
clff rice |
2 people marked this as a favorite. |

This is the thread that i'm going to be placing my scarred lands conversions. Im planning on converting all 500 or so monsters.
Some Notes.
All of these conversions are pure Crunch I left the fluff out on purpose as in not trying to re invent the creatures and am trying to stay as true to the spirit of the monsters. Just trying to go for useable stats.
Some creatures abilities have been translated into abilities as per the monster Universal rules from the bestiary. In some cases this has takes a slight bit of flavor from the creatures but was done for Clarity. For example The abandoned were originally presented as large humanoids but i decided to throw the giant subtype on them.
Some Creatures are presented as variants and don't get a full stat block. For example Berserker wasps are just represented as a wasp swarm with a tweak or two.
I may be asked to Take these down, I'm not sure how fiery dragon is about this sort of thing.
Scarn was a cool campaign world and i would love to see some new non 4th ed love for the setting.
I hope you enjoy these creatures as much as I

clff rice |

Abandoned
Name CR 1
XP 400
N LARGE HUMANOID (Giant, Viren)
Init -1; Senses Low Light vision; Perception +4
Defense
AC 14, touch 8, flat-footed 15 (-1 Dex, -1 size, +6 natural)
hp 13 (2d8+4 )
Fort +4, Ref -1, Will +0
Aura: 10’ ft; Dc 13 Fort save or Sickened 2d6 rounds
Offense
Speed 30 ft.
Melee +4 Melee (1d8+4 ),
Space 10 ft.; Reach 10ft.
SA Filler
Statistics
Str 18, Dex 8, Con 14, Int 6, Wis 10, Cha 7
Base Atk +1; CMB +6; CMD 15
Feats Power Attack
Skills Survival +4, Perception +4, Climb +8, Acrobatics -2 (+2 while Jumping)
Ecology
Environment Warm Forests
Organization Solitary, pair, family (2-4), or tribe (5-20)
Treasure none
Special Abilities
Special:
Wilderness Lore: Abandoned enjoy a +4 on survival checks. As well as a +4 to stealth in forest environments.

clff rice |

Abyssal Lamprey
Name CR 4
XP 1,200
CE Small Outsider (Chaotic, Evil)
Init +1; Senses Darkvision; Perception +10
Defense
AC 17, touch 12, flat-footed 16 (+1 Dex, +1 size, +5 natural)
hp 32 (5d10+2)
Fort +3, Ref +2, Will +6
SD DR 5/Silver; Immune Poison, Resistances Fire 20, SR 15
Offense
Speed 0 ft.
Melee Bite +7 melee (1d3-2 + Attach),
Space 5 ft.; Reach 5ft.
SA Filler
3/day
Alter Self, Bark Skin, Bull Strength, Cats Grace, Bears Endurance, Darkvision, Enlarge, Expedious Retreat, Shocking Grasp.
1/day
Blink, Greater Magic Fang, Poison, Haste
Statistics
Str 6, Dex 12, Con 8, Int 17, Wis 15, Cha 15
Base Atk +5; CMB +2; CMD 8 ( Cannot be triped)
Feats feats Toughness, Weapon Finesse (bite ), Ability Focus (Animal Domination)
Skills Bluff 10, Escape Artist 10, Handle Animal 10, Knowledge (nature) 11, Knowledge (planes) 11, Perception 10, Sense Motive 10, Stealth 13, Survival 10,
Ecology
Environment Any Aquatic
Organization Solitary Or Symbiosis (Lamprey + Dominated Animal host)
Treasure none
Special Abilities
Ecology
Habitat & Society
Special:
Attach (Ex) When an Abyssal Lamprey hits with a Bite attack, its barbed sucker latches onto the target, anchoring it in place. An attached Lamprey is effectively grappling its prey. The Lamprey loses its Dexterity bonus to AC and has an AC of 16, but holds on with great tenacity. An Abyssal lamprey has a +8 racial bonus to maintain its grapple on a foe once it is attached. An attached Lamprey can be struck with a weapon or grappled itself—if its prey manages to win a grapple check or Escape Artist check against it, the Lamprey is removed. If said creature succumbs to the lampreys Animal Domination ability Neither creature is considered grappled. AN abyssal Lamprey can use any of its spell like ability as a free action on or through a creature it is attached to.
Animal Domination (Su): The Abyssal Lamprey can, once successfully attached try and control any unintelligent animal (Intelligence 3 or less) As per a Dominate creature spell. The creature is allowed a dc 15 will save to avoid the effect. This effect lasts as long as the Lamprey is attached. This is equivalent to a 3rd level spell.

clff rice |

Firewrack
Name CR 15
XP 51,200
LE Huge Dragon (Fire)
Init +3; Senses Darkvision 60 ft, low light vision; Perception +0
Defense
AC 32, touch 9, flat-footed 29 (+3 Dex, -4 size, +22 natural)
hp 225 (18d12+108)
Fort 17, Ref 14, Will +12
SD Immune Magical Sleep, Paralysis, Disease, Poison
Aura: Frightful Presence (180 ft, Dc 23), Choking Smog Aura (20’ See below)
Offense
Speed 60 ft. Burrow 10ft
Melee Bite +24 melee (2d8+10 And 1d6 Fire), 2 Claws +22 melee (2d6+5 And 1d6 fire), tail slap +24 melee (2d6+15 and 1d6 fire)
Space 15 ft.; Reach 15ft.
SA breath weapon (80-ft. Cone, DC 25, 16d6 Fire + Disease), Crush (2d8+15 and 1d6 fire)
Statistics
Str 30, Dex 16, Con 22, Int 12, Wis 13, Cha 18
Base Atk +15; CMB +30; CMD 40 ( 44 vs. trip)
Feats Alertness, Cleave, Great Cleave, Leadership, Power Attack, Critical Focus, Blinding Critical, Improved Critical (Bite), Multi Attack.
Skills Acrobatics 15, Bluff 17, Climb 24, Intimidate 21, Knowledge (Arcana) 15, Knowledge (Engineering) 16, Linguistics 14, Perception 15, Sense Motive 19, Stealth 9, Survival 14
Ecology
Environment Warm desert, mountains and underground
Organization Solitary, pair, or section (3-4)
Treasure Standard
Special Abilities
Ecology
Habitat & Society
Special:
Choking Smog Aura (Ex): This functions as an obscuring mist spell (Core 317) constantly centered on the dragon. Any creature within the Smog must roll a dc 22 fortitude save each round or be nauseated in that round.
Crush (Ex): A flying or jumping Huge or larger dragon can land on foes as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon. A crush attack affects as many creatures as fit in the dragon’s space. Creatures in the affected area must succeed on a Reflex save (DC 24) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, it must succeed at a combat maneuver check as normal. Pinned foes take 2d8+15 damage from the crush each round if they don’t escape.
Living Furnace (Ex): Anyone struck by, or anyone striking a Firewrack with an unarmed or natural attack Takes an extra 1d6 fire damage and must roll a dc 25 reflex save or catch fire for 1d4 rounds taking 1d6 damage each round.
Disease (Su): Breath Weapon; save Fort DC 25; onset 1 Hour;
frequency 1/hour; effect 1d6 Fire damage, this damage cannot be
healed while the creature is infected. The creature has the sickened condition for the duration of the illness as well.; cure 2 consecutive saves.

clff rice |

Chardun-Slain
Name CR 3
XP 800
LE Medium Undead
Init +0; Senses Dark Vision 60 ft; Perception +6
Defense
AC 21, touch 10, flat-footed 21 (+5 natural, +4 Scale mail, +2 Large Wooden shield)
hp 22 (4d8+4 )
Fort +1, Ref +1, Will +4
SD Immune undead Immunities
Offense
Speed 20 ft.
Melee Longsword +6 Melee (1d8+3 19-20 x2 ),
Space Filler 5ft.; Reach 5ft.
SA Smite Wounded
Statistics
Str 16, Dex 10, Con -, Int 8, Wis 10, Cha 12
Base Atk +3; CMB +6; CMD 16
Feats Two weapon fighting, Improved Shield Bash
Skills Climb 8, Intimidate 7, Knowledge (religion) 4, Perception 6, Sense Motive 5
Ecology
Environment Any Land
Organization Solitary, Fist (4-8), or company(20-50)
Treasure Standard
Special Abilities
Smite Wounded (Su): A chardun-Slain gains a + to hit equal to its charisma modifier and a damage bonus equal to the chardun-slains hit dice against Any creature at ¼ or fewer hit points. Creatures under the effects of protection from evil do not count as wounded.
Ecology
Habitat & Society
Special:

Caliburn101 |

I have been playing every iteration of d20 since the Chainmail pamphlet came out, and can say without a shred of doubt that Scarred Lands was the best Campaign World ever released commercially.
I applaud your efforts in reviving any part of it and converting to PF - I myself will be running a PF/Scarred Lands campaign sometime next year and will be doing some conversion work myself over the next 3-4 months.
However - I would like to say that IMO - Paizo should buy the rights to the gameworld and set up a conversion schedule - it would be pure gold.
If not that, then perhaps another company using the OGL to do the same.
I really hope Paizo read this and decide to go with it (however unlikely the actuality of it....) because Scarred Lands is the best d20 world and PF the best d20 ruleset - it's a match made in gaming heaven....

Doodlebug Anklebiter |

I agree and disagree with Caliburn.
Scarred Lands was awesome, but the idea of Paizo re-releasing it fills me with dread and terror because I just spent the last three months weaning my players off Scarn and getting them emotionally invested in Golarion.
We held off from Pathfinder for a while because we wanted to get the most out of our Scarred Lands books. Now that the entire group has dumped thousands of dollars (easily) into Paizo, a resurgence of Scarn activity would just make me cry.

clff rice |

Alley Reaper
Name CR 3
XP 800
CE Medium Undead (Incorporeal)
Init +0; Senses Darkvision 60’; Perception +7
Defense
AC 15, touch 15, flat-footed 13 (+2 Dex, +3 Deflection)
hp 30 (4d8+12 )
Fort +1, Ref +3, Will +4
SD Incorporeal Immune Undead Immunities
Aura: Frightful Presence (30 ft; dc 17; 2d6 rounds)
Offense
Speed 30 ft.
Melee Spectral Dagger +5 Melee (1d6),
Space 5ft.; Reach 5ft.
Statistics
Str -, Dex 15, Con -, Int 10, Wis 10, Cha 16
Base Atk +3; CMB 5; CMD 13
Feats Two Weapon Fighting, Ability Focus (fear)
Skills Intimidate 10, Perception 7, Stealth 17.
Ecology
Environment Any land or underground
Organization solitary
Treasure none
Special Abilities
Skills: An alley reaper gains a +8 bonus on stealth checks.
Unholy Defense: An Alley Reaper enjoys a bonus to its armor class equal to its charisma modifier.
Habitat & Society
Special:

clff rice |

Acid Shambler
<breif description>
Name CR 1
XP 400
NE Medium Undead
Init +0; Senses Filer; Perception +1
Defense
AC 12, touch 10, flat-footed 12 (+2 natural)
hp 13 (2d8+4 )
Fort 0, Ref 0, Will +0
SD Immune Undead immunities, Acid Immunity, Resistance Fire 10
Offense
Speed 30 ft.
Melee 2 claws +3 (1d4+1 + 1d6 acid ),
Space 5 ft.; Reach 5ft. (Filler'ft with filler)
SA Acidic Vomit
Statistics
Str 12, Dex 10, Con -, Int 6, Wis 4, Cha 15
Base Atk +1; CMB +2; CMD 12
Feats Weapon Focus (claws)
Skills climb +6, perception +1, stealth +4
SQ Traits
Ecology
Environment Any Underground
Organization solitary, or pack (2-8)
Treasure none
Special Abilities
Ecology
Habitat & Society
Special:
Acidic Blood (Ex): The acidic Blood of an Acid shambler drips all over its body adding 1d6 acid damage to The creature slam attack. Any weapon striking the Acid shambler likewise takes this damage as well as anyone making an unarmed strike or grappling or attempting a grapple against the Shambler.
Acidic Vomit (Ex): An acid shamble can make a ranged touch attack that dose 2d4 acid damage, One round later it deliver another 2d4 acid damage. The range increment of this attack is 10 ft. This attack is useable once every 3 rounds.

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It's a pretty huge project you've set for yourself (500 creatures? Wow!), and, even as a Scarred Lands fan, there's only a few dozen that specifically interest me, so I wouldn't be strongly motivated to comment on the vast majority of them.
I love the setting, and, particularly, the nature of the divine war between the gods and titans, making a neat rationale for why the world is crawling with monsters and ruined cities, and hasn't been settled or developed or 'tamed' by the human/etc. cultures.
I found myself changing stats on some of the beasties. A problem, not just with Creature Collection monsters, but also with Monster Manual, etc. beasties, is that the designers come from a completely different space when designing monsters, and just give them outrageous stats. Goblins described as *barely* sentient end up with the same Intelligence and Wisdom scores as humans. Asaatthi, which are basically just smarter than average lizardfolk (or pre-Freeport serpentfolk), end up with *+20* to their various attributes *before* they get to actually spend points. It's kind of ridiculous.
For 'classic' Scarred Lands beasties, I'd be interested in seeing conversions of Blight Wolves or some of the Hags, maybe Belsamaug or Charduni, Coal Goblins, Ferals (there's a neat mechanic!), High and Low Gorgons, Hollow Knights, Hornsaw Unicorns, Ratlings (love that origin story! rats that became sentient humanoids after consuming the flesh of fallen diety-level beings!), etc.
The Hookwing is another egregious example of WTH-where-they-thinking? A size Tiny creature, suitable for use as a familiar, that bites for 1d6, claws for 1d4 and can do a flyby strike for 1d12? Yikes.
The setting was also fun for some totally unexpected tweaks, such as the corrupted fey (murdersprites, hornsaw unicorns, sundered women) and the creatures you wouldn't expect to be good (paragon crocodiles, sentry crows, skyquills).
About the only major player creature type I'm not in love with from the Creature Collection is the various Slarecian critters. For my own Scarred Lands game, I replaced them completely with mind flayers and related species / thralls / etc.
The notion of coloring in the artwork with photoshop sounds awesome (the Mithral Golem, Red Witch Ratman and Moon Hag seem like they'd look cool, in color), but I don't think the artwork is OGL, so it might be best not to post that online.

Doodlebug Anklebiter |

Maybe scarred lands is dead i was hoping this would stir up some more interest.
I check the page every time I see you've added an entry. Unfortunately, though, stats and stuff is not what excites me about D&D, and I probably won't have anything to say even if you make exceptionally egregious errors or awesome decisions. It's just not my bag.
Doesn't mean I'm not lurking, though!

ruemere |
Worry not. I'm watching this thread like a hawk.
At this moment I am converting, ever so slowly, Bonegarden (statted even a new version of Blood Governor - and renamed him to Red Governor to make his name more palatable), so I cannot really offer anything beyond Moon Giant (again, this is not a straight conversion - most stuff from Scarred Lands treated base guidelines of d20 monster building rather loosely).
Regarding Slarecians, I have decided not to use Psionics in my game. Slarecians are mostly Chaositech / special construct / supernatural creatures (for Chaositech, check excellent book by Monte Cook - while the rules may be not to your liking, the concept is simply too excellent to pass).
For example, here are typical traits of Slarecian legacy creatures and constructs in my games:
Type curse, proximity (5 ft. for more than a week, 5% chance per week), able to communicate; Save none
Onset 1 week
Effect subject acquires Slarecian Mindset trait for a week, afterwards the Slarecian Mindset is replaced with Slarecian Mind Thrall trait; Cure Slarecian Language Virus is a curse. Removal requires caster level check, as per standard Remove Curse spell, with DC 35.
As you can see, Slarecians are very bad news in my games. Just knowing about them means you've already almost lost to them. And getting further acquainted with them means the fun of Slarecian Language Virus.
Additionally, the following famous creatures are connected to Slarecians:
Fun facts from my game
Massive spoilers for my campaign follow (8 years of gaming cut down to bare bones of latest story arcs):
The party has recently acquired a Slarecian Muse, and used it to wield Slarecian Power Drill Platform (remote construct of Gargantuan size, cost to wield - 10 thousand of gold pieces in magic items per use) to destroy Crimson Altar (read Brethren of Crimson Altar by Raging Swan Games).
The party wisely stored the muse in bag of holding (thus securing themselves from the virus they are not aware of).
The party priestess has been contacted by one of secret brotherhoods attempting to eradicate all knowledge of Slarecians and informed about potential problems to be caused by the muse. And she's frightened.
She also is the one attempting to find out about disappearance of her brother (a scholar, a survivor of quite recent expedition to Jack of Tears realm)... she does not know about connection or details yet, all she knows is that someone is attempting to 'protect' her from learning too much about it.
The party is currently searching for two artifacts (unknown to them, the artifacts are of Slarecian origin) to (a) extract captured souls from so-called Tree of Life (a dormant Shoggoth-like creature capable of mass producing clones of under control of Slarecian device), as one of the souls belongs to one of the PCs (a looooong story), (b) send the Tree of Life to another plane before it awakens (magic and life feeding creature of titanic proportions in a middle of Underfaust is bad news).
Oh, and with one month deadline the party found themselves in Bonegarden (another nice product from Necromancer Games), where *** MASSIVE SPOILER *** certain space-faring ship quietly awaits for last few millenia.
So, now, as you can see, it may take a little time before I can consider helping you here. :)
Regards,
Ruemere

clff rice |

Ohh that looks sweet rumere. Im not necessarily looking for help parsay i just wanted to know that there was interest. nobody is saying anything which is making me thing nobody is interested and it kinda sucks the wind from my sales.
My conversions arn't exactly strait across either. Sometimes i have to Nerf or buff something because an ability is similar to but not quite as powerful as a Pathfinder standard ability or the 3.X stats don't match the cr. For example Ally reapers can do frightful presence at will as per the standard pathfinder rule instead of 3/day as in their old entry. Flame wracks got buffed because their damage put them in the cr 15 range they could pump out something like a ridiculous 90 average damage a round which is cr 18 level damage. So i kinda met somewhere in the middle with cr 15.

ruemere |
Thanks for the kind words.
Regarding conversion principles...
As I have converted quite a few creatures (not SL, just third party sources), I have decided to adhere to the following guidelines to make the conversion as painless as possible:
Again, the reason is that ability DCs were often out of whack with the rest of creature abilities, and use of Pathfinder framework makes them more in line.
Slarecian Ghoul Special Abilities:
Fetid Touch (Su) Target victim touched or hit by this creature must make a Fortitude save at DC 16 or be stunned for 2d4 rounds. Additionally, failing the save means that the victim is cursed, gains cadaverous appearance, and can no longer heal normally or magically. The DC to remove the curse is 16. The curse may be also lifted by attempting to heal the victim magically and passing caster level check. Otherwise, the victim is entitled a new saving throw each day, however, for every day beyond the first the DC increases by +1.
Neither Divine, nor Arcane, nor of Titans (Ex) This creature or construct is immune to Divination magic. The creature has spell resistance of 15 (12 + 1/2 creature's hitdice). Prolonged exposure to creature or construct proximity (less than 5 feet for more than a week) results in 5% chance of contracting Slarecian Language Virus per week.
Slarecian Gibbering (Ex) This creatures seems to be incessantly gibbering. Anyone listening for more than a single round is exposed to Slarecian Language Virus with 5% chance of infection (do not perform this check more than once per 24 hours). Use of this ability is a free action.
Slarecian Mind Controller (Ex) This creature or construct may phrase requests directed at creatures with Slarecian Mind Thrall trait. The requests are obeyed as per Dominate Monster spell, with Will save DC to resist equal to 24 (save DC to resist equal to 19 + 1/2 of Slarecian Mind Controller hitdice (if any) + Slarecian Mind Controller Charisma bonus). The target creature intuitively understands requests even if it is not subject to Slarecian Mindset trait, however in the case of lacking Slarecian Mindset trait, only the most basic requests can be communicated (i.e. attack, defend, heel, wait, go there, eat, stop, etc).
Slarecian Mindset (Ex) This creature or construct, while potentially capable of logical reasoning, is not able to communicate to with creatures or constructs without this trait. It can communicate with any other being of with the same trait. All attempts at communication with creatures without this trait come out as gibberish. Note: This trait does not apply to Slarecian Interface creatures, such as Slarecian Muse.
Slarecian Touch (Ex) Bodily contact of any type may suppress magic properties of items below artifact level for 1d4+1 minutes. Treat it as item caster level check vs creature or construct spell resistance. Note: This trait may be suppressed at will by Slarecian Interface creatures, such as Slarecian Muse.
Regards,
Ruemere
PS. Forgot to add, that I had intentionally changed (increased) DC for mental abilities of Slarecians (i.e. DC formula includes +9, resulting in DCs higher than original by 9 points). The reason was to make Slarecians ability to control their victims a truly scary possibility.
A slarecian ghoul (6 hitdice, 16 charisma) is going to be able to dominate its victims with Will DC 25 (19+3+3), and DC 29 if anyone identifies the Ghoul as a former Slarecian.
The infection pattern would be as follows:
- The ghoul appears and uses its gibbering in the vicinity of (preferably) a group of people, until some of them succumb to Slarecian Language Virus
- as soon as a sufficient number of people falls to the ravages of the disease, the ghoul can take total control (for the first week of the illness, the victim is treated as having Slarecian Mindset, as such it both spreads disease further, and also the victim becomes able to understand the ghoul)
- once the sickness passes, the victim becomes a thrall
Granted, the sickness may take a long time to take root, however once it starts infecting people, its steady pace becomes practically unstoppable, especially in larger communities. And once the first thralls appear, the ghouls may stop hiding, taking control of the lot.
In my games, appearance of weird cults may herald coming of Slarecians.
Of course, it is not canon, but I prefer this, as it allows slower development of threats, and yet, at the same time, with high DCs, the threats are very difficult to resolve - it is not simple to contain curse with DC35 to remove, especially if the subjects behave rationally.

clff rice |

Sounds like a fun plot hook. My game kind of revolved around the restoration of a titan and didn't have much to to with the Salrecians, as psionics seemed out of place in scarred lands to me.
I was thinking about stating out each of the titans just for fun as Cr 40 critters but not sure if i am going to as it would kinda take away from their mystique.

Gururamalamaswami |

You all might want to check out/buy into the Slumbering Tsar series. Greg Vaughn has been using a ton of Creature Collection monsters in that series and converting them to Pathfinder so you might find a lot of your work done for you there. It's an investment to be sure but it's also one of the coolest sandbox/dungeon crawls I've seen.

ruemere |
clff rice,
statting Titans? Wow, you really set your aims high.
If I remember correctly, their avatars should be within Mithril Golem parameters (the golem was able to grab and hold Kadum for a while), but their CR may be higher due to Titans' being, well, immortal.
Gururamalamaswami,
I'm a subscriber of Slumbering Tsar series. Once its done, I will try to assemble an index of creatures from CCs. However, from what I have seen, most of them seem to be lower level undead critters.
Regards,
Ruemere

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We'd also love to post whichever ones can be posted legally via the OGL to d20pfsrd.com as well. The points of concern are any names or words that are clearly PI/IP (product identity/intellectual property.) If any are posted that do have non-open names or content we either can't post, or the words would have to be exchanged for something else.

Gururamalamaswami |

Actually, if you look at the wording in the CC books, all of the names are closed content and only the stat blocks are open content. This very subject came up when I asked in a different thread if Paizo would think about borrowing CC monsters for use in a Bestiary and they won't because they can't use any of the names. Apparently Slumbering Tsar gets away with it because the Necromancer boys have an inside connection from their work on the CCs.
So, legally speaking, you can't post any of them to the d20pfsrd. Which really sucks.

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@Gururamalamaswami: Well, technically we could post the statistical information without question. Additionally, we could almost certainly post a monster named "Red Devil" as there is no way one could claim the phrase "red devil" as IP/PI. The places of concern would be a monster named something like "Guaronik Spheremaster" in which the words "Guaronik" and "Spheremaster" were made up specifically by a company. The point being that declaring a portion of a monster as open game content does not NECESSARILY mean you can't use other portions, so long as the portion in question is not something uniquely created for that monster etc. It is true though that it is safer and easier simply to ignore content that is encumbered in this way.. it makes it more trouble than its worth trying to dig out the portions that are open game content vs. the parts that aren't.

ruemere |
Probably the best course of action would be to retain original naming for this homebrew conversion, and build a simple renaming scheme to use for all creatures -- if you rename each creature using ad hoc method, you will never be able to benefit from use of renamed creatures in the first place - how are you going to know what creature corresponds to what source?
There are two more issues... I am quite uncomfortable with simply taking over someone else's stuff. I know it can be done, and I know that WWGS first killed the setting, and then tried to profit from bringing it back in the worst way possible (a rehash of Creature Collection for 4E, with no thought given to those who still use the setting), but it does not make it any better.
So, for now, just use the old names, and if there is a direct request to take it down - make a choice then. For now, unfortunately, WWGS is sitting on the property with all the grace of 800 gorilla.
Regards,
Ruemere

clff rice |

Asaatth
Name CR 2
XP 600
CE Medium Monstrous Humanoid (Reptilian)
Init +2; Senses Darkvision, Scent; Perception +7
Defense
AC 15, touch 12, flat-footed 13 (+2 Dex, size, +3 natural)
hp 21(3d10+6)
Fort +2, Ref +5, Will +4
Offense
Speed 40 ft.
Melee Scimitar +4 Melee (1d 6+1), Bite -1 Melee (1d3 + Poison), Tale Slap -1 Melee (1d3+1) Claw -1 Melee (1d2)
Space 5 ft.; Reach 5ft.
SA Poison
Spells as a 3rd lvl wizard
Typical spells prepared (Dc 12 + spell level.)
-Cantrips- Daze, Resistance, Ray Of frost, Detect Magic
-level 1- 3 Shield, Burning Hands, Sleep
-Level 2- 2 Bulls Strength, Blindness/Deafness
Statistics
Str 12, Dex 14, Con 12, Int 14, Wis 12, Cha 12
Base Atk +3; CMB +4; CMD 16
Feats Combat Casting, Expertise
Skills Acrobatics 4, Climb 5, Craft (Alchemy) 7, Intimidate 5, Perception 7, Spellcraft 8, Stealth 8, Survival 4, Use Magical Device 2
Ecology Temperate desert and marsh
Environment Domesticated or City.
Organization Pair, squad (3-7), war band (10-50, plus a 3rd-level sergeant per 15 adults and 1 commander of 4th To 6 th level), clan(50-500, plus a 3rd-level sergeant per 15 adults, 1-2 Commanders of 4th to 6th level, and 1 dire knight of 7th to 9th level)
Treasure Standard
Special Abilities
Ecology
Habitat & Society
Special:
Poison (Ex) Bite—injury; save Fort DC 12; frequency 1/round
for 1 rounds; effect Nauseated for 2d4 Minutes; cure 1 save. The save
DC is Constitution-based. Asaatth often milk their own poison to place on their melee and Ranged weapons as well as their claws.
Spells: Asaatth can cast spells as 3rd level Wizards.
Skills: +2 Racial Bonus on Stealth and Spellcraft checks. Spellcraft is always a class Skill For Asaatth And the may attempt Use Magic Device checks Untrained.

ruemere |
I was under the impression that Fiery dragon had the IP They are the ones that made the 4e produce from what i heard.
Yes. Unfortunately, as per my understanding, their decision (possibly that was arrangement with WWGS) was to go for 4E version. However with restrictive GSL in place and less than warm welcome of 4E, they have not done any more books.
Regards,
Ruemere

clff rice |

Blade Beast
Name CR 3
XP 800
Ne Large Magical Beast (Earth, Fire)
Init +2; Senses Darkvision 60 ft, low light vision; Perception +7
Defense
AC 18, touch 11, flat-footed 0 (+2 Dex, -1 size, +7 natural)
hp 34 (4d10+12 )
Fort +7, Ref +6, Will +1
SD Immune Fire; Vulnerable Cold, Bladed Body; Absorb blade
Offense
Speed 40 ft.
Melee bite +7 melee (1d8+4 ), 2 Claws +2 melee (1d4 + 2)
Space 10 ft.; Reach 5ft. (Or reach of absorbed weapon)
SA Blade Strike
Statistics
Str 18, Dex 14, Con 17, Int 6, Wis 10, Cha 8
Base Atk +4; CMB +9; CMD 20 ( 24 vs. trip)
Feats Skill Focus Perception, Combat Reflexes
Skills Acrobatics +5, Climb +8, Perception +7, Stealth +0
Ecology
Environment Domesticated or City.
Organization solitary
Treasure Weapons only.
Special Abilities
Absorb Blade (Ex): Any time a melee weapon that dose slashing damage strikes a blade beast the creature may make a free disarm attempt against the wielder of the weapon with a +2 bonus. This does not provoke an attack of opportunity If successful the beast immediately absorbs the weapon for use with its blade strike ability below. A blade beast is automatically proficient in any weapon it absorbs.
Spines (Ex): Anyone striking the Blade Beast with an unarmed strike or natural attack must roll a dc 15 reflex save or take 1d4 damage.
Blade Strike (Ex): Instead of one of its natural attacks a blade beast may attack with one of its absorbed weapons instead with its normal +7 melee bonus.
Ecology
Habitat & Society
Special:

clff rice |

Amalthean Goat
Alamthean Ewe
<breif description>
Name CR 5
XP
N Medium Magical Beast
Init +3; Senses Darkvision 60 ft, Low light vision; Perception +6
Defense
AC 18, touch 13, flat-footed 15 (+3 Dex, - size, +5 natural)
hp 51 (6d10+18)
Fort G, Ref G, Will 0
SD Immune Poison, Disease
Offense
Speed 60 ft.
Melee Ram +10 Melee (2d6+6 ), Kick +5 melee (1d4+4)
Space 5 ft.; Reach 5ft.
SA
Statistics
Str 18, Dex 16, Con 16, Int 2, Wis 12, Cha 12
Base Atk +6; CMB +10; CMD 23 ( 27 vs. trip)
Feats - Great Fortitude, Improved Natural Attack,
Iron Will
Skills Acrobatics 8, Climb 9, Perception 6
SQ Amalthean Milk (Heals 1d8+1 damage or two point of ability damage)
Ecology
Environment Temperate and warm mountains
Organization Pair or family (3-4)
Treasure none
Special Abilities
Amalthean Milk (Su): Once per day an Amalthean Ewe can produce eanough milk to create a potion that heals 1d8 points of damage and cure a simple point of ability damage. This milk can one keep a couple days before it spoils. However a profession cook or profession alchemist can turn the milk into a cheese that only has half the potency (d4 cure and 1 point of ability damage) but keeps much longer. Such Doses of cheese are worth 25 gold.
Ecology
Habitat & Society
Special:
Amalthean Ram (Cr 6) As an amalthean Ewe but with the advanced template and lacking the Amalthean Milk special ability. And Instead has the powerful charge ability (4d6 + 14)
Amalthian Kid (Cr 4) As Amalthean Ewe but with the young template and lacking the Amalthean Milk Special Ability.

Doodlebug Anklebiter |

Um, I'd have to look through a bunch of boxes, but I don't recall any monsters that didn't show up in later Creature Collections.
I'll get back to you on that.
The modules were awesome, though. I enjoy reading modules for fun and they're the only full-length Scarred Lands modules. It even forms a proto-Adventure Path! I haven't been to their webpage in forever, but they used to have a prologue mini-adventure available for free.

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Anyone remember the original 3.0 huror...or the CR 16 demigoddess?
I loved that a worshipper of the shadow-goddess who made a DC 30 or 35 Hide check might sink deep enough into the shadows to draw her notice, and, at her whim, be favored with a whisper or touch, or even a kiss!
That sort of thing was thematic as all heck.
The invocations were kinda neat, too, as well as the Cabalist wizard PrC that tapped into divine invocations to boost his arcane magic. For a setting with such a relatively small number of gods, they had a much bigger 'footprint' on the setting.

Doodlebug Anklebiter |

For a setting with such a relatively small number of gods, they had a much bigger 'footprint' on the setting.
Hell yeah they did!
We played in Scarn for, I'd guess, 2 years before switching over to Golarion, and sometimes my players will still try to invoke Corean or Madriel.
In the second campaign we ran in Scarn, one of my players totally fell for Syhana. The player is still upset that he never got to walk the Rainbow Path. Another player ran a monk devoted to Golthain--that opened up a lot of crazy role-playing. I won't even tell you about what happened when one of the players had their memory wiped by pixies and was introduced to the worship of Vangal (shudder)!
@Clff rice--I think those books must be at my parents' house. I'll look for them this weekend.

clff rice |

Some pathfinder scared lands stuff i found. Yep another attempt to get the Scarred lands heart a pumping :)
http://www.skiltair.com/Ian/Pathfinder%20Society%20characters/Scarred%20Lan ds%20Domains.htm
http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderR PG/conversions/pathfinderScarredLands
http://www.thepiazza.org.uk/thepiazza/bb/viewtopic.php?f=67&t=6397& view=previous
http://www.thepiazza.org.uk/thepiazza/bb/viewforum.php?f=67&sid=4eb71d5 bd973c4e758a2c6f87e5be295
http://www.scarn.com/scarn_forum/viewtopic.php?f=23&t=21463
http://www.scarn.com/scarn_forum/viewtopic.php?f=23&t=21738