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


Homebrew and House Rules

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RPG Superstar 2009 Top 16, 2012 Top 32

@Everyone:

Feel free to adapt my monsters for your own personal use. However, if you plan on posting more than a few lines of commentary or revisions (or praise, for that matter), I ask that you please start a separate thread for that. Keeping the length of posts in this thread short makes it easier for me to scan through everyone's monster requests.

Thanks for your cooperation.

Sczarni

Would you design a CR 8-12ish defense monster?

Key abilities: Intercept its allies damage, piercing and slashing weapons are easier to disarm due to the creature healing over the weapon.

I'd like this to be a BBEG defensive minion. It't won't hit hard, but it'll get in your way and stop you from hitting the BBEG.

Thanks!

RPG Superstar 2009 Top 16, 2012 Top 32

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@DM_aka_Dudemeister: The unstable runes trap was CR 1 (base for a magic trap) +2 (+1 for dealing an average of 10 damage, doubled for for hitting multiple targets). If the effect were similar in power to a 3rd- or higher-level spell, its CR would have instead been spell level +1, but the closest 3rd-level spell to the trap's effect was explosive runes, which is more powerful than unstable runes.

@Matt, Garnished Game Designer: Here's a simple template that allows golems of any CR to redirect spells:

Spell-Turning Creature (CR +0):
This simple template can only be applied to creatures with immunity to magic (such as golems and will-o-wisps). Spell-turning creatures lose their immunity to magic, but are able to turn targeted spells back upon their casters. A spell-turning creature's quick and rebuild rules are the same.

Rebuild Rules: Immune loses immunity to magic; SR gains SR equal to CR +10; Special Attacks Spell Mirror (Su) As an immediate action, the spell-turning creature may turn a spell targeting it or a creature within its reach back on the original caster, as if the caster were the target instead of the spell-turning creature or the creature within its reach. The spell's original caster may attempt a caster level check against the spell-turning creature's spell resistance to prevent the spell from being turned. If the spell is prevented from being turned, it automatically overcomes the spell-turning creature's spell resistance.

Mirror Golem (CR 8) A mirror golem is a glass golem with the spell-turning simple template.

Mirror Golem, Frosted (CR 5) A frosted mirror golem is an ice golem with the spell-turning simple template.

Mirror Golem, Polished (CR 16) A polished mirror golem is a mithral golem with the spell-turning simple template.

@Cheapy: Here's a simple template for creatures native to areas with unstable magic:

Wild Magic Creature (CR +1):
Creatures with the wild magic simple template are native to regions where magic is unstable, and act as focal points for such instabilities. A wild magic creature's quick and rebuild rules are the same.

[b]Rebuild Rules: Defensive Abilities gains DR 5/— against magic weapons only; SR gains SR equal to new CR +10, or new CR +13 if the base creature already has SR; Special Attacks Wild Magic (Su) Whenever a spell that allows spell resistance fails to overcome the spell resistance of one or more wild magic creatures, it is affected as if its caster were on a plane with the wild magic planar trait. Resolve this ability after caster level checks are made to overcome the spell resistance of creatures that would be affected if the spell were to produce its normal effects, but before resolving any other effects of the spell.

@Kelsey MacAilbert: I've already done a mindless construct that can fight wars; see the patchwork servitor on the first page of this thread. If you want the patchwork servitor to be more like a warforged, just re-skin it by saying it's entirely mechanical instead of partly flesh.


@ A CR20 Epic Seagull:

Quote:
A CR 5 swarm of tiny Dragons

You may be interested in the diminutive dragon swarm introduced in Dungeon #102, "Draconic Fingerlings".

RPG Superstar 2009 Top 16, 2012 Top 32

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@KestlerGunner: Here's a black-feathered hag of a harpy (with a short-form stat block, since it's just a minor variant):

Harpy, Dirgesinger (CR 5):
This wild-looking crone has taloned feet and black-feathered wings.

Dirgesinger (CR 5)
XP 1,600
A dirgesinger uses all of the statistics and abilities of a harpy except as noted below.
---
Spell-Like Abilities (CL 7th; concentration +10)
At will—false life, produce flame, vampiric touch
1/day—animate dead, wall of fire

Dirgesingers are the shamans of harpy society, responsible for lighting the funeral pyres of their fallen sisters and defiling the corpses of their vanquished foes. The foul goddesses of the harpy race grant dirgesingers several spell-like abilities related to death and fire to assist them in performing their sacred duties.

@A CR 20 Seagull: I've already done a CR 7 Negative Energy creature in this thread (the void elemental, which you can change from neutral to good if you want a good-aligned Negative Energy native). Here's a little outsider that resides in a big statue:

Adamant Guardian (CR 12):
This huge, marble statue of an angel watches its surroundings with unflinching vigilance.

Adamant Guardian (CR 12)
XP 19,200
LG Huge construct
Init +4; Senses blindsight 120 ft., darkvision 60 ft., low-light vision; Perception +4
---
AC 25, touch 8, flat-footed 25 (+17 natural, –2 size)
hp 78 (7d10+40)
Fort +3, Ref +3, Will +0
Defensive Abilities hardness 20, mortal coil; Immune construct traits
---
Speed 30 ft.
Melee 2 slams +17 (2d6+12)
Special Attacks trample (2d6+18, DC 25)
Spell-Like Abilities (CL 3rd; concentration +3)
At will—aid, continual flame, detect evil, greater teleport (self plus 50 lbs. of objects only)
---
Str 34, Dex 11, Con —, Int 6, Wis 11, Cha 10
Base Atk +7; CMB +21; CMD 31
Feats Improved Initiative
Skills Diplomacy +5, Fly +4, Knowledge (planes) +3, Perception +4, Sense Motive +5
Languages Celestial, Draconic, Infernal; truespeech (as per the archon subtype)
---
Environment any
Organization solitary, pair, or garden (3–12)
Treasure none
---
Mortal Coil (Ex) An adamant guardian is animated by the spirit of a lantern archon. When the guardian is destroyed, its spirit becomes a lantern archon that occupies one of the squares within its former space and acts on the next initiative count. Whenever at least 24 hours have passed since the creation of the adamant guardian whose destruction produced it, this lantern archon has the ability to merge with a Huge statue as a standard action. When the spirit merges with a statue in this manner, it and the merged statue become a new, full-strength adamant guardian.

Usually made of stone, but always as hard as the strongest of metals, adamant guardians are statues animated by the spirits of outsiders. The statue itself is just a shell the outsider uses while residing in the mortal world; destroying the shell releases the resident outsider, which can then find a new statue to inhabit.

The most common adamant guardians are lantern archons inhabiting statues of angels. These guardians make use of their excellent senses and resilient outer shells in the defense of various temples. Each is typically encountered in an area containing multiple statues of similar size, allowing it to easily find a new body, should its original statue be destroyed. An adamant guardian not found in the immediate presence of additional statues will use its greater teleport ability to find a new body as needed, and will then return by the same means to continue its battle against intruders.

Creating an Adamant Guardian
"Adamant guardian" is an acquired template that can be added to any non-native outsider with an Intelligence of 3 or greater and a CR of 3 or less, hereafter referred to as the base creature. The base creature uses the statistics of a Huge animated object with the advanced simple template, except as noted below.

CR Creature is CR 12.

Alignment As base creature.

Saves Use the base creature's base saving throw bonuses.

Senses The creature gains blindsight 120 ft.

Defensive Abilities The creature gains the mortal coil defensive ability. This functions as described in the sample statistics block presented above, except the adamant guardian is animated by the spirit of the base creature, and its spirit becomes that creature if the adamant guardian is destroyed.

Spell-Like Abilities Use the base creature's spell-like abilities.

Abilities Use the base creature's Intelligence, Wisdom, and Charisma scores.

Feats Use the base creature's feats.

Skills Use the base creature's skill ranks.

SQ The creature has 9 construction points, which are used to purchase the additional attack, metal (adamantine), and trample options available to an animated object, granting defensive abilities and special attacks accordingly. The creature uses the metal (adamantine) option even if the statue it occupies is not made of adamantine, reflecting enhanced hardness granted to it by its animating spirit.

More to come.


How about a gemstone golem?

RPG Superstar 2009 Top 16, 2012 Top 32

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@A CR 20 Seagull: I see from a post upthread that there's a swarm of dragons in Dungeon magazine, so that's covered. But here's an elemental Tane guaranteed to make your PCs paranoid:

Rogue Star (CR 19):
Behold: an enormous ball of fire as bright as the Sun.

Rogue Star (CR 19)
XP 204,800
N Colossal outsider (elemental, fire)
Init +13; Senses darkvision 60 ft.; Perception +27
---
AC 28, touch 12, flat-footed 18 (+9 Dex, +1 dodge, +16 natural, –8 size)
hp 324 (24d10+192); regeneration 10 (cold)
Fort +22, Ref +17, Will +16
DR 10/—, Immune effects with the light descriptor, elemental traits, fire
Weaknesses vulnerability to cold
---
Speed fly 100 ft. (perfect)
Melee 2 slams +30 (6d6+14 plus burn)
Space 30 ft.; Reach 30 ft.
Special Attacks burn (8d6, DC 30), blinding light, sun scry, trample (6d6+21 plus burn, DC 36)
Spell-Like Abilities (CL 20th; concentration +25)
Constant—fire shield (warm shield version)
At will—daylight, heat metal (DC 17), sunburst (DC 23), sunbeam (DC 22)
1/day—meteor swarm (DC 24), prismatic sphere (30-ft. radius) (DC 24), reverse gravity
---
Str 38, Dex 29, Con 26, Int 10, Wis 11, Cha 21
Base Atk +24; CMB +46; CMD 66
Feats Blind-Fight, Combat Reflexes, Dodge, Flyby Attack, Greater Vital Strike, Improved Initiative (B), Improved Vital Strike, Iron Will, Lightning Stance, Mobility, Power Attack, Wind Stance, Vital Strike
Skills Acrobatics +36, Escape Artist +36, Fly +36, Intimidate +32, Knowledge (geography) +27, Perception +27
Languages Aklo, Ignan, Sylvan
SQ planar acclimation, steal the sun, sun jump
---
Environment any land or aerial
Organization solitary
Treasure none
---
Blinding Light (Ex) A rogue star sheds bright light in a 300-foot radius and normal light out to an unlimited range (though the light is blocked by opaque barriers, as normal). The bright light shed by a rogue star functions as a blinding gaze attack with the light descriptor: Blinding Gaze—blinded for 1 round, 300 ft., Fortitude DC 27 negates. The save DC is Charisma-based.
Planar Acclimation (Ex) A rogue star is always considered to be on its home plane, regardless of what plane it finds itself upon. It never gains the extraplanar subtype.
Steal the Sun (Su) Whenever a rogue star first enters a creature's line of sight, if that creature was previously able to see the Sun, that creature sees the rogue star as the Sun descending from the sky. The creature loses the ability to see the actual sun, its eyes skipping over the section of sky containing the Sun as if that section of sky weren't there. The creature still sees sunlight and shadows normally; it simply cannot locate their source by inspecting the sky above.
Sun Jump (Su) As a standard action, a rogue star can teleport itself to the surface of the Sun, or from the surface of the Sun to any familiar location on or above the surface of any planet. It can only teleport itself to a location on or above a planet if that location is currently exposed to direct sunlight. This ability is a teleportation effect.
Sun Scry (Su) While on the surface of the Sun, a rogue star can duplicate the effects of a greater scrying spell (CL 20th) as a standard action. This scrying attempt automatically fails if the target isn't standing in direct sunlight, and ends immediately if the target is no longer standing in direct sunlight. This ability is a divination (scrying) effect.

A rogue star is one of the Tane, powerful creatures created by the lords of the fey to fight wars, spy on enemies, and cause trouble for the fey lords' amusement. Rogue stars are living balls of elemental fire that burn with light nearly as bright as sunlight. A rogue star takes the appearance of the Sun descending from the sky. It also has the ability to transport itself to the actual Sun, and can use that high vantage point to scry on creatures standing in sunlight.

Most rogue stars are content to lurk in the sky, scrying on well-known fey and making occasional sojourns to various planets. Their visits are usually short and uneventful, as rogue stars make little effort to interact with the natives. However, rogue stars are staunch defenders of the fey. Should a rogue star witness the killing of a fey or the theft of an important item belonging to the fey, it wages a campaign of fiery vengeance upon the perpetrator of the act.

@Darksmokepuncher: Here's a monster that heals over weapons used against it; note the trollflesh bodyguard option below the stat block:

Golem, Trollflesh (CR 8):
This gruesome, humanoid construct is a crafted from a disparate collection of body parts, each sporting a rough, green hide.

Trollflesh Golem (CR 8)
XP 4,800
N Large construct
Init +1; Senses darkvision 60 ft., low-light vision; Perception +0
---
AC 22, touch 10, flat-footed 20; (+1 Dex, +12 natural, –1 size)
hp 79 (9d10+30); regeneration 5 (acid or fire)
Fort +3, Ref +4, Will +3
DR 5/adamantine; Immune construct traits, magic
---
Speed 30 ft.
Melee bite +14 (1d8+6), 2 claws +14 (1d6+6)
Space 10 ft.; Reach 10 ft.
Special Attacks rend (2 claws, 1d6+9), snaring regeneration
---
Str 22, Dex 13, Con —, Int —, Wis 11, Cha 1
Base Atk +9; CMB +16; CMD 27
Feats Combat Reflexes (B)
Languages none
---
Environment any
Organization solitary or gang (2–4)
Treasure none
---
Immunity to Magic (Ex) A trollflesh golem is immune to any spell or spell-like ability that allows spell resistance except for those with the acid or fire descriptor.
Snaring Regeneration (Ex) The regenerating hide of a trollflesh golem seals over the edges of piercing and slashing weapons used against it. Whenever a trollflesh golem takes damage from a piercing or slashing melee weapon, it can expend an attack of opportunity to attempt a disarm combat maneuver to disarm that weapon. This maneuver doesn't provoke attacks of opportunity. The trollflesh golem cannot use this ability if its regeneration ability is not currently functioning.

A trollflesh golem is constructed from body parts harvested from one or more trolls. Not every golem made from troll flesh is a trollflesh golem; a crafter who uses the creation process for a normal flesh golem produces an ordinary flesh golem, even when using flesh harvested from trolls.

A typical trollflesh golem is the same size as a troll, standing 14 feet tall but having a stooped posture that makes it appear smaller than that. Like a troll, a trollflesh golem weighs about 1,000 pounds.

Trollflesh Bodyguard (CR +2) A trollflesh bodyguard is a trollflesh golem with the shield guardian template. It doesn't gain fast healing in addition to its regeneration. It instead gains Bodyguard and In Harm's Way as additional bonus feats.

Trollstone Golem (CR +1) Made from the petrified flesh of a rock troll, a trollstone golem is a trollflesh golem with the advanced simple template. It has regeneration 5 (acid or sonic) instead of that possessed by a normal trollflesh golem. Its immunity to magic gives it immunity to spells and spell-like abilities with the fire descriptor, but not those with the sonic descriptor.

Construction
The pieces of a trollflesh golem must each be cut from a living troll. Each limb, the torso, and the head must each be harvested from a troll that has all of its body parts intact at the time. This may or may not be the same troll for each body part. Special unguents and bindings worth 500 gp are also required. Note that creating a trollflesh golem requires casting a spell with the evil descriptor.

Trollflesh Golem
CL 10th; Price 32,500 gp
---
Requirements Craft Construct, animate dead, geas/quest, limited wish, regeneration, creator must be caster level 10th; Skill Craft (leather) or Heal DC 13; Cost 16,500 gp

@Kelsey MacAilbert: Here's a gemstone golem:

Golem, Gemstone (CR 11):
This construct of jagged, glittering gemstones has a humanoid shape.

Gemstone Golem (CR 11)
XP 12,800
N Large construct
Init –1; Senses darkvision 60 ft., low-light vision; Perception +0
---
AC 26, touch 8, flat-footed 26 (–1 Dex, +18 natural, –1 size)
hp 107 (14d10+30)
Fort +4, Ref +3, Will +4
DR 10/adamantine; Immune construct traits, magic
---
Speed 20 ft.
Melee 2 slams +22 (2d10+9 plus bleed)
Space 10 ft.; Reach 10 ft.
Special Attacks bleed (1d8), dazzling brightness
---
Str 28, Dex 9, Con —, Int —, Wis 11, Cha 1
Base Atk +14; CMB +24; CMD 33
---
Environment any
Organization solitary or gang (2–4)
Treasure none
---
Dazzling Brightness (Ex) A gemstone golem in an area of bright light dazzles any creature within 30 feet that sees it (Fortitude DC 17 negates). Once a creature makes its save against this ability, it is immune to that golem's brightness for 24 hours. The DC is Constitution-based.
Immunity to Magic (Ex) A gemstone golem is immune to spells or spell-like abilities that allow spell resistance, save for spells with the sonic descriptor. Shatter damages a gemstone golem as if it were a crystalline creature.

Sharing traits with both glass golems and stone golems, gemstone golems are humanoid figures carved from large mineral deposits. Unlike glass and stone golems, gemstone golems cannot be made with perfectly smooth surfaces, having numerous facets and jagged edges. This gives them a rough appearance, and contributes to their bleed and dazzling brightness special attacks. Gemstone golems exhibit dazzling brightness even if the mineral from which they were crafted does not normally glitter, as the magic that animates them alters the properties of their base material.

A typical gemstone golem is 9 feet tall and weighs 2,000 pounds.

Construction
A gemstone golem's body is chiseled from a single block of a particular mineral, such as quartz, weighing at least 3,000 pounds. The mineral need not be a rare gemstone, but costs at least 5,000 gp.

Gemstone Golem
CL 14th; Price 105,000 gp
---
Requirements Craft Construct, antimagic field, geas/quest, limited wish, creator must be caster level 14th; Skill Craft (gemcutting) DC 19; Cost 55,000 gp

Scarab Sages

An alternate lich template that is more suited to bards. One that would allow them to effect undead with their Bardic Performances and perhaps control undead.

A clockwork minstrel

A quick silver dragon that gets more dexterous and agile the older it gets.


O.O Wow. Just...wow. Easily 100x more epic then anything I could think up


^_^ I can't wait to use the gemstone golem.


I hate to highjack this thread, but could someone please look at THIS. and give me some feedback?


Can you make a non-undead incorporeal mist creature that can possess PCs?
CR 15 should do it.

RPG Superstar 2009 Top 16, 2012 Top 32

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@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:

Lich:
This sagely, skeletal figure wears finery and carries a mandolin.

Bardic Lich (CR 12)
XP 19,200
Human bardic lich bard 11
NE Medium undead (augmented humanoid)
Init +2; Senses darkvision 60 ft.; Perception +19
---
AC 24, touch 12, flat-footed 22 (+5 armor, +2 Dex, +5 natural, +2 shield)
hp 134 (11d8+85)
Fort +11, Ref +10, Will +9; +4 vs. bardic performance, language–dependent, and sonic
Defensive Abilities channel resistance +4, rejuvenation; DR 15/bludgeoning and magic; Immune cold, electricity, undead traits
---
Speed 30 ft.
Melee touch +10 (1d8+5)
Ranged mwk light crossbow +11 (1d8/19–20)
Special Attacks bardic music 31 rounds/day (countersong, dirge of doom, distraction, fascinate, inspire competence +4, inspire courage +3, inspire greatness, suggestion)
Bard Spells Known (CL 11th; concentration +18)
4th (3/day)—dominate person (DC 21), greater invisibility, rainbow pattern (DC 21)
3rd (5/day)—charm monster (DC 20), crushing despair (DC 20), haste, slow (DC 20)
2nd (6/day)—cure moderate wounds, hold person (DC 19), minor image (DC 19), silence (DC 19), tongues
1st (7/day)—charm person (DC 18), cure light wounds, disguise self, expeditious retreat, hideous laughter (DC 18), identify
0 (at will)—dancing lights, detect magic, light, mage hand, prestidigitation, read magic
---
Str 8, Dex 14, Con —, Int 14, Wis 12, Cha 24
Base Atk +8; CMB +7; CMD 19
Feats Arcane Strike, Craft Wondrous Item, Greater Spell Penetration, Magical Aptitude, Spell Penetration, Vital Strike, Weapon Finesse (touch)
Skills Linguistics +6, Perception +19, Perform (dance) +21, Perform (sing) +21, Perform (stringed instrument) +21, Sense Motive +14, Sleight of Hand +10, Spellcraft +20, Stealth +23, Use Magic Device +25; Racial Modifiers +8 Perception, +8 Sense Motive, +8 Stealth
Languages Common, Draconic, Elven
SQ bardic knowledge +5, jack-of-all-trades (use any skill), lore master 2/day, versatile performance (dance, sing, stringed instrument)
---
Environment any
Organization solitary or danse macabre (1 plus 2–5 skeletal champions)
Treasure NPC gear (+1 chain shirt, +1 buckler, masterwork light crossbow with 10 bolts, cloak of resistance +1, headband of alluring charisma +4, other gear)
---
Requiem (Su) The bardic performance abilities and mind-affecting spells of a bardic lich affect all undead as if they were living, non-mindless creatures.
Other Abilities For details on other abilities, see the lich template.

Bardic liches are performers and scholars that have embraced the immortality of undeath. Some are selfish perfectionists, seeking an eternal life of new lore and new artistic achievement. Others are arrogant narcissists, convinced that it would be a crime to deprive the world of their talents. All are universally twisted, no matter their character in life, corrupted by hubris and by subversive bargains with dark powers made in the pursuit of physical immortality.

Variant Lich: Bardic Lich
Any bard that becomes a lich can choose to become a bardic lich instead of a standard lich, adapting its bardic abilities to its new existence as an undead creature. This variant lich modifies the standard lich in the following ways:
Special Attacks A bardic lich loses the fear aura and paralysis special attacks.
SQ A bardic lich gains the requiem special quality described above.

Metallic Dragon, Silver:
This silver-scaled dragon has such physical grace, it seems to flow like water when it moves.

Quicksilver Dragon
A quicksilver dragon has the same base statistics and special abilities as a silver dragon.
---
Environment temperate mountains
Organization solitary
Treasure triple

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Young Quicksilver Dragon (CR 10)
XP 9,600
LG Large dragon (cold)
Init +10; Senses dragon senses; Perception +17
---
AC 24, touch 15, flat-footed 18; (+6 Dex, +9 natural, –1 size)
hp 104 (11d12+33)
Fort +10, Ref +13, Will +12
Immune acid, cold, paralysis, sleep
Weaknesses vulnerability to fire
---
Speed 40 ft., fly 200 ft. (average); cloudwalking, graceful flight
Melee bite +16 (2d6+7), 2 claws +15 (1d8+5), 2 wings +13 (1d6+2), tail +13 (1d8+7)
Space 10 ft.; Reach 5 ft. (10 ft. with bite)
Special Attacks breath weapon (40-ft. cone, DC 18, 6d8 cold), paralyzing breath
Spell-Like Abilities (CL 11th)
At will—detect evil
Spells Known (CL 1st; concentration +4)
1st (4/day)—alarm, true strike
0 (at will)—detect magic, light, message, read magic
---
Str 21, Dex 22, Con 17, Int 16, Wis 17, Cha 16
Base Atk +11; CMB +17; CMD 33 (37 vs. trip)
Feats Hover, Improved Initiative, Iron Will, Multiattack, Power Attack, Weapon Focus (bite)
Skills Acrobatics +12, Diplomacy +17, Fly +13, Heal +17, Intimidate +17, Know. (local) +17, Perception +17, S. Motive +17, Spellcraft +17
Languages Auran, Common, Draconic, Giant
SQ change shape

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Adult Quicksilver Dragon (CR 14)
XP 38,400
LG Large dragon (cold)
Init +13; Senses dragon senses, fog vision; Perception +25
Aura frightful presence (180 ft., DC 23)
---
AC 32, touch 19, flat-footed 22 (+9 Dex, +1 dodge, +13 natural, –1 size)
hp 195 (17d12+85)
Fort +15, Ref +21, Will +17; +1 Reflex saves when not flat-footed
DR 5/magic; Immune acid, cold, paralysis, sleep; SR 25
Weaknesses vulnerability to fire
---
Speed 40 ft., fly 200 ft. (average); cloudwalking, graceful flight
Melee 2 bites +26 (2d6+12), 2 claws +25 (1d8+8), 2 wings +23 (1d6+4), tail slap +23 (1d8+12)
Space 10 ft.; Reach 5 ft. (10 ft. with bite)
Special Attacks breath weapon (40-ft. cone, DC 23, 12d8 cold), crush, paralyzing breath
Spell-Like Abilities (CL 17th)
Constant—haste (self only; included in the statistics above)
At will—detect evil, feather fall, fog cloud
Spells Known (CL 7th; concentration +12)
3rd (5/day)—dispel magic, wind wall
2nd (7/day)—augury, cure moderate wounds, web (DC 17)
1st (7/day)—alarm, bless, divine favor, shield, true strike
0 (at will)—detect magic, flare, light, message, prestidigitation, read magic, stabilize
---
Str 27, Dex 28, Con 21, Int 20, Wis 21, Cha 20
Base Atk +17; CMB +26; CMD 46 (50 vs. trip)
Feats Flyby Attack, Hover, Improved Initiative, Iron Will, Lighting Reflexes, Multiattack, Power Attack, Vital Strike, Weapon Focus (bite)
Skills Acrobatics +26, Diplomacy +25, Fly +29, Heal +25, Intimidate +25, Knowledge (arcana, local, nobility) +25, Perception +25, Sense Motive +25, Spellcraft +25
Languages Auran, Common, Draconic, Dwarven, Giant, Terran
SQ change shape

-----

Ancient Quicksilver Dragon (CR 19)
XP 204,800
LG Huge dragon (cold)
Init +17; Senses dragon senses, fog vision; Perception +35
Aura cold, frightful presence (300 ft., DC 29)
---
AC 41, touch 22, flat-footed 26; (+13 Dex, +1 dodge, +19 natural, –2 size)
hp 337 (25d12+175)
Fort +21, Ref +29, Will +23; +1 Reflex saves when not flat-footed
Defensive Abilities reflective scales; DR 15/magic; Immune acid, cold, paralysis, sleep; SR 30
Weaknesses vulnerability to fire
---
Speed 40 ft., fly 250 ft. (poor); cloudwalking, graceful flight
Melee 2 bites +37 (2d8+18/19–20), 2 claws +36 (2d6+12), 2 wings +34 (1d8+6), tail slap +34 (2d6+18)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks breath weapon (50-ft. cone, DC 29, 20d8 cold), crush, paralyzing breath, tail sweep
Spell-Like Abilities (CL 25th)
Constant—haste (self only; included in the statistics above)
At will—control weather, control winds, detect evil, feather fall, fog cloud
Spells Known (CL 15th; concentration +22)
7th (5/day)—holy word (DC 24), repulsion (DC 24)
6th (7/day)—banishment (DC 23), greater dispel magic, heal
5th (7/day)—break enchantment, flame strike (DC 22), plane shift, wall of force
4th (7/day)—dimension door, freedom of movement, restoration, solid fog
3rd (7/day)—cure serious wounds, dispel magic, hold person (DC 20), wind wall
2nd (8/day)—augury, calm emotions (DC 19), cure moderate wounds, invisibility, web
1st (8/day)—bless, divine favor, protection from evil, shield, true strike
0 (at will)—detect magic, flare (DC 17), light, message, prestidigitation, read magic, stabilize, resistance, virtue
---
Str 35, Dex 36, Con 25, Int 24, Wis 25, Cha 24
Base Atk +25; CMB +39; CMD 63 (67 vs. trip)
Feats Critical Focus, Flyby Attack, Hover, Improved Critical (bite), Improved Initiative, Iron Will, Lighting Reflexes, Multiattack, Power Attack, Quicken Spell, Skill Focus (Fly), Vital Strike, Weapon Focus (bite)
Skills Acrobatics +38, Diplomacy +35, Fly +39, Heal +35, Intimidate +35, Knowledge (arcana, history, local, nobility, planes) +35, Perception +35, Sense Motive +35, Spellcraft +35
Languages Auran, Common, Draconic, Dwarven, Elven, Halfling, Giant, Terran
SQ change shape

Like their silver dragon cousins, quicksilver dragons are valiant defenders of all that is lawful and good. When faced with a source of great evil, they prefer to strike fast and hard.

Variant Silver Dragon: Quicksilver Dragon
Quicksilver dragons grow faster with age. This variant silver dragon modifies the standard silver dragon in the following ways:
Size A young adult or older quicksilver dragon is one size category smaller than a standard silver dragon of the same age. Do not recalculate its ability scores or natural armor.
AC A quicksilver dragon's natural armor bonus equals one-half that of a normal silver dragon of the same age category +3.
Spell-Like Abilities A young adult or older quicksilver dragon gains haste (self only) as a constant spell-like ability.
Abilities A quicksilver dragon's Dexterity score increases with age at the same rate as its Strength score (instead of decreasing with age as normal for a dragon).

@darth_borehd: It's vaporous instead of incorporeal, but a CR 15 monster with the theme you're looking for is a smoke fiend (from page 1 of this thread) with the following ability as its smoke fiend wish: Malevolence (Su) This functions as the ghost ability of the same name (CL 16th, DC 20).

Silver Crusade

Dire Wolpertinger... it's big enough for a gnome to ride.

RPG Superstar 2009 Top 16, 2012 Top 32

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@Mystic_Snowfang: Here's the wolpertinger, both common and dire:

Wolpertinger:
This oversized rabbit has antlers, sharp teeth, and vestigial wings.

Common Wolpertinger (CR 1/4)
XP 100
N Small magical beast
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +4
---
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 5 (1d10)
Fort +2, Ref +5, Will +1
---
Speed 30 ft.
Melee gore +0 (1d3–2)
Special Attacks shadow mark
---
Str 6, Dex 17, Con 11, Int 2, Wis 13, Cha 4
Base Atk +1; CMB –2; CMD 8 (12 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +3 (+23 when jumping), Perception +4, Stealth +11; Racial Modifiers +20 Acrobatics when jumping
---
Environment cold or temperate forest
Organization solitary, pair, or nest (3–12)
Treasure none
---
Shadow Mark (Su) As a free action, a wolpertinger can make a ranged touch attack by jumping over a humanoid target—the maximum range of this attack is 30 feet. If the wolpertinger hits, its shadow transforms to match the shadow of the creature struck. Once a wolpertinger has established this link, it gains a +2 morale bonus on attack rolls and damage rolls made against that target.

-----

Dire Wolpertinger (CR 1)
XP 400
N Medium magical beast
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +4
---
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 15 (2d10+4)
Fort +5, Ref +5, Will +1
---
Speed 40 ft.
Melee gore +2 (1d4/18–20), bite +2 (1d4)
Special Attack horrific critical, shadow mark (see above)
---
Str 10, Dex 15, Con 15, Int 2, Wis 13, Cha 4
Base Atk +2; CMB +2; CMD 14 (18 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +2 (+26 when jumping), Perception +4, Stealth +7; Racial Modifiers +20 Acrobatics when jumping
---
Environment cold or temperate forest
Organization solitary, pair, or nest (3–12)
Treasure none
---
Horrific Critical (Su) A dire wolpertinger's gore attack threatens a critical hit on an 18–20. If a dire wolpertinger kills a humanoid foe with a critical hit, it can tear open the victim's throat with its sharp teeth as a free action. Any creature that witnesses this savage event must make a DC 11 Fortitude save or be shaken for 1 round. This is a mind-affecting fear effect. The save DC is Charisma-based, and includes a +4 racial bonus.
Shadow Mark (Su) As the common wolpertinger ability described above.

Whimsical creatures of the forest, wolpertingers resemble winged rabbits with antlers and sharp teeth. Though the small, chicken-like wings of a wolpertinger are not large enough to permit true flight, they do contribute to the wolpertinger's considerable jumping ability. A wolpertinger's fangs are not used in combat, though dire wolpertinger will use their sharp teeth to savage the corpse of a fallen foe. All wolpertingers share the distinctive shadow mark ability of the peryton, suggesting a common origin with that other chimeric beast.

Silver Crusade

Any suggestion on how to use them as a mount?
(For Dires)

Silver Crusade

Sorry to bug you again but....
Thylacoleo
Panda Bear
Llama
Rainbow Serpent
Dire Otter (Based off the "Irish Crocodile", VERY large and highly aggressive otter. They mate for life and become enraged if their mate is killed)
Okapi

RPG Superstar 2009 Top 16, 2012 Top 32

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@Mystic_Snowfang:
1) A dire wolpertinger mount would probably cost 75 gp and require an exotic saddle. Such mounts would likely be unavailable for purchase outside of gnomish and fey communities.

2) The reason I requested no animals in the OP is that new animals rarely require anything that isn't already covered. For example:
A thylacoleo could use the stats of a leopard that grabs with its claws instead of its bite.
A llama could use the stats of a camel.
A giant panda could use the stats of a brown bear (young grizzly bear).
A dwarf panda could use the stats of a young brown bear.
A raging dire otter could use the stats of a dire badger with a swim speed instead of a burrow speed.
An okapi could use the stats of a pony.

3) But here's a rainbow serpent:

Rainbow Serpent (CR 20):
This snake-like dragon has scales that shimmer with rainbow-colored light.

Rainbow Serpent (CR 20)
XP 307,200
LG Colossal dragon (water)
Init +12; Senses darkvision 120 ft., detect chaos, detect evil, detect magic, low-light vision, scent, true seeing; Perception +40
---
AC 36, touch 10, flat-footed 28 (+8 Dex, +26 natural, –8 size)
hp 385 (22d12+242); regeneration 15 (epic)
Fort +24, Ref +23, Will +20
Defensive Abilities freedom of movement, scintillating scales; DR 15/epic; Immune aging, mind-affecting effects, paralysis, poison, sleep, sonic; SR 31
---
Speed 40 ft., swim 80 ft.; swim the sky
Melee bite +30 (3d8+16/19–20), tail +30 (3d6+16 plus grab)
Space 30 ft.; Reach 30 ft.
Special Attacks constrict (tail, 3d6+24), gaze
Spell-Like Abilities (CL 20th; concentration +28)
Constant—detect chaos, detect evil, detect magic, true seeing
At will—dispel magic, haste, mark of justice, rainbow pattern (DC 22)
3/day—control water, dream, foresight, scintillating pattern
1/day—control weather, earthquake, move earth, time stop
---
Str 42, Dex 26, Con 32, Int 22, Wis 25, Cha 27
Base Atk +22; CMB +46 (+50 grapple); CMD 64 (can't be tripped)
Feats Awesome Blow, Blind-Fight, Combat Reflexes, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Improved Overrun, Improved Vital Strike, Lightning Reflexes, Power Attack, Vital Strike
Skills Diplomacy +33, Knowledge (arcana, geography, history, nature, and religion) +31, Perception +32, Sense Motive +32, Spellcraft +31, Stealth +17, Survival +32, Swim +41
Languages Aquan, Auran, Celestial, Common, Draconic, Ignan, Sylvan, Terran
---
Environment any lake or river
Organization solitary
Treasure triple
---
Freedom of Movement (Ex) A rainbow serpent is under the constant effect of freedom of movement, as the spell of the same name. This effect cannot be dispelled.
Gaze (Su) Dazed for 1d4+1 rounds, 30 feet, Will DC 29 negates. The save DC is Charisma-based.
Scintillating Scales (Su) A rainbow serpent is cloaked in light. It sheds bright light within 30 feet of its space. Attacks against a rainbow serpent suffer a 50% miss chance, as if the serpent had total concealment. Creatures not relying on sight to not suffer this miss chance.
Swim the Sky (Ex) A rainbow serpent can swim through the air as if it were water. While doing so, the rainbow serpent uses its normal swim speed, and counts as if it were swimming, not flying.

Rainbow serpents, named for their glimmering scales, are primordial dragons responsible for shaping the land when the world was young. Since that time, rainbow serpents have retired to the bottoms of lakes and rivers, where they spend most of their time slumbering. When a rainbow serpent awakens, it does so to battle chaos and evil in the vicinity of its watery lair. Preferred targets are individuals responsible for political strife, social upheaval, and the erosion of traditional values.


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Dotted


A "nature" elemental, akin to a walking forest.

Silver Crusade

Sorry to load more on you, but your stuff is AWESOME!!!!

Tapire-iauara
Sirrush
Skunk Ape
Aye Aye (Familiar)
Pink Fairy Armadillo (Familiar)
Platypus and Dire riding Platypus (because it would be freaking awesome)
Giant Kiwi (once again, awesome)
Something based off the Spring Heeled Jack
A Werefox template (with it being very... foxy (cunning, clever and a bit "loose"))

RPG Superstar 2009 Top 16, 2012 Top 32

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@Detect Magic: Here are two elementals based on eastern elements, including one resembling a walking forest:

Elemental, Metal:
This vaguely humanoid creature with a body made of unworked ore emerges from the ground and glances around with coin-like eyes.

Metal Elemental
A metal elemental uses all of the statistics and abilities of anearth elemental except as noted below.
---
Special Attacks metal mastery (instead of earth mastery)
---
Metal Mastery (Ex) A metal elemental gains a +2 bonus on melee attack rolls and combat maneuver checks whenever the target of its melee attack or maneuver is wearing metal armor.

Although they share the Plane of Earth with common earth elementals, metal elementals are treated by some scholars as creatures of an entirely different element. A metal elemental has a body not of common stone or crystal, but of unworked ore, usually iron. Like an earth elemental, a metal elemental can have any number of shapes, all of which use the same statistics. When a metal elemental dies, the metal comprising its form instantly evaporates like so much ice on a warm day.

Elemental, Wood:
This lumbering, humanoid shape has a body made of fallen branches, rotting logs, and living vines.

Wood Elemental
Languages Sylvan
---
Environment any (extraplanar forest)
Organization solitary, pair, or gang (3–8)
Treasure none
---
Favored Terrain (Ex) This is the same as the ranger ability of the same name, except the wood elemental gains the same bonus in jungle terrain that it gains in forest terrain.
Woodland Stride (Ex) This is the same as the ranger ability of the same name.

-----

Small Wood Elemental (CR 1)
XP 400
N Small outsider (elemental, extraplanar)
Init +0; Senses darkvision 60 ft., low-light vision; Perception +4
---
AC 17, touch 11, flat-footed 17 (+6 natural, +1 size)
hp 13 (2d10+2)
Fort +4, Ref +0, Will +3
Immune elemental traits, mind-affecting effects, polymorph
Weaknesses vulnerability to fire
---
Speed 30 ft., woodland stride
Melee slam +6 (1d6+4)
---
Str 16, Dex 10, Con 13, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +4; CMD 14
Feats Improved Bull Rush (B), Power Attack
Skills Climb +7, Knowledge (nature) +1, Knowledge (planes) +1, Perception +4, Stealth +8, Survival +1
SQ favored terrain (forest +2, jungle +2)

-----

Medium Wood Elemental (CR 3)
XP 800
N Medium outsider (elemental, extraplanar)
Init –1; Senses darkvision 60 ft., low-light vision; Perception +7
---
AC 18, touch 10, flat-footed 18 (+8 natural)
hp 34 (4d10+12)
Fort +7, Ref +1, Will +4
Immune elemental traits, mind-affecting effects, polymorph
Weaknesses vulnerability to fire
---
Speed 30 ft., woodland stride
Melee slam +9 (1d8+7)
---
Str 20, Dex 10, Con 17, Int 4, Wis 11, Cha 11
Base Atk +4; CMB +9; CMD 19
Feats Cleave, Improved Bull Rush (B), Power Attack
Skills Climb +10, Knowledge (dungeoneering) +2, Knowledge (planes) +2, Perception +7, Stealth +4, Survival +1
SQ favored terrain (forest +2, jungle +2)

-----

Large Wood Elemental (CR 5)
XP 1,600
N Large outsider (elemental, extraplanar)
Init –1; Senses darkvision 60 ft., low-light vision; Perception +11
---
AC 18, touch 9, flat-footed 18 (+9 natural, –1 size)
hp 68 (8d10+24)
Fort +9, Ref +2, Will +6
DR 5/—; Immune elemental traits, mind-affecting effects, polymorph
Weaknesses vulnerability to fire
---
Speed 30 ft., woodland stride
Melee 2 slams +14 (2d6+7)
Space 10 ft.; Reach 10 ft.
---
Str 24, Dex 10, Con 17, Int 6, Wis 11, Cha 11
Base Atk +8; CMB +16; CMD 26
Feats Cleave, Greater Bull Rush, Improved Bull Rush (B), Improved Overrun, Power Attack
Skills Climb +15, Knowledge (dungeoneering) +3, Knowledge (planes) +6, Perception +11, Stealth +6, Survival +6
SQ favored terrain (forest +4, jungle +4, swamp +2)

-----

Huge Wood Elemental (CR 7)
XP 3,200
N Huge outsider (elemental, extraplanar)
Init +0; Senses darkvision 60 ft., low-light vision; Perception +13
---
AC 19, touch 8, flat-footed 19 (+11 natural, –2 size)
hp 95 (10d10+40)
Fort +11, Ref +3, Will +7
DR 5/—; Immune elemental traits, mind-affecting effects, polymorph
Weaknesses vulnerability to fire
---
Speed 30 ft., woodland stride
Melee 2 slams +17 (2d8+9)
Space 15 ft.; Reach 15 ft.
---
Str 28, Dex 10, Con 19, Int 6, Wis 11, Cha 11
Base Atk +10; CMB +21; CMD 31
Feats Awesome Blow, Cleave, Greater Bull Rush, Improved Bull Rush (B), Improved Overrun, Power Attack
Skills Climb +18, Knowledge (nature) +4, Knowledge (planes) +7, Perception +13, Stealth +5, Survival +6
SQ favored terrain (forest +4, jungle +4, swamp +2)

---

Greater Wood Elemental (CR 9)
XP 6,400
N Huge outsider (elemental, extraplanar)
Init +0; Senses darkvision 60 ft., low-light vision; Perception +16
---
AC 21, touch 8, flat-footed 21 (+13 natural, –2 size)
hp 136 (13d10+65)
Fort +13, Ref +4, Will +8
DR 10/—; Immune elemental traits, mind-affecting effects, polymorph
Weaknesses vulnerability to fire
---
Speed 30 ft., woodland stride
Melee 2 slams +21 (2d10+10)
Space 15 ft.; Reach 15 ft.
---
Str 30, Dex 10, Con 21, Int 8, Wis 11, Cha 11
Base Atk +13; CMB +25; CMD 35
Feats Awesome Blow, Cleave, Greater Bull Rush, Greater Overrun, Improved Bull Rush (B), Improved Overrun, Improved Sunder, Power Attack
Skills Climb +25, Knowledge (nature) +10, Knowledge (planes) +13, Perception +16, Stealth +8, Survival +10
SQ favored terrain (forest +6, jungle +6, plains +2, swamp +2)

---

Elder Wood Elemental (CR 11)
XP 12,800
N Huge outsider (elemental, extraplanar)
Init +0; Senses darkvision 60 ft., low-light vision; Perception +19
---
AC 23, touch 8, flat-footed 23 (+15 natural, –2 size)
hp 168 (16d10+80)
Fort +15, Ref +5, Will +10
DR 10/—; Immune elemental traits, mind-affecting effects, polymorph
Weaknesses vulnerability to fire
---
Speed 30 ft., woodland stride
Melee 2 slams +26 (2d10+12/19–20)
Space 15 ft.; Reach 15 ft.
---
Str 34, Dex 10, Con 21, Int 10, Wis 11, Cha 11
Base Atk +16; CMB +30; CMD 40
Feats Awesome Blow, Cleave, Greater Bull Rush, Greater Overrun, Improved Bull Rush (B), Improved Critical (slam), Improved Overrun, Improved Sunder, Power Attack
Skills Climb +31, Knowledge (nature) +19, Knowledge (planes) +19, Perception +19, Stealth +11, Survival +19
SQ favored terrain (forest +6, jungle +6, plains +2, swamp +2)

Wood elementals are plant-like elementals that hail from any number of extraplanar forests. Their original home plane is unknown; some sages speculate that there exists a Plane of Wood, while others posit that the first wood elementals came from a plane-spanning world tree called Yggdrasil. Whatever their origin, wood elementals are now scattered across the planes, with a wide range of shapes to match their wide range of environs. Like other elementals, wood elementals always use the same statistics, despite their varied forms.

More to come.


How about a Yeerk?

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Daemon of death by overdose. CR 10, perhaps with some manner of intoxicating aura?

RPG Superstar 2009 Top 16, 2012 Top 32

For use later in this thread:

Universal Monster Rules

Elusive (Su) A creature with this ability has a knack for avoiding unwanted encounters. As a full-round action, the creature can move up to its run speed without leaving any trace of its passing (identical in effect to a pass without trace spell). While using this ability, a creature gains a +40 circumstance bonus to Stealth checks. In addition, except when in combat, a creature with this ability is considered to be under the effects of a nondetection spell. Both of these spell effects are at caster level 20th and cannot be dispelled.

RPG Superstar 2009 Top 16, 2012 Top 32

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Just a reminder: I'm not interested in posting stat blocks for animals, humanoids, or joke monsters in this thread.

@Mystic_Snowfang: Spring-Heeled Jack appears in AP #43, and there's already a lycanthrope template for werefoxes. But here are three cryptids:

Sirrush (CR 4):
This serpentine, wingless dragon has golden scales and horns.

Sirrush (CR 4)
XP 1,200
N Medium dragon
Init +6; Senses darkvision 60 ft., low-light vision, scent; Perception +14
---
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 42 (4d12+16)
Fort +8, Ref +6, Will +5
Defensive Abilities elusive; Immune fire, paralysis, sleep
---
Speed 50 ft.
Melee 2 claws +6 (1d8+2), gore +6 (1d6+2), bite +6 (1d4+2)
Special Attacks dying breath (20-ft.-radius burst, DC 16, 2d6 fire), pounce
---
Str 15, Dex 15, Con 19, Int 8, Wis 12, Cha 14
Base Atk +4; CMB +6; CMD 18
Feats Improved Initiative, Run
Skills Acrobatics +10 (+18 jump), Appraise +6, Bluff +9, Intimidate +9, Perception +16, Stealth +17; Racial Modifiers +8 Acrobatics, +8 Perception, +8 Stealth
---
Environment warm deserts and plains
Organization solitary, pair, or pack (3–12)
Treasure double
---
Dying Breath (Su) A sirrush has no breath weapon in life, but when it dies, it reflexively exhales the fires that smoulder at the core of its being, even if it is not conscious at the time of its death. This effect deals 2d6 fire damage in a 20-foot-radius burst centered on the sirrush. A DC 16 Reflex save halves the damage. The save DC is Constitution based.
False Tracks (Su) A sirrush can choose to magically alter its footprints, leaving tracks as if it were any other Small, Medium, or Large two- or four-legged creature. The sirrush may change the type of creature whose footprints it mimics, or revert to its normal footprints, as a swift action.

The sirrush are a breed of wingless dragons native to various deserts. Sirrush are noted for their ability to magically alter their own footprints, and often leave tracks resembling those of lions or giant birds. This has lead to a trend among artists in which the sirrush is depicted as having cat's paws on its forelimbs and bird's talons on its rear limbs, despite the fact that a sirrush has neither.

The statistics above are for a brass or gold sirrush, named such for the color of its scales. Other varieties of sirrush are known to exist, each havign a different color.

Bronze Sirrush (CR 4) A bronze sirrush lives on temperate coastlines. It is immune to electricity instead of fire, and its dying breath deals electricity damage.

Copper Sirrush (CR 4) A copper sirrush lives in warm hills. It is immune to acid instead of electricity, and its dying breath deals acid damage.

Silver Sirrush (CR 4) A silver sirrush lives in temperate mountains. It is immune to cold instead of electricity, and its dying breath deals cold damage.

Skunk Ape (CR 1):
This small, black-furred ape has large eyes and a foul stench.

Skunk Ape (CR 1)
XP 200
N Small magical beast
Init +2; Senses low-light vision, scent; Perception +1
Aura stench (DC 13, 10 rounds)
---
AC 14, touch 13, flat-footed 11 (+2 Dex, +1 natural, +1 size)
hp 13 (2d8+4)
Fort +5, Ref +5, Will +1
Defensive Abilities elusive
---
Speed 30 ft.
Melee bite +5 (1d4+1)
---
Str 12, Dex 15, Con 14, Int 2, Wis 12, Cha 5
Base Atk +2; CMB +2; CMD 14
Feats Weapon Finesse
Skills Acrobatics +10, Climb +5, Stealth +10; Racial Modifiers +4 Acrobatics, +4 Climb
---
Environment temperate swamps
Organization solitary, pair, or mission (3–6)
Treasure none

Skunk apes are an elusive breed of swamp-dwelling primate noted for their pungent odors. They prefer to avoid direct confrontations with other creatures, but have a habit of absconding interesting, unattended objects. While in the possession of a skunk ape, a stolen item is extremely difficult to locate, but a skunk ape quickly tires of a prize, discarding a stolen item after a few hours time. This rarely results in the item's return to its original location, and regular skunk ape thefts can lead locals to speculate that fey or ghostly behavior is to blame for this relocation of unattended items.

A skunk ape is 3 feet tall and weighs 70 pounds.

Water Panther (CR 3):
The size of a small pony, this black-furred feline has slick, oily skin.

Water Panther (CR 3)
XP 800
N Medium magical beast
Init +4; Senses low-light vision, scent; Perception +5
Aura soul-rending fear (30 ft., 1d6 Cha damage plus paralyzed for 1 round, Will DC 13 negates)
---
AC 15, touch 14, flat-footed 11 (+4 Dex, +1 natural)
hp 19 (3d8+6)
Fort +5, Ref +7, Will +2
Defensive Abilities elusive; Immune fear
---
Speed 30 ft., swim 30 ft.
Melee bite +7 (1d6+3 plus grab), 2 claws +7 (1d3+3)
Special Attacks pounce, rake (2 claws +6, 1d3+3)
---
Str 16, Dex 19, Con 15, Int 2, Wis 13, Cha 14
Base Atk +3; CMB +6 (+10 grapple); CMD 20 (24 vs. trip)
Feats Skill Focus (Stealth), Weapon Finesse
Skills Acrobatics +8, Perception +5, Stealth +11 (+15 in water), Swim +11; Racial Modifiers +4 on Stealth in water
---
Environment any swamp
Organization solitary or pair
Treasure none
---
Soul-Rending Fear (Su) All living creatures within a 30-foot radius that see a water panther must make a DC 13 Will save or have a portion of their souls stripped away. A creature that suffers this fate takes 1d6 points of Charisma damage and is paralyzed by fear for 1 round. Whether or not the save is successful, that creature cannot be affected again by the same water panther's soul-rending fear ability for 24 hours. This is a mind-affecting fear affect. The 1 round of paralysis is also a paralysis effect, but the Charisma damage is not. The save DC is Charisma-based.

Similar to ordinary panthers in appearance, water panthers are felines found in the hearts of vast swamps, where they have adapted to their environment by learning to swim with great proficiency. More importantly, the foetid power of the swamp flows through every water panther, cloaking it in a powerful aura of magical fear that strips away the souls of those who succumb to its influence.

Water panthers are 4 feet long and weigh 120 pounds.

@Azten: Here's a body-stealing parasite:

Intellect Parasite (CR 5):
This creature resembles a disembodied human brain that has sprouted four short, clawed legs.

Intellect Parasite (CR 5)
XP 1,600
CE Tiny aberration
Init +7; Senses blindsight 60 ft.; Perception +16
---
AC 24, touch 19, flat-footed 17 (+7 Dex, +5 natural, +2 size)
hp 38 (4d8+20)
Fort +6, Ref +8, Will +6
DR 5/adamantine and magic; Immune fire, mind-affecting effects; Resist cold 10, electricity 10, sonic 10; SR 20
Weaknesses vulnerability to protection from evil
---
Speed 40 ft.
Melee 4 claws +12 (1d3+1)
Special Attacks body theft, sneak attack +1d6
Spell-Like Abilities (CL 4th; concentration +7)
At will—blur, confusion (lesser) (DC 17), daze monster (DC 15), detect magic, inflict light wounds (DC 14)
3/day—cure light wounds
---
Str 8, Dex 24, Con 21, Int 16, Wis 10, Cha 17
Base Atk +3; CMB +0; CMD 17 (21 vs. trip)
Feats Iron Will, Weapon Finesse
Skills Bluff +16, Disguise +8, Knowledge (local) +11, Perception +16, Sense Motive +5, Stealth +31, Use Magic Device +8; Racial Modifiers +8 Bluff, +8 Perception, +8 Stealth
Languages Undercommon (cannot speak); telepathy 100 ft.
---
Environment any underground
Organization solitary or brood (2–6)
Treasure double
---
Body Theft (Su) As a full-round action that provokes an attack of opportunity, an intellect parasite can reduce its size, crawl into the mouth of a helpless creature, and burrow into the victim's skull to fuse with its brain. The intellect parasite usurps control of the creature's body and may use it as its own, as if it controlled the target via a dominate monster spell. The intellect parasite has full access to all of the host's defensive and offensive abilities save for spellcasting and spell-like abilities (although the intellect parasite can still use its own spell-like abilities). As long as the intellect parasite occupies the body, it knows (and can speak) the languages known by the victim and basic information about the victim's identity and personality, yet has none of the victim's specific memories or knowledge. Damage done to a host body does not harm the intellect parasite, except for poison, which affects the intellect parasite and host equally. If the host is slain, the intellect parasite emerges and is dazed for 1 round. If the intellect parasite is slain while the host lives, it is ejected from the host's body.
Vulnerable to Protection from Evil (Ex) An intellect parasite is treated as a summoned creature for the purpose of determining how it is affected by a protection from evil spell.

Intellect parasites are juvenile versions of intellect devourers. Unlike full-grown intellect devourers, intellect parasites steal the bodies of living creatures, merging with a victim's brain instead of devouring it. An intellect parasite that is merged with a host does not experience physical aging, allowing the intellect parasite to remain in juvenile form indefinitely.


I want a Weta familiar!

Pretty easy request. :)

Although, I defiantly think this should actually be in the next bestiary.

Silver Crusade

Cynocephali- Dog headed people
Atmospheric Beasts I was thinking these could fit from diminutive (a sort of plankton stage) to colossal and migrated though a dimensional plane either from the plane of air or from a distant gas giant planet or even just from Bretheda. They feed off energy and like to congregate around thunder storms. If threatened they can use this half digested energy to... dissuade any attackers. They have about the same intellect level as cows, and are about as docile as cows as well.
Black Shuck- Ghostly black dog that is said to herald the death of those who see it. Prehaps not actully an evil being, but a servant of Phrasama
Shirime?- or is that just too weird?
Enchantado
I'll find more later
Also, how does one make monsters?


Mystic_Snowfang wrote:
Also, how does one make monsters?

You need to extract sugar, spice, and everything nice and add chemical X.

Silver Crusade

i also did some research, there is no template for werefoxes


A serpent headed Rakasha.

Oh, and the beastiary has guidelines for making and advancing monsters. But it is definitely an art, not a science.


Mystic_Snowfang wrote:
i also did some research, there is no template for werefoxes

Because there is no such thing like separate werewolf template, werebear template, werefox template or wheresomethingelse template. There is a lycanthrope template that coveres werecreatures. That's all. Everything else are just sample werecreatures.


Great Meepo, I have a request of you. Would you permit me to create a Wiki and place all of your monsters there for quick reference and the benefit of the Pathfinder community?

RPG Superstar 2009 Top 16, 2012 Top 32

@Khepri: You have my permission to post my monsters from this thread on a noncommercial wiki. I just ask that you attempt to incorporate any errata I post in this thread into the relevant monster stat blocks.

@Everyone: At the moment, that permission is granted only to Khepri. I haven't yet declared any Open Game Content or otherwise made arrangements for distributing content posted in this thread.

RPG Superstar 2009 Top 16, 2012 Top 32

And, speaking of errata, to improve consistency in the rules, replace the metal mastery ability mentioned in the metal elemental stat block with the identically-named ability of the lightning elemental.


Thanks. I'll get to it tomorrow.

RPG Superstar 2009 Top 16, 2012 Top 32

@DM_aka_Dudemeister: Here's an addictive, narcotic daemon:

Daemon, Narcodaemon (CR 10):
This tall, emaciated humanoid has sickly, mauve skin; needle-like claws; and a head resembling that of an elephant with a short trunk.

Narcodaemon (CR 10)
XP 9,600
NE Medium outsider (daemon, evil, extraplanar)
Init +8; Senses darkvision 60 ft., detect good, detect poison, see invisibility; Perception +16
Aura altered states (30 ft., Will DC 18 negates)
---
AC 24, touch 14, flat-footed 20 (+4 Dex, +10 natural)
hp 137 (11d10+77)
Fort +14, Ref +7, Will +9
DR 10/good; Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10; SR 21
---
Speed 30 ft.
Melee 2 claws +18 (1d8+7 plus disease and poison)
Special Attacks breath weapon (30-ft. cone; disease and poison; usable once every 1d4 rounds), disease, poison
Spell-Like Abilities (CL 11th; concentration +14)
Constant—detect good, detect poison, see invisibility
At will—greater teleport (self plus 50 lbs. of objects only), suggestion (DC 17)
1/day—summon (level 4, 1d3 ceustodaemons 100%)
---
Str 25, Dex 18, Con 24, Int 14, Wis 15, Cha 17
Base Atk +11; CMB +18 (+22 grapple); CMD 32
Feats Critical Focus, Improved Initiative, Persuasive, Power Attack, Sickening Critical, Vital Strike
Skills Bluff +21, Craft (alchemy) +15, Escape Artist +18, Intimidate +21, Knowledge (planes) +16, Perception +16, Sense Motive +16, Stealth +18
Languages Abyssal, Draconic, Infernal; telepathy 100 ft.
---
Environment any (Abaddon)
Organization solitary, pair, or gang (3–5)
Treasure standard
---
Altered States (Su) Any creature that begins its turn within a narcodaemon's aura must succeed on an DC 18 Will save or experience one of the following effects for 1 round, as if affected by the spell of the same name: calm emotions, confusion, crushing despair, doom, good hope, or rage. The narcodaemon chooses which of these effects applies to all affected creatures, and can change to a new effect as a swift action. This is a mind-affecting poison effect. The save DC is Charisma-based.
Disease (Ex) Daemonic addiction: breath weapon or claws—inhaled or injury; save Fort DC 22; onset 1 day; frequency 1/day; effect target is staggered any time it isn't suffering ability damage; cure 3 consecutive saves. The save DC is Constitution-based.
Poison (Ex) Daemonic opiate: breath weapon or claws—inhaled or injury; save Fort DC 22; frequency —; effect 1d4 Con and 1d4 Wis plus target is fatigued for 1 hour; cure 1 save. The save DC is Constitution-based.

These foul daemons personify the downward spiral of addiction, as well as death caused by drugs or poisons. True to its name, a narcodaemon exudes a unique narcotic substance, which it can both exhale in vaporous form and inject in liquid form. This poison causes a strange type of addiction; victim's find themselves dependent not upon the narcodaemon's poison in specific, but on any and all poisons. For its part, a narcodaemon doesn't care if its victims return to it for their fix or find reprieve elsewhere, so long as they suffer the misery of chemical dependency.

@Karlgamer: Here's a giant weta; those things are cool:

Weta (CR 1/8):
Resembling an over-sized cricket, this creature has sharp mandibles and claws, as well as various spines on its body, mostly at its joints.

Giant Weta (CR 1/8)
XP 50
N Diminutive vermin
Init +1; Senses darkvision 60 ft.; Perception +2
---
AC 15, touch 15, flat-footed 14 (+1 Dex, +4 size)
hp 2 (1d8–2)
Fort +0, Ref +3, Will +2
---
Speed 15 ft., climb 10 ft., jump 10 ft.
Melee bite +5 (1d2–5 miniscule damage), 2 claws +5 (1d1–5 miniscule damage)
Space 1 ft.; Reach 0 ft.
Special Attacks miniscule damage
---
Str 1, Dex 12, Con 6, Int —, Wis 15, Cha 4
Base Atk +0; CMB –3; CMD 2 (6 vs, trip)
Feats Weapon Finesse (B)
Skills Climb +9, Stealth +13; Racial Modifiers Climb checks use Dex instead of Str
---
Environment any land
Organization solitary, pair, nest (3–12), or plague (13–100)
Treasure none
---
Jump Speed A giant weta can jump a horizontal distance up to its jump speed (10 feet) or a vertical distance up to one-half its jump speed (5 feet) as a move action, without requiring an Acrobatics check or a running start.
Miniscule Damage Creatures one or more size categories larger than a giant weta are immune to all damage dealt by its natural weapon attacks, including bonus damage, if any.

A giant weta is a cricket-like insect the size of a large mouse. Various species of wetas can fill any ecological niche also filled by small rodents, from scavenger feeding primarily on plants to predator feeding on various small animals and vermin. Wetas are adaptable; like mice and rats, they can be found in almost any terrestrial environment.

A giant weta can serve a spellcaster as a familiar. A giant weta grants its master a +2 bonus on Acrobatics checks made to jump and a +2 bonus on all Climb checks.

More to come.


Meepo!
A Magekiller Golem.
Pops up, runs at the fighters without a sound because it's got a constant Silence effect, then bamf - Cape of the Mountebank/Dimension Door right past em so it can get ugly with the wizardy/archer types. Maybe have it so the fighters have to take Perception checks to realise what just happened, give the golem a round to lay some hurt on. I was thinking something panthery looking.... Just an idea!

Silver Crusade

Been thinking on this one for a bit.

Something based off the Vashta Nerada

RPG Superstar 2009 Top 16, 2012 Top 32

2 people marked this as a favorite.

@Mystic_Snowfang: Cynocephali and skirime would be humanoid races, and are thus beyond the scope of this thread. Here are a few monsters based on your other suggestions:

Black Shuck (CR 5):
The size of a pony, this stately, black hound has a disturbingly intent gaze.

Black Shuck (CR 5)
XP 1,600
N Medium outsider (native)
Init +6; Senses darkvision 60 ft., scent; Perception +10
---
AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
hp 51 (6d10+18)
Fort +8, Ref +7, Will +5
Defensive Abilities selective invisibility
---
Speed 40 ft.
Melee bite +10 (1d6+6 and trip)
Special Attacks gaze
---
Str 19, Dex 15, Con 17, Int 6, Wis 12, Cha 17
Base Atk +6; CMB +10; CMD 22 (26 vs. trip)
Feats Improved Initiative, Iron Will, Power Attack
Skills Intimidate +10, Perception +10, Stealth +11, Survival +10
Languages Common (cannot speak)
---
Environment any land
Organization solitary
Treasure none
---
Gaze (Su) 1d3 Con damage, 30 feet, Will DC 16 negates. The save DC is Charisma-based.
Selective Invisibility (Su) As natural invisibility, except the black shuck may, as a swift action, grant one creature within 30 feet the ability to see it for 1 round as if it weren't invisible.

Spawned by the violent deaths of travelers in remote locations, black shucks are hound-like creatures that prowl the wilderness of the mortal world, marking those that are doomed to die in the wild. A black shuck is naturally invisible, though it can reveal itself to one individual at a time in order to seal that unfortunate's fate through the use of its baleful gaze.

A black shuck is driven to seek out those already at risk of violent death, usually travelers in dangerous areas. It chooses a single target from all potential victims and attempts to seal that target's fate with its gaze attack. The black shuck avoids killing its target outright, appearing just long enough to weaken its target and then retreating, leaving the victim to die at the hands of other nearby perils. Whenever possible, the black shuck avoids forms of confrontation more direct than its gaze attack.

Though a black shuck's role as a harbinger and agent of death is often viewed in a negative light, a black shuck is neither evil nor sadistic. To a black shuck, death is merely a journey that all mortals make; there is nothing cruel about ushering travelers further along the path when the risks they take have already pointed them in the right direction.

Undeath is a harder subject for black shucks. Some conclude that the undead have already experienced death, and have thus completed the most important part of their journey. Others feel that the undead have instead inverted death, and must be destroyed. Accordingly, a given black shuck may be either indifferent to the undead, or driven destroy them.

Encantado (CR 1):
This attractive humanoid has bright pink hair and skin.

Encantado (CR 1)
XP 400
N Medium fey
Init +2; Senses low-light vision; Perception +10
---
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 9 (2d6+2)
Fort +1, Ref +5, Will +4
DR 5/cold iron; SR 12
---
Speed 30 ft., swim 40 ft.
Melee dagger +3 (1d4+1/19–20)
Spell-Like Abilities (CL 2nd; concentration +5)
1/hour—charm person (DC 14), hypnotism (DC 14)
---
Str 12, Dex 15, Con 13, Int 12, Wis 13, Cha 16
Base Atk +1; CMB +2; CMD 14
Feats Weapon Finesse
Skills Bluff +8, Diplomacy +8, Escape Artist +7, Knowledge (nature) +4, Perception +10, Survival +6, Swim +14; Racial Modifiers +4 Perception
Languages Common, Sylvan
SQ change shape (dolphin, beast shape I), hold breath
---
Environment any river
Organization solitary or pod (2–8)
Treasure standard
---
Hold Breath (Ex) An encantado can hold its breath for a number of minutes equal to 6 times its Constitution score before it risks drowning.

Encatados are a race of attractive, river-dwelling fey. They are noted for their enchantments, and for their ability to assume the forms of pink-skinned river dolphins. Encantados are peace-loving creatures that flee into the water if threatened with violence, but they have the potential to be a serious distraction. Ever playful, encantados use their magic to command the attention and affections of passing river travelers, caring little for the importance of those traveler's errands.

Serpent Encantado (CR 1) While most encantados are able to assume the forms of river dolphins, others are able to become snakes. These blue-haired, blue-skinned encantados assume the forms of constrictor snakes instead of dolphins when using their change shape ability. Serpent encantados tend to be solitary creatures.

Demihuman Encantados
An ordinary encantado is more powerful than any of the standard player character races, but an encantado with one humanoid parent, known as a demihuman encantado, has capabilities closer to those of a human. Most notably, a demihuman encantado cannot change its shape.

Demihuman encantados are defined by their class levels—they do not possess racial Hit Dice. All demihuman encantados have the following racial traits.

+2 Dexterity, +2 Charisma, –2 Wisdom: You are graceful and alluring, but impulsive.

Medium fey: You are a Medium creature with the fey creature type. You have no bonuses or penalties due to size.

Normal Speed: You have a base speed of 30 feet.

Swim Speed: You have a swim speed of 30 feet, as well as the +8 racial bonus on Swim checks that a swim speed normally grants.

Low-Light Vision: You can see twice as far as humans in conditions of dim light.

Enchanting: If you have a Charisma of 11 or higher, you gain the following spell-like abilities: 1/day—charm person (1 minute/level duration), hypnotism (targeting one creature only). The caster level for these effects equals your level; the DC equals 11 + your Charisma modifier.

Hold Breath: You have the same hold breath ability as a normal encantado.

Keen Senses: You gain a +2 racial bonus on Perception checks.

Natural Armor: You gain a +1 natural armor bonus to AC.

Languages: You begin play speaking Common and Sylvan. If you have a high Intelligence score, you can choose any of the following: Aquan, Draconic, Elven, Gnome, Goblin, Halfling.

Skyfish Swarm (CR 7):
Thousands of diminitive, translucent jellyfish swirl through the air, crackling with electricty and smelling of ozone.

XP 3,200
N Diminutive magical beast (air, extraplanar, swarm)
Init +1; Senses darkvision 60 ft., electricity sense; Perception +0
---
AC 13, touch 13, flat-footed 12 (+1 Dex, +2 size)
hp 66 (12d10)
Fort +8, Ref +9, Will +4
Defensive Abilities split (electricity, 6 hp); Immune electricity, swarm traits, weapon damage
---
Speed fly 60 ft. (perfect)
Melee swarm (3d6 plus 2d6 nonlethal electricity and distraction)
Space 10 ft.; Reach 0 ft.
Special Attacks cling to metal, dance of lightning, distraction (DC 16)
---
Str 1, Dex 13, Con 10, Int —, Wis 10, Cha 2
Base Atk +12; CMB —; CMD
Skills Fly +15, Stealth +29; Racial Modifiers Stealth +16
---
Environment any aerial (Plane of Air)
Organization solitary or bloom (2–8)
Treasure none
---
Cling to Metal (Ex) If a creature wearing metal armor, carrying a metal weapon, or made of metal (such as an iron golem) leaves a skyfish swarm's square, the swarm takes 1d6 points of damage to reflect the loss of its numbers as several skyfish cling to the victim. A creature with skyfish clinging to it takes swarm damage at the end of its turn each round. As a full round action, the creature can remove the skyfish with a DC 17 Reflex save. At least 5 points of damage from any area effect destroys all clinging skyfish. In addition, the skyfish cease clinging to the victim if it is no longer wearing metal armor, carrying a metal weapon, or made of metal. The save DC is Dexterity-based.
Dance of Lightning (Su) As a standard action, a skyfish swarm can forgo dealing swarm damage this turn to produce a 20-foot-radius burst of electricity centered on its own space. All creatures in the affected area take 2d6 points of nonlethal electricity damage (Reflex DC 16 half). This damage can activate the skyfish swarm's split defensive ability. The save DC is Constitution-based.
Electricity Sense (Ex) A skyfish swarm automatically detects any electrical discharge within 100 feet.
Split (Ex) A skyfish swarm's split ability activates whenever it is subject to any electricity attack, including its own dance of lightning ability, even though it is immune to electricity.

Skyfish are translucent, jellyfish-like creatures native to the Plane of Air, where they gather in large blooms to dance in lightning storms. Skyfish are drawn to electrical discharges and to metal, feeding on associated energy currents. Swarms often engage in stunning aerial dances that discharge bursts of electricity as the swarming skyfish spread out to cover a larger and larger area.

@brambleman: The rakshasa in the Bestiary can have the head of any animal, including a snake; also, I believe we'll be seeing several new rakshasa varieties in the upcoming Bestiary 3.

More to come.

Silver Crusade

One of those turtles that's big enough to be an island, I mean a really really really really really big turtle that can live for hundreds of thousands of years and takes naps that last eons
Nidhoggr
Sleipnir
Incubus
Cetus
Púca (the more harmless kind, not the kind that kills people)
Selkie
Scylla


Okay, I created the Wiki, but I've having trouble getting the text into the editor, and when I do it messes up the formatting :/

Silver Crusade

Need any help? I'll see what I can do


It mocks me incessantly.

Maybe I'm just not very good at this whole web design thing.

Silver Crusade

Here you are, the Black Shuck

RPG Superstar 2009 Top 16, 2012 Top 32

@Everyone: I would like to field requests from as many different members of the Paizo community as possible, and I want to be sure those requests are actually meaningful to the people posting them; so, starting with the first request made after this post, I'm implementing the following policy:

I will only be considering the first three monster requests that a given poster makes in any one month, whether I make monsters based on those requests or not. So make sure you're requesting something you really want to see, and that doesn't already exist in the game.

Silver Crusade

But what if you have lots of really good ideas that you want to see in the game


How did you get it to work, Snowfang? It won't do anything I tell it to.


Mystic_Snowfang wrote:
But what if you have lots of really good ideas that you want to see in the game

Then you post those you would *most* like to see in the game, and create/convert the rest yourself?

Silver Crusade

Kelsey Arwen MacAilbert wrote:
How did you get it to work, Snowfang? It won't do anything I tell it to.

Umm... I dunno?

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