Libris Mortis Fan Conversions


Conversions

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I'm a wee bit obsessed with monsters. If you've followed me or my work on this board or elsewhere, you probably know that. I've been playing Pathfinder since the beginning, and I feel comfortable enough with it that I'm now starting to gaze longingly back at my old 3.5 monster books with a wistful nostalgia. The first book to catch my eye was Libris Mortis: The Book of the Undead. That book had a lot of monsters and a lot of problems. The undead generally did in 3.5, especially before the whole "unholy toughness" idea got worked out. So I figured, why not convert the critters therein to Pathfinder? And share them?

Anyone who's seen my conversions before (like the 3.5 MMII project and the Shadowlands Oni will know my approach to this sort of thing. These conversions will not be direct literal translations from 3.5 to PF: I'll be tweaking HD, abilities and other details to make the creatures more balanced and more interesting. So, let's get started, shall we? I'm going to kick things off with two monsters on rather opposite sides of the power spectrum.

Angel of Decay
This hulking creature stands twice as tall as a human, its skeletal frame shrouded in thousands of strips of rent flesh. A pair of tattered wings stretches from its shoulders, shadowing its leering features. Rivulets of liquid corruption stream from its body, filling the air around it with a sickening miasma and leaving a trail of filth behind it.

Angel of Decay Statistics:

Angel of Decay CR 15
XP 51,200

CE Large undead
Init +9; Senses darkvision 60 ft., Perception +25
Aura decay (15 ft)
Defense
AC 29, touch 18, flat-footed 24 (-1 size, +5 Dex, +11 natural, +4 deflection)
hp 230 (20d8+140)
Fort +19, Ref +17, Will +18
DR 15/cold iron and good; SR 26
Defensive Qualities undead traits
Offense
Speed 30 ft., fly 60 ft (poor)
Melee 2 claws +22 (2d6+8/19-20), 2 wings +21 (1d8+4)
Special Attacks rotting rend (2 claws, 2d6+12 plus 1d4 Con)
Spell-like Abilities CL 15th, concentration +22 (+26 casting defensively)
Constant—unholy aura (self only, DC 25)
At will—contagion (DC 20), unholy blight (DC 21)
1/day—blasphemy (DC 24), cloudkill (DC 22)
Statistics
Str 26,Dex 20, Con -, Int 13, Wis 15, Cha 25
Base Atk +15; CMB +24; CMD 43
Feats Blind-fight, Critical Focus, Flyby Attack, Great Fortitude, Improved Critical (claws), Improved Initiative, Lightning Reflexes, Multiattack, Power Attack, Staggering Critical
Skills Fly +22, Intimidate +30, Knowledge (religion) +24, Perception +25, Stealth +24
Languages Common, Abyssal
Ecology
Environment any land and underground
Organization solitary
Treasure standard
Special Abilities
Aura of Decay (Su) All living creatures within 15 feet of an angel of decay must succeed a DC 27 Fortitude save or take 5d6 points of damage as their flesh rots away. A creature that takes this damage must succeed a DC 27 Will save or be sickened from the pain for 1 round. If an angel of decay is touching the ground, vile effluvium renders all ground within a 15 foot radius difficult terrain. An angel of decay ignores difficult terrain it creates with this ability.
Rotting Rend (Su) An angel of decay heals 5 points of damage every time it successfully rends a target.

Angels of decay are a manifestation of planetary cancer, the dead slain by pollution and corruption coughed up from the ground to walk again and spread the rot that killed them. Angels of decay despise all living things and leave a trail of death and disease in their wake. Their universal nihilism makes them enemies of nearly everything, although lesser undead may venerate them as saints and daemons may assist their crusades. An angel of decay stands 11 feet tall and weighs 250 pounds.

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Carcass Eater
A beast that resembles a cross between a rat and a dog scurries forth, although neither of these animals has nearly so many jagged, forward facing teeth.

Carcass Eater Statistics:

Carcass Eater CR ½
XP 200

N Small animal
Init +1; Senses darkvision 60 ft., Perception +6, scent
Defense
AC 13, touch 12, flat-footed 12 (+1 size, +1 Dex, +1 natural)
hp 10 (1d8+6)
Fort +5 (+7 vs. disease, sickness and nausea), Ref +3, Will +0
Defensive Qualities iron gut
Offense
Speed 30 ft., burrow 10 ft.
Melee bite +2 (1d8-1)
Special Attacks blood rage
Statistics
Str 8, Dex 13, Con 16, Int 2, Wis 11, Cha 7
Base Atk +0; CMB -2; CMD 8
Feats Toughness (B), Weapon Finesse
Skills Perception +6, Stealth +7, Survival +2; Racial Modifiers +2 Perception, +2 Stealth, +2 Survival
Ecology
Environment underground and urban
Organization solitary, pair or throng (3-9)
Treasure incidental
Special Abilities
Blood Rage (Ex) When a carcass eater is injured, it can fly into a rage as a free action on its next turn. It gains a +2 to its Strength and Constitution scores and takes a -2 penalty to AC. This rage lasts for 1 minute or until the combat is over, whichever comes first. A carcass eater cannot end this rage voluntarily.
Iron Gut (Ex) A carcass eater gains a +2 bonus on all Fortitude saves made against disease and the sickened and nauseated conditions.

Carcass eaters are a strain of monstrous carnivorous rodents. They are lazy predators, preferring to steal kills from other hunters or scavenge from corpses. Unlike most animals, they find undead flesh as palatable as any other kind, and can keep lesser undead such as zombies and ghouls away from the cemeteries they haunt. Not that this arrangement is any safer for members of communities hosting carcass eaters: the foul creatures are as likely to eat mourners as they are to dig up corpses. A carcass eater grows to three feet long and weighs 20 pounds.


Libris Mortis was one of my fav 3.5 books! Keep up the good work.


I wish these were together in a doc somewhere. 0:-)

RPG Superstar 2013 Top 8

Glad to see people are liking the thread! If there's any monsters you'd like to see get conversions sooner rather than later, let me know.

This next one is another low CR critter, which I strongly suspect to have been inspired by M. R. James

Raiment
The slithering thing resolves itself as a heavy jacket animated by some mysterious force.

Raiment Statistics:

Raiment CR 1
XP 400

NE Small undead
Init +0; Senses darkvision 60 ft., Perception +0
Defense
AC 13, touch 11, flat-footed 13 (+1 size, +2 natural)
hp 13 (3d8)
Fort +1, Ref +1, Will +3
DR 5/slashing or piercing
Defensive Abilities undead traits
Offense
Speed 20 ft.
Melee 2 slams +4 (1d3+1 plus grab)
Special Attacks constrict (1d3+1), grab (Large creatures), strangle
Statistics
Str 12, Dex 11, Con -, Int -, Wis 10, Cha 11
Base Atk +2; CMB +2 (+6 grapple); CMD 12
Skills Stealth +4
SQ freeze
Ecology
Environment urban
Organization solitary, pair or wardrobe (3-6)
Treasure none
Special Abilities
Freeze (Ex) A raiment that takes 20 on its Stealth check can hide in plain sight as a set of clothing.
Strangle (Ex) Creatures grappled by a raiment cannot speak or cast spells with verbal components.

Raiments are the animate imprints of traumatic events. The poor souls slain or tormented so were once small people of little impact on the world without the spiritual fortitude to manifest as a ghost or other incorporeal undead. Instead, the echoes of their rage and pain cause the clothing that they wore in life to take a life of their own, lashing mindlessly at all living things. A raiment can be made of any form of clothing, typically a heavy coat, cloak or dress. It is possible that legends of “sheet ghosts” are larger raiments impressed into the sheets of their template’s death bed. A raiment can be created using an animate dead spell.


While I like what you did with the monsters, I'd like someone to give a shot ar converting spells, like the Summon Undead spells.

RPG Superstar 2013 Top 8

This next monster had a great look (love the Baxa illustrations in LM) but little else going for it: the stat block was bland and the flavor-text nonexistent. While my version isn't exactly revelatory, I think it's a bit more fleshed out. Enjoy!

Skirr
This immense undead beast is vaguely humanoid, a pair of bony wings replacing its forearms and its feet tipped with talons. Its head is the fleshless skull of a great bull, its teeth replaced with a nest of fangs. The creature is wrapped from head to toe in funerary wrappings, giving its wings the appearance of being feathered and revealing none of the monster’s flesh.

Skirr Statistics:

Skirr CR 7
XP 3,200

NE Huge undead
Init +6; Senses darkvision 60 ft., Perception +13
Aura stench (30 ft., Fortitude DC 16)
Defense
AC 19, touch 10, flat-footed 17 (-2 size, +2 Dex, +9 natural)
hp 78 (12d8+24)
Fort +6, Ref +8, Will +9
Defensive Abilities channel resistance +2, evasion, undead traits
Offense
Speed 20 ft., fly 60 ft (poor)
Melee bite +13 (2d6+6 plus grab), 2 claws +13 (1d6+6)
Space 15 ft.; Reach 10 ft.
Statistics
Str 22, Dex 15, Con -, Int 3, Wis 13, Cha 14
Base Atk +9; CMB +17 (+21 grapple); CMD 29
Feats Blind-fight, Flyby Attack, Hover, Improved Initiative, Lightning Reflexes, Skill Focus (Perception)
Skills Fly +3, Perception +13
Languages Common (cannot speak)
Ecology
Environment any hills
Organization solitary, pair or flock (3-6)
Treasure incidental

Skirrs are hideous composite undead created as mounts and guardians for necropolises. A skirr is created by stitching together pieces of giant birds, beasts and even dragons, binding the corpse with a layer of wrappings and then animating it by fell magic. Skirrs possess a dim and violent intelligence and pantomime the hunger that drove them in life. The stench of rotten meat, the remains of victims decomposing in the beast’s interior, follows a skirr wherever it goes. A skirr stands eighteen feet tall and weighs 1500 pounds. A skirr can be created using the create undead spell at 17th or higher caster level; the spell overland flight must also be cast in the creation of a skirr.

Sovereign Court

Ooh great idea! Keep up the great work.

RPG Superstar 2013 Top 8

Forsaken Shell
This slithering creature first appears to be some sort of flesh-colored snake, but it soon becomes all too apparent that it is the animated skin of a humanoid, intact but empty, coiling with evil intent.

Forsaken Shell Statistics:

Forsaken Shell CR 6
XP 2,400

CE Medium undead
Init +7; Senses darkvision 60 ft., Perception +13
Defense
AC 20, touch 13, flat-footed 17 (+3 Dex, +7 natural)
hp 65 (10d8+20)
Fort +5, Ref +8, Will +7
DR 10/slashing and piercing
Defensive Abilities undead traits
Offense
Speed 30 ft., climb 15 ft.
Melee slam +12 (1d8+7 plus grab)
Special Attacks constrict (1d8+7), create spawn, grab (Medium creatures), puppeteer
Statistics
Str 21, Dex 17, Con -, Int 11, Wis 10, Cha 14
Base Atk +7; CMB +12 (+16 grapple); CMD 23
Feats Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus (Stealth), Vital Strike
Skills Climb +26, Perception +13, Stealth +19, Swim +18
SQ compression, entwine
Ecology
Environment any land and underground
Organization solitary or gang (2-4)
Treasure standard
Special Abilities
Compression (Ex) A forsaken shell can move through an area as small as one quarter of its space without squeezing and one eighth of its space when squeezing.
Create Spawn (Su) Any humanoid slain by a forsaken shell rises as a forsaken shell 24 hours later. These newly created forsaken shells are not under the control of their creator.
Entwine (Ex) A forsaken shell wraps so closely against its victims that any attack that targets a grappling forsaken shell deals half damage to the forsaken shell and half damage to the grappled victim. Apply damage reduction after splitting the damage.
Puppeteer (Ex) A forsaken shell can manipulate the limbs of a pinned opponent. Whenever a forsaken shell makes a successful grapple check to maintain the pin, it can force the grappled creature to take a move or standard action that is purely physical. It cannot force the grappled creature to speak or cast spells, but it can move, attack, draw or drop an item or use a use-activated item. If a forsaken shell makes an attack using another creature, it uses its own Base Attack but the Strength or Dexterity score of its victim. A grappled creature can resist the actions forced on it by a forsaken shell by succeeding a DC 20 Fortitude save. The save DC is Strength based.

Forsaken shells are hideous undead created from the sloughed skins of humanoids. A forsaken shell may be created through evil magic or rare diseases, but most of them are the victims of other forsaken shells. A creeping plague of forsaken shells can depopulate a village within days, creating a slithering army of monstrous animated hides. A forsaken shell can steer the limbs of its victims before crushing them to death, and delights in little more than forcing a man to butcher his own friends and loved ones. A forsaken shell is as long as a humanoid is tall, but only weighs 20 pounds. Small forsaken shells can be created from halflings and gnomes, and enormous forsaken shells spawned from giants have been rumored to lurk in distant mountain ranges. A forsaken shell can be created by a create undead spell at 15th or greater caster level.

RPG Superstar 2013 Top 8

This next one is similar to the skirr: great visual, lackluster mechanics. Half damage from all melee attacks went out with 3.0, and its remarkably high Dexterity score and full ranks in Tumble and Balance didn't fit well with the image of vile corpulence. Please enjoy my revised version.

Plague Blight
This grotesquely decayed undead thing is fat and bloated with corruption. Its flesh is discolored and visibly bulging beneath its priestly robes. Despite the monster’s immense bulk, its head is little more than a skin-covered skull.

Plague Blight Statistics:

Plague Blight CR 6
XP 3,200

LE Medium undead
Init +6; Senses darkvision 60 ft., Perception +19
Aura gangrenous stench (10 ft., Fortitude DC 17)
Defense
AC 17, flat-footed 15, touch 12 (+2 Dex, +5 natural)
hp 77 (14d8+14)
Fort +6, Ref +6, Will +11
DR 5/-
Defensive Qualities channel resistance +2, undead traits
Weakness vulnerable to remove disease
Offense
Speed 20 ft.
Melee 2 slams +12 (2d4+2 plus disease)
Ranged bile +12 ranged touch (4d6 acid plus disease)
Statistics
Str 15, Dex 14, Con -, Int 15, Wis 15, Cha 10
Base Atk +10; CMB +12; CMD 28
Feats Combat Expertise, Defensive Combat Training, Great Fortitude, Improved Critical (slam), Improved Initiative, Step Up, Toughness
Skills Bluff +14, Disguise +17, Heal +16, Knowledge (religion) +19, Perception +19, Stealth +19
Languages Common, Infernal, Undercommon
Ecology
Environment any land and underground
Organization solitary, pair or cabal (3-12)
Treasure double standard
Special Abilities
Bile (Ex) A plague blight can vomit a stream of acidic bile onto an opponent as a standard action. This is a ranged touch attack with a range of 60 feet and no range increment. A creature struck by this bile takes 4d6 points of acid damage and is exposed to the plague blight’s disease.
Disease (Su) Gangrenous rot—injury; save DC 17; onset immediate; frequency 1/round; damage 1d3 Con; cure 2 consecutive saves. The save DC is Constitution based.
Gangrenous Stench (Ex) All living creatures within 10 feet of a plague blight must succeed a DC 17 Fortitude save or be nauseated for 1d4+1 rounds and take 1d6 points of Strength damage. A successful Fortitude save reduces this effect to sickened for 1d4+1 rounds. A creature that successfully saves is immune to the gangrenous stench of that plague blight for the next 24 hours.
Vulnerable to Remove Disease (Su) A plague blight that is the subject of a remove disease spell must succeed a Fortitude save or take 1d8 points of damage per caster level.

Plague blights are oracles of sickness, devoted to spreading the gospel of contagion. Clerics of gods of disease work with or seek to control plague blights, as the rot spread by their touch kills rapidly and incredibly painfully. A plague blight may disguise itself as a mortal and seek out holy texts or patients suffering from rare diseases. A plague blight stands as tall as a human, but its fluid-filled body may weigh twice as much. A plague blight can be created by a create undead spell at 15th or higher caster level; the spell contagion must also be cast during the creation of a plague blight.

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Let's shake things up by moving to some of the incorporeal undead in LM. This next one is probably the most radically different of my conversions so far. I've changed both the size and the CR on this monster. Why? The original murk struck me as honestly being pointless. Oh look! Another CR 3 incorporeal undead that deals ability damage, no save! Where have I seen that before? By reducing these guys to a CR 2 and tweaking their abilities, I can give them a "training wheels incorporeal foe" niche, meaning they might actually see some use in a game beyond "oh, I'm bored with allips and shadows".

Murk
This animate shadow appears as a tiny humanoid with odd, disproportionate features.

Murk Statistics:

Murk CR 2
XP 600

CE Small undead (incorporeal)
Init +1; Senses darkvision 60 ft., Perception +6
Defense
AC 14, touch 14, flat-footed 13 (+1 size, +1 Dex, +2 deflection)
hp 16 (2d8+7)
Fort +2, Ref +1, Will +4
Defensive Abilities incorporeal, undead traits
Weakness vulnerable to silver
Offense
Speed fly 30 ft (perfect)
Offense touch +3 (1d4 Wis)
Special Abilities confer negative level, Wisdom damage
Statistics
Str -, Dex 13, Con -, Int 7, Wis 12, Cha 14
Base Atk +1; CMB +2; CMD 14
Feats Toughness
Skills Fly +11, Perception +6, Stealth +10
Languages Undercommon
Ecology
Environment underground
Organization solitary, pair, gang (3-5) or cluster (6-10)
Treasure none
Special Abilities
Confer Negative Level (Su) A murk can deal 1 negative level to a helpless creature by touching it. A creature with as many negative levels as it has Hit Dice dies. The negative level can be removed with a DC 13 Fortitude save. A murk gains 5 temporary hit points every time it confers a negative level. The save DC is Charisma based.
Vulnerable to Silver (Su) A murk takes damage from silver weapons as if they were magical. A magic silver weapon deals damage to a murk as if it were a ghost touch weapon.
Wisdom Damage (Su) A murk’s touch deals 1d4 points of Wisdom damage if the creature touched fails a DC 13 Will save. The save DC is Charisma based.

Murks are sentient clots of evil gloom created from the deaths of kobolds, goblins and other small humanoids slaughtered en masse by adventurers and those expanding into underground frontiers. A murk’s malice is only magnified upon its rebirth as the undead, and murks delight in slowly bringing about the doom of miners and explorers. They make use of hit and run tactics, slowly sapping the wills of their victims before closing in for the kill. A murk can be created with a create greater undead spell at 13th caster level.

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I haven't gotten much feedback on these conversions. Are they liked? Are they faithful enough? Too faithful? Are there any monsters you especially want to see covered? Inquiring minds want to know!

Spectral Lyrist
A smiling woman appears, clad in brightly colored jester’s motley. She strums a lyre invitingly.

Spectral Lyrist Statistics:

Spectral Lyrist CR 4
XP 1200

CE Medium undead (incorporeal)
Init +5; Senses darkvision 60 ft., Perception +11
Defense
AC 14, flat-footed 12, touch 14 (+1 Dex, +2 deflection, +1 Dodge)
hp 39 (6d8+12)
Fort +4, Ref +3, Will +7
Defensive Abilities incorporeal, undead traits
Offense
Speed fly 30 ft (perfect)
Melee touch +5 (1d6 Charisma drain)
Special Attacks bardic music (16 rounds/day)
Spell-like Abilities CL 6th, concentration +8
Constant—veil (self only, humanoid only) (DC 18)
Statistics
Str -, Dex 13, Con -, Int 13, Wis 14, Cha 15
Base Atk +4; CMB +5; CMD 18
Feats Dodge, Improved Initiative, Mobility
Skills Bluff +8, Disguise +11, Fly +9, Perception +11, Perform (string instrument) +12, Stealth +10
Languages Common, Elven
SQ spectral lyre
Ecology
Environment any land or underground
Organization solitary, pair or band (3-12)
Treasure incidental
Special Abilities
Bardic Music (Su) A spectral lyrist has a number of rounds of bardic music as if its Hit Dice equaled its bard level. A spectral lyrist can begin a bardic performance as a standard action and maintain it as a free action. All save DCs for its bardic music abilities are DC 15. A spectral lyrist has access to the following performances:
Dirge of Death: All undead creatures that hear the dirge of death gain a +1 competence bonus on attack and damage rolls and a +1 morale bonus on saves vs. positive energy. All living creatures that hear the dirge of death suffer a -1 penalty on attack and damage rolls and a -1 penalty on saves vs. negative energy effects.
Fascinate: This functions exactly as the bardic music ability of the same name. A DC 15 Will save negates the effect.
Suggestion: This functions exactly as the bardic music ability of the same name. A DC 15 Will save negates the effect.
The save DC is Charisma based.
Charisma Drain (Su) A living creature touched by a spectral lyrist must succeed a DC 15 Fortitude save or take 1d6 points of Charisma drain. If a spectral lyrist successfully drains Charisma, it gains 5 temporary hit points. The save DC is Charisma based.
Spectral Lyre (Su) All spectral lyrists carry an incorporeal stringed instrument. This grants them a +4 bonus on all Perform checks and allows them to make Perform (string) checks.

Spectral lyrists are created from the spirits of malicious entertainers who used their gifts to spread slander and ruin lives. Unlike most incorporeal undead, they appear to be solid and can easily beguile the foolish with their good looks, silver tongues and magical music. They enjoy twisting the minds of mortals, enticing them to commit acts of cruelty and violence. Spectral lyrists in dungeons often know the location of traps and other monsters and use their suggestion ability to lure lone adventurers into lethal situations. A spectral lyrist can be created with a create greater undead spell at caster level 16th.


I always kinda felt that an undead monster has some class abilities and was once that class (Or AKin to it) when alive should be a template.

My two coppers but cool conversion anyway Demiurge.

Are you the same Demiurge from enworld?

Silver Crusade

I like your conversions Demiurge. Don't worry about rigid adherence to how the monster was presented in 3.5. So long as the "flavor" of the monster is maintained, I don't worry too much about maintaining the same cr or exact specific abilities. If you find a suite of powers and abilities that works better than some of the monsters were initially designed with, go for it.

I'm curious to see your takes on the Blaspheme, Blood Amniote, Dream Vestige, Hooded Pupil Template, Slaughter Wight, and Visage.


You got my big one already, the Angel of Decay is and remains awesome.


This is great stuff, Demiurge!
Particularly useful for me at the moment, considering I'm currently running an Expedition to Castle Ravenloft campaign, which is absolutely filled with critters from Libris Mortis.


Tzzarg wrote:
...I'm curious to see your takes on the Blaspheme, Blood Amniote, Dream Vestige, Hooded Pupil Template, Slaughter Wight, and Visage.

I second the request for a Blaspheme and Blood Amniote conversion. I liked the fluff for the Blaspheme, but it plays like just another big boring hit point tank. One of those "You mean it's STILL not dead?" kinda monsters.

RPG Superstar 2013 Top 8

Yes, clff rice, I am the Demiurge from ENWorld. Unless there are multiple Demiurges running around. I haven't been on ENWorld in forever, but it's nice to see that the many monsters I've posted there haven't been forgotten.

There have been multiple requests for a blaspheme. That suits me just fine.

Blaspheme
This hulking humanoid appears to have been stitched together from multiple corpses without proper attention to the proportions, making it appear gangly and malformed. Its skin is yellow and partly translucent, revealing the muscles underneath. Its mouth splits far too wide and is studded with shards of black crystal.

Blaspheme statistics:

Blaspheme CR 9
XP 6,400

NE Medium undead
Init +5; Senses darkvision 60 ft., Perception +9
Defense
AC 23, touch 16, flat-footed 22 (+1 Dex, +7 natural, +5 profane)
hp 114 (12d8+60)
Fort +9, Ref +5, Will +10
DR 5/good
Defensive Abilities profane aura, undead traits; Immune cold
Offense
Speed 40 ft.
Melee 2 slams +15 (1d6+6), bite +16 (1d8+6 plus blasphemous contact) or Large greatclub +15/+10 (2d8+9) and bite +11 (1d8+3 plus blasphemous contact)
Special Attacks erratic charge
Statistics
Str 23, Dex 13, Con -, Int 5, Wis 14, Cha 20
Base Atk +9; CMB +15; CMD 26
Feats Dazzling Display, Improved Initiative, Intimidating Prowess, Shatter Defenses, Power Attack, Weapon Focus (bite)
Skills Intimidate +18, Perception +9, Survival +6
Languages Common
SQ powerful frame
Ecology
Environment any cold land
Organization solitary or pair
Treasure half standard
Special Abilities
Blasphemous Contact (Su) Any creature bitten by a blaspheme must succeed a DC 21 Will save or be dazed for 1 round and suffer an ability penalty of 2d6 Strength for 10 minutes. A successful save negates the dazing effect and halves the Strength penalty. The save DC is Charisma based.
Erratic Charge (Ex) A blaspheme may make a single turn of up to 90 degrees when it charges an opponent. All other conditions of a charge attack still apply.
Powerful Frame (Ex) A blaspheme is treated as being one size category larger for the purposes of carrying capacity and wielding weapons.
Profane Aura (Su) A blaspheme gains a profane bonus to its Armor Class equal to its Charisma modifier.

Blasphemes are undead creatures of ineffable evil, restricted to ancient necropolises and the laboratories of the most sinister necromancers. It was believed that the first blaspheme was created in an attempt to raise the dead without divine intervention, a mockery of the process of resurrection. Blasphemes are often mistaken for flesh golems, but they possess a dim and predatory cunning. A blaspheme stands seven feet tall and weighs 190 pounds. A create undead spell at 18th caster level can create a blaspheme; the spells blasphemy or trap the soul are also required.


Good work as always Demi. I was trying to get the home brew monster section kicking again but not gonna happen apparently. Just no more love there.

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Sorry for the long delay: my school has started up again and I haven't had much spare time lately. I also haven't yet gotten to the blood amniote--I really dislike the original creature and so am going to want to change it dramatically. Here's a little something to tide you all over.

Hulking Corpse
A skeletal giant parades forth, its eyes still fresh and damp in their sockets. Its hands have been twisted into gnarled claws and its jaws are lined with razor-sharp teeth.

Hulking Corpse Statistics:

Hulking Corpse CR 9
XP 6,400

NE Large undead
Init +1; Senses darkvision 60 ft., Perception +1
Defense
AC 20, touch 10, flat-footed 19 (-1 size, +1 Dex, +10 natural)
hp 110 (20d8+20)
Fort +7, Ref +7, Will +13
DR 5/bludgeoning and magic; Immune mindless, undead traits
Offense
Speed 40 ft.
Melee 2 claws +17 (1d6+15), bite +17 (1d8+15)
Space 10 ft.; Reach 10 ft.
[b]Special Attacks
rend (2 claws, 1d6+10)
Statistics
Str 24, Dex 13, Con -, Int -, Wis 12, Cha 12
Base Atk +15; CMB +23; CMD 34
SQ relentless
Ecology
Environment any land and underground
Organization solitary
Treasure none
Special Abilities
Relentless (Ex) A hulking corpse’s attacks are always modified as if it were using the Power Attack feat. It cannot choose to not use this ability.

Hulking corpses are the remains of giants that were killed by acts of violence shocking even by their debased standards. The trauma of such a death reanimates the corpse as a hollow mockery of itself, the flesh partially sloughing off and revealing the bones beneath. Hulking corpses are mindless killers, devoted only to slaughtering everything that crosses their path.

A hulking corpse stands 12 feet tall and weighs 800 pounds. A hulking corpse can be created with an animate dead spell, but counts as having twice as many Hit Dice for the purposes of material components and the number of undead created in a single casting of the spell.

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Confession time: I hated the original blood amniote. So much so that I took it out of any published adventure I ran in which it appeared. Its AC was remarkably high for an ooze-like creature, it had fast healing and DR 10/-, but a really low attack roll, so fights against it would be slogs rather than exciting. Worse, its spawning ability was entirely driven by GM-fiat. Lame.

This blood amniote, on the other hand, I'd happily use in game.

Blood Amniote
This foul thing resembles a slithering clot of blood the size of a wagon, the vague imprints of human skulls pressing outwards from its depths.

Blood Amniote statistics:

Blood Amniote CR 9
XP 6,400

NE Huge undead
Init +1; Senses blindsight 60 ft., Perception +0
Aura blood call (30 ft.)
Defense
AC 20, touch 11, flat-footed 17 (-2 size, +3 Dex, +9 natural)
hp 105 (10d8+60); regeneration 5 (positive energy)
Fort +9, Ref +6, Will +7
DR 5/-
Defensive Abilities blind, immune to critical hits, sneak attack and flanking, undead traits
Offense
Speed 30 ft., climb 20 ft.
Melee slam +13 (4d8+12 plus pernicious wound plus grab)
Space 15 ft.; Reach 10 ft.
Special Attacks constrict (4d8+12 plus 1d4 Con), self-spawn
Statistics
Str 27, Dex 17, Con -, Int -, Wis 11, Cha 22
Base Atk+7; CMB +17 (+21 grapple); CMD 30
Skills Climb +16
Ecology
Environment underground
Organization solitary, pair or clot (4-8)
Treasure none
Special Abilities
Blood Call (Su) A blood amniote gains a number of temporary hit points each round equal to the amount of damage caused by bleed effects within 30 feet of the blood amniote.
Constrict (Ex) Each point of Constitution damage dealt by a blood amniote causes it to gain 5 temporary hit points.
Pernicious Wound (Su) The touch of a blood amniote causes uncontrollable bleeding. Any creature damaged by a blood amniote’s slam attack takes 2d6 points of bleed damage. The Heal DC to stop this bleeding is 21, and any healing spell cast on a victim of a blood amniote’s bleeding wound must succeed a DC 21 caster level check or fail to stop the bleed. This DC is Constitution based.
Self-Spawn (Su) If a blood amniote ever has a number of temporary hit points equal to its total hit points, it splits into two blood amniotes as a full-round action that does not provoke attacks of opportunity.

Blood amniotes are found in the caverns beneath mass graves or brutal battlefields. The sheer amount of blood spilled in such places combines with the despair infusing the region and negative energy, resulting in the creation of a mindless bloody ooze, driven only by the urge to devour and reproduce. The very touch of the blood amniote causes traumatic hemorrhaging, and these creatures can pull spilled blood into their bodies to heal themselves. The sight of a blood amniote pulsing as streams of blood fly through the air and into its gelatinous bulk is not one forgotten by even the most jaded adventurer. A blood amniote weighs 5,000 pounds and is approximately 10 feet in diameter. A create greater undead spell cast at 19th caster level can create a blood amniote: at least one hundred freshly slain humanoid corpses must be bled in the ritual to create a blood amniote.

RPG Superstar 2015 Top 8

I did a rough conversion of a boneyard awhile back. Would you like it?

RPG Superstar 2013 Top 8

DeathQuaker wrote:
I did a rough conversion of a boneyard awhile back. Would you like it?

That's alright, thank you. I'm planning on converting it myself. I'm curious, though, what you did about the skeleton spawning, as there's not a wide variety of premade skeletons in PF.

RPG Superstar 2015 Top 8

Demiurge 1138 wrote:
DeathQuaker wrote:
I did a rough conversion of a boneyard awhile back. Would you like it?
That's alright, thank you. I'm planning on converting it myself. I'm curious, though, what you did about the skeleton spawning, as there's not a wide variety of premade skeletons in PF.

From the looks of my notes, I just got rid of the ability, probably for the purposes of the adventure I was writing it for. It seems a formidable enough creature without that, and I have a tendency to remove abilities that require a lot of in-combat tracking (like having to pull up new monster stats, indeed).

Sorry that's not more helpful. I actually borrowed Libris Mortis from a friend when I did the conversion and have since given it back, so I can't compare the original to what I came up with to jog my memory.


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This is great stuff! Libris Mortis is one of my favourite 3.5 sourcebooks, so I'm really grateful that someone is converting stuff from it. Thank you!

If still taking requests: please convert the Quell. (And maybe change the special ability name "Intercession" to the more correct term "Interdiction".)

Grand Lodge

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Has anyone done the Necropoliton?


+1 to Quell; Necropolitan really is just straight "slap undead traits on it" I think.


Hey, slightly off topic, but still completely related:
Mother Cyst Feat+ Necrotic Spells.
Good as is, or does it need nerfing?

RPG Superstar 2013 Top 8

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Rise thread! Return to wreak vengeance on the living!

Deathlock
This withered humanoid corpse is dressed in wizardly raiment and wears a crown of gold. It flicks its clawed hands and its fingers crackle with eldritch energy.

Deathlock Statistics:

Deathlock CR 3
XP 800

NE Medium undead
Init +5; Senses darkvision 60 ft., Perception +9
Defense
AC 16, touch 11, flat-footed 15 (+4 armor, +1 Dex, +1 natural)
hp 32 (5d8+10)
Fort +3, Ref +2, Will +5
Defensive Abilities channel resistance +2, undead traits
Offense
Speed 30 ft.
Melee 2 claws +3 (1d4)
Ranged arcane bolt +4 touch (2d6)
Spell-like Abilities CL 5th, concentration +7 (+11 casting defensively)
Constant—detect magic, mage armor, read magic
3/day—cause fear (DC 13), chill touch (DC 13), command undead (DC 14)
1/day—ghoul touch (DC 14), spectral hand
Statistics
Str 10, Dex 13, Con -, Int 14, Wis 13, Cha 14
Base Atk +3; CMB +3; CMD 14
Feats Combat Casting, Improved Initiative, Point Blank Shot
Skills Knowledge (arcana) +10, Knowledge (religion) +10, Perception +9, Sense Motive +9, Spellcraft +10, Stealth +9
SQ item mastery
Ecology
Environment any land and underground
Organization solitary, trio or cabal (5-9)
Treasure double standard
Special Abilities
Arcane Bolt (Su) As a standard action that does not provoke attacks of opportunity, a deathlock can fire a ray of pure magical energy at an opponent within 60 feet. This functions as a ranged touch attack that deals 1d6 points of damage for every two Hit Dice the deathlock has (2d6 for the typical deathlock).
Item Mastery (Su) A deathlock can use spell trigger and spell completion items as if it had all spells on its spell list.

Selfish and acquisitive creatures, the deathlocks are born from mortal spellcasters whose sense of self-importance transcends even the grave. Although they are relatively petty within the grand scheme of the undead, deathlocks are egotistical in the extreme and typically surround themselves with a fiefdom of magically controlled undead servants. They will rarely deign to serve another power, but may submit to apprentice under a lich in the hope of gaining greater magical power. Liches tend to favor these arrangements as deathlocks make excellent decoys to absorb the attention of adventures. A deathlock stands as tall as a human and weighs 1/3 less than a healthy human due to their desiccated frames.

RPG Superstar 2013 Top 8

As for the necrotic cyst spells, I think they're fairly balanced as is. It's a cool debuff that chains to direct damage. The question is how are you going to handle vile damage? That might require some tweaking.

RPG Superstar 2013 Top 8

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OK, this is going to be a weird one.

The hooded pupil template has always been a template I sort of liked and sort of had problems with. For one thing, the flavor text implied that hooded pupils were devoted to undead of all types, but its actual abilities were all vampiric in nature. It took me a while, but it finally clicked: "oh, it's the Renfield template!"

In 1e, there were creatures called pseudo-undead. These were undead mimics with some of the attack modes of regular undead but without the level drain, etc, that could be used to decoy zealous clerics. They were absolutely a "DM gotcha" monster.

So I've combined them. I've de-vamped the hooded pupil, changed the name to "pseudo-undead" and incorporated the flavor text from the hooded pupil with characteristics of Renfield and other demented servitors from pop culture. Enjoy!

Pseudo-undead
This humanoid creature has the legs of a goat, ram’s horns and pinched, feral features. Despite his tattered clothes and overall lack of hygiene, he has a mesmerizing presence.

Pseudo-undead Statistics:

Ogrot, Pseudo-undead Satyr CR 5
XP 1,600

CE Medium fey
Init +2; Senses low-light vision; Perception +20
Defense
AC 20, touch 13, flat-footed 17 (+2 Dex, +1 dodge, +7 natural)
hp 52 (8d6+24)
Fort +5, Ref +8, Will +6; guarded life
DR 5/cold iron
Defensive Abilities death’s favor
Offense
Speed 40 ft., climb 20 ft, spider climb
Melee masterwork greatclub +8 (1d10+4), horns +2 (1d6+1)
Ranged short bow +6 (1d6/×3)
Special Attacks pipes
Spell-Like Abilities CL 8th, concentration +13
Constant—spider climb
At will—charm person (DC 16), dancing lights, ghost sound (DC 15), sleep (DC 16), suggestion (DC 18)
3/day—quickened death knell (DC 17)
1/day—fear (DC 19), summon nature's ally III
Statistics
Str 16, Dex 15, Con 17, Int 12, Wis 10, Cha 21
Base Atk +4; CMB +7; CMD 19
Feats Dodge, Mobility, Quicken SLA (death knell) (B), Skill Focus (Perception), Spring Attack
Skills Bluff +16, Diplomacy +16, Disguise +10, Intimidate +10, Knowledge (nature) +10, Perception +20, Perform (wind instruments) +20, Stealth +21, Survival +5; Racial Modifiers +8 Perception, +4 Perform, +8 Stealth
Languages Common, Sylvan
Ecology
Environment temperate forests
Organization solitary, pair, band (3–6), or orgy (7–11)
Treasure standard (masterwork greatclub, short bow plus 20 arrows, masterwork panpipes, other treasure)
Special Abilities
Death’s Favor (Su) Mindless undead are incapable of attacking Ogrot unless explicitly commanded to or unless Ogrot damages the undead creature first. The starting attitude of sentient undead to Ogrot is always indifferent, and Ogrot can adjust this attitude using the Diplomacy skill.
Guarded Life (Ex) Ogrot gains a +2 on all saving throws against necromantic effects and the special attacks of undead creatures.
Pipes (Su) Ogrot can focus and empower his magic by playing haunting melodies on his panpipes. When he plays, all creatures within a 60-foot radius must make a DC 19 Will save or be affected by charm person, fear, sleep, or suggestion, depending on what tune Ogrot chooses. A creature that successfully saves against any of the pipes' effects cannot be affected by the same set of pipes for 24 hours, but can still be affected by Ogrot’s other spell-like abilities as normal. Ogrot’s use of his pipes does not count toward his uses per day of his spell-like abilities, and if separated from them he may continue to use his standard abilities. The pipes themselves are masterwork, and Ogrot can craft a replacement with 1 week of labor. The save DC is Charisma-based.

Pseudo-undead are mortal creatures so obsessed with undeath that they have begun to transform themselves into a reflection of that perfect state. Foul rituals involving prayers to evil gods and the consumption of undead flesh slowly warp the initiate into a monster that the undead accept as one of their own. Some pseudo-undead are self-made, whereas others are created by vampires or other undead masterminds to have an agent in the mortal world. Despite their power and magnetism, all pseudo-undead are marked by profound mental instability. An obsession with death, drinking blood and eating raw flesh, odd speech tics and other outward markers reveal the depravity of a pseudo-undead for all to see.

Creating a Pseudo-undead:

“Pseudo-undead” is an acquired template that can be added to any corporeal mortal creature. A pseudo-undead retains all the base creature’s statistics and abilities except as noted here.
CR: As base creature +1 (minimum CR 1)
AL: Any evil
AC: A pseudo-undead gains a +2 bonus to its natural armor.
Defensive Abilities: A pseudo-undead gains the following defensive abilities.
Death’s Favor (Su) Mindless undead are incapable of attacking pseudo-undead unless explicitly commanded to or unless the pseudo-undead damages the undead creature first. The starting attitude of sentient undead to a pseudo-undead creature is always indifferent, and pseudo-undead creatures can adjust this attitude using the Diplomacy skill.
Guarded Life (Ex) Pseudo-undead creatures gains a +2 on all saving throws against necromantic effects and the special attacks of undead creatures.
Spell-like Abilities: A pseudo-undead gains the use of the following spell-like abilities. A pseudo-undead’s caster level equals its Hit Dice, unless it has a higher CL from its racial Hit Dice.
Constant—spider climb
3/day—quickened death knell
Ability Scores: Change from the base creature as follows: Str +2, Con +2, Wis -4, Cha +2
Feats: A pseudo-undead gains Quicken Spell-like Ability (death knell) as a bonus feat.
Skills: A pseudo-undead gains a +4 racial bonus on all Perception and Stealth checks.

Grand Lodge

Actually, the Undead grafts were one of my favorites.

Well, grafts in general.

I miss grafts.


Demiurge 1138 wrote:
The hooded pupil template has always been a template I sort of liked and sort of had problems with. For one thing, the flavor text implied that hooded pupils were devoted to undead of all types, but its actual abilities were all vampiric in nature. It took me a while, but it finally clicked: "oh, it's the Renfield template!"

AWESOME. I didn't know this existed, but now that I do I know exactly what I'll be using it for.


Vary nice maybe someone can work on the classes like the pale master???


The prestige classes don't need much work, just a few changes. Sehelsinki for my suggestions, following what paizo actually did with other prestige and other classes.

pale master


.


Dot as well.

Liberty's Edge

Love these conversions. Any chance of you compiling them into a PDF or Google doc?

RPG Superstar 2013 Top 8

Glad to see that this thread still has followers. I'm afraid that I haven't had much time to pay attention to it lately, what with my teaching, my Demiurge Press work, and my run at RPG Superstar. But that doesn't mean I've forgotten it! And to prove that...

Slaughter Wight
This eerie humanoid creature moves with fluid grace. Its lengthy arms and legs seem out of proportion to its frame, and its face is contorted into a grimace of rage.

Slaughter Wight Statistics:

Slaughter Wight CR 8
XP 4,800

NE Medium undead
Init +4; Senses darkvision 60 ft., Perception +15
Defense
AC 18, touch 14, flat-footed 18 (+4 Dex, +4 natural)
hp 85 (9d8+45)
Fort +9, Ref +8, Will +11
Defensive Abilities channel resistance +2
Immune undead traits
Offense
Speed 30 ft.
Melee 2 slams +13 (1d6+6 plus energy drain)
Special Attacks channel negative energy (5d6, 8/day, DC 19), create spawn, energy drain (1 level, DC 19) sneak attack +3d6
Statistics
Str 23, Dex 19, Con -, Int 12, Wis 16, Cha 20
Base Atk +6; CMB +12; CMD 26
Feats Dazzling Display, Improved Critical (slam), Intimidating Prowess, Shatter Defenses, Weapon Focus (slam)
Skills Acrobatics +13, Intimidate +23, Knowledge (religion) +13, Perception +15, Stealth +16
Languages Abyssal, Common
Ecology
Environment any land
Organization solitary, pair, gang (3-6) or onslaught (3-6 plus 12-24 wights)
Treasure standard
Special Abilities
Create Spawn (Su) A humanoid creature slain by a slaughter wight rises as a wight within 1d4 rounds of its death. This wight remains enslaved by the slaughter wight that created it until the slaughter wight is slain. Wights created in this fashion retain none of the abilities they had in life.

Slaughter wights are foul creatures that have been created by the gods of death for only one purpose—slay all in their path. Slaughter wights are a blight on existence, leaving depopulated villages in their wake and gathering an ever-growing army of life-draining monsters to their sides. Due to their ability to channel negative energy, they are viewed as powerful allies or thralls by evil clerics, and nightshades often employ them as aides-de-camp in their campaigns against civilization.

RPG Superstar 2013 Top 8

The first in a four part series. And yes, since I've de-templated this concept, that does mean that number 4 is going to be effectively an original creature.

Necromental Subtype
Although elemental beings are embodied souls, and thus unable to become undead except under the rarest of circumstances, they can become so fully infused with negative energy that it warps their forms, transforming them into necromentals. Necromentals are creatures of hunger, often going out of their way to consume their own element from living creatures and leaving wasted bodies behind them. Necromentals are often found where the Negative Energy Plane bleeds over into the Elemental Planes, although they may also be created accidentally by the summoning of an elemental into an unhallowed site. Necromentals have the following traits in common.

Negative Energy Affinity (Su) A necromental is treated as an undead creature for the purposes of positive and negative energy.
Undead Vigor (Su) Necromentals are immune to nonlethal damage, ability drain and energy drain. Necromentals are immune to ability damage to their physical ability scores, as well as exhaustion and fatigue effects.

Dessicator
This shriveled humanoid creature has merely a gaping maw for a face. Its body is lined with cracks, as if it were severely dehydrated.

Dessicator Statistics:

Dessicator CR 2
XP 600

NE Small elemental (extraplanar, necromental, water)
Init +5; Senses darkvision 60 ft., Perception +7
Defense
AC 14, touch 13, flat-footed 12 (+1 size, +1 Dex, +1 natural, +1 Dodge)
hp 22 (4d10)
Fort +4, Ref +2, Will +4
Defensive Abilities negative energy affinity
Immune elemental traits, undead vigor
Offense
Speed 20 ft., swim 60 ft.
Melee slam +4 (1d6 plus dessicating touch)
Special Attacks breath weapon (15 ft. cone, Fort DC 13 negates, 1 Con damage, once every 1d4 rounds)
Statistics
Str 11, Dex 13, Con 10, Int 6, Wis 11, Cha 12
Base Atk +4; CMB +3; CMD 15
Feats Dodge, Improved Initiative
Skills Escape Artist +8, Perception +7, Stealth +12, Swim +15
Languages Aquan
Ecology
Environment Plane of Water
Organization solitary, gang (2-4), mob (7-12) or plague (20-80)
Treasure none
Special Abilities
Dessicating Touch (Su) Any living creature struck by a dessicator’s slam attack must succeed a DC 13 Fortitude save or take 1d6 points of nonlethal damage and become fatigued. This damage and fatigue cannot be recovered until the victim consumes at least a liter of water. A creature that is fatigued due to this ability cannot become exhausted by multiple attacks, although multiple attacks can cause more nonlethal damage.

Dessicators are the least of the necromentals, but make up for this weakness with sheer numbers. They are vermin of the least trafficked regions of the Plane of Water, ganging up on unwary water elementals or mortals and draining them of their precious bodily fluids. Despite their awkward appearance, they are incredibly graceful in the water. On the Material Plane, dessicators gather near water in deserts, hoping to drain the last precious morsels of water from those already suffering from thirst.

RPG Superstar 2013 Top 8

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It lives! Appropriate, as this is a thread about the living dead. I'm still working on the necromentals--the cinderspawn ended up being a completely different beast than the original. I like it a lot more. How about you?

Cinderspawn
A lump of charcoal in the shape of a crook-backed humanoid stands and glares with hateful eyes. Wisps of gray smoke pour from its body, obscuring its facial features.

Cinderspawn statistics:
Cinderspawn CR 5
XP 1,600

CE Medium elemental (extraplanar, fire, necromental)
Init +2; Senses darkvision 60 ft., Perception +11
Aura choking smoke (5 ft., DC 15)
Defense
AC 19, touch 12, flat-footed 17 (+2 Dex, +7 natural)
hp 52 (7d10+14)
Fort +4, Ref +7, Will +8
Defensive Abilities negative energy affinity
Immune elemental traits, fire, undead vigor; Weakness cold
Offense
Speed 30 ft.
Melee slam +11 (1d6+6 plus burn)
Special Attacks burn (2d6 fire plus 1d4 Cha damage, DC 15)
Statistics
Str 19, Dex 15, Con 14, Int 8, Wis 13, Cha 14
Base Atk +7; CMB +11; CMD 23
Feats Cleave, Iron Will, Power Attack, Vital Strike
Skills Acrobatics +12, Climb +14, Intimidate +12, Perception +11, Stealth +12
Languages Abyssal, Ignan
Ecology
Environment Plane of Fire
Organization solitary, pair or gang (3-8)
Treasure standard
Special Abilities
Aura of Choking Smoke (Ex) A cinderspawn is constantly wreathed in an aura of smoke, granting it concealment as per the blur spell. Any living creature adjacent to a cinderspawn must succeed a DC 15 Fortitude save or be overwhelmed with coughing, taking 1d6 points of non-lethal damage and being dazed for 1 round. A strong or stronger wind dispels the aura of choking smoke, which reforms 1d4 rounds after the cinderspawn is no longer affected by the wind. The save DC is Constitution based.

Cinderspawn are created when a fire elemental is inundated with water infused with evil and negative energy, such as that of the River Styx. Cinderspawn are infused with malice for all life, but especially despise beauty—their own lovely flickering flames have been replaced with dull char and ugly smoke. A cinderspawn’s actions are driven by this burning resentment, leading them to vandalize works of art and try to murder creatures lovelier than they. The searing flames of a cinderspawn leave welts and scars on both the flesh and the soul, spreading their ugliness to their victims.


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Pathfinder Rulebook Subscriber

Dot...

Silver Crusade

Dot..

Liberty's Edge

Nice! :)

RPG Superstar 2013 Top 8

This particular monster couldn't seem to make up its mind whether it was incorporeal or not in LM. So I split the difference.

Voidwraith
A clot of mist flows forth like a living thing, its shape contorted into a grimacing visage. Two tendrils grow from its center like clutching arms.

Voidwraith statistics:

Voidwraith CR 8
XP 4,800

LE Medium elemental (air, cold, extraplanar, necromental)
Init +9; Senses darkvision 60 ft., Perception +16
Aura airless (10 ft.)
Defense
AC 21, touch 16, flat-footed 15 (+5 Dex, +1 dodge, +5 natural)
hp 93 (11d8+33)
Fort +6, Ref +12, Will +9
Defensive Abilities amorphous, negative energy affinity
DR 5/-, Immune cold, elemental traits, undead vigor; Weakness fire
Offense
Speed fly 60 ft. (perfect)
Melee touch +16 (2d6 cold plus 1d4 Constitution drain)
Special Attacks vacuum pulse
Statistics
Str -, Dex 21, Con 17, Int 12, Wis 14, Cha 15
Base Atk +11; CMB +16; CMD 27
Feats Agile Maneuvers, Dodge, Improved Initiative, Mobility, Spring Attack, Weapon Finesse
Skills Bluff +16, Fly +27, Intimidate +16, Knowledge (planes) +15, Perception +16, Sense Motive +16, Stealth +19
Languages Auran, Infernal
SQ gaseous
Ecology
Environment Plane of Air
Organization solitary, pair or gasp (3-6)
Treasure incidental
Special Abilities
Airless Aura (Su) Creatures within 10 feet of a voidwraith cannot breathe and must hold their breath or begin to suffocate.
Gaseous (Ex) A voidwraith is formed of a wispy cloud-like substance. As such, it has no Strength score and cannot manipulate solid objects. Voidwraiths have the amorphous special quality and can squeeze through a space as small as 1 inch in diameter without slowing down.
Vacuum Pulse (Su) As a standard action once every 1d4 rounds, a voidwraith can draw creatures and towards it. When using its vacuum pulse, a voidwraith can make a special Combat Maneuver check on all creatures within 30 feet; success indicates that the creature is drawn 5 feet towards the voidwraith as well as an additional 5 feet per 5 by which the voidwraith succeeded its CMB check.

Said by some sages to be the living embodiment of the last breaths of a dying fiend, voidwraiths are wicked elementals composed of equal parts air and negative energy. They are not nearly as solid as most air elementals, but use this fluidity to creep unawares into even the most tightly defended areas to feed on the breath of the living. Voidwraiths are masters of hit-and-run tactics, whittling away at the life forces of their victims before surrounding the poor soul in its airless aura to delight in its last seconds.


Just re-read this little gem. Awesome stuff. As I'm running a campaign in the Bandit Kingdoms and Iuzian territory, I'll be using a few of these.

I hope you find the time to keep writing these conversion, they truly are excellent!

Scarab Sages

Always nice to see a fan fav getting updated.


What about the Half Vampire template? I would love to see that converted with the new "no level adjustment" rules.

Thanks!

ATD

RPG Superstar 2013 Top 8

The thread lives! It dies! It lives again!

As a reminder, I de-templatified the "necromental", making it a creature subtype to accommodate the dessicator, cinderspawn and voidwraith. This left me a bit stuck for earth, as there was no independent elemental-themed undead for earth in the Libris Mortis, and the sample necromental was a modified earth elemental. So I redesigned it as a basic monster--same CR, some similar abilities, but more interesting than a mindless, ecology-free sack of hit points.

Necrolith

Looming before you is a roughly humanoid mound of soil and rock studded with bones. Where a head should be are set a conglomerate of skulls of various kinds.

Necrolith statistics:

Necrolith CR 6
XP 2,400

NE Large outsider (earth, elemental, extraplanar, necromental)
Init +4; Senses darkvision 60 ft., low-light vision, Perception +15, tremorsense 60 ft.
Defense
AC 18, touch 9, flat-footed 20 (+9 natural, -1 size)
hp 76 (8d10+32); fast healing 3
Fort +10, Ref +2, Will +8
Defensive Abilities negative energy affinity
Immune elemental traits
Offense
Speed 30 ft., burrow 30 ft.; earth glide
Melee slam +11 (2d6+6 plus energy drain)
Space 10 ft.; Reach 10 ft.
Special Attacks create spawn, energy drain (1 negative level, DC 15), grind
Statistics
Str 19, Dex 11, Con 18, Int 6, Wis 14, Cha 13
Base Atk +8; CMB +13 (+15 bull’s rush); CMD 23 (25 vs. bull’s rush)
Feats Alertness, Improved Initiative, Improved Bull’s Rush, Power Attack
Skills Intimidate +12, Perception +15, Sense Motive +15, Stealth +7
Languages Terran
Ecology
Environment Plane of Earth
Organization solitary, pair or slide (3-10)
Treasure half standard
Special Abilities
Create Spawn (Su) Humanoid creatures slain by a necrolith’s energy drain rise as wights in 1d4 minutes. These wights are free willed and not under the necrolith’s control, but are generally friendly to the necrolith.
Grind (Ex) A necrolith deals 1d6 points of bludgeoning damage for every ten feet it moves an opponent on a successful bull’s rush. If this movement is impeded by a solid wall or other barrier, it deals an additional 2d6 points of damage.


Necroliths are among the most common of necromentals due to the commonality of desecrated graves and other places where undeath and earth come into contact. The presence of a necrolith is cause for great concern, as their ability to create undead can lead to a massive wight plague in a short period of time. Necroliths are territorial towards the living, marking their domains with plinths and signposts constructed from bones scavenged from graves.

RPG Superstar 2013 Top 8

Yet another stand-out monster from LM as a visual, but with mechanics (check out that CR 11 with 65 hit points) and flavor that kept it as an also-ran. Hopefully this version of the wheep will find more use in-game.

Wheep

This twisted humanoid figure is contorted in agony. Iron spikes are driven into its empty eye sockets, which ooze a thick black bile that coats the creature’s face and hands. Its mouth is filled with gnashing teeth, and a similar hideous maw opens in the palm of each of its hands.

Wheep statistics:

Wheep CR 11
XP 12,800

LE Medium undead
Init +8; Senses blindsight 120 ft., Perception +15
Aura wail of the void (60 ft.)
Defense
AC 27, touch 19, flat-footed 23 (+4 Dex, +8 natural, +5 profane)
hp 142 (15d8+75); fast healing 5
Fort +10, Ref +9, Will +11
DR 10/magic and piercing
Defensive Abilities profane aura; Immune cold, fire, gaze attacks, sight-based attacks, undead traits, visual effects and illusions
Weakness blind
Offense
Speed 30 ft., fly 50 ft. (perfect)
Melee 3 bites +19 (1d8+8 plus poison/19-20)
Ranged 3 poison sprays +15 touch (poison)
Statistics
Str 27, Dex 19, Con -, Int 8, Wis 14, Cha 20
Base Atk +11; CMB +19; CMD 39
Feats Dodge, Improved Critical (bite), Improved Initiative, Lunge, Mobility, Power Attack, Spring Attack, Wind Stance
Skills Bluff +13, Disguise +16, Fly +24, Perception +15, Stealth +17
Languages Aklo, Common, Infernal
Ecology
Environment any land and underground
Organization solitary, pair, band (3-5) or choir (6-18)
Treasure standard
Special Abilities
Blind (Ex) A wheep’s blindsight is based on its senses of hearing and smell—beyond its range of 120 feet, it is considered blind. A deafened wheep is treated as having blindsense—it can pinpoint the squares of opponents, but suffers concealment against all of them.
Poison (Ex) Bite or spray—contact; save Fort DC 22; frequency 1/round for 4 rounds; effect 2d6 acid plus 1d3 Con; cure 2 saves. The save DC is Charisma based.
Poison Spray (Ex) A wheep can spray poison from its mouths as a standard action. These sprays are treated as ranged touch attacks with a range of 30 feet and no range increment. Those struck by the spray are affected by the wheep’s poison.
Profane Aura (Su) A wheep gains a profane bonus to its Armor Class and Combat Maneuver Defense equal to its Charisma modifier.
Wail of the Void (Su) As a free action, a wheep can emit a hideous keening wail. All creatures within 60 ft. must succeed a DC 22 Will save or be shaken for 1 minute. Any creature that hears the wail and is suffering from a fear effect must succeed a DC 22 Will save every round or take 1 point of Wisdom drain. The save DC is Charisma based.

The undead abominations known as wheeps are the creation of powerful alien forces toying with the mortal form. Most wheeps serve under devoted evils such as kytons and wicked aberrations, acting as bodyguards, emissaries and shock troopers. The process of creating a wheep from a humanoid involves shattering both the mind and body of the victim before allowing it to die and creating a horror from its corpse—the process results in a dim-witted creature that is both eternally loyal and viciously violent. Some wheeps are used as agents in cities and other mortal realms—although stupid, they are cunning and able to disguise themselves as a beggar, leper or other outcast to gather intelligence and carry out missions of madness and death. The very presence of a wheep spreads its misery with it—thick black venom (sometimes referred to as “poison tears”) oozes from its orifices and its screaming voice brings terror and madness.

Thoroughly wicked mortal spellcasters may occasionally create a wheep, although to do so is a crime beyond imagining even for most necromancers. In order to create a wheep, a create undead spell at caster level 18th must be cast on a good-aligned humanoid victim that has been tortured and kept alive for at least a year before being slain, and a symbol of pain spell must be cast on the corpse before its animation.

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