I feel like designing some new monsters, and I'm taking requests...


Homebrew and House Rules

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I've yet another request >> A simple one, but something profoundly useful for my games. I'd like a Steampunk / Clockwork template that can be applied to basically any creature, Without them losing defensive abilities or special attacks. I guess something like the Ghost template in style?

Scarab Sages

Epic Meepo wrote:

@Cele: I've already done a minstrel construct in this thread (see the patchwork servitor on page 1; reskin it as clockwork instead of patchwork as desired). Here are a bardic lich and a quicksilver dragon:

** spoiler omitted **...

Very nice!

-Should the Bardic Lich's cure wounds spells be converted to cause wounds spells?

RPG Superstar 2009 Top 16, 2012 Top 32

For use later in this thread:

Universal Monster Rules

Silence (Su) A creature with this ability emits minimal sound and other vibrations. It only makes noise if it chooses to do so and, when using Stealth, cannot be detected with blindsense, blindsight, or tremorsense unless the creature with that ability succeeds on an opposed Perception check.

Format: silence; Location: Defensive Abilities

-----

@Mystic_Snowfang: If you have more than three monster ideas in a relatively short time span, pick the three that will have the coolest game mechanics, or let me pick three from a longer list. I can't keep doing giant laundry lists of monsters from single posters because I want to give everyone who'd like to participate an opportunity to have their requests considered in a timely manner.

@Cele: I'd leave the bardic lich's cure spells as is. He's the kind of lich who'd have lots of living allies he might want to buff and heal. Plus, he already has the negative energy touch attack from the lich template, which he can use to harm the living and heal the undead.

@A CR20 Seagull: Make your latest request again after the release of Bestiary 3. I'd need to see the clockwork subtype that I hear is in that book before designing a clockwork template.


I did not know this. Thanks for telling me though ^^

RPG Superstar 2009 Top 16, 2012 Top 32

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@derfelcadarn: Everyone focuses so much on golems as the best mage killers that they tend to forget the other magic-immune monster in the Bestiary; to remind everyone, I've taken the mechanics from your request and put them in a non-golem, mage-killing package:

Shadow Wisp (CR 6):
An inky ball of darkness bobs and weaves through the air.

Shadow Wisp (CR 6)
XP 2,400
CE Small aberration (extraplanar)
Init +13; Senses darkvision 60 ft., sense magic; Perception +15
---
AC 26, touch 26, flat-footed 16; (+5 deflection, +9 Dex, +1 dodge, +1 size)
hp 40 (9d8)
Fort +3, Ref +12, Will +9
Defensive Abilities silence; Immune magic
---
Speed fly 50 ft. (perfect); shadow jump
Melee touch +16 (2d8)
---
Str 1, Dex 29, Con 10, Int 15, Wis 16, Cha 14
Base Atk +6; CMB +0; CMD 24
Feats Alertness, Blind-Fight, Dodge, Improved Initiative, Weapon Finesse
Skills Acrobatics +21, Bluff +11, Escape Artist +21, Fly +31, Perception +17, Stealth +25
Languages Aklo, Common
SQ feed on magic
---
Environment any (Plane of Shadow)
Organization solitary, pair, or string (3–4)
Treasure incidental
---
Feed on Magic (Su) Any time a shadow wisp is in the area of, or targeted by, a spell to which it is immune, it gains fast healing 5 until the end of its next turn.
Immunity to Magic (Ex) Shadow wisps are immune to all spells and spell-like abilities that allow spell resistance, except spells with the light descriptor.
Sense Magic (Su) A shadow wisp can perceive all creatures, objects, and terrain features that are magic items, spell effects, or subjects of spell effects as if it had 60-foot blindsense.
Shadow Jump (Su) This functions as the shadowdancer prestige class ability of the same name. A shadow wisp may shadow jump a total distance of 320 feet per day.

Shadow wisps are relatives of the will-o-wisp that are native to the Plane of Shadow. Where will-o-wisps are luminous creatures that feed on fear, shadow wisps are inky black creatures that feed on magic. Though shadow wisps are able to feed upon ambient magical currents, they prefer to murder and loot adventurers to acquire magic items, both because they enjoy sampling the auras of such items, and because they find murder to be an amusing pastime. The feeding of a shadow wisp does not appreciably weaken the spell or item from which it draws sustenance.

Shadow Shape (CR +1) Shadow wisps that consume large amounts of conjuration, illusion, and transmutation magic often grow larger and more distinct, their shadowy forms taking on the approximate shapes of Medium animals or humanoids. Called shadow shapes, these creatures are shadow wisps with the giant simple template. Those whose forms don't have wings fall at the end of their turn if they aren't adjacent to any surface, but take no damage from falling in this manner.

@Mystic_Snowfang: Here's an invisible swarm I wouldn't want to meet in a dark library:

Shadowmite Swarm (CR 9):
Observers able to see the invisible realize that nearby surfaces are covered in a carpet of miniscule vermin, each no larger than a grain of sand.

Shadowmite Swarm (CR 9)
XP 6,400
N Fine magical beast (swarm)
Init +2; Senses blindsense 60 ft., darkvision 60 ft.; Perception +0
---
AC 23, touch 20, flat-footed 21 (+2 Dex, +3 natural, +8 size)
hp 120 (16d8+48)
Fort +13, Ref +7, Will +5
Defensive Abilities natural invisibility, silence, swarm traits
Immune mind-affecting effects, weapon damage
Weaknesses sunlight powerlessness
---
Speed 30 ft., climb 30 ft.
Melee swarm (4d6 plus distraction and feast of shadows)
Special Attacks cling to shadows, distraction (DC 21), feast of shadows
---
Str 1, Dex 14, Con 16, Int —, Wis 11, Cha 1
Base Atk +16; CMB ­—; CMD
Skills Climb +10; Racial Modifiers uses Dex on Climb checks
---
Environment temperate forests
Organization solitary, pair, or colony (3–6)
Treasure none
---
Cling to Shadows (Ex) Whenever a creature leaves a shadowmite swarm's square, it immediately takes swarm damage as the shadowmites cling to its shadow. Immediately after dealing this damage, the clinging shadowmites return to the swarm.
Feast of Shadows (Ex) Whenever a creature in an area of dim light or darkness takes swarm damage from a shadowmite swarm, that creature takes 1d4 points of Constitution damage as its flesh is stripped away by shadow-empowered mites.
Sunlight Powerlessness (Ex) A shadowmite swarm is utterly powerless in bright light, such as natural sunlight, and flees from it. A shadowmite swarm caught in such light loses its cling to shadows ability and its swarm attack, and can take only a single move action each turn.

Found in large forests, shadowmites are invisible insects no larger than a grain of sand. As implied by their name, shadowmites are empowered by darkness and shadow, fleeing sunlight whenever possible. They normally gather on tree bark in small numbers, feeding on other creatures of their own approximate size. But wide-scale deforestation, strange weather, and other unusual goings-on can agitate a shadowmite population, causing its members to gather in large, voracious swarms that devour everything in their path.

Yeah, that's right. I said, "invisible swarm."

RPG Superstar 2009 Top 16, 2012 Top 32

For those of you interested in such things, I just posted my 99th monster stat block in 66 days.

For my 100th monster stat block, I will be designing an unrequested monster: the weeping demon.

If you know what a Weeping Angel is, you'll have some idea what to expect in my next post.


Epic Meepo wrote:
@A CR20 Seagull: Make your latest request again after the release of Bestiary 3. I'd need to see the clockwork subtype that I hear is in that book before designing a clockwork template.

Clockwork subtype already appeared in Inner Sea Campaign Setting.

Silver Crusade

Epic Meepo wrote:

For those of you interested in such things, I just posted my 99th monster stat block in 66 days.

For my 100th monster stat block, I will be designing an unrequested monster: the weeping demon.

If you know what a Weeping Angel is, you'll have some idea what to expect in my next post.

*squees*

Doctor Who based monsters....


Epic Meepo wrote:

For those of you interested in such things, I just posted my 99th monster stat block in 66 days.

For my 100th monster stat block, I will be designing an unrequested monster: the weeping demon.

If you know what a Weeping Angel is, you'll have some idea what to expect in my next post.

I am really interested in replacing the current vampire template with a more 30 Days of Night like vampire and I have really struggled in how to develop it so I would love to see someone with more experience and what their take on it would be:

The vampire disease that is nearly impossible to cure.
The sonic screech that causes some type of temporary condition to human/victims (panic/fear?). It gets stronger as they age.

Faster and stronger.

The claw damage that causes bleeding.
Bite that infects and causes CON damage possibly bleeding...Blood that is highly infectious.
Damage from sunlight and magical sunlight.

Increasing rage the longer the vampire has not fed and when he is feeding. Newborns are hungry as soon as they rise.

Thanks! This is an outstanding resource as I am horrible at developing new monsters!


@ Meepo, You haven't been reading "The Tower of the Elephant" By Robert E. Howard, by any chance.
Your Silent ability is featured. (silent lion)


Thanks for the Gun Titan. Pretty badass monster. I now have another request I'd like to see you do, what I call a "true" gargoyle. Basically I think that Gargoyles should be a benevolent race, which despite they're fearsome appearance seek to defend good folk from the fiends they resemble. This is because gargoyles and other such grotesque figures were used in real life to ward off evil spirits. (I still use Gargoyles as they are traditionally found in D&D, but as an artificial race created in mockery of the true gargoyles.)


Velociraptor Swarm


Hmm I've got an idea. How about the failed attempt from a wizard to recreate an elemental through magical means.


I am building a campaign around the theme of the Plane of Shadow without actually going there (as much as possible, anyways. PC's will be PC's, after all.)

After reading both the 3.5/3e Monster Manuals and both Pathfinder Beastiaries I was sorely disappointed to find that the only real "Hardy" creatures are Double digit CRs and all the others focus entirely on stealth attacks. More importantly, most of it focus on undead.

I understand the planescape a bit but I was wondering if you could make a few monsters that fit a middle CR say...4-8 that fit a non-undead capacity to be less stealthy and more offensive. No bias on physical damage or caster based. I just want more utility and diversity in my army along side things like Shadows and Fetchlings.

Thank you for all the hard work none-the-less and I look forward to hearing from you.


@Epic Meepo - I just want to say that what you are doing here is very cool of you. It is clear you have tremendous passion for the game - I have managed to find use of almost everything you have posted. I do have a request.

A while back I made a model for a creature out of various Tyranid bits and a lot of gray stuff. I would love to see you stat it up. It doesn't have to have anything about it that makes it a Tyranid. I would post a pic, but honestlly, I have no idea how. So I will describe it.

The mini I made is big, so the monster should be huge. The creature is about 30 ft. long with large bat-like wings measuring 40-50 feet across. It possesses a heavily armored carapace with various spiky parts.

It has two pair of arm-like appendages. The formost of which resemble chitinous arms similar to a mantis that each end in a blade or scythe-like weapon.

The second of arms end in overly large crab-like pincers.

The lower half of the creature is a strong merfolk-like tail also tipped with a symmetric set of tail blades.

When I built the model I used the Old One-Eye head from the Tyranid Carnifex.

I am thinking this creature is both aquatic and aerial in nature. As far as powers/breath-weapons/magic etc., go crazy with it. A high CR of 15 - 20 would be essential.

If you could do something with this that would be way cool. If not, well then, thanks anyway. I absolutely will be following this thread!


1. How about some sort of insect creature who spits out different types of larva type projectiles as ranged tough attacks that can have different effects?
Maybe something like the following....

a. Dominate Person
b. Something similar to an Alchemist Bomb
c. Something that would disrupt spell casting...maybe make it so they need to make a concentration check?
Maybe around 10 cr? Or whatever is needed for the effects.

2. Creatures based off of MTG
slivers. They would have a hive mind, and they'd all grant others abilities within a certain radius.
For instance one sliver might grant the rest the ability to fly as long as it is alive and near the others, one might grant pounce, one might give a strength bonus, and one might give AC bonus etc.

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I would like to thank you again for the River Thane! It is now a reoccuring villian in my game. I kept it as Medium sized. The anomalocaris is going to be a creature the thane has brought to the world and breeding.

Anomalocaris

another linky

Could you please stat it as an aberration or magical beast from another plane? About medium size for a CR 7. I will just use young and giant templates to be alternate ages. Hmm, maybe a swarm as its larva...

RPG Superstar 2009 Top 16, 2012 Top 32

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Weeping Demon (CR 5):
Seemingly carved from stone, this humanoid figure resembles a monstrous, winged demon. It's eyes shed continual tears of blood.
Weeping Demon (CR 5)
XP 1,600
CE Medium outsider (earth, native)
Init +8; Senses darkvision 60 ft., true seeing; Perception +16
---
AC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural)
hp 47 (5d10+20)
Fort +8; Ref +6; Will +6
Defensive Abilities hardness 10; Immune aging, blindness
Weaknesses freeze in place
---
Speed 40 feet, fly 60 feet (average)
Melee aging touch +9 touch (5d6, Fort DC 14 halves); or 2 claws +9 (1d6+4)
Special Attacks blink of an eye, sneak attack +2d6, weeping gaze
Spell-Like Abilities (CL 20th; concentration +22)
Constant—true seeing
3/day—mage's disjunction (magic items are unaffected)
---
Str 19, Dex 18, Con 20, Int 6, Wis 15, Cha 15
Base Atk +5; CMB +9; CMD 23
Feats Alertness, Improved Initiative, Skill Focus (Perception)
Skills Fly +11, Perception +16, Sense Motive +4, Stealth +13 (+19 in stony areas); Racial Modifiers +4 Perception, +2 Stealth (+6 in stony environs)
Languages Common, Terran (can't speak)
---
Environment any land or underground
Organization solitary, pair, or wing (3–12)
Treasure incidental
---
Aging Touch (Su) A weeping demon's touch attack inflicts a number of d6s equal to its CR in damage, resulting from the effects of supernatural aging. Creatures immune to magical aging are immune to this damage, but the damage otherwise bypasses all forms of damage reduction. A Fortitude save halves the damage inflicted. The save DC is Charisma-based.
Blink of an Eye (Su) A weeping demon moves in short bursts of speed when other creatures lose sight of it, however briefly. During its turn, whenever a weeping demon would gain concealment against a creature, it gains total concealment instead.
Freeze in Place (Su) Whenever the actions of a creature with an Intelligence score of 3 or higher are limited by a weeping demon's gaze, the weeping demon is petrified for as long as that creature's actions remain limited. While petrified, the weeping demon's hardness increases to 30; it can perceive its surroundings as if it weren't petrified, and its weeping gaze continues to function.
Weeping Gaze (Su) actions limited for 1 round as if nauseated, line of sight, no save; if the affected creature is within 30 feet of the weeping demon, it is also permanently blinded unless it succeeds on a DC 14 Will save. A creature averting its eyes (as per the gaze universal monster rule) is immune. A creature may choose to avert its eyes as a reaction to otherwise being affected. A creature blinded by a weeping gaze may choose to take 1d6 points of damage as a free action to see as if it weren't blind for 1 round. The save DC to negate the blindness effect is Charisma-based.

Despite their name, weeping demons are more closely related to gargoyles than fiends, and do not originate on a demonic plane of existence. Rather, they are the scattered survivors of a world that existed before the current Material Plane, cursed to forever weep blood for staring too intently at the shadowy void between their past world and the current mortal realm. The blood-stained eyes of a weeping demon can command the attention and steal the sight of those meeting its gaze. While subject to the attention of an intelligent observer, a weeping demon is unable to move.

In modern times, weeping demons have little in the way of culture, existing primarily to feed. They do so by aging victims with a supernatural touch attack. Weeping demons can also absorb energy from spell effects using an innate mage's disjunction ability. They have a similar ability to absorb energy from magic items, but a weeping demon takes one day to digest a given magic item per 1,000 gp of the item's market price. A weeping demon can feed on an artifact indefinitely.

Greater Weeping Demon (CR 15)
A weeping demon that feeds well for an extended period of time transforms into a greater weeping demon. A greater weeping demon has 20 racial Hit Dice, +16 natural armor, sneak attack +10d6, and enter image as a constant spell-like ability; any time it uses enter image to fill a likeness of itself with its consciousness, that likeness gains the greater weeping demon's freeze in place and weeping gaze abilities. Any time a greater weeping demon is petrified, it is immune to all effects, as if under the effect of a temporal stasis spell.


Oh and how about this... My third submission.
3. A Fey/Plant creature who has a calming aura (lets say within 30-50 feet or something.) That negates morale bonuses (stops things like rage and bardic performance bonuses) and maybe even has some sort of sanctuary spell like effect. I'd also envision some sort of sleep pollen (or hold person) and it would feed on creatures after putting them to sleep (giving them fast healing if they grapple with root like appendages (or vine like with thorns maybe? I'm thinking it should look very pleasant, but be deadly of course.) and do bleed damage maybe?). I am thinking around 10-12 CR. Of course whatever you think is appropriate as well would work if you decide to stat it! :D

RPG Superstar 2009 Top 16, 2012 Top 32

Please don't knowingly post summaries of existing Pathfinder monsters in this thread. If I have to start researching every post to make sure it isn't a joke or an attempt to pull a fast one one me, it will take me at least twice as long as normal to respond to legitimate requests.


Epic Meepo wrote:
Please don't knowingly post summaries of existing Pathfinder monsters in this thread. If I have to start researching every post to make sure it isn't a joke or an attempt to pull a fast one one me, it will take me at least twice as long as normal to respond to legitimate requests.

Now you got me paranoid! If that was something I did, it was unintentional, and I apologize if so.

RPG Superstar 2009 Top 16, 2012 Top 32

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Here's one requested by my game crew:

Nightmare, Crawling (CR 5):
This inky black horse has four giant arms instead of legs, arrayed about its body like the limbs of a spider. Each ends in a hoof surrounded by fingers, as if tightly gripped in a large hand.

Crawling Nightmare (CR 5)
XP 1,600
A crawling nightmare uses all of the statistics and abilities of anightmare except as noted below.
---
Speed 50 ft., climb 50 ft.
Melee bite +9 (1d6+4), 2 hooves +9 (1d4+2 plus 1d4 claw damage)
---
Skills Climb +21, Intimidate +10, Knowledge (planes) +10, Perception +12, Sense Motive +12, Stealth +11, Survival +10; Racial Modifiers +4 Stealth

Crawling nightmares are warped cousins of normal nightmares, having arm-like apendages in place of legs. The source of the deformity that defines their race is unknown; even the crawling nightmares themselves have only vague memories of their origins. A more likely source of information on such matters is the coven of night hags that sells crawling nightmares into the service of notorious villains. The motivations of this coven, and its connection to the crawling nightmares it peddles, are not well understood outside the ranks of the organization itself.

Eight-Legged Nightmare (CR 6) Some crawling nightmares have eight arm-like legs instead of four. These crawling nightmares have the advanced simple template and an additional +4 CMD versus trip. They do not gain additional attacks or other adavantages from their added limbs.

@Mystic_Snowfang: Nidhoggr is just a named linnorm. You can find an eight-legged horse in the spoiler above. An incubus is a male succubus. Cetus seems to be a name for a sea monster of any kind. Selkies already have 3.0 stats that are compatible with PFRPG. Scylla is in Bestiary 2. Here are an island-sized turtle and a púca:

Dragon Turtle, Great Wyrm (CR 19):
This small, rocky island moves, revealing itself to be an enormous creature resembling a snapping turtle.

Great Wyrm Dragon Turtle (CR 19)
XP 6,400
N Colossal dragon (aquatic)
Init +4; Senses low-light vision, darkvision 60 ft., scent; Perception +28
---
AC 34, touch 2, flat-footed 34 (+32 natural, –8 size)
hp 348 (24d12+192)
Fort +24, Ref +16, Will +17
[d]DR[/b] 10/magic; Immune fire, sleep, paralysis; SR 30
---
Speed 20 ft., swim 30 ft.
Melee bite +31 (6d6+15), 2 claws +31 (4d6+15)
Space 30 ft.; Reach 30 ft.
Special Attacks breath weapon, capsize, mirage, project false image
Sorcerer Spells Known (CL 12th; concentration +14)
6th (3/day)—suggestion (mass) (DC 19)
5th (5/day)—baleful polymorph (DC 18), dominate person (DC 18), feeblemind (DC 18)
4th (6/day)—charm monster (DC 17), ice storm, solid fog
3rd (7/day)—lightning bolt (DC 16), major image (DC 16), suggestion (DC 16), water breathing
2nd (7/day)—fog cloud, hideous laughter (DC 15), invisibility, minor image (DC 15), see invisibility
1st (7/day)—charm person (DC 14), mage armor, magic missile, shield, silent image (DC 14)
0 (at will)—arcane mark, dancing lights, daze (DC 13), detect magic, ghost sound (DC 13), mage hand, mending, message, prestidigitation
---
Str 40, Dex 10, Con 27, Int 12, Wis 13, Cha 16
Base Atk +24; CMB +47; CMD 57 (61 vs. trip)
Feats Awesome Blow, Blind-Fight, Cleave, Great Fortitude, Greater Vital Strike, Improved Bull Rush, Improved Initiative, Improved Vital Strike, Iron Will, Lightning Reflexes, Power Attack, Vital Strike
Skills Diplomacy +28, Intimidate +28, Perception +28, Sense Motive +28, Stealth +11 (+19 in water), Survival +28, Swim +47; Racial Modifiers +8 Stealth in water
Languages Aquan, Common, Draconic
SQ freeze
---
Environment temperate aquatic
Organization solitary
Treasure double
---
Breath Weapon (Su) Cloud of steam 30 feet high, 30 feet wide, and 60 feet long, once every 1d4 rounds, damage 24d6 fire, Reflex DC 30 half; effective both on the surface and underwater. The save DC is Constitution-based.
Capsize (Ex) A great wyrm dragon turtle can attempt to capsize a boat or ship by ramming it as a charge attack and making a CMB check. The DC of this check is 25, or the result of the boat captain's Profession (sailor) check, whichever is higher.
Freeze (Ex) A great wyrm dragon turtle can hold itself so still it appears to be a mound of rock. A great wyrm dragon turtle that uses freeze can take 20 on its Stealth check to hide in plain sight as a rocky outcropping or (if at the surface of a body of water) a small island.
Mirage (Su) When using freeze, a great wyrm dragon turtle can create illusory terrain as if using a mirage arcana spell (CL 12th). This terrain must be centered upon the great wyrm dragon turtle. It may incorporate but not hide the terrain feature the turtle appears to be.
Project False Image (Su) As a standard action, a great wyrm dragon turtle can duplicate the effects of a project image spell (CL 12th), except the image produced is that of any humanoid creature, not the great wyrm dragon turtle itself. The image moves according to the turtle's whim without the turtle needing to move. The turtle may have only one projected avatar at any given time.

Great wyrm dragon turtles are ancient and enormous beings. Equipped with natural camouflage and powerful illusions, these oldest of dragon turtles can hide in plain sight. Many an encounter with a great wyrm dragon turtle is mistaken for an encounter with a strange hermit dwelling on a small island, the other party unaware that the hermit is a projected image and the island a turtle shell.

Though great wyrm dragon turtles claim territory in the manner of younger dragon turtles, they do so more out of habit than anything else. Jaded in their old age, their primary pursuit in life is entertainment. Accordingly, great wyrm dragon turtles value such things as philosophical debates and enchantment- or illusion-fueled mischief as much as they value treasure.

Púca (CR 4):
This brightly-colored pony has soft, cherubic features.

Púca (CR 4)
XP 1,200
CG Medium outsider (chaotic, extraplanar, good, shapechanger)
Init +6; Senses darkvision 60 ft., scent; Perception +11
---
AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
hp 45 (6d10+12)
Fort +7, Ref +7, Will +4
DR 5/cold iron
---
Speed 40 ft.
Melee bite +10 (1d4+4), 2 hooves +10 (1d3+2)
Special Attacks feed
Spell-Like Abilities (CL 6th; concentration +8)
At will—blink (affecting self and rider, if any), levitate, misdirection
1/day—charm monster (DC 16), dimension door (self and rider only), good hope
---
Str 19, Dex 15, Con 15, Int 14, Wis 14, Cha 14
Base Atk +6; CMB +10; CMD 22 (24 vs. trip)
Feats Endurance, Improved Initiative, Run
Skills Acrobatics +11, Bluff +11, Diplomacy +11, Handle Animal +11, Perception +11, Sense Motive +11, Stealth +11, Survival +11
Languages Celestial, Common, Goblin
SQ change shape (any Small, Medium, or Large animal or goblinoid, polymorph)
---
Environment any
Organization solitary, pair, or herd (3–12)
Treasure standard
---
Feed (Su) A púca can devour a nonevil humanoid's corpse as a full-round action to permanently transform itself into a barghest, in both mind and body. Few púcas choose to use this ability.

Benevolent counterparts of barghests, púcas are pony-like creatures with practiced shapeshifting abilities. Most prefer to spend their time in the guise of a normal horse. The majority of púcas keep to themselves, roving areas frequented by fey and other kindred spirits. A few instead serve unwitting adventurers as steeds, looking to witness heroic deeds and to provide occasional assistance.

All púcas have the potential to go bad. A púca that loses itself in anger or despair can commit itself to a life of evil by feeding upon the corpse of a nonevil humanoid. In a twisted mockery of the púcas normal shapechanging abilities, this depraved act forever transforms the púca into a barghest.

(Cryptic statement alert: one particular reader will recognize certain elements of that dragon turtle.)

@A CR20 Seagull: Since there's already a simple template to turn a construct into a clockwork creature, here's a simple template to turn a living creature into a construct:

Constructed Creature (CR +0):
This simple template can only be applied to a living creature. That creature is now a construct. A constructed creature's quick and rebuild rules are the same.

Rebuild Rules: Type change type to construct, but do not change HD, base attack bonus, saves, or skills; Immune gains construct traits; Abilities null Constitution; SQ gains a construction bonus equal to the base creature's Con modifier. Construction (Ex): This construct uses its construction bonus in place of its Con modifier for all purposes. It does not gain the bonus hit points a creature of its size would otherwise gain for having construct traits.

More to come.


How about a arachnid warrior bug, like from the movie starship troopers. Thinking between cr 2 and 5 maybe?

RPG Superstar 2009 Top 16, 2012 Top 32

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@ALLENDM: Here's a variant vampire template:

Vampire, Bloodborn (CR 8):
This humanoid has sharp fangs and wicked claws. It regularly emits high-pitched noises akin to those of a bat.

Bloodborn Vampire (CR 8)
XP 4,800
Bloodborn vampire human aristocrat 8
NE Medium undead (augmented humanoid)
Init +9; Senses blindsense 120 ft., darkvision 60 ft.; Perception +20
---
AC 27, touch 16, flat-footed 21 (+5 armor, +5 Dex, +1 dodge, +6 natural)
hp 72 (8d8+36); regeneration 10 (decapitation)
Fort +6, Ref +10, Will +10
Defensive Abilities channel resistance +4; DR 10/silver; Immune undead traits; Resist cold 10, electricity 10
Weaknesses vulnerable in bright light
---
Speed 30 ft., climb 30 ft.
Melee bite +11 (1d6+2 plus blood drain), 2 claws +11 (1d4+2 plus bleed) or
mwk rapier +12/+7 (1d6+2/18–20) or
mwk rapier +10/+5 (1d6+2/18–20), mwk dagger +10 (1d4+1/19–20)
Ranged mwk dagger +12 (1d4+2/19–20)
Special Attacks bleed (1d6), blood drain (2 Con), poisonous blood
---
Str 15, Dex 20, Con —, Int 12, Wis 12, Cha 16
Base Atk +6; CMB +8; CMD 24
Feats Alertness (B), Combat Reflexes (B), Dodge (B), Improved Initiative (B), Iron Will, Lightning Reflexes (B), Mobility, Spring Attack, Toughness (B), Two-Weapon Fighting, Weapon Finesse
Skills Bluff +15, Climb +10, Diplomacy +15, Disguise +15, Escape Artist +6, Handle Animal +10, Intimidate +23, Knowledge (nobility) +10, Perception +20, Perform (dance) +12, Perform (string) +12, Ride +10, Sense Motive +17, Sleight of Hand +6, Stealth +14; Racial Modifiers +8 Intimidate, Perception, Sense Motive, Stealth
Languages Common, Elven
---
Environment any
Organization solitary, gang (2–4), or plague (gang plus 4–12 bloodborn vampire spawn)
Treasure NPC gear (+1 chain shirt, masterwork rapier, masterwork dagger, circlet of persuasion, cloak of resistance +1, other gear)
---
Poisonous Blood (Su) Whenever a piercing or slashing melee weapon damages a bloodborn vampire, the weapon is coated with one dose of tainted blood until it is used to make a successful attack, up to one minute. Tainted Blood: supernatural poison—contact; save Fort DC 17; onset 1 minute; frequency 1/hour; effect 1d6 Con; cure 1 save while standing within an area of bright light such as sunlight. Any creature killed by tainted blood instantly rises as a bloodborn vampire if its creature type matches the augmented creature type of the bloodborn vampire that provided the blood. A bloodborn vampire can attack and damage itself with piercing and slashing melee weapons to coat them with tainted blood. The save DC is Charisma-based.
Regeneration (Ex) A helpless bloodborn vampire can be decapitated by a coup de grace attack with a slashing melee weapon.
Screech (Su) As a standard action usable once per minute, a bloodborn vampire can produce an ear-splitting screech that stuns living creatures in a 20-foot-radius burst. All living creatures within the area must make a DC 17 Fortitude save or be staggered for 1d3 rounds.
Vulnerable in Bright Light (Ex) When in an area of bright light such as sunlight, a bloodborn vampire loses any fast healing and regeneration abilities it possesses, and cannot benefit from natural or magical healing. This lasts for as long as the bloodborn vampire remains exposed to bright light.

-----

Bloodborn Vampire Spawn (CR 2)
XP 600
Bloddborn vampire human aristocrat 1
N Medium undead (augmented humanoid)
Init +7; Senses Perception +9
---
AC 18, touch 11, flat-footed 17 (+1 armor, +1 Dex, +6 natural)
hp 9 (1d8+5); fast healing 5
Fort +4, Ref +7, Will +5
Defensive Abilities channel resistance +4; DR 5/silver; Immune undead traits; Resist cold 10, electricity 10
Weaknesses vulnerable in bright light
---
Speed 30 ft., climb 30 ft.
Melee bite +4 (1d6+4 plus blood drain), 2 claws +4 (1d4+4 plus bleed)
Ranged shortbow +3 (1d6/×3)
Special Attacks bleed (1d6), blood drain (2 Con), poisonous blood
---
Str 19, Dex 17, Con —, Int 9, Wis 12, Cha 14
Base Atk +0; CMB +4; CMD 17
Feats Alertness (B), Animal Affinity, Combat Reflexes (B), Dodge (B), Improved Initiative (B), Lightning Reflexes (B), Mounted Combat, Toughness (B)
Skills Bluff +8, Climb +12, Diplomacy +8, Intimidate +10, Knowledge (nobility) +3, Perception +9, Perform (dance) +6, Perform (sing) +6, Sense Motive +9, Stealth +11; Racial Modifiers +8 Intimidate, Perception, Sense Motive, and Stealth
Languages Common
---
Environment any
Organization solitary or gang (2–12)
Treasure NPC gear (padded leather armor, shortbow with 20 arrows, other gear)
---
Poisonous Blood (Su) As the bloodborn vampire ability (see above) except DC 12.
Screech (Su) As the bloodborn vampire ability (see above) except DC 12.
Vulnerable in Bright Light (Ex) As the bloodborn vampire ability (see above).

Bloodborn vampires are a strain of vampire created by a virulent, supernatural poison that infects their tainted blood. Like other vampires, bloodborn vampires lust for the blood of the living; they are particularly aggressive when they are newly risen or when they haven't fed for a long time.

Although able to spawn a large population of similar creatures relatively quickly, courtesy of their poisonous blood, bloodborn vampires are loath to do so, preferring to share their hunting grounds with a small gang of colleagues, at most. Because they are selective in infecting others, bloodborn vampires tend target aristocrats, heroes, and other "worthy" individuals for conversion when they feel the need to increase their numbers.

Creating a Bloodborn Vampire

“Bloodborn vampire” is an acquired template that can be added to any living creature (referred to hereafter as the base creature). Most bloodborn vampires were once humanoids, fey, or monstrous humanoids. A bloodborn vampire uses the base creature's stats and abilities except as noted here.

CR: Same as the base creature + 2.

AL: Any evil.

Type: The creature's type changes to undead (augmented). Do not recalculate class Hit Dice, BAB, or saves.

Senses: A bloodborn vampire gains blindsense 120 ft. and darkvision 60 ft.

Armor Class: Natural armor improves by +6.

Hit Dice: Change all racial Hit Dice to d8s. Class Hit Dice are unaffected. As undead, bloodborn vampires use their Charisma modifier to determine bonus hit points (instead of Constitution).

Defensive Abilities: A bloodborn vampire gains channel resistance +4, resistance to cold 10 and electricity 10, and undead traits. A bloodborn vampire with 4 or fewer Hit Dice gains fast healing 5 and DR 5/silver. A bloodborn vampire with 5 or more Hit Dice gains regeneration 10 (decapitation) and DR 10/silver. A helpless bloodborn vampire can be decapitated with a coup de grace attack with a slashing melee weapon.

Weaknesses: A bloodborn vampire gains the vulnerable in bright light weakness (see above).

Speed: A bloodborn vampire gains a climb speed equal to its base land speed.

Melee: A bloodborn vampire gains a bite attack if the base creature has a mouth and doesn't already have a bite attack. It gains two claw attacks if the base creature has hands and doesn't already have claw attacks. Each of these attacks deals damage dependent upon the vampire's size. Its bite attack causes blood drain (see below) and its claw attacks cause bleed (see below).

Special Attacks: A bloodborn vampire gains several special attacks.

Bleed (Ex) A creature struck by a bloodborn vampire's claw attack suffers bleed (1d6).

Blood Drain (Ex): A bloodborn vampire has blood drain (2 Con). This ability activates immediately whenever the bloodborn vampire hits with its bite attack.

Poisonous Blood (Ex) A bloodborn vampire gains poisonous blood (see above). The save DC equals 10 + 1/2 the bloodborn vampire's HD + the bloodborn vampire's Cha modifier.

Screech (Su) A bloodborn vampire gains screech (see above). The save DC equals 10 + 1/2 the bloodborn vampire's HD + the blood-born vampire's Cha modifier.

Ability Scores Str +6, Dex +4, Wis +4, Cha +4. As an undead creature, a bloodborn vampire has no Constitution score.

Skills Bloodborn vampires gain a +8 racial bonus on Intimidate, Perception, Sense Motive, and Stealth checks.

Feats Bloodborn vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, and Toughness as bonus feats.

@Brambleman: I've read "The Tower in the Elephant," but was only thinking about making a counterpart to natural invisibility when I wrote silence.

@lordzack: Glad you liked the gun titan. Regarding your latest request, I actually had a short piece about good-aligned grotesques published in Dragon a while back. I'll do now what I did then: grotesques are good-aligned, but otherwise use the stats for normal gargoyles.

@darth_borehd: Velociraptors are too large to form swarms, though you could use the mob rules from the 3.5 DMG II. That said, here's a different dinosaur swarm:

Dinosaur, Compsognathus Swarm (CR 2):
[/i]

Compsognathus Swarm (CR 2)
XP 600
N Tiny animal (swarm)
Init +6; Senses low-light vision, scent; Perception +6
---
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 19 (3d8+6)
Fort +5, Ref +7, Will +1
---
Speed 40 ft., swim 20 ft.
Melee swarm (1d6 plus distraction and poison)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 14), relentless
---
Str 8, Dex 15, Con 14, Int 2, Wis 11, Cha 5
Base Atk +2; CMB —; CMD
Feats Improved Initiative, Lightning Reflexes
Skills Perception +6, Swim +7
---
Environment temperate or warm forests or plains
Organization solitary or pack (2–9 swarms)
Treasure none
---
Poison (Ex) Swarm—injury; [i]save
Fort DC 14; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save.
Relentless (Ex) If a compsognathus swarm is reduced to 0 hit points by damage from a weapon, the swarm is destroyed as normal but 1d3 individual members remain behind as independent creatures. These compsognathus dinosaurs appear anywhere in the space formerly occupied by the swarm and act on the swarm's initiative.

A compsognathus is a dinosaur the basic size and shape of a chicken. It possesses sharp teeth and a mild poison, and on its own, poses a minor threat to weak or inexperienced opponents. Swarming packs of such creatures are considerably more dangerous.

More to come.

RPG Superstar 2009 Top 16, 2012 Top 32

Taken slightly out of order since none of these requests involve new stat blocks:

@Zevit: It appears that there's a Shadow Race template in Bestiary 3. That should cover all your shadow monster needs.

@Katarek: Your model would be a hivespawn queen with the hybrid template. You can find both of those in the "Hivespawn" entry on page 1 of this thread.

@koboldfodder: Aracanid bug warriors would be hivespawn drones. You can find them in the "Hivespawn" entry on page 1 of this thread.


Hmm...Not sure how much use I'll get out of that template. But I'll give it a go.


Eric Meepo, thanks for all your work. I have one request which I plan on using. It is a Lovecraftian "Hunting Horror". I would imageine it would be somewhere in the CR 12-18 range. Best wishes!

Silver Crusade

I know I've asked for a lot... but I think you will love doing this..

A Dalek based monster
And if you still want to do stuff, I'd make my own but I kinda suck at it. *blushes*

A Hidebehind - A hidebehind is a nocturnal fearsome critter from American folklore that preys upon humans that wander the woods, and was credited for the disappearances of early colonial loggers when they failed to return to camp. As its name suggests, the hidebehind is noted for its ability to conceal itself. When an observer attempts to look directly at it, the creature hides again behind an object or the observer, and therefore can’t be directly seen; a feat it accomplishes by sucking in its stomach to a point where it is so slender that it can easily cover itself behind the trunk of any tree. The hidebehind uses this ability to stalk human prey without being observed, and to attack without warning. Their victims, including lumberjacks who frequent the forests, are dragged back to the creature’s lair to be devoured. The creature subsists chiefly upon the intestines of its victim. Tasty.

A killer rabbit ala Monty Python (If you can, and it's not too silly)

If you don't want to do the Killer bunny here's a good one
Akaname- The Akaname is on this list because it is both bizarrely specific and bizarre in its own right. Akaname can be translated to ‘filth licker’, and that’s no misnomer. The Akaname is a hideous type of Japanese bogeyman that quite literally licks dirty bathrooms clean with its tongue and the aid of poisonous saliva. It is believed that the monster may have originated as a way for parents to motivate their children to keep the bathroom clean.

The Exchange

I would love to see a Gwilygi. Its a large, three headed dog the size of a German Shepard. They wander lonely roads waiting to attack anyone.

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@andromeda369: Here's what happens when an alchemist (or wizard) attempts to create a new elemental species:

Alchemental:
This blob of alchemical matter momentarily congeals into a vague but recognizable shape, only to collapse once more into formlessness.

Alchemental
N ooze (augmented outsider, elemental)
Languages Common
---
Environment any land

-----

Acid Alchemental
N ooze (augmented outsider, elemental)
An acid alchemental uses all of the statistics and abilities of a fire elemental except as noted here.

Senses blindsight 60 ft. instead of darkvision
---
Immune acid (instead of fire), elemental traits, ooze traits
Weaknesses none
---
Burn (Ex) an acid alchemental's burn special attack deals acid damage instead of fire damage.

-----

Gas Alchemental
N ooze (augmented outsider, elemental)
A gas alchemental uses all of the statistics and abilities of an air elemental except as noted here.

Senses blindsight 60 ft. instead of darkvision
---
Immune elemental traits, ooze traits
---
Speed fly 60 ft. (perfect)
Melee slam attacks deals damage plus distraction
Special Attacks distraction (same DC as whirlwind) instead of whirlwind
---
Distraction (Ex) A gas elemental's distraction special attack is a poison effect. Creatures that don't breath are immune.

-----

Glue Alchemental
N ooze (augmented outsider, elemental)
A glue alchemental uses all of the statistics and abilities of a mud elemental except as noted here.

Senses blindsight 60 ft. instead of darkvision
---
Immune elemental traits, ooze traits (but not acid)
---
Speed no burrow speed, swim speed, or earth glide
---
SQ spider climb
---
Spider Climb (Ex) A glue alchemental can climb sheer surfaces as though under the effects of a spider climb spell.

-----

Grease Alchemental
N ooze (augmented outsider, elemental)
A grease alchemental uses all of the statistics and abilities of a fire elemental except as noted here.

Senses blindsight 60 ft. instead of darkvision
---
Immune elemental traits, ooze traits (but not fire)
---
Speed swim speed equal to land speed
Melee slam attacks cause trip instead of burn
Special Attacks none
---
CMB (can't grapple); CMD (can't be grappled)

-----

Rubber Alchemental
N ooze (augmented outsider, elemental)
A rubber alchemental uses all of the statistics and abilities of an earth elemental except as noted here.

Senses blindsight 60 ft. instead of darkvision
---
Immune bludgeoning, elemental traits, ooze traits
---
Speed jump speed equal to land speed (instead of burrow speed and earth glide)
Special Attacks none
---
Jump Speed (Ex) A rubber alchemental can jump a horizontal distance up to its jump speed or a vertical distance up to one-half its jump speed as a move action, without requiring an Acrobatics check or a running start.

Over the years, various alchemists and arcanists have conducted experiments designed to create new species of elementals from the remains of deceased air, earth, fire, and water elementals. The end results of such experiments are alchementals, elemental beings more akin to the oozes of the Material Plane than the true elementals native to farther realms.

Unlike many oozes, alchementals possess a dim intelligence. Most are bright enough to understand that they are created from the remains of extraplanar elementals, and learn what they can about other planes of existence as a means of exploring this heritage. A popular belief among alchementals is the theory that their souls return to the elemental planes upon death, where they are transformed into true elementals.

Although more a variant than anything new, this was one of my favorite concepts to develop so far.

More to come.


Epic Meepo wrote:

@andromeda369: Here's what happens when an alchemist (or wizard) attempts to create a new elemental species:

** spoiler omitted **...

Thanks so much. And glad you liked the concept.


That dragon turtle is one of the coolest monsters I've ever had the pleasure of stumbling upon. I am definitely placing that one in one of my game worlds... probably going to add some sort of control weather ability so that the "wandering island" is shrouded in mist.


I would like two monsters, if you have the time.

First is an incorporeal, colossal undead. It was sealed away in a huge vault deep in the planet, and now it has managed to touch the surface again, setting various plans in motion to poison and doom the world. It works through servants... But what can it do in person? Please help!

Second is someone who imbibed too much elemental essence and has now lost control of what was meant to make her stronger.


I wonder what a creature resembling the Slender Man, or perhaps Minecraft's Enderman, would look like with stats.

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@Pezmerga: Here are a monster that spits vermin and a monster that buffs others of its own kind:

Hivespawn:
Add the following to the entry for hivespawn:

Infested Hivespawn (CR +0) This hivespawn is infested with symbiotic vermin. It loses the spines special attack but gains the infest corpse and spit vermin special attacks described below.
Infest Corpse (Ex) As a standard action once per day, an infested hivespawn can use its symbiotic vermin to create zombies. This functions as an animate dead spell (caster level equals the hivespawn's HD), except the effect can only create zombies. If the hivespawn has 4 or fewer HD, this effect's duration is concentration instead of permanent.
Spit Vermin (Ex) As a standard action once per hour, an infested hivespawn can spit a swarm of vermin. This functions as a summon swarm spell used to summon a spider swarm (caster level equals the hivespawn's HD), except the summoned vermin only resemble spiders, and their swarm attack deals 1d6 damage per 5 caster levels (minimum 0) plus distraction and poison. Infested hivespawn are immune to the swarm's attacks, and the swarm neither pursues nor attacks them.

Protean, Spell Sliver (CR 3):
A colorful serpent with a pair of small arms hovers in midair.

Spell Sliver (CR 3)
XP 800
CN Small outsider (chaotic, extraplanar, protean, shapechanger)
Init +7; Senses blindsense 60 ft., darkvision 60 ft., detect law; Perception +10
---
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 27 (5d10); fast healing 2
Fort +1, Ref +7, Will +3
Defensive Abilities amorphous, freedom of movement; Immune acid, polymorph; Resist electricity 10, sonic 10
---
Speed 20 ft., fly 50 ft. (perfect)
Melee bite +9 (1d6), tail slap +4 (1d6)
Special Attacks protean spell
Spell-Like Abilities (CL 5th; concentration +6)
Constant—detect law
---
Str 11, Dex 16, Con 10, Int 8, Wis 8, Cha 13
Base Atk +5; CMB +4; CMD 17 (can't be tripped)
Feats Improved Initiative, Skill Focus (Perception), Weapon Finesse
Skills Acrobatics +11 (+7 jump), Bluff +9, Escape Artist +10, Fly +18, Knowledge (arcana) +7, Perception +10, Stealth +11
Languages Common, Protean
SQ change shape (Small elemental, elemental body I)
---
Environment any (Limbo)
Organization solitary, pair, matrix (3–18), or spellhive (12–48 plus one spellhive queen)
Treasure none
---
Protean Spell (Su) A spell sliver is a living incarnation of a 3rd- or lower-level spell. The spell must target one or more creatures, have a range other than personal, and a duration other than instantaneous. As a standard action, the spell sliver can duplicate the effects of that spell (CL 5th), except the spell's range changes to 60 feet, its duration changes to 5 minutes, and its target changes to one willing protean within range. Typical protean spells include, but are not limited to, the following: bear's endurance, bull's strength, cat's grace, displacement, good hope, haste, heroism, invisibility, mage armor, rage, resist energy, and shield of faith.

The proteans known as spell slivers are living spells cloaked in flesh. When a spell that targets a creature fails, its energy usually dissipates. On rare occasions, the spell is instead absorbed into the primordial chaos of reality, where it either forms a new creature to become its target, or breaks apart into multiple lesser spells that then form new creatures. Such are the origins of the spell slivers.

Spellhive Queen (CR 17) A spellhive queen is a keketar protean with the following spell-like ability in place of its normal 1/day spell-like abilities: 3/hour—summon (level 9, 4 spell slivers, 100%). Each time the spellhive queen summons spell slivers in this manner, the spellhive queen chooses which protean spell each of those spell slivers possesses. They need not have the same protean spell.

@Thomas LeBlanc: Although I asked for no animals, I neglected to ask for no vermin. So here are the real-world anomalocaris statted up as a vermin, plus a larger version from an alien world:

Shrimp:
This long, narrow crustacean has tiny legs and finlike projections on the side of its body. Its eyes are situated on stalks, and it sports a pair of short, barbed arms flanking its mouth.

Anomalous Shrimp (Anomalocaris) (CR 1)
XP 400
N Medium vermin (aquatic)
Init +6; Senses darkvision 60 ft.; Perception +5
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 13 (3d8)
Fort +3, Ref +3, Will +2
Immune mind-affecting
---
Speed swim 60 ft.
Melee 2 arms +2 (1d4)
Special Attacks rend (2 arms, 1d6 bite damage)
---
Str 10, Dex 15, Con 11, Int —, Wis 12, Cha 2
Base Atk +2; CMB +2; CMD 14 (can't be tripped)
Skills Perception +5, Swim +8; Racial Modifier +4 Perception
---
Environment any ocean
Organization solitary, pair, or school (3–12)
Treasure none

Anomalous shrimp are aggressive, over-sized predators from a bygone age. They are not used to encountering creatures larger than themselves, and have not learned to fear such opponents.

An anomalous shrimp is nearly as long as a human is tall, and weighs just as much.

-----

Monstrous Shrimp (CR 8)
XP 4,800
N Huge vermin (aquatic)
Init +3; Senses darkvision 60 ft.; Perception +17
---
AC 20, touch 11, flat-footed 17 (+3 Dex, +9 natural, –2 size)
hp 102 (12d8+48)
Fort +12, Ref +7, Will +5
Immune mind-affecting
---
Speed swim 60 ft.
Melee bite +14 (2d6+7), 2 arms +14 (1d6+7 and grab)
Space 15 ft.; Reach 15 ft.
Special Attacks constrict (2d6+10), rend (2 arms, 2d6+10 bite damage)
---
Str 25, Dex 17, Con 19, Int —, Wis 12, Cha 2
Base Atk +9; CMB +18 (+22 to grapple); CMD 31
Skills Perception +17, Swim +15; Racial Modifier +16 Perception
---
Environment any ocean
Organization solitary
Treasure none

Monstrous shrimp resemble larger versions of the anomalous shrimp of the normal world's oceans. They hail from distant worlds and parallel dimensions, but have simple brains and animal behaviors akin to those of crustaceans everywhere.

A monstrous shrimp is 16 feet long and weighs around 4,200 pounds.

More to come.

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@Osmos777: Here's something resmbling a hunting horror (Lovecraft's version, not Derleth's):

Gibbering Orb, Voice of the Void (CR 18):
This formless mass of flesh constantly sprouts eyes and mouths. Its thousands of voices fill the void around it with strange music.

Voice of the Void (CR 18)
XP 153,600
CE Huge aberration
Init +13; Senses all-round vision, blindsense 120 ft., darkvision 120 ft.; Perception +43
---
AC 33, touch 17, flat-footed 24 (+9 Dex, +16 natural, –2 size)
hp 310 (27d8+189)
Fort +17, Ref +18, Will +24
Defensive Abilities amorphous; DR 10/bludgeoning and magic; Immune aging, cold, mind-affecting, starvation, thirst; SR 29
Weaknesses vulnerable to dawn
---
Speed 10 ft., fly 20 ft. (good)
Melee 6 bites +28 (2d6+9/19–20 plus grab)
Space 15 ft.; Reach 10 ft.
Special Attacks captivate, gibbering, eye rays, swallow whole (2d6+13 plus 2d10 acid, AC 18, 28 hp)
---
Str 28, Dex 29, Con 23, Int 20, Wis 24, Cha 20
Base Atk +20; CMB +31 (+35 to grapple); CMD 50 (can't be tripped)
Feats Flyby Attack, Greater Vital Strike, Great Fortitude, Improved Initiative, Improved Critical (bite), Improved Initiative, Improved Vital Strike, Iron Will, Power Attack, Skill Focus (Perception), Toughness, Vital Strike, Weapon Focus (bite, ray)
Skills Bluff +35, Escape Artist +39, Fly +39, Intimidate +35, Knowledge (arcana) +35, Perception +43, Perform (sing) +35, Spellcraft +35, Stealth +31
Languages Aklo
SQ no breath, flight, void dweller
---
Environment any outer space
Organization solitary
Treasure none
---
Captivating Song (Su) A voice of the void can infect the minds of those that hear it, calling them to its side. When a voice of the void sings, all creatures within a 300-foot spread must succeed on a DC 28 Will saving throw or become captivated. A creature that successfully saves is not subject to the same voice's captivating song for 24 hours. A victim under the effects of the captivating song moves toward the voice of the void using the most direct means available. If the path leads them into a dangerous area such as through fire or off a cliff, that creature receives a second saving throw to end the effect before moving into peril. Captivated creatures can take no actions other than to defend themselves. A victim within 5 feet of the voice of the void simply stands and offers no resistance to the voice's attacks. This effect continues for as long as the voice of the void sings and for 1 round thereafter. This is a sonic mind-affecting charm effect. The save DC is Charisma-based.
Eye Rays (Su) As a free action, a gibbering orb can emit colorful beams from its eyes. Collectively, these eye rays duplicate the effects of a prismatic spray spell (CL 20th, DC 28). The gibbering orb must succeed on a ray attack (ranged touch +30) against each creature in the area of this effect or that creature is unaffected. The save DC is Charisma-based.
Gibbering (Su) As a free action, a gibbering orb can emit a cacophony of maddening sound. All creatures within 60 feet that hear this gibbering must succeed on a DC 28 Will save or be permanently confused, as if affected by an insanity spell. This is a sonic mind-affecting compulsion insanity effect. A creature that saves cannot be affected by the same voice's gibbering for 24 hours. The save DC is Charisma-based.
Void Dweller (Su) A voice of the void can survive in the void of outer space. Any creature with the starflight ability that enters the same solar system as a voice of the void knows how to reach the location of the voice of the void using its starflight ability by following faint echoes of the voice's song.
Vulnerable to Dawn (Ex) If a voice of the void enters an atmosphere while in direct sunlight, it is staggered for 1 round. If the voice of the void remains in both an atmosphere and direct sunlight at the end of that duration, it crumbles to dies and its remains crumble to dust.

The gibbering orbs known as voices of the void are immense blobs of formless, immortal flesh that drift through the empty void of space. Although they have no ability to travel at the immense speeds needed to reach specific destinations in anything less than an epoch, faint echoes of their voices carry through the fabric of space to the ears of creatures with the starflight ability. Treacherous shantaks have been known to deliver messages for voices of the void, or to deliver unwitting victim's into their clutches.

More to come.


Would a Hekatonkheire be different enough from existing titans to warrant its own block?


A monster based off a giant honey mushroom (linky) like the one in the Malheur National Forest.

Only it has magical powers that allow it to rule the forest, can pull things into the earth and its disease works on nonplants.

CR: ~18?

Thanks. You're awesome.


Hey, just wanted to say you're thread is awesome! I've really enjoyed the Oni you have created. Thank you for your hard work.

Sczarni

I do not know if this exists already or not. If so, please disregard with my apologies.

The creature is somehow from the plane of shadow. It always manifests as a number of beings equal to the number of creatures it faces in combat.

Each projection mimics one other perfectly and cannot take damage from its counterpart.

Basically, this thing shows up and creates an exact duplication of the adventuring party and you kill it by attacking the ones that aren't you.

Geez, I hope that makes sense...I'm le tired...


That...Is an awesome idea

...What happens if you fight it one on one though? O.o


Darksmokepuncher wrote:

I do not know if this exists already or not. If so, please disregard with my apologies.

The creature is somehow from the plane of shadow. It always manifests as a number of beings equal to the number of creatures it faces in combat.

Each projection mimics one other perfectly and cannot take damage from its counterpart.

Basically, this thing shows up and creates an exact duplication of the adventuring party and you kill it by attacking the ones that aren't you.

Geez, I hope that makes sense...I'm le tired...

Sounds like a job for a mirror of opposition instead of a monster. No stat for the being required, just mirror match the party and explain the why however you like.

RPG Superstar 2009 Top 16, 2012 Top 32

A couple responses that don't require monster stats:

@brambleman: I'm fairly sure the hekatonkheire are in Bestiary 3.

@Darksmokepuncher: What you want is a modified mirror or opposition.

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@Mystic_Snowfang: A Dalek is defined by technological devices, not monster stats; you could take almost any monster and turn it into a Dalek by giving it cool armor and a wand. And monsters from Monty Python films are too silly for this thread. But here are an akaname and a hidebehind:

Akaname (CR 2):
This slender humanoid has greasy black hair, sickly green skin, and a disturbingly long tongue.

Akaname (CR 2)
XP 600
NE Medium aberration
Init +6; Senses darkvision 60 ft.; Perception +1
---
AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
hp 16 (3d8+3)
Fort +2, Ref +3, Will +4
Immune acid, disease, poison
---
Speed 40 ft., climb 20 ft.
Melee tongue +6 (2d6 acid), 2 claws +1 (1d4+1)
Space 5 ft.; Reach 5 ft. (10 ft. with tongue)
---
Str 16, Dex 14, Con 13, Int 4, Wis 13, Cha 7
Base Atk +2; CMB +4; CMD 16
Feats Improved Initiative, Skill Focus (Stealth)
Skills Climb +16, Stealth +13
Language Aklo
---
Environment any forest, jungle, or urban
Organization solitary, pair, or clutch (3–8)
Treasure standard

Also known as filth eaters, akaname are creatures noted for the acidic saliva, which allows them to digest almost anything. Although native to forests and jungles, akaname are drawn to the man-made refuse that can accumulate in cities. They are regularly found lurking in garbage dumps, graveyards, run-down ghettos, and remote corners of particularly filthy houses.

Although capable of simple speech, akaname are bestial in nature, and lack any real society. They roam their haunts like stealthy packs of wild animals, supplementing their scavengers' diet with an occasional attack on a live animal or humanoid.

Lurker Behind (CR 4):
This vaguely humanoid creature resembles a trio of fused snakes. The heads and tails of the smaller snakes serve as the arms and legs of the larger one.

Lurker Behind (CR 4)
XP 1,200
NE Medium aberration
Init +6; Senses darkvision 60 ft., scent; Perception +16
---
AC 18, touch 13, flat-footed 15 (+2 Dex, +1 dodge, +5 natural)
hp 52 (7d8+21)
Fort +5, Ref +5, Will +7
Defensive Abilities hidebehind; Immune paralysis, poison
---
Speed 30 ft.
Melee 3 bites +7 (1d6 plus poison)
Special Attacks outflank, sneak attack +3d6
---
Str 11, Dex 15, Con 17, Int 4, Wis 15, Cha 6
Base Atk +5; CMB +5; CMD 17
Feats Dodge, Improved Initiative, Mobility, Spring Attack, Weapon Finesse (B)
Skills Escape Artist +10, Perception +16; Racial Modifiers +4 Perception, +8 Escape Artist
SQ compression
---
Environment any forest
Organization solitary or pair
Treasure standard
---
Hidebehind (Ex) A lurker behind can use its compression ability to hide behind even the smallest bits of cover. Whenever a lurker behind would have cover, it instead has improved cover.
Outflank (Ex) A lurker behind is an expert at getting behind its opponents' defenses. Whenever an opponent the lurker behind threatens in melee isn't flanking the lurker behind, the lurker behind counts as flanking that opponent.
Poison (Ex) Bite—injury; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d2 Str; cure 2 saves. The save DC is Constitution-based.

Strange, slender creatures of the forest, lurkers behind are named for both their uncanny ability to hide behind even the smallest bits of cover, and their penchant for attacking even the wariest of opponents from behind. They resemble a trio of snakes fused together to form a stick-like humanoid figure, though their fangs are better equipped to rend flesh than those of a snake.

Lurkers behind are predatory beasts, relying on ambushes and hit-and-run tactics to take down prey, which can range from small forest animals to humanoid targets. A typical encounter with a lurker behind involves the creature attacking while darting into and out of tight spaces with the help of its Spring Attack feat and compression special quality.

@Tirq: Here's a gwyllgi:

Black Shuck, Gwillgi:
Add the following to the entry for the black shuck:

Gwyllgi (CR 5) A gwyllgi is a visible black shuck that seals its victim's fate with its baleful breath. It loses the black shuck's gaze and selective invisibility, but gains a breath weapon (15-ft. cone, 1d3 Con damage, Reflex DC 16 negates, usable every 1d4 rounds) and displacement (CL 5th) as a constant spell-like ability. It's displacement ability shifts its apparent location from side to side so rapidly, the gwillgi often appears to be three overlapping images of itself.

@Sissyl: For your Colossal undead, I would use a smoke fiend with the ghost template; I'd trade two of its ghost special attacks for a ghost touch ability allowing it to use its natural attacks and whirlwind special attacks against corporeal opponents (CR 17). And here's an elemental-infused:

Elemental-Infused (CR 6):
This tall, incredibly muscular woman froths at the mouth, her eyes burning with insane rage.

Elemental-Infused (CR 6)
XP 1,600
Elemental-infused human barbarian 6
CN Medium humanoid
Init +2; Senses Perception +8
---
AC 18, touch 11, flat-footed 15 (+4 armor, +2 Dex, +1 dodge, +3 natural, –2 rage)
hp 79 (6d12+40)
Fort +11, Ref +4, Will +5
Defensive Abilities improved uncanny dodge, trap sense +2; SR 17
---
Speed 40 ft.
Melee mwk battleaxe +15/+10 (1d8+10/×3), slam +10 (1d6+5)
or 2 slams +15 (1d6+10)
Ranged mwk composite longbow +9/+4 (1d8+3/×3)
Special Attacks rage (16 rounds/day), rage powers (lesser elemental rage, no escape, scent)
--
Base Statistics When not raging, the elemental-infused has AC 17, touch 13, flat-footed 14; hp 67; Fort +9, Will +3; Melee mwk battleaxe +10/+5 (1d8+4/×3); Str 23, Con 18; CMB +9; Climb +12, Swim +10
---
Str 27, Dex 14, Con 22, Int 10, Wis 12, Cha 8
Base Atk +6; CMB +14; CMD 25
Feats Dodge, Mobility, Point Blank Shot, Shot on the Run
Skills Acrobatics +11 (+15 jump), Climb +14, Intimidate +8, Knowledge (nature) +6, Perception +8, Survival +7, Swim +12
Languages Common
SQ fast movement
---
Enviroment any land
Organization solitary
Treasure NPC gear (+1 studded leather, masterwork composite longbow (+3 Str) with 40 arrows, masterwork battleaxe, other gear)
---
Berserk (Ex) When an elemental-infused enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the elemental infused goes berserk. The elemental-infused goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The elemental-infused can try to regain control by making a DC 19 Charisma check once per round as a free action. It takes 1 minute of inactivity by the elemental-infused to reset its berserk chance to 0%.

Created by mysterious alchemical and magical processes, the elemental-infused are creatures that have been bonded to elemental spirits of the sort that animate golems. The process instills the elemental-infused with some of the strength possessed by such golems. It also instills the creature with berserk fury, courtesy of a resentful elemental spirit.

Creating an Elemental-Infused
"Elemental-infused" is an acquired or inherited template that can be added to any creature (referred to hereafter as the base creature). An elemental-infused uses the base creature's stats and abilities except as noted here.

CR Increase by +1.

AC Natural armor increases by +3.

SR Gain SR equal to new CR +11.

Melee Creature gains 2 slam attacks if it doesn't already have them. These deal damage appropriate to a creature one size category larger than the base creature (see natural attacks in the Universal Monster Rules).

Special Attacks Creature gains berserk (see above).

Abilities Str +6, Con +4.

Up next: creatures inspired by Slender Man, and by the world's biggest fungus.

Scarab Sages

Hrm... Epic Meepo... could I get a TN millennium old Contemplative serpent that acts as an Oracle (like the 2nd edition DND monster manual giant snake flavor text suggested could exist?) and combining the best parts of constrictor and Venomous snakes? at least 10 hit die and all mental stats all above 15 ish?

Silver Crusade

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Okay, I've been working on this for a while, but I still can't figure out making stats. Because I suck like that. However, I did write up social habits, lifestyle and even number off offspring...
For a new type of True dragon.

Basilisk Cats/ Warmblood Dragons:

Calling Warmblood Dragons Basilisk Cats is a mistake, for they are related to neither cats nor basilisks. This misnomer arose from the fact that Warmbloods have six legs and fur that bears markings similar to several types of big cat. However they find the term Basilisk Cat to be ignorant at best, and willfully offensive at worst. Calling a Warmblood Dragon a Basalisk cat is a good way for the person who refered to it as such to end up in hospital. These strange looking creatures are in fact true dragons, though they are unlike any other dragons in their habits, biology or lifestyle.
Warmblood dragons are from the material plane, however where on the planet they originated is unknown. Due to their kind natures it is thought they may be related to metallic dragons, however this cannot be proven and neither metallic nor warmbloods claim relation to one another.

Warmblood dragons are quite different from any other creature on the planet. These creatures have six long limbs suited to running at high speeds. Their two front limbs are situated closer together. On the front set of paws are opposable digits and function both for walking and manipulation. They have deep chests and tucked up tummies. They have long claws that are retractable, like those of a cat.
The head of a Warmblood dragon is somewhere between a horse, cat and dog. They have ridges on their face that house extra brain lobes that are completely dedicated to teleportation, telepathy and telekinesis. The eyes of a Warmblood are described as elvin, solid in colour and always swirling and shimmering with hints of different shades. One of the most notable thing on a Warmblood Dragon is the saber teeth. These teeth are often well over two feet in length. They also have a particularly notable tongue, that when extended is six feet in length. This tongue is rough, like a feline’s and is used in grooming, courtship and feeding.
Warmbloods have a powerful muscled body and a tucked up tummy. Their tail is long as their whole body, and then a bit. It tapers like the tail of an otter, however is whippier at the end. Warmbloods have been observed using their tail in the manner of a whip to deliver a powerful blow to would be attackers. This tail is highly flexible and somewhat prehensile.
Despite looking like a creature that is a perfect predator Warmblood dragons are in fact omnivores. They rarely take large prey, preferring to dig for grubs and other vermin. However the main bulk of their diet comes from tubers, roots, berries, nuts and fruits. They are also known to be shameless scavengers, with jaw strength to crack open even the toughest bones. They also use this jaw strength to crack open the hard shells of any fruits or nuts they eat.
Warmblood dragons are, as their name implies, warm-blooded. They are also fur bearing and give birth to live young. A litter size can range from anywhere from one wyrmling to sixteen. These offspring are reared on their mother’s rich milk. It is during when she is pregnant and rearing young that a female will prefer fresh meat to other prey.
All Warmblood dragons can themselves and others teleport at will. They are also skilled telepaths, to the point where they have no spoken language, and use their minds to speak. Their telekinesis is weaker, however it is still strong enough. They use it to aid them in digging their massive lairs.


Shadow Dragon:

Types- (lengths do not include tails)

[spoiler=Shadow- TN]
Small compared to other dragons, but large compared to other warmbloods. Shadow Warmbloods are only thirty feet when they reach their full size. They are dark in colour, however are not evil. Their black fur, which is acutely dark brown with black spots, helps them blend in their jungle homes. They are either solitary or live in mated pairs. Shadow Warmbloods mate for life and both male and female rear the offspring together. Litter size is often six or seven young. Once the offspring are old enough to care for themselves, the parents send them off to find their own territories. Shadow Warmblood’s breath weapon is strings of stick black stuff that is used to hold a target in place. They will string this among trees in hope of catching prey.


Tawny- :

LN
Golden in colour and only slightly smaller than a shadow, Tawnies are the lions of the Warmblood Dragons. A typical tawny weighs more than a shadow, however is shorter only about twenty five feet long, at most. These noble creatures live in large prides, often consisting of hundreds of members. There are several males who defend the pride. Each male is mated to about six or so females. The young are raised communally by the whole pride. Young females are chased out of the pride when they are old enough to look after themselves, and will travel until they find a new pride to join. Tawnies are known for big famalies, females giving birth to eighteen wyrmlings a year. A tawny’s breath weapon is shards of super cold ice that stick in the face of a foe.

Snow-:

CN
Snow Warmbloods are solitary creatures with thick fur. An average snow is only about twenty feet long. Their markings are like that of a snow leopard. These dragons live on the highest peaks of mountains, and in cold boreal forests. They are extremely agile and are the most likely to eat meat of any warmblood dragon. Males and females will meet, mate, and then go their separate ways. Snow females are notably un-choosy when it comes to a mate, and several different males often sire a female’s litter. Female Warmbloods raise their offspring on their own, the young staying with her for several years. They stay with their mother until sexual maturity, at witch time they will strike out on their own. A female raises several litters at once, and so is always caring for children. They have smallish litters, often only giving birth to one or two wyrmlings at the most. A snow’s breath weapon is fire, a good tool against the many icy foes of their chosen home.

King-:

NG
Kings are tiny compared to other warmbloods, these yellow and black dragons are only fifteen feet from nose to tail and stand about as tall as a good sized horse. However they are fast and can outrun almost any other land animal. They are also amazing agile and can make sharp turns with no trouble at all. They have markings like that of a king cheetah. These creatures live in small family groups, with a mated pair and their offspring form the latest litter. Offpsring usually leave once they find a mate. Litter sizes are often only two to four wyrmlings. Kings are highly adaptable and will live almost anywhere. These kind travllers love riddles, songs and stories and value them more than any treasure. The hoard of a King dragon is never in gold, magic items or the like. Instead they will collect oddities, such as an intresting pebble. However the most important thing is their collection of stories that the dragon has learned. These stories are passed down though generations. King dragons are not very tolerant of Khobolds and tend to send the annoying little reptiles packing if they run across them. Aside from when a female is nursing King dragons are completely vegetarian. Their breath weapon is fire, though they rarely use it in combat, preferring to use it to roast hard shelled nuts and berries before eating.

Painted:

CG
With markings somewhere between a calico cat and wild dog Painted Warmbloods are truly something to look at. No two have markings that are even remotely close. These dragons are very small, only ten feet in length and standing no more than fourteen hands at the shoulder. These small dragons live in large families, or with close friends. It doesn’t really matter, so long as they have someone to share every moment with. They also seem to love culture and will often choose to live in cities. They seem perfectly adapted to live life alongside people, and relish in doing so. For them humans, and other races, are constant sources of amusement. Painted warmbloods are unafraid to work, and will often hire themselves out as mounts or porters. The chance of going on an adventure is amazing thing. It is not odd to see one living in a house, either with a person or on their own. Their breath weapon consists of concussive bolts of plasma energy. A female rears about six young at a time, and only gives birth every ten years.

[/spolier]
I have pictures for these as well I have another type of dragon I may post later. All they really need are the mathy stuff. Yes, these are completely my creation, please don't change the names.

I would also squee very loudly and then run in happy circles if you made a Luckdragon. You know, like Falcor from Neverending story.


You da man, Epic Meepo!

RPG Superstar 2009 Top 16, 2012 Top 32

@Mystic_Snowfang: In four weeks, I've had to dismiss over half of your thirty requests to make time for other posters. I've asked you to limit yourself to three requests a month, after which you posted another eleven requests. You don't seem to be taking the hint, so let me be blunt:

You've posted more than your fair share of requests in this thread, Mystic. Please find someone else to design your monsters for you so I can field requests from the wider Paizo community now.


So, I'm fairly sure this would be my 3rd request in a month, So I want to make it properly epic.

I'd like a guardian monster. Some large or huge sized that whiling having low intellect and charisma ( like 3 or 4 each ) is extremely perceptive of it's surroundings, and has an almost supernatural awareness of its surroundings ( So like 25 wisdom? ). I'd like it to have adaptive DR / resistance. And a couple unusual movement themed abilities and the like.
And as for CR...I have no idea. whatever you think would do the concept justice.

And now to lurk until mid January.

Scarab Sages

Hi Epic Meepo,

I am so impressed the creativity!!

Are you familiar with the planets of Akiton and Castrovel in the PF Campaign setting?

I had a brainstorm for an alien creature if ever mid-level player characters travel to another planet: a beast in 2 versions, where one is a smaller domesticated version for overland travel and a more powerful, savage version as a serious danger in the wild: A large or huge long, gray, worm-like creature, with a hammerhead shark-like head and leech-like mouth (very poisonous bite), 4 or 6 legs for fast movement, and a tail it could use in defense or sweeping attacks. Give it an Int between 3 and 10, and the habit of attacking in packs. Perhaps an unusual immunity of some kind befitting such an alien beast? Or a simple psionic power maybe (an ability who's effect mimics psionics)?

If that fails, how about a template that helps us build alien creatures? One for the steaming jungle planet of Castrovel and one for the arid desert world of Akiton?

I've had alien creatures from Golarion's neighbouring planets on my brain, so I'm wondering if you've had freaky brainstorms in that direction too? :-)

Thanks, W

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