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Exotic Encounters: Couatls (PFRPG) PDF
Necromancers of the Northwest
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The Pathfinder Roleplaying Game Bestiary, and the long line of monstrous encyclopedia that came before it, do a great job of attacking the problem of providing game statistics and mechanical information for a very wide variety of creatures. There are a lot of strange creatures from fantasy novels and movies, from ancient mythology, and, as time went on, from the twisted minds of game designers and even GMs, for that matter. Anyone today who tried to go about creating an extensive bestiary of all the different cool and interesting fantasy monsters could fill three or four volumes with three hundred monsters each, and still have a long way left to go, with fans crying out for various “forgotten” monsters to get some attention. That kind of breadth doesn’t leave a whole lot of room for depth, and that’s where Exotic Encounters comes in.
There are all kinds of reasons why you might not want to use a monster stat-block straight from the core rules. For one thing, if your players have a habit of browsing through such books, or are long-time veterans who know the basic ins and outs of most fantasy staples, you may need an unusual stat-block just to throw them a curve ball and teach them that they can’t count on their out of character knowledge to take all the mystery out of the game. Alternatively, many GMs can recall a time when they wanted to make use of a certain monster in their game, only to find that it was a few CRs too high or low for what they had in mind.
Exotic Encounters takes a single, iconic monster, and creates three new variants on that theme. These variants aren’t simple tweaks, and are more than simply advancing or removing Hit Dice, though that occurs as well. Each of these three variations on the monster’s theme has a specific, flavorful goal in mind, and a role to play, and their statistics entries are gently massaged in order to make them fit those roles. Further, each of these variants comes with brand new specially-crafted special abilities, which are unique to Exotic Encounters and not found anywhere else.
This particular installment of Exotic Encounters focuses on the couatl, a creature that is exotic by almost any definition of the word. From their South American background (which stands out like a sore thumb in the medieval-European-centric world of fantasy roleplaying games), to the fact that few parties have any reason to ever fight one, it’s a fair bet that your game group has never encountered a couatl before. This book aims to provide some couatls that might actually see some use, the first of which is the jet couatl (CR 11), a type of couatl that has fallen from grace and forsaken its heavenly background, as well as its wings, in favor of a variety of new profane powers. Also featured is the primal couatl (CR 13), which is more in tune with the forces of nature than the heavens, and possesses a powerful hypnotic gaze and hallucinogenic venom. Finally, the radiant couatl (CR15) is a paragon of the typical couatl’s ideals, but in addition to being advanced and having better spellcasting, its radiant wings can disable those who gaze upon it, and its blood is a fabled cure-all, giving characters of any stripe a reason to come to blows with one.
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Exotic Encounters: Cyclopes (PFRPG) PDF
Necromancers of the Northwest
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The Pathfinder Bestiary, and the long line of monstrous encyclopedia that came before it, do a great job of attacking the problem of providing game statistics and mechanical information for a very wide variety of creatures. There are a lot of strange creatures from fantasy novels and movies, from ancient mythology, and, as time went on, from the twisted minds of game designers and even GMs, for that matter. Anyone today who tried to go about creating an extensive bestiary of all the different cool and interesting fantasy monsters could fill three or four volumes with three hundred monsters each, and still have a long way left to go, with fans crying out for various “forgotten” monsters to get some attention. That kind of breadth doesn’t leave a whole lot of room for depth, and that’s where Exotic Encounters comes in.
There are all kinds of reasons why you might not want to use a monster stat-block straight from the core rules. For one thing, if your players have a habit of browsing through such books, or are long-time veterans who know the basic ins and outs of most fantasy staples, you may need an unusual stat-block just to throw them a curve ball and teach them that they can’t count on their out of character knowledge to take all the mystery out of the game. Alternatively, many GMs can recall a time when they wanted to make use of a certain monster in their game, only to find that it was a few CRs too high or low for what they had in mind.
Exotic Encounters takes a single, iconic monster, and creates three new variants on that theme. These variants aren’t simple tweaks, and are more than simply advancing or removing Hit Dice, though that occurs as well. Each of these three variations on the monster’s theme has a specific, flavorful goal in mind, and a role to play, and their statistics entries are gently massaged in order to make them fit those roles. Further, each of these variants comes with brand new specially-crafted special abilities, which are unique to Exotic Encounters and not found anywhere else.
This particular installment of Exotic Encounters focuses on the cyclops. These terrible, one-eyed monsters have plagued human imagination since antiquity, and, in some recent campaign settings, are depicted as having ancient roots themselves, and being the descendants of a mighty empire of diviners, which fell long ago. The first cyclops in this book, the baleye cyclops (CR 9) represents a cyclops that took a different path, honing his eye for use with evocation, not divination, which can fire deadly rays from his eye, and which is vulnerable to attacks made against his eyes. The second cyclops, the cyclops brute (CR 12) is more typical of modern interpretations of cyclopes as large, hulking, stupid creatures. Larger than his kin, the cyclops brute is truly vicious in combat, and can crush his foes into the ground with a terrible foot stomp. Finally, the cyclops seer (CR 15) represents a cyclops who has tapped into the strong divination powers of his ancestors, and who can see the world for what it truly is, as well as influence the future with ease, making him a terrible foe to face.
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Exotic Encounters: Darkmantles (PFRPG) PDF
Necromancers of the Northwest
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The Pathfinder Roleplaying Game Bestiary, and the long line of monstrous encyclopedia that came before it, do a great job of attacking the problem of providing game statistics and mechanical information for a very wide variety of creatures. There are a lot of strange creatures from fantasy novels and movies, from ancient mythology, and, as time went on, from the twisted minds of game designers and even GMs, for that matter. Anyone today who tried to go about creating an extensive bestiary of all the different cool and interesting fantasy monsters could fill three or four volumes with three hundred monsters each, and still have a long way left to go, with fans crying out for various “forgotten” monsters to get some attention. That kind of breadth doesn’t leave a whole lot of room for depth, and that’s where Exotic Encounters comes in.
There are all kinds of reasons why you might not want to use a monster stat-block straight from the core rules. For one thing, if your players have a habit of browsing through such books, or are long-time veterans who know the basic ins and outs of most fantasy staples, you may need an unusual stat-block just to throw them a curve ball and teach them that they can’t count on their out of character knowledge to take all the mystery out of the game. Alternatively, many GMs can recall a time when they wanted to make use of a certain monster in their game, only to find that it was a few CRs too high or low for what they had in mind.
Exotic Encounters takes a single, iconic monster, and creates three new variants on that theme. These variants aren’t simple tweaks, and are more than simply advancing or removing Hit Dice, though that occurs as well. Each of these three variations on the monster’s theme has a specific, flavorful goal in mind, and a role to play, and their statistics entries are gently massaged in order to make them fit those roles. Further, each of these variants comes with brand new specially-crafted special abilities, which are unique to Exotic Encounters and not found anywhere else.
This particular installment of Exotic Encounters focuses on the unusual darkmantle. These stalactite-resembling magical beasts are typically fodder for 1st-level adventurers, and are notable mostly for their annoying ability to drench the area around them in darkness. The first of the new exotic darkmantles is the death’s hood darkmantle (CR 3), whose smaller size is not the liability that it initially seems, as it allows it to better conform to the faces of its victims. It attaches itself to its prey’s face and quickly strangles it, then uses the corpse like a puppet for its own nefarious ends. The equally insidious shadow weaver darkmantle (CR 5) is more powerful in areas of darkness, and is surrounded by an aura that subtly lowers the light level around it. Finally, the goliath darkmantle (CR 8) is a huge darkmantle whose favored tactic is to drop from above on unsuspecting victims, and can grapple a large number of victims at once, weakening them with its acidic drool before swallowing them whole.
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Exotic Encounters: Doppelgangers (PFRPG) PDF
Necromancers of the Northwest
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The Pathfinder Bestiary, and the long line of monstrous encyclopedia that came before it, do a great job of attacking the problem of providing game statistics and mechanical information for a very wide variety of creatures. There are a lot of strange creatures from fantasy novels and movies, from ancient mythology, and, as time went on, from the twisted minds of game designers and even GMs, for that matter. Anyone today who tried to go about creating an extensive bestiary of all the different cool and interesting fantasy monsters could fill three or four volumes with three hundred monsters each, and still have a long way left to go, with fans crying out for various “forgotten” monsters to get some attention. That kind of breadth doesn’t leave a whole lot of room for depth, and that’s where Exotic Encounters comes in.
There are all kinds of reasons why you might not want to use a monster stat-block straight from the core rules. For one thing, if your players have a habit of browsing through such books, or are long-time veterans who know the basic ins and outs of most fantasy staples, you may need an unusual stat-block just to throw them a curve ball and teach them that they can’t count on their out of character knowledge to take all the mystery out of the game. Alternatively, many GMs can recall a time when they wanted to make use of a certain monster in their game, only to find that it was a few CRs too high or low for what they had in mind.
Exotic Encounters takes a single, iconic monster, and creates three new variants on that theme. These variants aren’t simple tweaks, and are more than simply advancing or removing Hit Dice, though that occurs as well. Each of these three variations on the monster’s theme has a specific, flavorful goal in mind, and a role to play, and their statistics entries are gently massaged in order to make them fit those roles. Further, each of these variants comes with brand new specially-crafted special abilities, which are unique to Exotic Encounters and not found anywhere else.
This particular installment of Exotic Encounters focuses on doppelgangers. While, in roleplaying games, they are typically depicted as shapeshifters, historically they were more akin to an “evil twin.” The first new type of doppelganger, the facestealer doppelganger (CR 1), cannot take any shape it desires, but rather must steal faces from its victims, leaving them as horrible faceless ones (CR 1/2). The cursed doppelganger (CR 5) is a more traditional take on doppelgangers, and cannot change shape, but rather appears as a single individual, whose life it attempts to destroy and then usurp. Finally, the mind drinker doppelganger (CR 8) is, in many ways, the ultimate doppelganger, able to copy not only appearances, but whole minds, using stolen memories to perfectly duplicate those it replaces.
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Exotic Encounters: Dryads (PFRPG) PDF
Necromancers of the Northwest
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The Pathfinder Bestiary, and the long line of monstrous encyclopedia that came before it, do a great job of attacking the problem of providing game statistics and mechanical information for a very wide variety of creatures. There are a lot of strange creatures from fantasy novels and movies, from ancient mythology, and, as time went on, from the twisted minds of game designers and even GMs, for that matter. Anyone today who tried to go about creating an extensive bestiary of all the different cool and interesting fantasy monsters could fill three or four volumes with three hundred monsters each, and still have a long way left to go, with fans crying out for various “forgotten” monsters to get some attention. That kind of breadth doesn’t leave a whole lot of room for depth, and that’s where Exotic Encounters comes in.
There are all kinds of reasons why you might not want to use a monster stat-block straight from the core rules. For one thing, if your players have a habit of browsing through such books, or are long-time veterans who know the basic ins and outs of most fantasy staples, you may need an unusual stat-block just to throw them a curve ball and teach them that they can’t count on their out of character knowledge to take all the mystery out of the game. Alternatively, many GMs can recall a time when they wanted to make use of a certain monster in their game, only to find that it was a few CRs too high or low for what they had in mind.
Exotic Encounters takes a single, iconic monster, and creates three new variants on that theme. These variants aren’t simple tweaks, and are more than simply advancing or removing Hit Dice, though that occurs as well. Each of these three variations on the monster’s theme has a specific, flavorful goal in mind, and a role to play, and their statistics entries are gently massaged in order to make them fit those roles. Further, each of these variants comes with brand new specially-crafted special abilities, which are unique to Exotic Encounters and not found anywhere else.
This particular installment of Exotic Encounters focuses on the dryad. These tree-bound women of the woods are longtime favorites of the fantasy genre, and can easily serve both as quest-givers and allies, but also make for excellent villains and other obstacles. Rather than create dryads at a wide variety of CRs, this Exotic Encounters does things a little differently, and provides three very different styles of dryad that all appear at the same CR (CR 5). While each of these dryads (ashbound, oakbound, and yewbound) are flavorfully differentiated by the type of tree to which they bond, they are wildly different mechanically, with the ashbound dryad serving as a charismatic manipulator and seductress, the oakbound dryad serving as a stout warrior and dispenser of great wisdom, and the yewbound dryad being a powerful mage capable of inflicting great curses.
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Exotic Encounters: Ettins (PFRPG) PDF
Necromancers of the Northwest
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The Pathfinder Roleplaying Game Bestiary, and the long line of monstrous encyclopedia that came before it, do a great job of attacking the problem of providing game statistics and mechanical information for a very wide variety of creatures. There are a lot of strange creatures from fantasy novels and movies, from ancient mythology, and, as time went on, from the twisted minds of game designers and even GMs, for that matter. Anyone today who tried to go about creating an extensive bestiary of all the different cool and interesting fantasy monsters could fill three or four volumes with three hundred monsters each, and still have a long way left to go, with fans crying out for various “forgotten” monsters to get some attention. That kind of breadth doesn’t leave a whole lot of room for depth, and that’s where Exotic Encounters comes in.
There are all kinds of reasons why you might not want to use a monster stat-block straight from the core rules. For one thing, if your players have a habit of browsing through such books, or are long-time veterans who know the basic ins and outs of most fantasy staples, you may need an unusual stat-block just to throw them a curve ball and teach them that they can’t count on their out of character knowledge to take all the mystery out of the game. Alternatively, many GMs can recall a time when they wanted to make use of a certain monster in their game, only to find that it was a few CRs too high or low for what they had in mind.
Exotic Encounters takes a single, iconic monster, and creates three new variants on that theme. These variants aren’t simple tweaks, and are more than simply advancing or removing Hit Dice, though that occurs as well. Each of these three variations on the monster’s theme has a specific, flavorful goal in mind, and a role to play, and their statistics entries are gently massaged in order to make them fit those roles. Further, each of these variants comes with brand new specially-crafted special abilities, which are unique to Exotic Encounters and not found anywhere else.
This particular installment of Exotic Encounters focuses on the oft-overlooked ettin. These two-headed giants are capable of being more than just a particularly ugly-looking substitute for an ogre, and have a rich history in both mythology and fantasy games and media. This book introduces three new ettins, the first of which is the primal ettin (CR 8). This monstrous giant is far more feral even than a normal ettin, and its heads are like those of giant boars. Its favored tactic is to impale foes on its tusks and literally rip them apart between its two heads. The next ettin is the ettin mage (CR 11), which trades in superior two-weapon fighting ability for the power to cast spells. Not much brighter than a normal ettin, the one-two punch of flail and magic can still make it a formidable foe, when it can stop arguing with itself. Finally, the three-headed ettin (CR 13) is exactly what it sounds like, and more. This ettin’s extra extra head gives it all the brainpower it needs for cunning tactics, making it a supremely powerful foe…unless its heads are picked off one by one.
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Exotic Encounters: Ettercaps (PFRPG) PDF
Necromancers of the Northwest
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The Pathfinder Roleplaying Game Bestiary, and the long line of monstrous encyclopedia that came before it, do a great job of attacking the problem of providing game statistics and mechanical information for a very wide variety of creatures. There are a lot of strange creatures from fantasy novels and movies, from ancient mythology, and, as time went on, from the twisted minds of game designers and even GMs, for that matter. Anyone today who tried to go about creating an extensive bestiary of all the different cool and interesting fantasy monsters could fill three or four volumes with three hundred monsters each, and still have a long way left to go, with fans crying out for various “forgotten” monsters to get some attention. That kind of breadth doesn’t leave a whole lot of room for depth, and that’s where Exotic Encounters comes in.
There are all kinds of reasons why you might not want to use a monster stat-block straight from the core rules. For one thing, if your players have a habit of browsing through such books, or are long-time veterans who know the basic ins and outs of most fantasy staples, you may need an unusual stat-block just to throw them a curve ball and teach them that they can’t count on their out of character knowledge to take all the mystery out of the game. Alternatively, many GMs can recall a time when they wanted to make use of a certain monster in their game, only to find that it was a few CRs too high or low for what they had in mind.
Exotic Encounters takes a single, iconic monster, and creates three new variants on that theme. These variants aren’t simple tweaks, and are more than simply advancing or removing Hit Dice, though that occurs as well. Each of these three variations on the monster’s theme has a specific, flavorful goal in mind, and a role to play, and their statistics entries are gently massaged in order to make them fit those roles. Further, each of these variants comes with brand new specially-crafted special abilities, which are unique to Exotic Encounters and not found anywhere else.
This particular installment of Exotic Encounters focuses on the repulsive and fascinating ettercap. These strange spider-like creatures have been horrifying and enchanting us for ages, and this book provides a few fresh ways to look at them, especially in making them relevant at higher levels. First, the feral ettercap (CR 6) is more bestial than its kin, but its six claw-tipped arms and cunning use of its webs more than make up for that. The webspinner ettercap (CR 9) is best known for the various unique webs it can create—the acidic web, the anchored web, and the steel web—but can also wrap up its foes to save for later, or just inject them with its eggs. Finally, the spider lord ettercap (CR 12) is not only capable of controlling spiders telepathically, it can enhance their abilities, and even transform foes into giant spiders that it can then control.
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Exotic Encounters: Froghemoths (PFRPG) PDF
Necromancers of the Northwest
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The Pathfinder Bestiary, and the long line of monstrous encyclopedia that came before it, do a great job of attacking the problem of providing game statistics and mechanical information for a very wide variety of creatures. There are a lot of strange creatures from fantasy novels and movies, from ancient mythology, and, as time went on, from the twisted minds of game designers and even GMs, for that matter. Anyone today who tried to go about creating an extensive bestiary of all the different cool and interesting fantasy monsters could fill three or four volumes with three hundred monsters each, and still have a long way left to go, with fans crying out for various “forgotten” monsters to get some attention. That kind of breadth doesn’t leave a whole lot of room for depth, and that’s where Exotic Encounters comes in.
There are all kinds of reasons why you might not want to use a monster stat-block straight from the core rules. For one thing, if your players have a habit of browsing through such books, or are long-time veterans who know the basic ins and outs of most fantasy staples, you may need an unusual stat-block just to throw them a curve ball and teach them that they can’t count on their out of character knowledge to take all the mystery out of the game. Alternatively, many GMs can recall a time when they wanted to make use of a certain monster in their game, only to find that it was a few CRs too high or low for what they had in mind.
Exotic Encounters takes a single, iconic monster, and creates three new variants on that theme. These variants aren’t simple tweaks, and are more than simply advancing or removing Hit Dice, though that occurs as well. Each of these three variations on the monster’s theme has a specific, flavorful goal in mind, and a role to play, and their statistics entries are gently massaged in order to make them fit those roles. Further, each of these variants comes with brand new specially-crafted special abilities, which are unique to Exotic Encounters and not found anywhere else.
This particular installment of Exotic Encounters focuses on the froghemoth. These strange creatures seem like they would be more at home in a sci-fi pulp setting than the average fantasy game, and this is played up in their entry in the Pathfinder Bestiary, which teases of an alien origin. This book imagines three varieties of froghemoths that might have developed on other planets in other conditions, which can serve a fantasy campaign just as well as the original, or make for an exciting encounter should your players choose to venture beyond the stars. First is the arctic froghemoth (CR 8), the product of a frozen world, its tentacles end in barbed harpoons, and its icy breath slows those affected by it. Next is the volcanic froghemoth (CR 16), which prefers a warmer clime, and can spit globules of burning pitch that remain on the battlefield and serve as a dangerous obstacle, and which possesses a dangerous fire aura that helps protect it from its crippling weakness to cold. Finally, the deep froghemoth (CR 19) may well be the last remnant of an ancient space-faring race of proto-froghemoths who populated the stars. In addition to being more intelligent than its kin, it is much larger, with a body that sweats acid and the ability to surround itself in a cloud of deadly spores.
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Exotic Encounters: Gargoyles (PFRPG) PDF
Necromancers of the Northwest
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There are all kinds of reasons why you might not want to use a monster stat-block straight from the core rules. For one thing, if your players have a habit of browsing through such books, or are long-time veterans who know the basic ins and outs of most fantasy staples, you may need an unusual stat-block just to throw them a curve ball and teach them that they can’t count on their out of character knowledge to take all the mystery out of the game. Alternatively, many GMs can recall a time when they wanted to make use of a certain monster in their game, only to find that it was a few CRs too high or low for what they had in mind.
Exotic Encounters takes a single, iconic monster, and creates three new variants on that theme. These variants aren’t simple tweaks, and are more than simply advancing or removing Hit Dice, though that occurs as well. Each of these three variations on the monster’s theme has a specific, flavorful goal in mind, and a role to play, and their statistics entries are gently massaged in order to make them fit those roles. Further, each of these variants comes with brand new specially-crafted special abilities, which are unique to Exotic Encounters and not found anywhere else.
This particular installment of Exotic Encounters focuses on gargoyles. A storied creature, fantasy gargoyles are inspired by the fearsome-looking carvings that adorn gothic architecture, which, themselves, were designed to resemble demons. Often depicted with the ability to transform into stone, and associated with protection and defensive abilities, the gargoyles of Pathfinder don’t share either of those common attributes. This book introduces the figurine gargoyle (CR 2), a mysterious creature which appears to be a statuette of a small imp, and has a penchant for ganging up on their enemies in massive mobs, and attacking foes by dropping heavy objects on their heads. Also included is the draconic gargoyle (CR 6), which is patterned off of dragons, instead of demons, and has a breath weapon of rocks and debris, and reflexively turns to stone to avoid magical attacks. Finally, this book introduces the soul eater gargoyle (CR 11), which can drain the life essence from those it grapples to create more soul eater gargoyles, and can also turn its body into animate stone, making it stronger and more durable.
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Exotic Encounters: Girallons (PFRPG) PDF
Necromancers of the Northwest
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The Pathfinder Bestiary, and the long line of monstrous encyclopedia that came before it, do a great job of attacking the problem of providing game statistics and mechanical information for a very wide variety of creatures. There are a lot of strange creatures from fantasy novels and movies, from ancient mythology, and, as time went on, from the twisted minds of game designers and even GMs, for that matter. Anyone today who tried to go about creating an extensive bestiary of all the different cool and interesting fantasy monsters could fill three or four volumes with three hundred monsters each, and still have a long way left to go, with fans crying out for various “forgotten” monsters to get some attention. That kind of breadth doesn’t leave a whole lot of room for depth, and that’s where Exotic Encounters comes in.
There are all kinds of reasons why you might not want to use a monster stat-block straight from the core rules. For one thing, if your players have a habit of browsing through such books, or are long-time veterans who know the basic ins and outs of most fantasy staples, you may need an unusual stat-block just to throw them a curve ball and teach them that they can’t count on their out of character knowledge to take all the mystery out of the game. Alternatively, many GMs can recall a time when they wanted to make use of a certain monster in their game, only to find that it was a few CRs too high or low for what they had in mind.
Exotic Encounters takes a single, iconic monster, and creates three new variants on that theme. These variants aren’t simple tweaks, and are more than simply advancing or removing Hit Dice, though that occurs as well. Each of these three variations on the monster’s theme has a specific, flavorful goal in mind, and a role to play, and their statistics entries are gently massaged in order to make them fit those roles. Further, each of these variants comes with brand new specially-crafted special abilities, which are unique to Exotic Encounters and not found anywhere else.
This particular installment of Exotic Encounters focuses on the strange and exotic (not to mention very dangerous) girallon. These four-armed, white-haired, gorilla-like creatures have been with the game since they were printed in the 3rd edition Monster Manual, and have always been kind of unusual. The first of our three new takes on the girallon is the howler girallon (CR 5), which trades in some of the girallon’s size and strength in exchange for a suite of potent vocal attacks, similar to certain howling monkeys. The spore-back girallon (CR 8) is more intelligent, able to use weapons and tools, and covers its fur in irritating spores and poisons its own teeth in order to better disable foes for its own nefarious purposes. Finally, the behemoth girallon (CR 15) is a massive, silver-backed version of the creature which not only has two additional arms, but potent regeneration and spell-reflecting abilities, as well.
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Exotic Encounters: Griffons (PFRPG) PDF
Necromancers of the Northwest
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The Pathfinder Bestiary, and the long line of monstrous encyclopedia that came before it, do a great job of attacking the problem of providing game statistics and mechanical information for a very wide variety of creatures. There are a lot of strange creatures from fantasy novels and movies, from ancient mythology, and, as time went on, from the twisted minds of game designers and even GMs, for that matter. Anyone today who tried to go about creating an extensive bestiary of all the different cool and interesting fantasy monsters could fill three or four volumes with three hundred monsters each, and still have a long way left to go, with fans crying out for various “forgotten” monsters to get some attention. That kind of breadth doesn’t leave a whole lot of room for depth, and that’s where Exotic Encounters comes in.
There are all kinds of reasons why you might not want to use a monster stat-block straight from the core rules. For one thing, if your players have a habit of browsing through such books, or are long-time veterans who know the basic ins and outs of most fantasy staples, you may need an unusual stat-block just to throw them a curve ball and teach them that they can’t count on their out of character knowledge to take all the mystery out of the game. Alternatively, many GMs can recall a time when they wanted to make use of a certain monster in their game, only to find that it was a few CRs too high or low for what they had in mind.
Exotic Encounters takes a single, iconic monster, and creates three new variants on that theme. These variants aren’t simple tweaks, and are more than simply advancing or removing Hit Dice, though that occurs as well. Each of these three variations on the monster’s theme has a specific, flavorful goal in mind, and a role to play, and their statistics entries are gently massaged in order to make them fit those roles. Further, each of these variants comes with brand new specially-crafted special abilities, which are unique to Exotic Encounters and not found anywhere else.
This particular installment of Exotic Encounters focuses on the majestic griffon. Griffons have captured our imagination since ancient times, and have long been considered to be the king of beasts. More modern approaches to griffons see them as anything from noble steeds to feral and savage monsters, and everything in between. Here, you will find the dwarf griffon, a much smaller sub-species that is known for its propensity for diving hit-and-run tactics, the myllisthor griffon, a species of griffon specially-bred by elves to serve as elite mounts for their best scouts, and which are capable of flying at extreme speeds, and the redclaw griffon, tough and territorial beasts that live in high and rugged terrain and fight with an extreme and savage ferocity.
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Exotic Encounters: Harpies (PFRPG) PDF
Necromancers of the Northwest
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The Pathfinder Roleplaying Game Bestiary, and the long line of monstrous encyclopedia that came before it, do a great job of attacking the problem of providing game statistics and mechanical information for a very wide variety of creatures. There are a lot of strange creatures from fantasy novels and movies, from ancient mythology, and, as time went on, from the twisted minds of game designers and even GMs, for that matter. Anyone today who tried to go about creating an extensive bestiary of all the different cool and interesting fantasy monsters could fill three or four volumes with three hundred monsters each, and still have a long way left to go, with fans crying out for various “forgotten” monsters to get some attention. That kind of breadth doesn’t leave a whole lot of room for depth, and that’s where Exotic Encounters comes in.
There are all kinds of reasons why you might not want to use a monster stat-block straight from the core rules. For one thing, if your players have a habit of browsing through such books, or are long-time veterans who know the basic ins and outs of most fantasy staples, you may need an unusual stat-block just to throw them a curve ball and teach them that they can’t count on their out of character knowledge to take all the mystery out of the game. Alternatively, many GMs can recall a time when they wanted to make use of a certain monster in their game, only to find that it was a few CRs too high or low for what they had in mind.
Exotic Encounters takes a single, iconic monster, and creates three new variants on that theme. These variants aren’t simple tweaks, and are more than simply advancing or removing Hit Dice, though that occurs as well. Each of these three variations on the monster’s theme has a specific, flavorful goal in mind, and a role to play, and their statistics entries are gently massaged in order to make them fit those roles. Further, each of these variants comes with brand new specially-crafted special abilities, which are unique to Exotic Encounters and not found anywhere else.
This particular installment of Exotic Encounters focuses on harpies. These bird-women of greek mythology have long been antagonistic figures, but only gained their association with ugliness after a Roman author confused them with sirens. This book presents three alternative takes on the harpy, the first of which is the miniature harpy (CR 2), which is more bird than woman, and which has a proclivity for stealing small objects. The second is the hag harpy (CR 7), a particularly ugly and vile creature whose very appearance is sickening, and whose voice can leave men deaf and disoriented. Finally, there is the abyssal harpy (CR 10), which takes after the harpies described in greek myth and Dante’s Inferno, in that it spends its time torturing the souls of the damned. These creatures have terrible, disemboweling talons and can sing a song that causes even the most callous and cynical to tearfully confess his sins.
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Exotic Encounters: Krakens (PFRPG) PDF
Necromancers of the Northwest
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The Pathfinder Roleplaying Game Bestiary, and the long line of monstrous encyclopedia that came before it, do a great job of attacking the problem of providing game statistics and mechanical information for a very wide variety of creatures. There are a lot of strange creatures from fantasy novels and movies, from ancient mythology, and, as time went on, from the twisted minds of game designers and even GMs, for that matter. Anyone today who tried to go about creating an extensive bestiary of all the different cool and interesting fantasy monsters could fill three or four volumes with three hundred monsters each, and still have a long way left to go, with fans crying out for various “forgotten” monsters to get some attention. That kind of breadth doesn’t leave a whole lot of room for depth, and that’s where Exotic Encounters comes in.
There are all kinds of reasons why you might not want to use a monster stat-block straight from the core rules. For one thing, if your players have a habit of browsing through such books, or are long-time veterans who know the basic ins and outs of most fantasy staples, you may need an unusual stat-block just to throw them a curve ball and teach them that they can’t count on their out of character knowledge to take all the mystery out of the game. Alternatively, many GMs can recall a time when they wanted to make use of a certain monster in their game, only to find that it was a few CRs too high or low for what they had in mind.
Exotic Encounters takes a single, iconic monster, and creates three new variants on that theme. These variants aren’t simple tweaks, and are more than simply advancing or removing Hit Dice, though that occurs as well. Each of these three variations on the monster’s theme has a specific, flavorful goal in mind, and a role to play, and their statistics entries are gently massaged in order to make them fit those roles. Further, each of these variants comes with brand new specially-crafted special abilities, which are unique to Exotic Encounters and not found anywhere else.
This particular installment of Exotic Encounters focuses on the kraken. These oceanic titans are staples of oceanic fantasy (and science fiction), and it seems a wonder that any ship can cross the ocean without being downed by one of these great squids. In the transition from 3.5 OGL to Pathfinder, the mighty kraken got much mightier, skyrocketing its CR up into a realm where few players are likely to reach. As a result, all of the krakens in this book attempt to create meaningful encounters with evil squids that can be fairly attempted by characters who aren’t nearly at their peak already. The first of these is the barbed kraken (CR 8), a smaller kraken that lacks the size, shipwrecking capacity, and magical talent of the standard kraken, but which has poisonous and debilitating barbs on its long arms, and a maddening glare fitting for a monster of the deep. The seaquake kraken (CR 13) specializes in creating giant vortices in the water, which it uses to sink ships and devour their crews. Finally, the dominator kraken (CR 15) is even more intelligent than its kin, and can project a telepathic field that allows it to control each and every creature within range.
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Exotic Encounters: Manticores (PFRPG) PDF
Necromancers of the Northwest
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The Pathfinder Roleplaying Game: Bestiary, and the long line of monstrous encyclopedia that came before it, do a great job of attacking the problem of providing game statistics and mechanical information for a very wide variety of creatures. There are a lot of strange creatures from fantasy novels and movies, from ancient mythology, and, as time went on, from the twisted minds of game designers and even GMs, for that matter. Anyone today who tried to go about creating an extensive bestiary of all the different cool and interesting fantasy monsters could fill three or four volumes with three hundred monsters each, and still have a long way left to go, with fans crying out for various “forgotten” monsters to get some attention. That kind of breadth doesn’t leave a whole lot of room for depth, and that’s where Exotic Encounters comes in.
There are all kinds of reasons why you might not want to use a monster stat-block straight from the core rules. For one thing, if your players have a habit of browsing through such books, or are long-time veterans who know the basic ins and outs of most fantasy staples, you may need an unusual stat-block just to throw them a curve ball and teach them that they can’t count on their out of character knowledge to take all the mystery out of the game. Alternatively, many GMs can recall a time when they wanted to make use of a certain monster in their game, only to find that it was a few CRs too high or low for what they had in mind.
Exotic Encounters takes a single, iconic monster, and creates three new variants on that theme. These variants aren’t simple tweaks, and are more than simply advancing or removing Hit Dice, though that occurs as well. Each of these three variations on the monster’s theme has a specific, flavorful goal in mind, and a role to play, and their statistics entries are gently massaged in order to make them fit those roles. Further, each of these variants comes with brand new specially-crafted special abilities, which are unique to Exotic Encounters and not found anywhere else.
This particular installment of Exotic Encounters focuses on the mysterious manticore. These creatures of ancient Persian mythology have been portrayed many different ways throughout the centuries. Though they always bear the body of a lion, and usually the face of a man, details like wings, tails, and horns have varied wildly. The regal manticore, introduced in this book, takes the more majestic, non-winged form favored in the middle ages (though it is no less monstrous for doing so). The razor manticore, by contrast, bristles with natural weaponry, gaining a deadly spiked horn, and the ability to use its teeth to gnaw opponents, to devastating results. Finally, the poisonous manticore has the deadly scorpion’s tail that many have come to expect from manticores in other media, but which the standard Pathfinder Roleplaying Game manticore lacks.
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Exotic Encounters: Medusas (PFRPG) PDF
Necromancers of the Northwest
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The Pathfinder Roleplaying Game Bestiary, and the long line of monstrous encyclopedia that came before it, do a great job of attacking the problem of providing game statistics and mechanical information for a very wide variety of creatures. There are a lot of strange creatures from fantasy novels and movies, from ancient mythology, and, as time went on, from the twisted minds of game designers and even GMs, for that matter. Anyone today who tried to go about creating an extensive bestiary of all the different cool and interesting fantasy monsters could fill three or four volumes with three hundred monsters each, and still have a long way left to go, with fans crying out for various "forgotten" monsters to get some attention. That kind of breadth doesn't leave a whole lot of room for depth, and that's where Exotic Encounters comes in.
There are all kinds of reasons why you might not want to use a monster stat-block straight from the core rules. For one thing, if your players have a habit of browsing through such books, or are long-time veterans who know the basic ins and outs of most fantasy staples, you may need an unusual stat-block just to throw them a curve ball and teach them that they can't count on their out of character knowledge to take all the mystery out of the game. Alternatively, many GMs can recall a time when they wanted to make use of a certain monster in their game, only to find that it was a few CRs too high or low for what they had in mind.
Exotic Encounters takes a single, iconic monster, and creates three new variants on that theme. These variants aren't simple tweaks, and are more than simply advancing or removing Hit Dice, though that occurs as well. Each of these three variations on the monster's theme has a specific, flavorful goal in mind, and a role to play, and their statistics entries are gently massaged in order to make them fit those roles. Further, each of these variants comes with brand new specially-crafted special abilities, which are unique to Exotic Encounters and not found anywhere else.
This particular installment of Exotic Encounters focuses on medusas. One of the most iconic creatures of greek mythology, there have been many interpretations of the medusa throughout the years, from cthonian monstrosity to beautiful (and wronged) damsel. The first new medusa in this book, the vampiric medusa (CR 5), turns her enemies to stone figuratively, rather than literally, by filling their hearts with despair, and drains blood through her bites, though she is not a true vampire. The strange headsman's medusa (CR 5), inspired in part by the famous beheading by Perseus, is a medusa head that can act on its own, forming a nasty surprise for a party that thinks it's defeated its petrifying foe. Finally, the snake queen medusa (CR 11) is a bigger and meaner medusa with a heavier serpent influence, and whose blood, if spilled, transforms into a swarm of deadly snakes.
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Exotic Encounters: Minotaurs (PFRPG) PDF
Necromancers of the Northwest
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The Pathfinder Bestiary, and the long line of monstrous encyclopedia that came before it, do a great job of attacking the problem of providing game statistics and mechanical information for a very wide variety of creatures. There are a lot of strange creatures from fantasy novels and movies, from ancient mythology, and, as time went on, from the twisted minds of game designers and even GMs, for that matter. Anyone today who tried to go about creating an extensive bestiary of all the different cool and interesting fantasy monsters could fill three or four volumes with three hundred monsters each, and still have a long way left to go, with fans crying out for various “forgotten” monsters to get some attention. That kind of breadth doesn’t leave a whole lot of room for depth, and that’s where Exotic Encounters comes in.
There are all kinds of reasons why you might not want to use a monster stat-block straight from the core rules. For one thing, if your players have a habit of browsing through such books, or are long-time veterans who know the basic ins and outs of most fantasy staples, you may need an unusual stat-block just to throw them a curve ball and teach them that they can’t count on their out of character knowledge to take all the mystery out of the game. Alternatively, many GMs can recall a time when they wanted to make use of a certain monster in their game, only to find that it was a few CRs too high or low for what they had in mind.
Exotic Encounters takes a single, iconic monster, and creates three new variants on that theme. These variants aren’t simple tweaks, and are more than simply advancing or removing Hit Dice, though that occurs as well. Each of these three variations on the monster’s theme has a specific, flavorful goal in mind, and a role to play, and their statistics entries are gently massaged in order to make them fit those roles. Further, each of these variants comes with brand new specially-crafted special abilities, which are unique to Exotic Encounters and not found anywhere else.
This particular installment of Exotic Encounters focuses on the minotaur. A classic of greek myth, these half-men half-bulls have captured imaginations for centuries. Though depicted in legend as a terrifyingly powerful guardian and deadly foe, the standard Pathfinder minotaur is only CR 4. The minotaurs in this tome are designed to take minotaurs from being an uninspiring low-level bruiser to a memorable encounter unto themselves. First, the two-headed minotaur (CR 7) is a feral and wild beast with a fractured mind, whose savage offensive power is only somewhat mitigated by its mental fragility. The bronze minotaur (CR 10) sounds like a construct (and looks like one too) but isn’t. This terrible guardian of tombs and other such places is an expert at crafting traps, and the sound of its approaching footsteps is so terrible that it drives fear into the heart of seasoned adventurers. Finally, the maze master minotaur (CR 15) is a minotaur of a more magical bent, who can drag foes into a mystical maze of its own creation, where they face deadly threats and, if slain, grant the maze master minotaur the ability to create a simulacrum of the victim to serve him.
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Exotic Encounters: Mummies (PFRPG) PDF
Necromancers of the Northwest
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The Pathfinder Bestiary, and the long line of monstrous encyclopedia that came before it, do a great job of attacking the problem of providing game statistics and mechanical information for a very wide variety of creatures. There are a lot of strange creatures from fantasy novels and movies, from ancient mythology, and, as time went on, from the twisted minds of game designers and even GMs, for that matter. Anyone today who tried to go about creating an extensive bestiary of all the different cool and interesting fantasy monsters could fill three or four volumes with three hundred monsters each, and still have a long way left to go, with fans crying out for various “forgotten” monsters to get some attention. That kind of breadth doesn’t leave a whole lot of room for depth, and that’s where Exotic Encounters comes in.
There are all kinds of reasons why you might not want to use a monster stat-block straight from the core rules. For one thing, if your players have a habit of browsing through such books, or are long-time veterans who know the basic ins and outs of most fantasy staples, you may need an unusual stat-block just to throw them a curve ball and teach them that they can’t count on their out of character knowledge to take all the mystery out of the game. Alternatively, many GMs can recall a time when they wanted to make use of a certain monster in their game, only to find that it was a few CRs too high or low for what they had in mind.
Exotic Encounters takes a single, iconic monster, and creates three new variants on that theme. These variants aren’t simple tweaks, and are more than simply advancing or removing Hit Dice, though that occurs as well. Each of these three variations on the monster’s theme has a specific, flavorful goal in mind, and a role to play, and their statistics entries are gently massaged in order to make them fit those roles. Further, each of these variants comes with brand new specially-crafted special abilities, which are unique to Exotic Encounters and not found anywhere else.
This particular installment of Exotic Encounters focuses on the mummy: one of the most iconic forms of undead, though one that is often difficult to reconcile with the medieval European themes of the average fantasy roleplaying game. Though we often think of Egypt when we think of mummies, the fact of the matter is that mummies of various sorts have been found historically throughout the world. For the purposes of this book, we focused on three different aspects of mummies in popular culture. The relic-bound mummy (CR 7) focuses on the concept of mummies as guardians of relics and treasures, and it is virtually impossible to steal a relicbound mummy’s relic and live to enjoy the spoils. The curse lord mummy (CR 10) instead focuses on the link between mummies and curses, and is loaded down with some very nasty and creative curses that are incredibly difficult to remove. Finally, the possessed mummy (CR 12) is actually nothing more than the corpse of an ancient warrior, who has been possessed by a fiendish entity, which uses it as a foothold to spread evil and terror through the material plane.
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Exotic Encounters: Nightmares (PFRPG) PDF
Necromancers of the Northwest
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The Pathfinder Bestiary, and the long line of monstrous encyclopedia that came before it, do a great job of attacking the problem of providing game statistics and mechanical information for a very wide variety of creatures. There are a lot of strange creatures from fantasy novels and movies, from ancient mythology, and, as time went on, from the twisted minds of game designers and even GMs, for that matter. Anyone today who tried to go about creating an extensive bestiary of all the different cool and interesting fantasy monsters could fill three or four volumes with three hundred monsters each, and still have a long way left to go, with fans crying out for various “forgotten” monsters to get some attention. That kind of breadth doesn’t leave a whole lot of room for depth, and that’s where Exotic Encounters comes in.
There are all kinds of reasons why you might not want to use a monster stat-block straight from the core rules. For one thing, if your players have a habit of browsing through such books, or are long-time veterans who know the basic ins and outs of most fantasy staples, you may need an unusual stat-block just to throw them a curve ball and teach them that they can’t count on their out of character knowledge to take all the mystery out of the game. Alternatively, many GMs can recall a time when they wanted to make use of a certain monster in their game, only to find that it was a few CRs too high or low for what they had in mind.
Exotic Encounters takes a single, iconic monster, and creates three new variants on that theme. These variants aren’t simple tweaks, and are more than simply advancing or removing Hit Dice, though that occurs as well. Each of these three variations on the monster’s theme has a specific, flavorful goal in mind, and a role to play, and their statistics entries are gently massaged in order to make them fit those roles. Further, each of these variants comes with brand new specially-crafted special abilities, which are unique to Exotic Encounters and not found anywhere else.
This particular installment of Exotic Encounters focuses on the nightmare, the classic mount of villainous characters everywhere. These flying, flaming horses of the lower planes have long captured our imaginations, but have rarely been more than a flashy way to get around, something that the nightmares in this book aim to change. The first offering, the dread steed nightmare (CR 3), can bond with its rider to make both more powerful, and offers a powerful ability to transform into living smoke, which can choke opponents foolish enough to fight you. The next nightmare is the dreamstalker nightmare (CR 9), which can breathe a cloud of dream-inducing smoke, and has the ability to poison or even enter dreams, to devastating effect. Finally, the harbinger nightmare (CR 15) is a potent omen of doom, and acts specifically as a champion of all that is evil, punishing good-aligned victims with fires of perdition and a horrible dooming gaze.
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Exotic Encounters: Treants (PFRPG) PDF
Necromancers of the Northwest
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The Pathfinder Bestiary, and the long line of monstrous encyclopedia that came before it, do a great job of attacking the problem of providing game statistics and mechanical information for a very wide variety of creatures. There are a lot of strange creatures from fantasy novels and movies, from ancient mythology, and, as time went on, from the twisted minds of game designers and even GMs, for that matter. Anyone today who tried to go about creating an extensive bestiary of all the different cool and interesting fantasy monsters could fill three or four volumes with three hundred monsters each, and still have a long way left to go, with fans crying out for various “forgotten” monsters to get some attention. That kind of breadth doesn’t leave a whole lot of room for depth, and that’s where Exotic Encounters comes in.
There are all kinds of reasons why you might not want to use a monster stat-block straight from the core rules. For one thing, if your players have a habit of browsing through such books, or are long-time veterans who know the basic ins and outs of most fantasy staples, you may need an unusual stat-block just to throw them a curve ball and teach them that they can’t count on their out of character knowledge to take all the mystery out of the game. Alternatively, many GMs can recall a time when they wanted to make use of a certain monster in their game, only to find that it was a few CRs too high or low for what they had in mind.
Exotic Encounters takes a single, iconic monster, and creates three new variants on that theme. These variants aren’t simple tweaks, and are more than simply advancing or removing Hit Dice, though that occurs as well. Each of these three variations on the monster’s theme has a specific, flavorful goal in mind, and a role to play, and their statistics entries are gently massaged in order to make them fit those roles. Further, each of these variants comes with brand new specially-crafted special abilities, which are unique to Exotic Encounters and not found anywhere else.
This particular installment of Exotic Encounters focuses on the iconic treant. These paragons of nature may be fairly obvious homages to The Lord of the Rings’s ents, but that doesn’t make them any less of a staple of fantasy media, and tree-beings of all sorts are a fun and resonant part of fantasy. The first treant in this book, the jungle treant (CR 10), is more than just an ill-mannered treant from a more tropical clime: its long vines animate and lash out to trip or entangle foes, and its body serves as a host to several swarms of angry wasps. Even more terrifying, however, is the bonfire treant (CR 14), an evil, twisted treant that burns with a constant and hellish supernatural fire. Everything this creature touches bursts into flames, and such flames are all but impossible to extinguish as long as the creature still lives. The last treant in the book is the old growth treant (CR 16), a massive, towering treant from ancient times that can release a hail of deadly pine needles, and which daring adventurers can climb upon in order to better fight it.
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Exotic Encounters: Unicorns (PFRPG) PDF
Necromancers of the Northwest
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The Pathfinder Bestiary, and the long line
of monstrous encyclopedia that came before it, do
a great job of attacking the problem of providing
game statistics and mechanical information for
a very wide variety of creatures. There are a lot of strange creatures from fantasy novels and movies,
from ancient mythology, and, as time went on, from the twisted minds of game designers and even GMs,
for that matter. Anyone today who tried to go about creating an extensive bestiary of all the different cool and interesting fantasy monsters could fill three or four volumes with three hundred monsters each, and still have a long way left to go, with fans crying out for various “forgotten” monsters to get some attention. That kind of breadth doesn’t leave a whole lot of room for depth, and that’s where Exotic Encounters comes in.
There are all kinds of reasons why you might not want to use a monster stat-block straight from the core rules. For one thing, if your players have a habit of browsing through such books, or are long-time veterans who know the basic ins and outs of most fantasy staples, you may need an unusual stat-block just to throw them a curve ball and teach them that they can’t count on their out of character knowledge to take all the mystery out of the game. Alternatively, many GMs can recall a time when they wanted to make use of a certain monster in their game, only to find that it was a few CRs too high or low for what they had in mind.
Exotic Encounters takes a single, iconic monster, and creates three new variants on that theme. These variants aren’t simple tweaks, and are more than simply advancing or removing Hit Dice, though that occurs
as well. Each of these three variations on the monster’s theme has a specific, flavorful goal in mind, and a role to play, and their statistics entries are gently massaged in order to make them fit those roles. Further, each of these variants comes with brand new specially-crafted special abilities, which are unique to Exotic Encounters and not found anywhere else.
This particular installment of Exotic Encounters focuses on the noble unicorn. These proud and noble creatures have a long history in fantasy media, but rarely serve as creatures that the average group of adventurers have a reason to fight. The first unicorn
in this book, the sylvan guardian unicorn (CR 5),
is not a paragon of good, but rather of nature, and
will do anything to defend its sylvan home, especially impaling hunters and woodsmen who might threaten it. The storm unicorn (CR 8) is a mix of a unicorn and a pegasus, and possesses the ability to fly, as well as an affinity for storms and lightning, which it can fire from its jagged metallic horn. These elusive creatures are
rare and exotic game, and are not noble paragons of virtue like their more common cousins. Finally, there
is the purifier unicorn (CR 10), which is so pure and divine that non-good creatures that look upon it are struck blind. While it makes a suitable challenge for
a group of evil adventurers who are far too powerful
to find a challenge in the standard unicorn, its magic tears provide a reason for characters of any alignment to attempt to subdue one, if the need is dire.
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Exotic Encounters: Vargouilles (PFRPG) PDF
Necromancers of the Northwest
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The Pathfinder Bestiary, and the long line of monstrous encyclopedia that came before it, do a great job of attacking the problem of providing game statistics and mechanical information for a very wide variety of creatures. There are a lot of strange creatures from fantasy novels and movies, from ancient mythology, and, as time went on, from the twisted minds of game designers and even GMs, for that matter. Anyone today who tried to go about creating an extensive bestiary of all the different cool and interesting fantasy monsters could fill three or four volumes with three hundred monsters each, and still have a long way left to go, with fans crying out for various “forgotten” monsters to get some attention. That kind of breadth doesn’t leave a whole lot of room for depth, and that’s where Exotic Encounters comes in.
There are all kinds of reasons why you might not want to use a monster stat-block straight from the core rules. For one thing, if your players have a habit of browsing through such books, or are long-time veterans who know the basic ins and outs of most fantasy staples, you may need an unusual stat-block just to throw them a curve ball and teach them that they can’t count on their out of character knowledge to take all the mystery out of the game. Alternatively, many GMs can recall a time when they wanted to make use of a certain monster in their game, only to find that it was a few CRs too high or low for what they had in mind.
Exotic Encounters takes a single, iconic monster, and creates three new variants on that theme. These variants aren’t simple tweaks, and are more than simply advancing or removing Hit Dice, though that occurs as well. Each of these three variations on the monster’s theme has a specific, flavorful goal in mind, and a role to play, and their statistics entries are gently massaged in order to make them fit those roles. Further, each of these variants comes with brand new specially-crafted special abilities, which are unique to Exotic Encounters and not found anywhere else.
This particular installment of Exotic Encounters focuses on the vargouille. These strange bodiless fiends date back to the first edition Monster Manual II, and are one of the stranger creatures of the lower planes, feared far and wide for their deadly kiss, which provides a very unforgiving “save or die” experience at a very low level, a terrible fate that is only compounded by the fact that the transformation is detailed in particularly macabre fashion as the character’s hair falls out and their facial features slowly twist over the course of one or more days. The first vargouille in this book, the singing vargouille (CR 3) can also cause such a transformation, though in this case, it is done by a haunting lullaby, instead. Singing vargouilles can also unleash powerful and damaging sonic shrieks, and their bite inflicts a curse of silence. These terrors pale before the bloodsucking vargouille (CR 5) however, which does not kiss its victims but instead attaches to them and drains their blood, transforming their victims into wights, whose heads separate from their bodies and become vargouilles when they are destroyed. Finally, the giant vargouille (CR 7) is a vargouille of titanic proportions, with a propensity for swooping down and swallowing human prey whole in a single gulp, and either allowing them to be digested by powerful acid that inflicts difficult-to-heal wounds, or simply spitting them back out again in the air, leaving the victim to fall to his doom.
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Exotic Encounters: Will o' Wisps (PFRPG) PDF
Necromancers of the Northwest
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There are all kinds of reasons why you might not want to use a monster stat-block straight from the core rules. For one thing, if your players have a habit of browsing through such books, or are long-time veterans who know the basic ins and outs of most fantasy staples, you may need an unusual stat-block just to throw them a curve ball and teach them that they can’t count on their out of character knowledge to take all the mystery out of the game. Alternatively, many GMs can recall a time when they wanted to make use of a certain monster in their game, only to find that it was a few CRs too high or low for what they had in mind.
Exotic Encounters takes a single, iconic monster, and creates three new variants on that theme. These variants aren’t simple tweaks, and are more than simply advancing or removing Hit Dice, though that occurs as well. Each of these three variations on the monster’s theme has a specific, flavorful goal in mind, and a role to play, and their statistics entries are gently massaged in order to make them fit those roles. Further, each of these variants comes with brand new specially-crafted special abilities, which are unique to Exotic Encounters and not found anywhere else.
This particular installment of Exotic Encounters focuses on will-o’-wisps. While these mysterious creatures of the swamplands are mostly known for their tendency to lead victims on wild goose chases into dangerous situations, the fact of the matter is that Pathfinder will-o’-wisps are built more for mobile beaters with ridiculously high attack, damage, AC, and maneuverability (plus constant invisibility) than they are for being elusive or tricky. While all of these will-o’-wisps can certainly hold their own in a fight, we aimed to capture a bit more of the essence of the wisp. The first result was the wispling (CR 2), a smaller, weaker version of the will-o’-wisp that can instill fear on opponents with its unnerving touch and ghostly lights abilities, and then bask in that fear with their feast on fear ability. The next new will-o’-wisp is the dark guide will-o’-wisp (CR 9), whose guidelights ability compels those who see it to follow it, regardless of where it takes them. These corrupted will-o’-wisps feed on death, more than fear, and lead travelers to early graves in order to sup on their last breaths. Finally, the devil’s eye will-o’-wisp (CR 13) appears at first to be a simple cloud of illuminated marsh gas, but, in fact, has numerous powers, including its maddening witchlight and its terrifying ability to split into multiple creatures.
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Exotic Encounters: Worgs (PFRPG) PDF
Necromancers of the Northwest
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The Pathfinder Bestiary, and the long line of monstrous encyclopedia that came before it, do a great job of attacking the problem of providing game statistics and mechanical information for a very wide variety of creatures. There are a lot of strange creatures from fantasy novels and movies, from ancient mythology, and, as time went on, from the twisted minds of game designers and even GMs, for that matter. Anyone today who tried to go about creating an extensive bestiary of all the different cool and interesting fantasy monsters could fill three or four volumes with three hundred monsters each, and still have a long way left to go, with fans crying out for various “forgotten” monsters to get some attention. That kind of breadth doesn’t leave a whole lot of room for depth, and that’s where Exotic Encounters comes in.
There are all kinds of reasons why you might not want to use a monster stat-block straight from the core rules. For one thing, if your players have a habit of browsing through such books, or are long-time veterans who know the basic ins and outs of most fantasy staples, you may need an unusual stat-block just to throw them a curve ball and teach them that they can’t count on their out of character knowledge to take all the mystery out of the game. Alternatively, many GMs can recall a time when they wanted to make use of a certain monster in their game, only to find that it was a few CRs too high or low for what they had in mind.
Exotic Encounters takes a single, iconic monster, and creates three new variants on that theme. These variants aren’t simple tweaks, and are more than simply advancing or removing Hit Dice, though that occurs as well. Each of these three variations on the monster’s theme has a specific, flavorful goal in mind, and a role to play, and their statistics entries are gently massaged in order to make them fit those roles. Further, each of these variants comes with brand new specially-crafted special abilities, which are unique to Exotic Encounters and not found anywhere else.
This particular installment of Exotic Encounters focuses on the vicious worg. Normally relegated to little more than mounts for goblins and their ilk, these menacing, evil wolves actually have quite a bit to offer the average GM. In this book, you’ll find the mocking worg (CR 3), which can alter its voice to bait dangerous traps, and can steal the voices—and even spellcasting ability—of its victims. You’ll also find the shadow worg (CR 5), a creature that is physically healed by darkness and has numerous shadow-related powers, foremost of which is the ability to summon shadow wolves to fight on its behalf. Finally, there is the great speaker worg (CR 9), an ancient and terrible creature that possesses a strange magic that grows stronger the nearer it comes to death.
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Exotic Encounters: Wraiths (PFRPG) PDF
Necromancers of the Northwest
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The Pathfinder Bestiary, and the long line of monstrous encyclopedia that came before it, do a great job of attacking the problem of providing game statistics and mechanical information for a very wide variety of creatures. There are a lot of strange creatures from fantasy novels and movies, from ancient mythology, and, as time went on, from the twisted minds of game designers and even GMs, for that matter. Anyone today who tried to go about creating an extensive bestiary of all the different cool and interesting fantasy monsters could fill three or four volumes with three hundred monsters each, and still have a long way left to go, with fans crying out for various “forgotten” monsters to get some attention. That kind of breadth doesn’t leave a whole lot of room for depth, and that’s where Exotic Encounters comes in.
There are all kinds of reasons why you might not want to use a monster stat-block straight from the core rules. For one thing, if your players have a habit of browsing through such books, or are long-time veterans who know the basic ins and outs of most fantasy staples, you may need an unusual stat-block just to throw them a curve ball and teach them that they can’t count on their out of character knowledge to take all the mystery out of the game. Alternatively, many GMs can recall a time when they wanted to make use of a certain monster in their game, only to find that it was a few CRs too high or low for what they had in mind.
Exotic Encounters takes a single, iconic monster, and creates three new variants on that theme. These variants aren’t simple tweaks, and are more than simply advancing or removing Hit Dice, though that occurs as well. Each of these three variations on the monster’s theme has a specific, flavorful goal in mind, and a role to play, and their statistics entries are gently massaged in order to make them fit those roles. Further, each of these variants comes with brand new specially-crafted special abilities, which are unique to Exotic Encounters and not found anywhere else.
This particular installment of Exotic Encounters focuses on the wraith. While the numerous spectral undead can be somewhat difficult to keep track of (the category includes, but is not limited to, allips, banshees, ghosts, poltergeists, shadows, spectres, and wraiths), each of the wraiths in this tome is formed when a creature dies under certain circumstances, and is animated by the rage or despair surrounding the circumstances of its death. The first wraith in the book, the plague wraith (CR 7), is created by plague victims who are shut away and left to die by the healthy. They carry a number of deadly diseases, including the dreaded wraith’s wasting, which slowly transforms the victim into a plague wraith himself, and they can possess the bodies of those suffering from diseases. The second wraith is the lifedrinker wraith (CR 9), whose touch instills a deadly curse that blocks healing, and which can drain the life force from victims in a 30-ft.-cone. Finally, there is the doom wraith (CR 14), which spawns large number of standard wraiths from the creatures it kills, and can leave foes in an apathetic stupor, though it can be fought by the power of concentrated hope and goodwill.
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Exotic Encounters: Wyverns (PFRPG) PDF
Necromancers of the Northwest
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There are all kinds of reasons why you might not want to use a monster stat-block straight from the core rules. For one thing, if your players have a habit of browsing through such books, or are long-time veterans who know the basic ins and outs of most fantasy staples, you may need an unusual stat-block just to throw them a curve ball and teach them that they can’t count on their out of character knowledge to take all the mystery out of the game. Alternatively, many GMs can recall a time when they wanted to make use of a certain monster in their game, only to find that it was a few CRs too high or low for what they had in mind.
Exotic Encounters takes a single, iconic monster, and creates three new variants on that theme. These variants aren’t simple tweaks, and are more than simply advancing or removing Hit Dice, though that occurs as well. Each of these three variations on the monster’s theme has a specific, flavorful goal in mind, and a role to play, and their statistics entries are gently massaged in order to make them fit those roles. Further, each of these variants comes with brand new specially-crafted special abilities, which are unique to Exotic Encounters and not found anywhere else.
This particular installment of Exotic Encounters focuses on the oft-overlooked wyvern. These unusual, dragon-like creatures are depicted as dragon’s lesser cousins in Pathfinder and similar roleplaying games, but historically, and in fantasy literature, could take on a wide variety of forms and functions. One of the most popular uses for wyverns is as stylish mounts, and greenscale wyverns (CR 4), the first new wyvern presented in this book, are a special breed designed to serve as mounts, with long tails and a devastating tail sweep that takes out grounded foes en masse. By contrast, the spinetail wyvern (CR 8) is as undomesticated as they come, with great sharp spines growing out of its back and tail, it is even more brutish and prone to violence than the more common wyvern. Finally, the twintail wyvern (CR 10) is remarkable for its two tails, each of which has a stinger that delivers a different kind of poison, each of which is even more effective when combined with the other.
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Exotic Encounters: Ankhegs (PFRPG) PDF
Necromancers of the Northwest
The Pathfinder Roleplaying Game Bestiary, and the long line of monstrous encyclopedia that came before it, do a great job of attacking the problem of providing game statistics and mechanical information for a very wide variety of creatures. There are a lot of strange creatures from fantasy novels...
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Exotic Encounters: Basilisks (PFRPG) PDF
Necromancers of the Northwest
Introduction ... The Pathfinder Bestiary, and the long line of monstrous encyclopedia that came before it, do a great job of attacking the problem of providing game statistics and mechanical information for a very wide variety of creatures. There are a lot of strange creatures from fantasy novels...
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Exotic Encounters: Centaurs (PFRPG) PDF
Necromancers of the Northwest
The Pathfinder Bestiary, and the long line of monstrous encyclopedia that came before it, do a great job of attacking the problem of providing game statistics and mechanical information for a very wide variety of creatures. There are a lot of strange creatures from fantasy novels and movies, from...
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Exotic Encounters: Compendiums (PFRPG) PDF
Necromancers of the Northwest
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The Pathfinder Bestiary, and the long line of monstrous encyclopedia that came before it, do a great job of attacking the problem of providing game statistics and mechanical information for a very wide variety of creatures. There are a lot of strange creatures from fantasy novels and movies, from...
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Exotic Encounters: Couatls (PFRPG) PDF
Necromancers of the Northwest
The Pathfinder Roleplaying Game Bestiary, and the long line of monstrous encyclopedia that came before it, do a great job of attacking the problem of providing game statistics and mechanical information for a very wide variety of creatures. There are a lot of strange creatures from fantasy novels...
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Exotic Encounters: Cyclopes (PFRPG) PDF
Necromancers of the Northwest
The Pathfinder Bestiary, and the long line of monstrous encyclopedia that came before it, do a great job of attacking the problem of providing game statistics and mechanical information for a very wide variety of creatures. There are a lot of strange creatures from fantasy novels and movies, from...
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Exotic Encounters: Darkmantles (PFRPG) PDF
Necromancers of the Northwest
The Pathfinder Roleplaying Game Bestiary, and the long line of monstrous encyclopedia that came before it, do a great job of attacking the problem of providing game statistics and mechanical information for a very wide variety of creatures. There are a lot of strange creatures from fantasy novels...
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Exotic Encounters: Doppelgangers (PFRPG) PDF
Necromancers of the Northwest
The Pathfinder Bestiary, and the long line of monstrous encyclopedia that came before it, do a great job of attacking the problem of providing game statistics and mechanical information for a very wide variety of creatures. There are a lot of strange creatures from fantasy novels and movies, from...
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Exotic Encounters: Dryads (PFRPG) PDF
Necromancers of the Northwest
The Pathfinder Bestiary, and the long line of monstrous encyclopedia that came before it, do a great job of attacking the problem of providing game statistics and mechanical information for a very wide variety of creatures. There are a lot of strange creatures from fantasy novels and movies, from...
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Exotic Encounters: Ettins (PFRPG) PDF
Necromancers of the Northwest
The Pathfinder Roleplaying Game Bestiary, and the long line of monstrous encyclopedia that came before it, do a great job of attacking the problem of providing game statistics and mechanical information for a very wide variety of creatures. There are a lot of strange creatures from fantasy novels...
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Exotic Encounters: Ettercaps (PFRPG) PDF
Necromancers of the Northwest
The Pathfinder Roleplaying Game Bestiary, and the long line of monstrous encyclopedia that came before it, do a great job of attacking the problem of providing game statistics and mechanical information for a very wide variety of creatures. There are a lot of strange creatures from fantasy novels...
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Exotic Encounters: Froghemoths (PFRPG) PDF
Necromancers of the Northwest
The Pathfinder Bestiary, and the long line of monstrous encyclopedia that came before it, do a great job of attacking the problem of providing game statistics and mechanical information for a very wide variety of creatures. There are a lot of strange creatures from fantasy novels and movies, from...
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Exotic Encounters: Gargoyles (PFRPG) PDF
Necromancers of the Northwest
There are all kinds of reasons why you might not want to use a monster stat-block straight from the core rules. For one thing, if your players have a habit of browsing through such books, or are long-time veterans who know the basic ins and outs of most fantasy staples, you may need an unusual...
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Exotic Encounters: Girallons (PFRPG) PDF
Necromancers of the Northwest
The Pathfinder Bestiary, and the long line of monstrous encyclopedia that came before it, do a great job of attacking the problem of providing game statistics and mechanical information for a very wide variety of creatures. There are a lot of strange creatures from fantasy novels and movies, from...
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Exotic Encounters: Griffons (PFRPG) PDF
Necromancers of the Northwest
The Pathfinder Bestiary, and the long line of monstrous encyclopedia that came before it, do a great job of attacking the problem of providing game statistics and mechanical information for a very wide variety of creatures. There are a lot of strange creatures from fantasy novels and movies, from...
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Exotic Encounters: Harpies (PFRPG) PDF
Necromancers of the Northwest
The Pathfinder Roleplaying Game Bestiary, and the long line of monstrous encyclopedia that came before it, do a great job of attacking the problem of providing game statistics and mechanical information for a very wide variety of creatures. There are a lot of strange creatures from fantasy novels...
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Exotic Encounters: Krakens (PFRPG) PDF
Necromancers of the Northwest
The Pathfinder Roleplaying Game Bestiary, and the long line of monstrous encyclopedia that came before it, do a great job of attacking the problem of providing game statistics and mechanical information for a very wide variety of creatures. There are a lot of strange creatures from fantasy novels...
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Exotic Encounters: Manticores (PFRPG) PDF
Necromancers of the Northwest
The Pathfinder Roleplaying Game: Bestiary, and the long line of monstrous encyclopedia that came before it, do a great job of attacking the problem of providing game statistics and mechanical information for a very wide variety of creatures. There are a lot of strange creatures from fantasy...
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Exotic Encounters: Medusas (PFRPG) PDF
Necromancers of the Northwest
The Pathfinder Roleplaying Game Bestiary, and the long line of monstrous encyclopedia that came before it, do a great job of attacking the problem of providing game statistics and mechanical information for a very wide variety of creatures. There are a lot of strange creatures from fantasy novels...
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Exotic Encounters: Minotaurs (PFRPG) PDF
Necromancers of the Northwest
The Pathfinder Bestiary, and the long line of monstrous encyclopedia that came before it, do a great job of attacking the problem of providing game statistics and mechanical information for a very wide variety of creatures. There are a lot of strange creatures from fantasy novels and movies, from...
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Exotic Encounters: Mummies (PFRPG) PDF
Necromancers of the Northwest
The Pathfinder Bestiary, and the long line of monstrous encyclopedia that came before it, do a great job of attacking the problem of providing game statistics and mechanical information for a very wide variety of creatures. There are a lot of strange creatures from fantasy novels and movies, from...
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Exotic Encounters: Nightmares (PFRPG) PDF
Necromancers of the Northwest
The Pathfinder Bestiary, and the long line of monstrous encyclopedia that came before it, do a great job of attacking the problem of providing game statistics and mechanical information for a very wide variety of creatures. There are a lot of strange creatures from fantasy novels and movies, from...
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Exotic Encounters: Treants (PFRPG) PDF
Necromancers of the Northwest
The Pathfinder Bestiary, and the long line of monstrous encyclopedia that came before it, do a great job of attacking the problem of providing game statistics and mechanical information for a very wide variety of creatures. There are a lot of strange creatures from fantasy novels and movies, from...
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Exotic Encounters: Unicorns (PFRPG) PDF
Necromancers of the Northwest
The Pathfinder Bestiary, and the long line of monstrous encyclopedia that came before it, do a great job of attacking the problem of providing game statistics and mechanical information for a very wide variety of creatures. There are a lot of strange creatures from fantasy novels and movies, from...
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Exotic Encounters: Vargouilles (PFRPG) PDF
Necromancers of the Northwest
The Pathfinder Bestiary, and the long line of monstrous encyclopedia that came before it, do a great job of attacking the problem of providing game statistics and mechanical information for a very wide variety of creatures. There are a lot of strange creatures from fantasy novels and movies, from...
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Exotic Encounters: Will o' Wisps (PFRPG) PDF
Necromancers of the Northwest
(based on 1 rating)
There are all kinds of reasons why you might not want to use a monster stat-block straight from the core rules. For one thing, if your players have a habit of browsing through such books, or are long-time veterans who know the basic ins and outs of most fantasy staples, you may need an unusual...
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Exotic Encounters: Worgs (PFRPG) PDF
Necromancers of the Northwest
(based on 1 rating)
The Pathfinder Bestiary, and the long line of monstrous encyclopedia that came before it, do a great job of attacking the problem of providing game statistics and mechanical information for a very wide variety of creatures. There are a lot of strange creatures from fantasy novels and movies, from...
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Exotic Encounters: Wraiths (PFRPG) PDF
Necromancers of the Northwest
The Pathfinder Bestiary, and the long line of monstrous encyclopedia that came before it, do a great job of attacking the problem of providing game statistics and mechanical information for a very wide variety of creatures. There are a lot of strange creatures from fantasy novels and movies, from...
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Exotic Encounters: Wyverns (PFRPG) PDF
Necromancers of the Northwest
There are all kinds of reasons why you might not want to use a monster stat-block straight from the core rules. For one thing, if your players have a habit of browsing through such books, or are long-time veterans who know the basic ins and outs of most fantasy staples, you may need an unusual...
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