
David Spaar |
Hello,
I just started a campaign last week using the PFRPG beta rules, and while I'm aware that a bestiary is due in September (already pre-ordered!) what I'm wondering is if some of the creative souls that frequent these boards have compiled an online resource of monsters that I might "borrow" in the mean time.
I did try searching for a link to a discussion of this type, but I couldn't find what I was looking for. Essentially I'm looking for any conversions of 3.5 monsters to PFRPG stats that folks might have laying around.
Thanks in advance for any help on this.
Regards,
Dave

Majuba |

Despite the best of intentions to do exactly that and convert the whole 3.5 SRD list of monsters... I don't know of any resource quite like that.
However, you might check this thread. It's mostly conversions of NPCs, but some monsters are converted I think.

David Spaar |
Despite the best of intentions to do exactly that and convert the whole 3.5 SRD list of monsters... I don't know of any resource quite like that.
However, you might check this thread. It's mostly conversions of NPCs, but some monsters are converted I think.
Thanks for the link Majuba, I haven't had a chance to go through the entire thing but the first page does seem to be mostly NPCs.
I've got to admit that I'm surprised! I'd've thought that the creative folks around here would have compiled a huge list of creature stats for Pathfinder over the last year. Oh well, at least I don't have to wait too much longer until the bestiary is here. But I will have to work harder over the summer... ;)

The Wraith |

Well, if you want, I actually made some conversions to creatures for the Beta PFRPG format.
Please note that, except for CMB values, most of these changes are purely personal ones; I left the original feats of the creatures, for example, but when I had to add feats (due to the new Feat progression in Beta) I did it trying to be in line with the creature itself - but not everybody could agree with my choices, of course. Same for skills.
Also, some creatures have a slightly different CR than normal - again, these are personal points of view based on the array of abilities and the comparison among themselves - for example, I hardly felt that a Tyrannosaurus was weaker than a Tryceratops, so I pumped his CR.
And finally, these are conversions based on the Beta rules; some of them will be (obviously) not compatible with the changes made in the final rules (for example, there is no trace of CMD in these stats, and Spellcraft is still used for casting defensively... and so on).
Some feats have a B at the beginning because they are bonus feats for the creature; on Word the format was much more cleaner, I admit (with a different dimension of the font)...
Allip
Medium Undead (Incorporeal)
Hit Dice: 4d12+16 (42 hp)
Base Attack/ CMB: +2/ -
Skills: Fly +16, Intimidate +11, Perception +7, Stealth +8
Challenge Rating: 4
Skills: Allips have a +8 racial on all Fly checks (included above)
(all the rest is unchanged)
Barghest
Barghest
Medium Outsider (Evil, Extraplanar, Lawful, Shapechanger)
Base Attack/ CMB: +6/ +9
Skills: Acrobatics +11 , Bluff +11, Diplomacy +11, Disguise +11, Intimidate +14, Perception +11, Sense Motive +11, Spellcraft +11, *Stealth +11, Survival +11
Feats: Combat Reflexes, Improved Initiative, Intimidating Prowess
Greater Barghest
Large Outsider (Evil, Extraplanar, Lawful, Shapechanger)
Base Attack/ CMB: +9/ +15
Skills: Acrobatics +14 (+18 on checks made to jump) , Bluff +16, Diplomacy +16, Disguise +19, Escape Artist +14, Handle Animal +16, Intimidate +21, Perception +16, Sense Motive +16, Spellcraft +16 (+20 on checks made to cast defensively), *Stealth +10, Survival +16
Feats: Combat Casting, Combat Reflexes, Improved Initiative, Intimidating Prowess, Skill Focus (Disguise)
Challenge Rating: 6
Skills: *A barghest or greater barghest in wolf form gains a +4 circumstance bonus on Stealth checks
(all the rest is unchanged)
Bear, Polar
Large Animal
Base Attack/ CMB: +6/ +15 (+17 on checks made to grapple)
Skills: Perception +8 , *Stealth +2 , Swim +23
Feats: Alertness, Endurance, Improved Grapple, Run
Improved Grab (Ex): To use this ability, a dire tiger must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Skills: A polar bear has a +8 racial bonus on any Swim check to perform some special actions or avoid a hazard (included above). It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
*A polar bear’s white coat bestows a +12 racial bonus on Stealth checks in snowy areas.
(all the rest is unchanged)
Bugbear
Medium Humanoid (Goblinoid)
Base Attack/ CMB: +2/ +4
Skills: Climb +6, Perception +5, Stealth +9
Skills: Bugbears have a +4 racial on Stealth checks (included above)
Favored Class: Fighter or Rogue
(all the rest is unchanged)
Demon, Babau
Medium Outsider (Chaotic, Evil, Extraplanar)
Initiative: +5
Base Attack/ CMB: +7/ +12
Attack: Claw +12 melee (1d6+5)
Full Attack: 2 claws +12 melee (1d6+5) and bite +12 melee (1d6+2)
Skills: Acrobatics +11, Climb +15, Disable Device +11, Disguise +13, Escape Artist +11, Intimidate +13, Perception +19, Sleight of Hand +11, Stealth +19, Survival +11
Feats: Cleave, Improved Initiative, Multiattack, Power Attack (+5)
Skills: Babaus have a +8 racial bonus on Perception and Stealth checks (included above)
(all the rest is unchanged)
Demon, Balor
Large Outsider (Chaotic, Evil, Extraplanar)
Base Attack/ CMB: +20/+33
Attack: +1 vorpal longsword +33/+28 melee (2d6+8/ 19-20)
Full Attack: +1 vorpal longsword +31/ +26/ +21/ +16 melee (2d6+8/ 19-20) and +1 flaming whip +31/ +26/ +21 melee (1d4+4 plus 1d6 fire plus entangle); or 2 slams +31 melee (1d10+7)
Skills: Acrobatics +30 (+34 on checks made to jump), Bluff +31, Diplomacy +31 , Disguise +31 , Fly +34 , Intimidate +31 , Knowledge (any three) +30 , Perception +38 , Sense Motive +30 , Spellcraft +30 , Stealth +26 , Survival +30 , Use Magic Device +31
Feats: Cleave, Great Cleave, Greater Two-Weapon Fighting, Improved Initiative, Improved Two-Weapon Fighting, Power Attack (+12), Quicken Spell-Like Ability (telekinesis), Two-Weapon Fighting, Weapon Focus (longsword), Weapon Focus (whip)
Spell-like Abilities (CL 20th):
At will – blasphemy (DC 25), dominate monster (DC 27), greater dispel magic, greater teleport (self plus 50 pounds of objects only), insanity (DC 25), power word stun, telekinesis (DC 23), unholy aura (DC 26).
1/day – fire storm (DC 26), implosion (DC 27).
The DCs are Charisma-based.
Skills: Balors have a +8 racial bonus on Perception checks (included above)
(all the rest is unchanged)
Demon, Glabrezu
Huge Outsider (Chaotic, Evil, Extraplanar, Tanar’ri)
Base Attack/ CMB: +12/ 24 (+26 on checks made to grapple)
Skills: Bluff +20, Diplomacy +24, Disguise +20, Intimidate +24, Knowledge (any two) +18, Perception +18, Sense Motive +18, Spellcraft +18, Stealth +7, Use Magic Device +20
Feats: Cleave, Great Cleave, Improved Grapple, Multiattack, Persuasive, Power Attack (+10)
Improved Grab (Ex): To use this ability, a glabrezu must hit a Medium or smaller opponent with a pincer attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Skills: Glabrezu have a +8 racial bonus on Perception checks (included above)
(all the rest is unchanged)
Demon, Hezrou
Large Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 10d8+90 plus 13 (148 hp)
Base Attack/ CMB: +10/ +16
Skills: Acrobatics +13, Climb +18, Escape Artist +13, Intimidate +17, Knowledge (engineering) +15, Perception +23, Sense Motive +15, Spellcraft +15, Stealth +9, Survival +15
Feats: Blind-Fight, Cleave, Great Cleave, Power Attack (+5), Toughness
Improved Grab (Ex): To use this ability, a hezrou must hit with both claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Spell-like Abilities (CL 13th):
At will – chaos hammer (DC 18), greater teleport (self plus 50 pounds of objects only), unholy blight (DC 18)
3/day – blasphemy (DC 21), gaseous form.
The DCs are Charisma-based.
Skills: Hezrous have a +8 racial bonus on Perception checks (included above)
(all the rest is unchanged)
Demon, Succubus
Medium Outsider (Chaotic, Evil, Extraplanar)
Base Attack/ CMB: +6/+7
Skills: Bluff +17, Diplomacy +19, Disguise +17*, Escape Artist +10, Fly +10, Intimidate +19, Knowledge (any one) +12, Perception +19, Spellcraft +12, Stealth +10, Use Magic Device +17
Change Shape (Su): A succubus can assume the form of any Small or Medium humanoid at will as a standard action (as per the spell Alter Self).
Spell-like Abilities (CL 12th):
At will – charm monster (DC 22), detect good, detect thought (DC 20), ethereal jaunt (self plus 50 pounds of objects only), greater teleport (self plus 50 pounds of objects only), suggestion (DC 21).
The DCs are Charisma-based.
Skills: Succubi have a +8 racial bonus on Perception checks (included above)
*While using her Change Shape ability, a succubus gains a +10 circumstance bonus on Disguise checks.
(all the rest is unchanged)
Devil, Barbed (Hamatula)
Medium Outsider (Evil, Extraplanar, Lawful)
Base Attack/ CMB: +12/ +18 (+20 on checks made to grapple)
Skills: Diplomacy +19, Escape Artist +21, Intimidate +19, Knowledge (any two) +16, Perception +21, Sense Motive +21, Spellcraft +16, Stealth +21
Feats: Alertness, Cleave, Greater Grapple, Improved Grapple, Iron Will, Power Attack (+6)
Improved Grab (Ex): To use this ability, a barbed devil must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can impale the opponent on its barbed body.
(all the rest is unchanged)
Devil, Bearded (Barbazu)
Medium Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 6d8+18 (45 hp) [6d8+30 (57 hp) while raging)]
Armor Class: 19 (+2 Dex, +7 natural), touch 12, flat-footed 17 (AC 17, T 10, FF 15 while raging)
Base Attack/ CMB: +6/ +8 (+10 while raging)
Attack: Glaive +9 melee (1d10+3 plus infernal wound) or claw +8 melee (1d6+2) [Glaive +11 (1d10+6 plus infernal wound) or claw +10 (1d6+4) while raging]
Full Attack: Glaive +9/+4 melee (1d10+3 plus infernal wound) or 2 claws +8 melee (1d6+2) [Glaive +11/+6 (1d10+6 plus infernal wound) or 2 claws +10 (1d6+4) while raging]
Saves: Fort +8, Ref +7, Will +5 (Fort +10, Ref +7, Will +7 while raging)
Abilities: Str 15 (19 while raging), Dex 15, Con 17 (21 while raging), Int 6, Wis 10, Cha 10
Skills: Climb +11 (+13 while raging), Intimidate +9, Perception +9, Sense Motive +9, Stealth +11, Survival +9
Feats: Improved Initiative, Power Attack (+2) (+4 while raging), Weapon Focus (glaive)
Beard (Ex): If a bearded devil hits a single opponent with both claw attacks, it automatically hits with its beard, The affected creature takes 1d8+2 points of damage (1d8+4 while raging) and must succeed on a DC 16 save (DC 18 while raging) or be infected with a vile disease known as devil chills (frequency 1d4 days/1 day; effect 1d4 Str damage; cure 3 consecutive saves). The DC is Constitution-based.
Battle Frenzy (Ex): A bearded devil can work itself into a battle frenzy similar to the barbarian rage (+4 Strength, +4 Constitution, +2 morale bonus on Will saves, -2 AC penalty) for 12 rounds per day. The bearded devil suffers no ill effects after he ends his battle frenzy.
(all the rest is unchanged)
Devil, Bone (Osyluth)
Large Outsider (Evil, Extraplanar, Lawful)
Base Attack/ CMB: +10/ +19
Skills: Acrobatics +18, Bluff +15, Diplomacy +15, Intimidate +20, Knowledge (any two) +15, Perception +19, Sense Motive +19, Stealth +18, Survival +15
Feats: Alertness, Improved Initiative, Intimidating Prowess, Iron Will, Multiattack
Poison (Ex): DC 20, 2 Str, frequency 1 round (5); the save DC is Constitution-based.
(all the rest is unchanged)
Devil, Chain (Kyton)
Medium Outsider (Evil, Extraplanar, Lawful)
Base Attack/ CMB: +8/ +10
Attack: Chain +11 melee (2d4+2)
Full Attack: 2 chains +11 melee (2d4+2)
Skills: Acrobatics +13, Climb +13, Craft (Blacksmithing) +17, Escape Artist +13, Intimidate +14, Perception +13
Feats: Alertness, Improved Initiative, Intimidating Prowess, Weapon Focus (chain)
Skills: Chain Devils have a +8 racial on Craft checks involving metalwork (included above)
(all the rest is unchanged)
Devil, Horned (Cornugon)
Large Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 15d8+105 plus 18 (190 hp)
Base Attack/ CMB: +15/ +26
Attack: Spiked chain +25/+20 melee (2d6+15 plus stun) or claw +24 melee (2d6+10) or tail +24 melee (2d6+10 plus infernal wound)
Full Attack: Spiked chain +25/+20/+15 melee (2d6+15 plus stun) and bite +22 melee (2d8+5) and tail +22 melee (2d6+5 plus infernal wound); or 2 claws +24 melee (2d6+10) and bite +22 melee (2d8+5) and tail +22 melee (2d6+5 plus infernal wound)
Skills: Bluff +24, Climb +28, Diplomacy +24, Fly +25, Intimidate +24, Knowledge (arcana) +20, Perception +22, Sense Motive +22, Spellcraft +20, Stealth +21
Feats: Cleave, Improved Sunder, Iron Will, Multiattack, Power Attack (+10), Toughness, Vital Strike, Weapon Focus (spiked chain)
Spell-like Abilities (CL 15th):
At will – dispel chaos (DC 21), dispel good (DC 21), magic circle against good, greater teleport (self plus 50 pounds of objects only), persistent image (DC 21).
3/day – fireball (DC 19), lightning bolt (DC 19).
The DCs are Charisma-based.
(all the rest is unchanged)
Devil, Imp
Tiny Outsider (Evil, Extraplanar, Lawful)
Base Attack/ CMB: +3/ +1
Skills: Bluff +8, Diplomacy +8, Escape Artist +9, Fly + 17, Knowledge (any one) +6, Perception +7, Spellcraft +6, Stealth +17
Poison (Ex): Imp Poison, level 3 poison, injury; save Fortitude DC 13 (Con based, +2 racial); frequency 1 round (6); effect 1 Dex damage; cure 1 save
Alternate Form (Su): An imp can assume another form at will as a standard action. Each imp can assume one or two forms (as per the spell Beast Shape III, except as following) from the following list: Small or Medium monstrous spider, raven, rat, and boar.
Skills: Imps have a +8 racial on all Fly checks (included above)
(all the rest is unchanged)
Devil, Pit Fiend
Large Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 18d8+144 plus 21 (246 hp)
Base Attack/ CMB: +18/ +32
Skills: Acrobatics + 29 (+33 on checks made to jump), Bluff +29, Climb +34, Diplomacy +29, Disguise +29, Fly +29, Intimidate +29, Knowledge (arcana) +29, Knowledge (nature) +29, Knowledge (planes) +29, Knowledge (religion) +29, Perception +33, Sense Motive +33, Spellcraft +29, Stealth +25, Survival +29
Feats: Alertness, Cleave, Great Cleave, Improved Initiative, Iron Will, Multiattack, Power Attack (+13), Quicken Spell-Like Ability (fireball), Toughness
Spell-like Abilities (CL 18th):
At will – blasphemy (DC 25), create undead, fireball (DC 21), greater dispel magic, greater teleport (self plus 50 pounds of objects only), invisibility, magic circle against good, mass hold monster (DC 27), persistent image (DC 23), power word stun, unholy aura (DC 26).
1/day – meteor swarm (DC 27).
1/year – wish (CL 20th)
The DCs are Charisma-based.
(all the rest is unchanged)
Dinosaur, Triceratops
Huge Animal
Hit Dice: 16d8+112 plus 19 (203 hp)
Base Attack/ CMB: +12/ +24 (+26 on checks made to bull rush)
Attack: Gore +21 melee (2d8+15)
Full Attack: Gore +21 melee (2d8+15)
Skills: Perception +22
Feats: Alertness, Awesome Blow, Cleave, Great Fortitude, Improved Bull Rush, Power Attack (+10), Toughness, Weapon Focus (gore)
(all the rest is unchanged)
Dinosaur, Tyrannosaurus
Huge Animal
Hit Dice: 18d8+90 plus 21 (192 hp)
Base Attack/ CMB: +13/ +24 (+26 on checks made to grapple)
Attack: Bite +21 melee (3d6+13)
Full Attack: Bite +21 melee (3d6+13)
Skills: Perception +21, Stealth +6
Feats: Alertness, Cleave, Great Cleave, Improved Grapple, Improved Natural Attack (bite), Power Attack (+9), Skill Focus (Stealth), Toughness, Weapon Focus (bite)
Challenge Rating: 9
Improved Grab (Ex): To use this ability, a tyrannosaurus must hit with an opponent at least one size smaller with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the foe the following round.
Skills: A tyrannosaurus has a +2 racial bonus on Perception checks (included above).
(all the rest is unchanged)
Dire Animal, Lion
Large Animal
Base Attack/ CMB: +6/ +14 (+16 on checks made to grapple)
Skills: Perception +10 ,*Stealth +9
Feats: Alertness, Improved Grapple, Run, Weapon Focus (claw)
Improved Grab (Ex): To use this ability, a dire lion must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Pounce (Ex): If a dire lion charges, it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +12 melee, damage 1d6+3.
Skills: Dire lions have a +4 racial bonus on Stealth checks (included above).
*In areas of tall grass or heavy undergrowth, a dire lion has an additional +4 racial bonus on Stealth checks.
(all the rest is unchanged)
Dire Animal, Tiger
Large Animal
Base Attack/ CMB: +12/ +21 (+23 on checks made to grapple)
Skills: Acrobatics +9 (+13 on checks made to jump), Perception +12 ,*Stealth +11 , Swim +15
Feats: Alertness, Improved Grapple, Improved Natural Attack (claw), Improved Natural Attack (bite), Power Attack (+8), Run, Stealthy, Weapon Focus (claw)
Improved Grab (Ex): To use this ability, a dire tiger must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Pounce (Ex): If a dire tiger charges, it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +18 melee, damage 2d4+4.
Skills: Dire tigers have a +4 racial bonus on Stealth checks (included above).
*In areas of tall grass or heavy undergrowth, a dire tiger has an additional +4 racial bonus on Stealth checks.
(all the rest is unchanged)
Dire Animal, Wolf
Large Animal
Base Attack/ CMB: +4/ +12
Skills: Perception +11 , Stealth +6 , *Survival +1
Trip (Ex): A dire wolf that hits with a bite attack can attempt to trip the opponent as a free action without provoking an attack of opportunity and without being knocked prone if his attack fails by 10 or more.
Skills: A dire wolf has a +2 racial bonus on Perception and Stealth checks (included above).
*A dire wolf has a +4 racial bonus on Survival checks when tracking by scent.
(all the rest is unchanged)
Dog, Riding
Medium Animal
Base Attack/ CMB: +1/ +3
Skills: Acrobatics +2 (+10 on checks made to jump), Perception +7, Swim +6, Survival +1*
Feats: Alertness
Skills: Riding Dogs have a +4 racial bonus on Acrobatics checks made to jump (included above)
*Riding Dogs have a +4 racial bonus on Survival checks when tracking by scent
(all the rest is unchanged)
Frost Worm
Huge Magical Beast (Cold)
Base Attack/ CMB: +14/ +24
Attack: Bite +21 melee (2d8+16 plus 1d8 cold)
Full Attack: Bite +21 melee (2d8+16 plus 1d8 cold)
Skills: Perception +12 , *Stealth +4
Feats: Alertness, Improved Initiative, Improved Natural Attack (bite), Iron Will, Overhand Chop, Power Attack (+8), Weapon Focus (bite)
Skills: *A frost worm, due to its coloration and its affinity for burying itself in the snow, has a +10 racial bonus on Stealth checks in its native environment.
(all the rest is unchanged)
Giant, Cloud
Huge Giant
Base Attack/ CMB: +12/ +26 (+28 on bull rush and overrun checks)
Attack: Gargantuan Morningstar +23 melee (4d6+18) or slam +22 melee (1d6+12) or rock +12 ranged (2d8+12)
Full Attack: Gargantuan Morningstar +23/+18 melee (4d6+18) or 2 slams +22 melee (1d6+12) or rock +12 ranged (2d8+12)
Skills: Climb +21 , Craft (any one) +12 , Diplomacy +7, Intimidate +24, Perform (harp) +12 , Perception +14, Sense Motive +14
Feats: Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, Intimidating Prowess, Iron Will, Power Attack (+12), Weapon Focus (morningstar)
Favored Class: Fighter or Sorcerer
(all the rest is unchanged)
Giant, Frost
Large Giant
Base Attack/ CMB: +10/ +20 (+22 on overrun and sunder checks)
Attack: Greataxe +18 melee (3d6+18, x3) or slam +18 melee (1d4+9) or rock +9 ranged (2d6+9)
Full Attack: Greataxe +18/+13 melee (3d6+18, x3 and 3d6+13, x3) or 2 slams +18 melee (1d4+9) or rock +9 ranged (2d6+9)
Skills: Acrobatics +4 (+8 on checks made to jump), Climb +16 , Craft (any one) +9, Intimidate +9, Perception +11
Feats: Backswing, Cleave, Great Cleave, Improved Overrun, Improved Sunder, Overhand Chop, Power Attack (+9)
Favored Class: Fighter or Cleric
(all the rest is unchanged)
Giant, Hill
Large Giant
Base Attack/ CMB: +9/ +17 (+19 on bull rush and sunder checks)
Attack: Greatclub +16 melee (2d8+14) or slam +15 melee (1d4+7) or rock +8 ranged (2d6+7)
Full Attack: Greatclub +16/+11 melee (2d8+10) or 2 slams +15 melee (1d4+7) or rock +8 ranged (2d6+7)
Skills: Acrobatics +6, Climb + 14, Perception + 7
Feats: Cleave, Improved Bull Rush, Improved Sunder, Overhand Chop, Power Attack (+7), Weapon Focus (Greatclub)
Favored Class: Barbarian or Fighter
(all the rest is unchanged)
Giant, Storm
Huge Giant
Base Attack/ CMB: +14/ +30 (+32 on bull rush and sunder checks)
Attack: Greatsword +26/ +21 (4d6+21, 17-20 x2) or Overhand Chop greatsword +26 (4d6+28, 17-20 x2) or slam +26 (1d6+14) or mighty composite longbow (+14 Str bonus) +14/ +9 (3d6+14, x3)
Full Attack: Greatsword +26/ +21/ +16 (4d6+42, 17-20 x2) (4d6+21, 17-20 x2) or 2 slams +26 melee (1d6+14) or mighty composite longbow (+14 Str bonus) +14/ +9/ +4 (3d6+14, x3)
Skills: Acrobatics +20, Climb +24, Craft (any one) +13, Diplomacy +7, Intimidate +12, Perception +27, Perform (sing) +12, Sense Motive +15, Spellcraft +25, *Swim +26
Feats: Awesome Blow, Backswing, Cleave, Combat Reflexes, Improved Bull Rush, Improved Critical, Improved Sunder, Iron Will, Overhand Chop, Power Attack (+14)
Skills: A storm giant has a +8 racial bonus on any Swim check to perform some special actions or avoid a hazard (included above). It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *Storm giants ignore all weight penalties for gear carried when swimming.
Favored Class: Fighter or Sorcerer
(all the rest is unchanged)
Gnoll
Medium Humanoid (Gnoll)
Base Attack/ CMB: +1/ +3
Skills: Perception +5
Favored Class: Druid or Ranger
(all the rest is unchanged)
Griffon
Large Magical Beast
Base Attack/ CMB: +7/+12
Skills: Fly +7, Jump +13, Perception +13
Feats: Alertness, Iron Will, Multiattack, Weapon Focus (bite)
Skills: Griffons have a +4 racial bonus on Jump and Perception checks (included above).
(all the rest is unchanged)
Hobgoblin
Hobgoblin, 1st level Warrior
Medium Humanoid (Goblinoid)
Hit Dice: 1d10+2 (7 hp)
Base Attack/ CMB: +1/ +2
Skills: Perception +2, Stealth +4
Skills: Hobgoblins have a +4 racial on Stealth checks (included above)
Favored Class: Cleric or Fighter
(all the rest is unchanged)
Hydra
Ten-Headed Hydra
Huge Magical Beast
Hit Dice: 10d10+63 (118 hp)
Base Attack/ CMB: +10/ +17
Saves: Fort +12, Ref +8, Will +5
Skills: Perception +13, Swim +13
Feats: Blind Fight, BCombat Reflexes, Iron Will, Power Attack (+5), Toughness, Weapon Focus (bite)
(all the rest is unchanged)
Manticore
Large Magical Beast
Base Attack/ CMB: +6/ +12
Skills: Fly +1, Perception +9, Survival +5
Feats: Flyby Attack, Multiattack, Weapon Focus (spikes)
Skills: Manticores have a +4 racial bonus on Perception checks (included above)
(all the rest is unchanged)
Monstrous Spider
Tiny Vermin
Base Attack/ CMB: +0/ -6
Skills: *Acrobatics +3 , Climb +11 , *Perception +4 , *Stealth +15
Small Vermin
Base Attack/ CMB: +0/ -3
Skills: *Acrobatics +3 , Climb +11 , *Perception +4 , *Stealth +11
Medium Vermin
Base Attack/ CMB: +1/ +1
Skills: *Acrobatics +3 , Climb +11 , *Perception +4 , *Stealth +7
Large Vermin
Base Attack/ CMB: +3/ +6
Skills: *Acrobatics +3 , Climb +11 , *Perception +4 , *Stealth +3
Huge Vermin
Base Attack/ CMB: +6/ +12
Skills: *Acrobatics +3 , Climb +12 , *Perception +4 , *Stealth -1
Gargantuan Vermin
Base Attack/ CMB: +12/ +23
Skills: *Acrobatics +3 , Climb +15 , *Perception +4 , *Stealth -5
Colossal Vermin
Base Attack/ CMB: +24/ +42
Skills: *Acrobatics +2 , Climb +18 , *Perception +4 , *Stealth -10
Poison (Ex): The save DCs are Constitution-based.
Tiny: DC 10, 1 Str, frequency 1 round (1); Small: DC 10, 1 Str, frequency 1 round (2); Medium: DC 12, 1 Str, frequency 1 round (3); Large: DC 13, 1 Str, frequency 1 round (5); Huge: DC 16, 1 Str, frequency 1 round (7); Gargantuan: DC 20, 2 Str, frequency 1 round (5); Colossal: DC 28, 2 Str, frequency 1 round (7).
Skills: Monstrous spiders have a +4 racial bonus on Perception checks and Stealth checks, and a +8 racial bonus on Climb checks (included above).
A Monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened.. Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher (included above).
*Hunting spiders have a +10 racial bonus on Acrobatics checks made to jump and a +8 racial bonus on Perception checks. Web-spinning spiders have a +8 racial bonus on Stealth checks when using their webs.
(all the rest is unchanged)
Ogre
Ogre
Large Giant
HD: 4d8+8 plus 7 (33 hp)
Base Attack/ CMB: +3/ +9
Skills: Climb +7, Perception +5
Ogre, 4th-Level Barbarian
Large Giant
HD: 4d8+16 plus 4d12+16 plus 15 (91 hp) (107 hp while raging)
Base Attack/ CMB: +7/ +16 (CMB +18 while raging)
Special Attacks: Rage (14 rounds/day), Knockback (while raging), Strength Surge (+4) (while raging)
Special Qualities: Darkvision 60 ft., low-light vision, trap sense (+1), uncanny dodge
Skills: Acrobatics +5 (+9 on checks made to jump) , Climb +13 (+15 while raging), Perception +7, Stealth +1
Feats: Cleave, Power Attack (+7), Toughness, Weapon Focus (Greatclub)
Favored Class: Barbarian or Fighter
(all the rest is unchanged)
Purple Worm
Gargantuan Magical Beast
Base Attack/ CMB: +16/ +32 (+34 on Bull Rush and Grapple checks)
Skills: Perception +18, Swim +20
Feats: Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Grapple, Power Attack (+12), Weapon Focus (bite), Weapon Focus (sting)
Poison (Ex): DC 25, 2 Str, frequency 1 round (5); the save DC is Constitution-based.
Skills: A purple worm has a +8 racial bonus on any Swim check to perform some special actions or avoid a hazard (included above). It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
(all the rest is unchanged)
Rakshasa
Medium Outsider (Native)
Base Attack/ CMB: +7/ +8
Special Attacks: Detect thoughts, spells
Special Qualities: Arcane bloodline, change shape, damage reduction 15/ good and piercing, darkvision 60ft., outsider traits, spell resistance 27
Skills: *Bluff +17 , Diplomacy +13 , *Disguise +17 , Intimidate +13 , Perception +13 , Perform (oratory) +13 , Sense Motive +13 , Spellcraft +11 (+15 on checks made to cast defensively), Stealth +12
Feats: Alertness, Combat Casting, Dodge, BEschew Materials, BSilent Spell, Spell Penetration
Challenge Rating: 9
Spells: a rakshasa casts spells as a 7th-level sorcerer, and has all the Bloodline abilities (extra spells, powers, bonus feats) of a 7th-level Arcane Bloodline Sorcerer.
A rakshasa who takes levels in the sorcerer class adds these levels to all his previous abilities (meaning that a rakshasa/ sorcerer 1 is considered an 8th-level sorcerer for the purpose of gaining spells and improving special abilities).
Skills: A rakshasa has a +4 racial bonus on Bluff and Disguise checks (included above).
*When using change shape, a rakshasa gains an additional +10 circumstance bonus on Disguise checks. If reading an opponent’s mind, its circumstance bonus on Bluff and Disguise checks increases by a further +4.
Favored Class: Bard or Sorcerer
(all the rest is unchanged)
Rat
Tiny Animal
Base Attack/ CMB: +0/ -6
Skills: Acrobatics +2 (+10 on checks made to balance), Climb +14, Perception +3, Stealth +14, Swim +10
Feats: Alertness, BWeapon Finesse
Skills: Rats have a +4 racial bonus on Stealth checks, and a +8 racial bonus on Acrobatics checks made to balance, Climb checks, and Swim checks (included above).
A rat can always choose to take 10 on Climb checks, even if rushed or threatened.
A rat uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks (included above).
A rat has a +8 racial bonus on any Swim check to perform some special actions or avoid a hazard (included above). It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
(all the rest is unchanged)
Remorhaz
Huge Magical Beast
Base Attack/ CMB: +7/ +17
Attack: Bite +13 melee (2d8+16)
Full Attack: Bite +13 melee (2d8+16)
Skills: Perception +15
Feats: Awesome Blow, Overhand Chop, Power Attack (+7)
Improved Grab (Ex): To use this ability, a remorhaz must hit with an opponent at least one size category smaller than itself with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the opponent the following round.
Skills: Remorhazes have a +4 racial bonus on Perception checks (included above).
(all the rest is unchanged)
Shocker Lizard
Small Magical Beast
Base Attack/ CMB: +2/ +1
Skills: Acrobatics +6 , Climb +10, Perception +7 , Stealth +10 , Swim +10
Skills: Shocker lizards have a +4 racial bonus on Stealth checks due to their coloration (included above).
Shocker lizards have a +2 racial bonus on Perception checks (included above).
Shocker Lizards use their Dexterity modifier instead of their Strength modifier for Climb checks and Swim checks (included above).
A shocker lizards has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened (included above).
A shocker lizard has a +8 racial bonus on any Swim check to perform some special actions or avoid a hazard (included above). It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
(all the rest is unchanged)
Spectre
Medium Undead (Incorporeal)
Hit Dice: 7d12+14 (59 hp)
Base Attack/ CMB: +3/ -
Skills: Fly +21, Intimidate +12, Knowledge (religion) +12 , Perception +14, Stealth +13, Survival +13
Feats: Alertness, Blind-Fight, Dodge, Improved Initiative
Challenge Rating: 8
Skills: Spectres have a +8 racial on all Fly checks (included above)
(all the rest is unchanged)
Squid, Giant
Huge Animal (Aquatic)
Hit Dice: 12d8+12 plus 15 (81 hp)
Base Attack/ CMB: +9/+19 (+25 on grapple checks)
Saves: Fort +11, Ref +11, Will +5
Skills: Swim +16, Perception +20
Feats: Alertness, Diehard, Endurance, Great Fortitude, Improved Grapple, Toughness
Improved Grab (Ex): To use this ability, a giant squid must hit with an opponent of any size with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
A giant squid has a +4 racial bonus on grapple checks (included above).
Skills: A giant squid has a +8 racial bonus on any Swim check to perform some special actions or avoid a hazard (included above). It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
(all the rest is unchanged)
Swarm, Hellwasp
Diminutive Magical Beast (Extraplanar, Evil, Swarm)
Hit Dice: 12d10+24 plus 15 (105 hp)
Base Attack/ CMB: +12/ -
Skills: Fly +19, Perception +11, Stealth +23
Feats: Ability Focus (Distraction), Ability Focus (Poison), Alertness, Improved Initiative, Iron Will, Toughness
Distraction (Ex): Any living creature that begins its turn with a hellwasp swarm in its space must succeed on a DC 20 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based and includes the bonus from the Ability Focus feat .
Poison (Ex): DC 20, 1 Dex, frequency 1 round (4); the save DC is Constitution-based and includes the bonus from the Ability Focus feat.
Skills: A hellwasp swarm has a +4 racial bonus on Fly checks (included above).
(all the rest is unchanged)
Winter Wolf
Large Magical Beast (Cold)
Base Attack/ CMB: +6/ +11
Skills: Perception +9 , *Stealth +4 , *Survival +6
Feats: Alertness, Improved Initiative, Run
Trip (Ex): A winter wolf that hits with a bite attack can attempt to trip the opponent as a free action without provoking an attack of opportunity and without being knocked prone if his attack fails by 10 or more.
Skills: Winter wolves have a +1 racial bonus on Perception checks (included above).
Winter wolves have a +2 racial bonus on Stealth checks (included above). *Their natural coloration grants them an additional +7 racial bonus on Stealth checks in areas of snow and ice.
*Winter wolves have a +4 racial bonus on Survival checks when tracking by scent.
(all the rest is unchanged)
Wolf
Medium Animal
Base Attack/ CMB: +1/ +2
Skills: Perception +5 , Stealth +6 , *Survival +1
Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent as a free action without provoking an attack of opportunity and without being knocked prone if his attack fails by 10 or more.
Skills: *Wolves have a +4 racial bonus on Survival checks when tracking by scent.
(all the rest is unchanged)
Wyvern
Large Dragon
Hit Dice: 7d12+14 plus 10 (69 hp)
Base Attack/ CMB: +7/ +12
Skills: Fly +7, Intimidate +9, Perception +16, Stealth +7
Feats: Ability Focus (poison), Alertness, Flyby Attack, BMultiattack, Toughness
Improved Grab (Ex): To use this ability, a wyvern must hit with its talons. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and stings.
Poison (Ex): Wyvern Poison, level 9 poison, injury; save Fortitude DC 17 (Con based, +2 feat); frequency 1 round (7); effect 2 Con damage; cure 1 save
Skills: Wyverns have a +3 racial bonus on Perception checks (included above).
(all the rest is unchanged)
Zombie, Ogre
Large Undead
Base Attack/ CMB: +4/ +11
Abilities: Str 23, Dex 6, Con - , Int - , Wis 10, Cha 10
(all the rest is unchanged)

DM_Blake |

Nah, Rats rocks.
Half of my groups at low levels are always TPK'd by Rats (whether common Rats, Dire Rats, or Horrid Rats from Eberron Campaign Setting)
The other half are usually slaughtered by canines (Wolves, Dogs, Dire Wolves...) and their free Trip attacks...
Yikes, double-yikes, and triple-yikes-asaurus!!!
If I read this right, every group you are in dies to a TPK in low levels?
Yikes-a-dabba-dabba-doooo!
Well, I guess there is a bit of wiggle room.
Half TPK to rats, the other half only "usually" get slaughtered by canines, which I suppose leaves a little bit of survival room for the unusual group(s) that miss the rats and survive the canines?

The Wraith |

The Wraith wrote:Nah, Rats rocks.
Half of my groups at low levels are always TPK'd by Rats (whether common Rats, Dire Rats, or Horrid Rats from Eberron Campaign Setting)
The other half are usually slaughtered by canines (Wolves, Dogs, Dire Wolves...) and their free Trip attacks...Yikes, double-yikes, and triple-yikes-asaurus!!!
If I read this right, every group you are in dies to a TPK in low levels?
Yikes-a-dabba-dabba-doooo!
Well, I guess there is a bit of wiggle room.
Half TPK to rats, the other half only "usually" get slaughtered by canines, which I suppose leaves a little bit of survival room for the unusual group(s) that miss the rats and survive the canines?
Well, let's say that I have a rather... impressive high-rate of 'PC spawning' since 3.5.
My groups often complain that their characters never last to the double-digits.The fact is, I recently noticed that I am an 'E12 GM', if you know what I mean; this is not a conscious choice, but it's a bit difficult for me to keep on interesting adventures after my groups reach such levels... usually some 'world-saving' campaigns start to appear at those levels (I know, perhaps it's a bit too early), and either my players or me (or the combination of the two) are not ready to face such challenges.
Back to the Rats/Canines TPKs... those encounters have a rather high percentage of death for my groups when they face such threats (usually at very low-levels, except for Advanced Horrid Rats and Dire Wolves, which are nasty even at mid-levels).
It has become quite a scary legend, actually... and the funny thing is, my groups with a high 'Rats-death rate' usually face Canines without problems, and the groups with a high 'Canine-death rate' kill Rats in a breeze...

The Wraith |

Wow, The Wraith, that's some awesome work! I've been off the board a couple days so I hadn't seen it before, but thanks! :)
You are welcome, after all I had already made those statistics for my own games, so since there were people who were interested it was my pleasure to share my work with them.
As I told before, obviously these conversions would not satisfy all people - some CR follow my personal adjustments (again, a T-Rex is less challenging than a Triceps? Well, not for me...), and the added feats and tweaked skills would not obviously satisfy everybody, but overall I hope it would be useful.
Until September, of course - I, too, am itching to see the final changes to the Monsters made by the Paizo staff...