Libris Mortis Fan Conversions


Conversions

51 to 66 of 66 << first < prev | 1 | 2 | next > last >>
Silver Crusade

I don't want to step on Demiurge's toes, but this thread made me want to share the stats I came up with for Quells.

I don't know if their CR is on par (I wanted a relatively low one since they rely on having more of their pals around), and I might have messed up the skills when I made them.

Proposed Quell Conversion:

Quell CR 3
NE Medium Undead (Incorporeal)
Init: +7, Senses: Darkvision 60ft, Perception -1
AC: 20 (+3 dex, +7 deflection)
Hp: 4d8+28 (46)
Fort: +8. Ref:+4 Will: +5
Defensive Qualities: Incorporeal, Channel Resistance +4
Immune: Undead Traits
Offense:
Speed:
Fly 40 feet (Perfect)
Melee: Claw +6 Touch (1d3)
Special Attacks: Interdiction (DC: 17)
Special Qualities: Shield of Blasphemy, Bleak Conviction, Drown Out, Holy Word Vulnerability
Str - ,Dex 16, Con -, Int 16, Wis 8, Cha 24
Base Atk +3; CMB +6; CMD 16
Feats: Iron Will, Improved Initiative
Skills:
Bluff: +11. Diplomacy +11 , Knowledge(religion) +7, Sense Motive +3, Stealth +7, Fly +15
Treasure Standard
Organization: Solitary, Debate (5-10), College (10-200)

Interdiction (Su): A Quell has the capability to negate divinely sourced supernatural or spell like effects. A Quell must invoke this power as a standard action. All targets within 30 feet of the quell must make a will save with a DC equivalent to 10 plus the quell’s charisma modifier or have all divinely based supernatural and spell like abilities negated. A quell can only negate up to twice its HD in creatures at one time. A quell can only affect a creature who’s HD does not exceed 2+ its own. Maintaining interdiction requires a swift action.

Divinely sourced supernatural or spell like effects in place prior to a quell initiating interdiction are suppressed as if affected by greater dispel magic’s area dispel effect using the quell’s charisma modifier in place of a caster level.

Creatures capable of granting divine spells themselves (deities and those with appropriate mythic abilities) cannot be interdicted. Quells who attempt such interdictions must make a DC 20 will save or be instantaneously destroyed.

Shield of Blasphemy (su): The Quell is at all times surrounded by a shadowy nimbus of blasphemous texts, defiled holy symbols and similar images. This provides the quell with 20% concealment. The shield of blasphemy offers no defense against smite attacks.

Bleak Conviction: Quells are treated as vulnerable for any effect that has a divine source. If the effect allows for a save and the save is failed the quell loses its shield of blasphemy, is incapable of using interdiction for 1d4 hours, and is staggered for 2d4 rounds. A successful smite attempt on a quell also triggers these effects. Quells suffering from bleak conviction cannot contribute to a drown out.

Holy and Unholy weapons function as ghost touch against quells.

Drown Out: Quells become more dangerous when they are together.

Every quell past the first increases the HD of creatures that can be affected by Interdiction by 1.

The total HD of the creatures affected by interdiction uses twice the HD of all quells involved.

For every 2 quells past the first who contribute to an interdiction action, the range of the interdiction increases by an additional thirty feet.

Additionally, the DC of resisting the interdiction increases by 2 for every four additional quells.

Quells contributing to a drown out must be within thirty feet of another quell participating in the drown out. If quells are destroyed, controlled, or suffer any other effect which would move them out of formation, the drown out immediately ceases.

Holy Word Vulnerability: Unholy Word, Holy Word, Dictum and Word of Chaos cannot be interdicted or drowned out.

Again, not trying to thread jack, and just curious as to how my quell weighs in against Demiruge's.

I designed the thing to be spectacularly annoying to really get a hit on, but also made them fall like a house of cards when someone managed to overcome their dark blandishments and strike them with holy fervor.


Did the Forsaken Shell originally have the ability to make grappled foes take half of the damage inflicted on the monster? I thought I'd added that to the monster on my own. It would be fun to know if other folks think that's a good addition (or perhaps my memory got muddled)

I have a long running tanner/necromancer NPC who used to create a bunch of Forsaken Shells and Skin Kites. It is pretty easy to make creepy minis for these. Seeing the monsters on the boards makes me want to use my minis again...maybe the AP I'm running will have a sidequest in a few levels...

RPG Superstar 2013 Top 8

Devilkiller wrote:

Did the Forsaken Shell originally have the ability to make grappled foes take half of the damage inflicted on the monster? I thought I'd added that to the monster on my own. It would be fun to know if other folks think that's a good addition (or perhaps my memory got muddled)

Nope, that's not in the original. It does seem a logical addition, though, using the cloaker as a model. LM had a lot of good monster ideas, but they were frequently indifferently executed.

RPG Superstar 2013 Top 8

2 people marked this as a favorite.

This one I didn't change too much from the original--I'm a big fan of tomb motes, and have used them in a couple of adventures. One thing stuck out at me, though: why aren't they suitable for familiars? So I made them that way--think of them as the undead equivalent of the CR 2 outsider spectrum.

Tomb Mote

A tiny mannequin skitters about, its body seemingly composed of equal parts bone shards, soil and matted hair. Despite its patchwork body, it moves with eerie grace.

Tomb Mote statistics:

Tomb Mote CR 2
XP 600

NE Tiny undead
Init +7; Senses darkvision 60 ft., Perception +7
Defense
AC 17, touch 15, flat-footed 14 (+2 size, +3 Dex, +2 natural)
hp 16 (3d8+3); fast healing 1
Fort +2, Ref +4, Will +4
DR 5/magic or cold iron
Defensive Abilities amorphous; Immune undead traits
Offense
Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +7 (1d4-1 plus disease)
Space 2 ½ ft.; Reach 0 ft.
Spell-like Abilities CL 3rd, concentration +4
3/day—cause fear (DC 12)
1/day—ghoul touch (DC 13), speak with dead (DC 14)
Statistics
Str 8, Dex 16, Con -, Int 11, Wis 12, Cha 13
Base Atk +2; CMB +3; CMD 11
Feats Improved Initiative, Weapon Finesse
Skills Acrobatics +6 (+2 jumping), Climb +11, Knowledge (religion) +4, Perception +7, Stealth +17, Swim +11
Languages Abyssal, Common
SQ quickness
Ecology
Environment any
Organization solitary, pair or bunch (3-8)
Treasure incidental
Special Abilities
Disease (Ex) Corpse bloat—injury; save Fort DC 12; onset 1d3 days; damage 1d6 Str; cure 2 saves. The save DC is Charisma based.
Quickness (Su) A tomb mote can take an extra move action every round.

Tomb motes are undead effluvia, the scraps and spare parts left over from the animated dead. A desecrated graveyard that spawns horrors may create tomb motes out of the leftover corpses too badly damaged to rise in humanoid shape, or the destruction of a powerful undead creature may imbue its negative energy into the environment around it, resulting in a clutch of tiny monsters. These impish creatures lurk in graveyards, haunted houses and other places steeped with negative energy, infesting the walls and catacombs like humanoid rats. They are surprisingly intelligent, and create a rudimentary society based primarily on mockery of the living and the trading of baubles recovered from bodies.

A tomb mote stands about eighteen inches tall and weighs ten pounds or less. The disease spread with their bites is nonlethal, but results in bloated, greenish skin, a slowed heart and breathing rate and a powerful odor of decay. Some unfortunate victims of corpse bloat are buried while still alive, mistaken for dead by well-meaning family and friends. Tomb motes find this hilarious, and seek out their victims to tease and torment as the unfortunates die of thirst or suffocation.

A tomb mote can be persuaded to serve as a familiar to necromancers and others obsessed with death. Any evil spellcaster with a caster level of 7th or higher may take a tomb mote as a familiar with the Improved Familiar feat.


1 person marked this as a favorite.

I do love this thread...just saying.

It has the same vibe as classic monsters revisted; and tome of horrors.

RPG Superstar 2013 Top 8

KenderKin wrote:

I do love this thread...just saying.

It has the same vibe as classic monsters revisted; and tome of horrors.

Thank you very much! That's high praise indeed. If you like the work I've done here, there are some other things you might be interested in. Another thread I've done on the Paizo boards was the Year of Yokai, which was stats for various Japanese mythological and literary creatures. I also have a small press company specializing in monster PDFs, Demiurge Press.

Now for the last conversion of the week. I struggled with how to convert one of this monster's signature abilities--without prebuilt skeletons of a variety of CRs in the Bestiary, the summon skeletons ability was somewhat difficult to get a handle on.

Boneyard

Thousands of bones fly together, forming an immense serpentine conglomeration. Although the bones comprising its form bear little resemblance to ordinary anatomy, it does have a head formed from the skull of an immense beast.

Boneyard statistics:

Boneyard CR 14
XP 38,400

CE Huge undead
Init +6; Senses darkvision 60 ft., Perception +31, tremorsense 60 ft.
Defense
AC 29, touch 11, flat-footed 26 (-2 size, +2 Dex, +18 natural, +1 dodge)
hp 195 (23d8+92); fast healing 10
Fort +11, Ref +13, Will +18
DR 10/-; SR 25
Immune cold, electricity, undead traits
Offense
Speed 30 ft., climb 30 ft., fly 60 ft. (perfect)
Melee bite +26 (4d6+15/19-20 plus grab and consume bone)
Space 15 ft.; Reach 15 ft.
Special Attacks utter consumption
Spell-like Abilities CL 14th, concentration +18
3/day—skeletal summons
Statistics
Str 31, Dex 15, Con -, Int 18, Wis 20, Cha 18
Base Atk +17; CMB +29 (+33 grapple); CMD 42
Feats Dodge, Improved Critical (bite), Improved Initiative, Mobility, Power Attack, Skill Focus (Stealth), Spring Attack, Vital Strike, Whirlwind Attack
Skills Acrobatics +25, Climb +22, Fly +29, Intimidate +30, Knowledge (history) +27, Knowledge (religion) +30, Perception +31, Sense Motive +31, Stealth +26
Languages Abyssal, Common, Terran
SQ freeze
Ecology
Environment any land and underground
Organization solitary
Treasure standard
Special Abilities
Consume Bone (Su) Any creature bitten by a boneyard must succeed a DC 25 Fortitude save or take 2d4 points of Strength, Dexterity and Constitution damage as its bones leech into the boneyard. A creature that successfully saves takes no ability damage, but is staggered by the pain for 1 round. Creatures without a skeletal structure are immune to this ability, but undead creatures with a skeleton are not. A boneyard heals 5 points of damage each time it uses this ability. The save DC is Charisma based.
Flight (Su) a boneyard’s flight is a supernatural ability.
Freeze (Ex) A boneyard can take 20 on Stealth checks by masquerading as a pile of bones.
Skeletal Summons (Sp) This spell-like ability functions as summon nature’s ally VII, with the following exceptions. Creatures summoned gain DR 5/bludgeoning, immunity to cold and electricity, and undead traits. A boneyard cannot use this ability to summon creatures without a skeleton, such as giant squid or elementals. This is the equivalent of a 7th level spell.
Utter Consumption (Su) A creature pinned by a boneyard must succeed a DC 25 Fortitude save every turn or be instantly killed as all of its bones are pulled out of its body. A boneyard that successfully consumes a living creature gains the benefits of an inflict critical wounds spell (CL 14th). Creatures killed by this ability cannot be raised from the dead, although resurrection and similar powerful magic will function.

Boneyards, known as bone weirds or bonetakers by some, are immense aggregate undead that form from mass graves and charnel sites. Despite their monstrous appearance, they possess genius-level intellects, a result of all of the damned souls rattling around in their forms. Fragments of the personalities and knowledge of the creatures incorporated into a boneyard surface in the roiling mass of its psyche, and they speak with dozens of voices at once, skulls studded throughout their bodies contributing to conversation. Due to their obscure knowledge of persons long dead and built into their bodies, boneyards are sometimes sought out as oracles or sages. Dealing with a boneyard is fraught with peril—the creatures rarely accept any payment less than a mortal life to consume and add its bones to theirs.

A boneyard is about forty feet long and weighs twenty tons. A boneyard can be created by a create undead spell at caster level 20th. To do so requires the skeletons of at least one hundred creatures.

RPG Superstar 2013 Top 8

This week, I will be focusing my attention on the incorporeal monsters of Libris Mortis. Two of the three I have my sights on are getting adjustments to their CRs--the dearth of incorporeal undead means that not all CRs are covered, which can be irritating for encounter design. So I'm filling in the gaps.

Quell

This green eyed spirit appears ragged and worn, as if its incorporeal form was being torn away into shreds. A halo of glowing symbols surrounds it, each pulsing with malign energy.

Quell statistics:

Quell CR 4
XP 1,200

LE Medium undead (incorporeal)
Init +6; Senses darkvision 60 ft., Perception +12
Defense
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 deflection)
hp 32 (5d8+10)
Fort +3 (+5 vs. divine spells), Ref +3 (+5 vs. divine spells), Will +6 (+8 vs. divine spells)
Defensive Abilities channel resistance +4, incorporeal traits, protection from divinity
Immunity undead traits
Weakness sunlight powerlessness, vulnerability to prayer
Offense
Speed fly 60 ft. (perfect)
Melee touch +5 (1d4+2)
Special Abilities coupled interdiction, interdiction
Abilities
Str -, Dex 14, Con -, Int 14, Wis 15, Cha 15
Base Atk +3; CMB -; CMD 18
Feats Ability Focus (interdiction), Alertness, Improved Initiative
Skills Diplomacy +7, Fly +18, Intimidate +10, Knowledge (religion) +10, Perception +12, Sense Motive +12
Languages Common, Infernal
Ecology
Environment any land or underground
Organization solitary, pair or cabal (3-12)
Treasure none
Special Abilities
Coupled Interdiction (Su) A quell can use the aid another action on another quell within 30 ft. If it succeeds, the quell receiving aid gains a +2 bonus on the DC of its interdiction special attack for 1 round.
Interdiction (Su) As a standard action, a quell can target a creature within 30 ft. and attempt to disrupt its connection to the divine. The targeted creature must succeed a DC 16 Will save or be unable to channel energy, cast divine spells or use any supernatural ability granted by a divine source for 3d6 rounds. The save DC is Charisma based.
Protection from Divinity (Su) A quell gains a +2 profane bonus on all saves made against divine spells.
Sunlight Powerlessness (Ex) Quells are powerless in natural sunlight (not merely a daylight spell) and flee from it. A quell caught in sunlight cannot attack and is staggered.
Vulnerability to Prayer (Ex) Quells are harmed by the direct application of faith. A creature can make opposed Knowledge (religion) checks against a quell as a move action—if it succeeds, the quell takes 1d6 points of damage, plus an additional 1d6 for every 5 points by which the praying creature beats the quell’s result.

Quells are created from the souls of antitheists, those who hate the gods and work to spite them. Such is the hatred of these bitter souls that they reject damnation and linger in the material world to continue their cruel work. The symbols that float around a quell’s head are icons of the most common deities in the region the quell haunts, broken, inverted or otherwise desecrated.

Incapable of draining life force like most incorporeal undead, quells often associate with other undead, directing their attentions against the living servants of the divine. Although many undead creatures either do not understand or accept the quell’s antitheist dogma, their ability to shut down channeling and spellcasting is much appreciated. Quells cannot create more of themselves directly, but they delight in turning mortals away from faith through seemingly reasonable arguments based on their knowledge of theology. This trait can be turned against a quell—a heartfelt prayer burns a quell like acid, and a suitably knowledgeable priest can destroy one of these monsters with their words alone.

RPG Superstar 2013 Top 8

Crypt Chanter

This floating humanoid appears translucent and cadaverously thin, but manages to possess an unearthly beauty. They are clad in flowing black robes, which billow as if in an unseen wind.

Crypt Chanter Statistics:

Crypt Chanter CR 9
XP 6,400

NE Medium undead (incorporeal)
Init +9; Senses darkvision 60 ft., lifesense 60 ft., Perception +16
Defense
AC 20 (+5 Dex, +4 deflection, +1 dodge)
hp 93 (11d8+44)
Fort +7, Ref +8, Will +9
Defensive Abilities channel resistance +2, incorporeal traits
Immune undead traits
Weakness resurrection vulnerability, sunlight powerlessness
Offense
Speed fly 60 ft. (perfect)
Melee touch +13 (1d6 Constitution damage)
Special Attacks create spawn, draining melody
Statistics
Str -, Dex 20, Con -, Int 15, Wis 14, Cha 19
Base Atk +8; CMB -; CMD 28
Feats Blind-fight, Combat Reflexes, Dodge, Fly-by Attack, Improved Initiative, Mobility
Skills Acrobatics +16, Bluff +15, Disguise +18, Fly +13, Perception +16, Perform (sing) +15, Stealth +16
Languages Celestial, Common, Infernal
Ecology
Environment any land or underground
Organization solitary, pair or chorus (1-2 plus 2-12 wights and 1-4 wraiths)
Treasure none
Special Attacks
Create Spawn (Su) Creatures slain by a crypt chanter’s draining melody rise as wights under the crypt chanter’s control in 1d4 rounds. Creatures slain by a crypt chanter’s touch rise as wraiths under the crypt chanter’s control in 1 day.
Draining Melody (Su) As a standard action, a crypt chanter can sing a supernatural song of death. All living creatures within 30 ft. must succeed a DC 19 Will save or be dazed for 1 round and take 1d2 negative levels. A crypt chanter can maintain its draining melody as a standard action.
Resurrection Vulnerability (Su) A raise dead or similar spell cast on a crypt chanter destroys it (Will negates). Using the spell in this way does not require a material component.
Sunlight Powerlessness (Ex) Crypt chanters are powerless in natural sunlight (not merely a daylight spell) and flee from it. A crypt chanter caught in sunlight cannot attack and is staggered.

Crypt chanters are horribly destructive creatures—it is fortunate indeed that they are so rare. A crypt chanter’s song is a direct conduit between the creature and the gods of undeath, capable of tearing the life from mortals and transforming them into monstrous husks within seconds. A single crypt chanter is therefore able to convert an entire village into an undead army in a matter of hours. Transformation into a crypt chanter occurs only to the most depraved mortal followers of evil divinities, and these loathsome spirits are often found guarding dark shrines or forsaken relics of malign powers.

Liberty's Edge

Man, I'd love a .pdf of your Libris Mortis conversions. I may have to make one. :p


Glad to see both the quell and the crypt chanter here!

(And even more so to see the quell listed with the Interdiction special ability, as opposed to Intercession.)

RPG Superstar 2013 Top 8

Bellona wrote:

Glad to see both the quell and the crypt chanter here!

(And even more so to see the quell listed with the Interdiction special ability, as opposed to Intercession.)

Between that and the "subsumption" ability of the boneyard, I'm convinced a rogue editor with a thesaurus got hold of Libris Mortis at some point.


Demiurge 1138 wrote:
KenderKin wrote:

I do love this thread...just saying.

It has the same vibe as classic monsters revisted; and tome of horrors.

Thank you very much! That's high praise indeed. If you like the work I've done here, there are some other things you might be interested in. Another thread I've done on the Paizo boards was the Year of Yokai, which was stats for various Japanese mythological and literary creatures. I also have a small press company specializing in monster PDFs, Demiurge Press.

You didn't mention the first pdf is free! I love the night gaunt, I am tempted to place a nest of them in occipitus....

location
Spoiler:
The Cathedral of feathers

RPG Superstar 2013 Top 8

The last of the incorporeal undead in LM, and the first of my mythic conversions! There's another couple of LM monsters that strike me as being appropriate for mythic.

Dream Vestige

A rolling cloud of silvery-gray mist unfurls to reveal a multitude of cadaverous faces, each whispering a nightmarish susurrus. Tendrils of mist ooze from its bulk, probing like a blind man’s cane.

Dream Vestige statistics:

Dream Vestige CR 16/MR 6
XP 76,800

CE Huge undead (incorporeal, mythic)
Init +17 (M), Senses arcane sight, blindsight 120 ft., darkvision 60 ft., Perception +26
Aura desecrating aura (30 ft.), frightful presence (60 ft., DC 22)
Defense
AC 30, touch 30, flat-footed 22 (-2 size, +8 Dex, +13 deflection, +1 dodge)
hp 260 (17d8+102 plus 48 plus 34)
Fort +13, Ref +15, Will +18
DR 10/epic; SR 30
Defensive Qualities mythic deflection
Immune incorporeal traits, undead traits
Offense
Speed fly 60 ft. (perfect)
Melee 4 touches +20 (3d6+2 plus mind drain)
Space 15 ft.; Reach 15 ft.
Special Attacks consume essence, mythic power (6/day, surge +1d8), trample (6d6+2 plus mind drain, DC 22)
Spell-like Abilities CL 17th, concentration +23
Constant—arcane sight, tongues
3/day—dream travel, greater dispel magic
Statistics
Str -, Dex 27, Con -, Int 18, Wis 22, Cha 23
Base Atk +12; CMB -; CMD 46
Feats Combat Reflexes (M), Dodge, Great Fortitude, Improved Initiative (M), Iron Will (M), Lightning Reflexes, Mobility, Spring Attack, Step Up
Skills Fly +34, Intimidate +26, Knowledge (arcana) +24, Knowledge (religion) +24, Perception +26, Sense Motive +26, Stealth +20, Spellcraft +24
Languages Abyssal, Aklo, Common, Draconic, tongues
Ecology
Environment any land and underground
Organization solitary
Treasure none
Special Abilities
Consume Essence (Su) A creature reduced to 0 Intelligence by a dream vestige is completely destroyed—only a wish or miracle can bring it back to life. A dream vestige that consumes the essence of a creature gains 1 growth point. A growth point grants the dream vestige a +1 on all attack rolls, skill checks, saving throws and ability checks and 5 temporary hit points. A dream vestige with as many growth points as it has Hit Dice (17 for a typical dream vestige) splits into two dream vestiges as a full-round action that does not provoke attacks of opportunity. A dream vestige loses growth points at a rate of 1 per minute.
Desecrating Aura (Su) A dream vestige has a 30-foot- radius emanation equivalent to a desecrate spell centered on a shrine of evil power. Undead within this radius (including the dream vestige) gain a +2 profane bonus on attack and damage rolls and saving throws, as well as +2 hit points per die, and the save DC of channeled negative energy is increased by +6 (these adjustments are included for the dream vestige in its statistics). This aura can be negated by dispel evil, but a dream vestige can reactivate it on its turn as a free action. A desecrating aura suppresses and is suppressed by consecrate or hallow; both effects are negated within any overlapping area of effect.
Dream Travel (Sp) This ability functions as shadow walk, except that the dream vestige has complete control over where it arrives when it reaches its destination. This is the equivalent of a 6th level spell.
Mind Drain (Su) The touch of a dream vestige deals 1d4 points of Intelligence drain to any sapient creature (a creature with an Intelligence of 3 or higher before damage or drain). A dream vestige gains 5 temporary hit points each time it drains Intelligence, regardless of how many points it drains. Unlike most forms of ability drain, this affects the undead.
Mythic Deflection (Su) A dream vestige adds its mythic rank to its deflection bonus to Armor Class.
Trample (Ex) A dream vestige’s trample special attack requires a Will save for half damage, rather than a Reflex save. A creature that succeeds on its save against a dream vestige’s trample attack takes no damage from the dream vestige’s mind drain.

Great is the wrath of the divine. Although deities typically act through proxies such as favored mortals and outsider servitors, on very rare occasions they may act directly against those that provoke their ire. When direct deific action wipes an entire community from existence, this trauma of souls may create a dream vestige—an incredibly rare and powerful undead horror composed of hundreds of damned souls acting in unison.

Dream vestiges are driven to consume the minds and bodies of the living and the undead alike. Their desecrating auras often serve as lures to bring undead to them, which they then engulf and devour. Despite their immense size, dream vestiges are capable of great stealth, and many victims do not know what they are facing until it is too late. If they consume enough minds in a short period of time, a dream vestige splits, amoeba-like, in two. These sister vestiges will tolerate each other only briefly, going their separate ways to devour anew.

RPG Superstar 2013 Top 8

Slaymate

This human child has blank, black eyes and her skin has a slug-like sheen. She opens her mouth far too wide, a toothy maw that splits her head from ear to ear.

Slaymate statistics:

Slaymate CR 3
XP 800

LE Small undead
Init +5; Senses darkvision 60 ft., Perception +12
Aura pale aura (10 ft.)
Defense
AC 14, touch 13, flat-footed 12 (+1 size, +1 Dex, +1 natural, +1 dodge)
hp 31 (7d8)
Fort +2, Ref +5, Will +5
Offense
Speed 20 ft.
Melee bite +7 (1d4+1 plus disease)
Special Attacks bolstering touch, sneak attack +1d6
Statistics
Str 12, Dex 13, Con -, Int 11, Wis 10, Cha 10
Base Atk +5; CMB +5; CMD 17
Feats Alertness, Dodge, Improved Initiative, Lightning Reflexes
Skills Escape Artist +8, Perception +12, Sense Motive +12, Stealth +15
Languages Common
Ecology
Environment any land and underground
Organization solitary or family (1 plus 1 spellcaster of 3rd to 6th level)
Treasure incidental
Special Abilities
Bolstering Touch (Su) Three times a day, a slaymate can touch an undead creature to grant it a +1 profane bonus to attack rolls and damage rolls and +2 channel resistance for 1 minute.
Disease (Su) Pale wasting—injury; save Fort DC 13; onset 1 day; damage 1d4 Str and 1d4 Con; cure 2 saves. The save DC is Charisma based.
Pale Aura (Su) A slaymate exudes an aura that empowers necromantic magic. Any necromancy spell cast within a slaymate’s pale aura gains a +1 bonus to the DC (if any) and is cast at +1 caster level. A spellcaster within the slaymate’s aura can choose to use any metamagic feat he knows on a necromancy spell he casts without increasing the casting time or spell level. Doing so, however, deals damage to both the slaymate and the caster equal to 5 x the level the spell would ordinarily be adjusted to. There is no saving throw to resist this damage.

Slaymates are the undead remnants of children who died due to a parent’s betrayal. As such, they often seek out other creatures to serve as their new “parents”, such as necromancers or larger, stronger undead. Both spellcasters and the walking dead appreciate the slaymate’s abilities to bolster their trades and serve to protect the pathetic, horrific slaymate in exchange for these powers. A slaymate’s behavior reflects a disturbing innocence and their cruelty is that of children pulling off an insect’s legs.

Slaymates vary in height and weight as children do, averaging three and a half feet. Rumors persist of rare slaymates “growing up” due to the blessing of gods or fiendish lords of undeath—these adult slaymates have the giant simple template and are frequently necromancers or clerics of evil deities.

A slaymate can be created by a create undead spell cast at caster level 14th. Only a caster with at least three metamagic feats can create a slaymate.


And once more, it rises to seek new prey...

I am glad for the conversion of the Skirr. I intend on using it in a coming campaign I am running for a few friends of mine. But something I truely want to see is the Visage, a monstrosity I think is worthy of some respect.

51 to 66 of 66 << first < prev | 1 | 2 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Conversions / Libris Mortis Fan Conversions All Messageboards

Want to post a reply? Sign in.
Recent threads in Conversions