gather power, infusion specialization (4 pts), overwhelming power (+5), supercharge

Skeletal Beast CR 12
NE large undead
Init +0; Senses darkvision 30 ft. Perception +14
DEFENSE
AC 26, touch 9, flat-footed 26 (+17 natural, -1 size)
hp 171 (18d8+90)
Fort +6, Ref +6, Will +11;
DR 10/blunt; Immune acid, poison; Resist electricity 20
OFFENSE
Speed 40 ft.
Melee bite +21 (2d6+12), claw +21/+21 (1d8+8)
Special Attacks pounce, rend (2 claws, 1d6+12)
STATISTIC
Str 27, Dex 11, Con -, Int 3, Wis 14, Cha 18
Base Atk +13; CMB +22; CMD 32
Feats awesome blow, cleave, great cleave, improved bullrush, improved natural weapon (bite, claws), power attack, toughness, weapon focus (bite, claws)
Skills Climb +20, Perception +14
SQ nearsighted
Special Abilities
Nearsighted (Ex): A skeletal beast is nearsighted, unable to see creatures clearly that are farther than 30 ft. away from it. This reduces its darkvision range down to 30 ft. (rather than the usual 60 ft for being undead). A skeletal beast always fails visual Perception checks at a range beyond 30 ft, although is it capable of making other types of perception checks without difficulty (so, a target that flees beyond 30 ft can still be followed, but the skeletal beast must rely on its hearing to do so - at least until it closes the distance to less than 30 ft again).
Vicious Bite (Ex): A skeletal beast deals 1.5 times strength damage on a successful bite attack.

Bone Tower CR 9
large undead
Init -1; Senses darkvision 60 ft, all-around vision; Perception +17
DEFENSE
AC 22, touch 8, flat-footed 22 (-1 dex, +14 natural, -1 size)
hp 105 (14d8+42)
Fort +8, Ref +3, Will +11; all around vision
DR 5/blunt
OFFENSE
Speed 10 ft.; burrow 20 ft.
Melee claws +16/+16/+16/+16 (1d6+6)
STATISTIC
Str 22, Dex 8, Con --, Int 3, Wis 10, Cha 14
Base Atk +10; CMB +17; CMD 26
Feats cleave, great cleave, great fort, iron will, power attack, toughness, weapon focus (claws)
Skills Perception +17

Baby Skeleton Swarm CR 9
As Undead Raven Swarm (see SRD) except as follows:
Replace "Eye-Rake" with "Ankle Biters" (see below), Disease with Poison (see below), and the Fly skill with the Climb skill.
Furthermore, Baby Skeleton Swarms gain Immunity to acid and poison, as well as 10 resistance to electricity.
Ankle-Biters (Ex): Any creature damaged by a baby skeleton swarm must succeed on a DC 18 reflex save or be tripped as the tiny skeletons grab on to their ankles. The creature can right itself as a move action
Baby Skeleton Poison (Ex): Any creature damaged by a baby skeleton swarm must succeed on a DC 18 fort save or be poisoned, taking 1d2 Con damage for 6 rounds (1 save negates).

Gravelord Nito CR 17, MR 3
N huge outsider (psychopomp, extraplanar)
Init +1; Senses darkvision 60 ft., spiritsense 60 ft.; Perception
DEFENSE
AC 34, touch 14, flat-footed 28 (+12 armor, +5 deflection, +1 dex, +8 natural, -2 size)
hp 292 (21d10+147+30)
Fort +20, Ref +10, Will +20;
Defensive Abilities fortification (50%); DR 10/blunt and epic; Immune acid, bleed, death effects, disease, poison; Resist electricity 30
OFFENSE
Speed 20 ft.
Melee mwk huge greatsword +25/+20/+15/+10 (4d6+33/17-20), claw +23 (1d8+22 plus grab)
Ranged gravelord sword dance +22 (4d6+15/17-20)
Special Attacks constrict (1d8+10 plus 11d6 negative energy), miasma of death (60 ft. cone, Will DC 26, 21d6 negative energy plus poison), mythic power (7/day, surge +1d6), summon (1d3 giant skeletons, 1d4+1 skeleton warriors, or 1d4+1 mythic catrina psychopomps)
Spell-Like Abilities (CL 21)
constant - shield of faith, speak with dead, tongues
at will - control undead, create undead, greater create undead, mythic animate dead
3/day - destruction (DC 23), mythic circle of death (DC 22), slay living (DC 21)
1/day - horrid wilting (DC 24), wail of the banshee (DC 25)
STATISTIC
Str 31, Dex 13, Con 22, Int 19, Wis 22, Cha 21
Base Atk +21; CMB +33; CMD 44
Feats bleeding critical, cleaveM, critical focusM, great cleave, great fort, improved critical (greatsword) iron will, lightning reflexes, power attack, toughness, weapon focus (greatsword)
Skills Bluff +29, Climb +21 Diplomacy +29, Heal +30, Intimidate +29, Knowledge (planes) +28, Knowledge (religion) +28, Perception +30, Sense Motive +30, Stealth +17, Use Magic Device +15
Languages Abyssal, Aklo, Celestial, Common, Infernal, Undercommon; tongues
SQ armor of bones, divine source, extra mythic power (2), many hands, spirit touch, spiritsense
Gear mwk huge greatsword
Special Abilities
Armor of Bones (Su): Nito is covered in bone armor, similar to the Oracle of Bones ability of the same name, except that Nito gains this armor constantly (and can choose to dismiss or reacquire it as a free action).
Gravelord Sword Dance (Su): Gravelord Nito can use his greatsword as a ranged attack by plunging it into the ground. He may target any single creature within 60 ft. with this ability, even if he does not have line of sight by using spiritsense. Because this attack is considered ranged, Nito cannot use Power Attack or any related feats with it, although he still applies 1.5 times his strength modifier for using his sword two-handed.
Many Hands (Su): Nito has four arms, allowing him to wield his greatsword two handed while also having a hand free to cast spells and a fourth hand free to make grab attacks.
Miasma of Death (Su): This ability functions like a breath weapon that deals negative energy damage, except that creatures that take damage from this ability are also subject to a Fort save (DC 26) to resist becoming poisoned. Creatures that are poisoned take 1d4 con per round for 6 rounds (2 saves to end).

Silver Crusade

Nito!

Awww, poor Pinwheel.


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Rysky wrote:
Awww, poor Pinwheel.

I assume you mean Pinwheel's tragic backstory in general and not my build of "him".

Silver Crusade

Zelgadas Greyward wrote:
Rysky wrote:
Awww, poor Pinwheel.
I assume you mean Pinwheel's tragic backstory in general and not my build of "him".

oh, yes! Sowwy :3


Pseudos wrote:


things we still need:
Undead asylum revisit
Catacombs all the way to tomb of Giants/Nito
Duke's archives all the way to crystal caves/Seath
The great hollow/ash lake.
valley of drakes and new Londo Ruins to 4 kings (12 kings lol)
Kiln of the first flame to Gwyn
DLC

Duke's Archives - done.

Catacombs/Tomb of Giants - Done.

Asylum revisit: It's just hollows (done), Black Knights (see Silver Knights), and an improved Asylum Demon (see Demon Firesage). So yeah, that's pretty much everything there already done.

Great Hollow/Ash Lake: done basilisks, giant crabs, mushroom parents, and the hydra already, so again, those are all already done.

Valley of the Drakes - already did the undead dragon (Painted World), but I do need to do the Blue Drakes. Hmm... a Sea Drake with a few extra HD might do the trick for those.

So yeah, that leaves:

New Londo Ruins (which I will do for completeness sake even though I'm 99.9% sure my game is not going to be going there).

Oolacile (which I have been looking forward to doing).

A few unique named enemies (Havel and Gwyndoline mostly).

And Gwyn (since the only thing in the Kiln apart from him are the Black Knights, which as previously established can be made by refluffing Silver Knights).

Well, and technically some NPCs like Lautrec and Patches. And the Forest Hunters.

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