Pathfinder creature conversions


Shackled City Adventure Path


1 person marked this as a favorite.

I'm going to be running Shackled City sometime soon, and I'm in the process of converting the creatures. I went right to the BBEG first, so here's my take on a Pathfinderized Adimarchus.

Adimarchus CR 23

Angelic Form

CE Medium Outsider (chaotic, demon, evil, extraplanar)
Init +10; Senses darkvision 120 ft.; Perception +30
----------------
Defense
----------------

AC 43, touch 26, flat-footed 36 (+7 armor, +6 Dex, +9 insight, +10 natural, +1 dodge)
hp 555 (30d10+390)
Fort +23, [b]Ref +23, Will +28
Defensive Abilities golden tattoos, madness; DR 20/cold iron and good; Immune confusion, insanity effects, acid, cold, critical hits, electricity, petrification, poison; Resist acid 10, cold 10, fire 10, sonic 10; SR 35
----------------
Offense
----------------
Speed 50 ft., fly 100 ft. (good)
Melee +3 anarchic clawed gauntlet +39/+34/+29/+24 (1d6+11), +1 brilliant energy whip +35/+30/+25 (1d3+5 nonlethal) or +3 anarchic clawed gauntlet +39/+34/+29/+24 (1d6+11), razorwings +37/+32/+27 (2d4+5/19-20/x4)
Special Attacks implosive strike
Spell-Like Abilities (CL 30th)
Constant – mind blank
At will – detect good, detect magic, detect poison, greater teleport (self plus 50 lbs. of objects only), mirror image
3/day – blindness/deafness (DC 23), entropic shield, greater command (DC 26), plane shift (DC 26), unholy blight (DC 25)
1/day – blasphemy (DC 28), flame strike (DC 26), song of discord (DC 26), summon (level 9, 1d3+1 glabrezus or 1 marilith, 100%), word of chaos (DC 28)
----------------
Statistics
----------------
Str 27, Dex 22, Con 36, Int 16, Wis 5, Cha 32
Base Atk +30; CMB +38; CMD 64
Feats Combat Expertise, Combat Reflexes, Dodge, Exotic Weapon Proficiency (whip), Flyby Attack, Greater Trip, Greater Two-weapon Fighting, Improved Initiative, Improved Trip, Improved Two-weapon Fighting, Mobility, Power Attack, Spring Attack, Two-weapon Fighting, Whirlwind Attack
Skills Acrobatics +6 (+14 jump), Bluff +46, Diplomacy +43, Disguise +43, Fly +10, Intimidate +43, Knowledge (planes) +36, Knowledge (religion) +33, Perception +30, Sense Motive +30, Survival +27
Languages Abyssal, Celestial, Common, Daemonic, telepathy 300 ft.
SQ lie in state
Gear chain shirt of command, +1 brilliant energy whip, +3 anarchic clawed gauntlet
----------------
Special Abilities
----------------
Golden Tattoos (Ex) Adimarchus's golden tattoos grant him complete immunity to critical hits and sneak attacks.

Implosive Strike (Su) Three times per day and no more than once per round, Adimarchus can cause an opponent to implode with any normal melee attack. In addition to taking damage, the target must make a DC 38 Fortitude save or collapse in on itself and be killed instantly. Adimarchus must declare that he is using this ability before the attack roll is made. The save DC is Constitution-based.

Lie in State (Su) If both of Adimarchus's forms die, Adimarchus (in his current form) disappears after 24 rounds. The body reappears dead but intact on Occipitus, his realm in the Abyss. Any equipment Adimarchus was wearing or carrying at the moment of his death is likewise transported to Occipitus - and is likewise reconstituted if it was destroyed. Dimensional anchor, dimensional lock, and similar spells delay the body's transportation in this manner, but once the spell's effect ends, the body transports to Occipitus immediately. After lying in state for 1d100 days on his home plane, both of Adimarchus's forms are restored to full life. If Adimarchus is slain on his home plane, he is dead forever.

Madness (Ex) Adimarchus uses his Charisma modifier on Will saves instead of his Wisdom modifier, and is immune to confusion and insanity effects.

Razorwings (Su) These gold-plated wings have razor-sharp feathers. Adimarchus can attack with them as an off-hand weapon, although not in the same round he attacks with two hand-held weapons. The wings deal damage as a +1 keen scythe.

Shroud Alignment (Su) Spells and spell-like abilities with the good descriptor treat Adimarchus as if his alignment were good. Magic items are similarly fooled.

Demonic Form
CE Medium Outsider (chaotic, demon, evil, extraplanar)
Init +10; Senses darkvision 120 ft.; Perception +30
----------------
Defense
----------------
AC 45, touch 25, flat-footed 39 (+6 Dex, +9 insight, +20 natural)
hp 555 (30d10+390); fast healing 15
Fort +23, Ref +23, Will +28
Defensive Abilities madness, shroud alignment; DR 20/cold iron and good; Immune confusion, insanity effects, acid, cold, electricity, petrification, poison; Resist acid 10, cold 10, fire 10, sonic 10; SR 35
----------------
Offense
----------------
Speed 50 ft.
Melee Ashen Blade +48/+43/+38/+33 (2d6+23/17-20), 4 tentacles +40 (1d6+6 plus enervating bite)
Special Attacks enervating bite
Spell-Like Abilities (CL 30th)
Constant – mind blank
At will – detect good, detect magic, greater teleport (self plus 50 lbs. of objects only), true seeing
3/day – darkness, greater dispel magic, plane shift (DC 26), quickened true seeing, unholy blight (DC 25)
1/day – horrid wilting (DC 29), maze, summon (level 9, 1d3+1 glabrezus or 1 marilith, 100%), wall of force
----------------
Statistics
----------------
Str 35, Dex 22, Con 36, Int 16, Wis 5, Cha 32
Base Atk +30; CMB +42; CMD 67
Feats Blind-Fight, Cleave, Combat Reflexes, Critical Focus, Great Cleave, Greater Vital Strike, Improved Critical (greatsword), Improved Initiative, Improved Vital Strike, Multiattack, Power Attack, Quicken Spell-Like Ability (true seeing), Staggering Critical, Vital Strike, Weapon Focus (greatsword)
Skills Acrobatics +6 (+14 jump), Bluff +44, Diplomacy +41, Disguise +41, Intimidate +41, Knowledge (planes) +36, Knowledge (religion) +33, Perception +30, Sense Motive +30, Survival +27
Languages Abyssal, Celestial, Common, Daemonic, telepathy 300 ft.
SQ lie in state
Gear Ashen Blade
----------------
Special Abilities
----------------
Enervating Bite (Su) Any creature bitten by one of Adimarchus's tentacles gains 1d4 negative levels. On a critical hit, the bite instead inflicts 2d4 negative levels. The Fortitude save to remove these negative levels is DC 38; this save DC is Constitution-based.

Lie in State (Su) If both of Adimarchus's forms die, Adimarchus (in his current form) disappears after 24 rounds. The body reappears dead but intact on Occipitus, his realm in the Abyss. Any equipment Adimarchus was wearing or carrying at the moment of his death is likewise transported to Occipitus - and is likewise reconstituted if it was destroyed. Dimensional anchor, dimensional lock, and similar spells delay the body's transportation in this manner, but once the spell's effect ends, the body transports to Occipitus immediately. After lying in state for 1d100 days on his home plane, both of Adimarchus's forms are restored to full life. If Adimarchus is slain on his home plane, he is dead forever.

Madness (Ex) Adimarchus uses his Charisma modifier on Will saves instead of his Wisdom modifier, and is immune to confusion and insanity effects.

Shroud Alignment (Su) Spells and spell-like abilities with the good descriptor treat Adimarchus as if his alignment were good. Magic items are similarly fooled.

Ashen Blade
Aura strong evocation; CL 21st
Slot none; Weight 8 lbs.
----------------
Description
----------------
This +5 greatsword appears to be made of ash and cinders. Once per round, a creature struck by the weapon must make a DC 18 Reflex save or be immolated in a bloom of white-hot fire, taking 21d6 points of damage. Half of the damage is fire damage, and the other half results directly from divine power. A successful save halves the damage. Activating this power is a free action.


I'm admittedly not an conversion expert but would like to get a copy of any other of your products either here or on the RPGenius site


I'm not sure exactly what I'm allowed to post - there's definitely some creatures in Shackled City that are WotC IP, and I don't think I should post those. I'm unsure about creatures from books that are, to my understanding, non-OGL, such as Monster Manual II and III.

Here's a couple easy ones from the first chapter:

Stone Spike CR 2
N Medium Outsider (earth, elemental)
Init -1; Senses darkvision 60 ft.; Perception +6
----------------
Defense
----------------
AC 17, touch 9, flat-footed 17 (-1 Dex, +8 natural)
hp 28 (3d10+12)
Fort +5, Ref +2, Will +3
Immune elemental traits
----------------
Offense
----------------
Speed 20 ft.
Melee 2 slams +7 (1d8+4/x2)
----------------
Statistics
----------------
Str 18, Dex 8, Con 19, Int 4, Wis 11, Cha 11
Base Atk +3; CMB +7; CMD 16
Feats Alertness, Power Attack
Skills Perception +6, Sense Motive +6, Stealth +5
Languages Dwarven, Terran

--------------------------------------------------------------------------- -----------------------------------------

Kazmojen CR 5
Half-troll/half-dwarf Fighter 4
LE Medium Monstrous Humanoid
Init +1; Senses darkvision 60 ft., low-light vision, scent; Perception +1
----------------
Defense
----------------
AC 23, touch 11, flat-footed 22 (+9 armor, +1 Dex, +3 natural)
hp 58 (4d10+28); fast healing 5
Fort +11, Ref +2, Will +4 (+1 vs. fear, +2 vs. poison, spells, and spell-like abilities)
Defensive Abilities bravery +1, defensive training
----------------
Offense
----------------
Speed 30 ft.
Melee masterwork dwarven urgosh +7 (1d8+7/x3), +7 (1d6+4/x3), bite +4 (1d4+2) or 2 claws +9 (1d6+5), bite +9 (1d4+5)
Ranged throwing axe +9 (1d6+5)
Special Attacks rend (2 claws, 2d4+7), hatred
----------------
Statistics
----------------
Str 20, Dex 12, Con 24, Int 8, Wis 13, Cha 4
Base Atk +4; CMB +9; CMD 20
Feats Cleave, Iron Will, Power Attack, Weapon Focus (dwarven urgosh), Weapon Specialization (dwarven urgosh)
Skills Intimidate +4
Languages Common, Dwarven, Undercommon
SQ greed, hardy, slow and steady, stability, stonecunning +2
Gear full plate, masterwork dwarven urgosh, 4 throwing axes
----------------
Special Abilities
----------------
Dwarf traits (Ex): As a half-dwarf, Kazmojen has dwarven racial traits.


Post whatever you want. You're not selling it. It's a fan forum and you're only posting conversions from your home game. That doesn't violate intellectual property in any way.


Skulvyn
CE Large Outsider (aquatic, chaotic, evil, extraplanar)
Init +3; Senses darkvision 60 ft., scent; Perception +7
Aura slow aura (30-ft. radius, DC 12)
----------------
Defense
----------------
AC 18, touch 12, flat-footed 15 (+3 Dex, -1 size, +6 natural)
hp 28 (5d10+10)
Fort +3, Ref +7, Will +3
DR 5/good; SR 15
----------------
Offense
----------------
Speed 10 ft., swim 50 ft.
Melee bite +8 (1d8+4), 2 claws +8 (1d6+4) and 4 tail lashes +6 (1d6+2 plus wounding)
Space 10 ft.; Reach 5 ft.
Special Attacks wounding
----------------
Statistics
----------------
Str 18, Dex 16, Con 15, Int 5, Wis 8, Cha 11
Base Atk +5; CMB +10; CMD 23 (27 vs. Trip)
Feats Combat Reflexes, Improved Natural Attack (tail lash), Multiattack
Skills Perception +7, Stealth +7, Swim +17
Languages Abyssal
----------------
Special Abilities
----------------
Slow Aura (Su) Living creatures that come within 30 feet of a skulvyn must make a DC 12 Will save or be affected as the slow spell for 4 rounds. A creature that makes this save is immune to that skulvyn's aura for 24 hours. The save DC is Charisma-based.
Wounding (Ex) Any living creature damaged by a skulvyn’s tail lash attacks continues to bleed, losing 1 hit point per round thereafter. This bleed damage stacks with itself. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic.

Silver Crusade

I like the changes to Adimarchus, don't suppose you can do Dark Myrakul the warden-lich in Skullrot?

I'm going to see what I can do but I'm not used to epic level games. :/


One Dark Myrakul coming up. I changed a few things around just a bit. I started him with the Elite NPC array (15, 14, 13, 12, 10, 8) and worked the stats up to where they are now. I swapped his spells around a bit, as some of them made no sense - why cast or prepare spell resistance when you have it innately? Dark Myrakul's tactics also indicate that he likes to blast with some spells, but his DCs are nothing special for this CR, so I figured Persistent Spell would be a decent way to help mitigate that. I also gave him one extra cleric level to account for the difference in CR between 3.5 and PF.

Note that the statblock below is without any of his buff spells cast.

Dark Myrakul CR 23
Half-fiend human Cleric 19
NE Medium undead (augmented outsider)
Init +8; Senses darkvision 60 ft.; Perception +36
Aura fear (60-ft. radius, DC 24)
----------------
Defense
----------------
AC 31, touch 12, flat-footed 29 (+10 armor, +2 Dex, +9 natural)
hp 203 (19d8+95)
Fort +16, Ref +10, Will +17
Defensive Abilities channel resistance +4; DR 15/bludgeoning and magic; Immune cold, electricity, undead traits; Resist acid 10, fire 10, sonic 10; SR 34
----------------
Offense
----------------
Speed 20 ft., fly 60 ft. (good)
Melee +1 keen vorpal adamantine scythe +18/+13/+8 (2d4+5/19-20/x4), bite +12 (1d6+1) and touch +12 (1d8+9 negative energy and insanity’s touch) or bite +17 (1d6+3), 2 claws +17 (1d4+3) and touch +17 (1d8+9 negative energy and insanity’s touch)
Special Attacks bleeding touch* (9/day), channel negative energy (8/day, 10d6, DC 24), insanity's touch (dc 24), scythe of evil* (3/day), smite good (1/day), touch of evil* (9/day)
Spell-Like Abilities (CL 19th)
3/day – darkness, quickened poison (DC 19), poison (DC 19), unholy aura (DC 23)
1/day – blasphemy (DC 22), contagion (DC 18), desecrate, destruction (DC 22), horrid wilting (DC 23), summon monster ix (fiends only), unhallow, unholy blight (DC 19)

Cleric Spells Prepared (CL 19):
9th – persistent destruction (DC 23), energy drain (DC 25), implosion (DC 25), wail of the banshee (D) (DC 25)
8th – create greater undead (D), fire storm (DC 24), greater spell immunity, summon monster VIII
7th – destruction (DC 23), destruction (D) (DC 23), persistent flame strike (DC 21), jolting portent (DC 23), summon monster VII,
6th – antilife shell, banishment (DC 22), create undead (D), greater dispel magic, greater dispel magic, harm (DC 22)
5th – persistent bestow curse (DC 19), flame strike (DC 21), flame strike (DC 21), righteous might, slay living (D) (DC 21), true seeing
4th – divine power, freedom of movement, greater magic weapon, sending, spell immunity, unholy blight (D) (DC 20)
3rd – animate dead, bestow curse (DC 19), contagion (DC 19), contagion (DC 19), deeper darkness, dispel magic
2nd – align weapon, death knell (D) (DC 18), eagle's splendor, hold person (DC 18), owl's wisdom, silence (DC 18), silence (DC 18)
1st – bane (DC 17), cause fear (DC 17), deathwatch, divine favor, divine favor, doom (DC 17), entropic shield
0 (at will) – bleed (DC 16), create water, detect magic, read magic
D domain spell Domains Death, Evil
----------------
Statistics
----------------
Str 16, Dex 18, Con —, Int 16, Wis 22, Cha 20
Base Atk +14; CMB +17; CMD 29
Feats Combat Casting, Craft Construct, Craft Magic Arms & Armor, Craft Wondrous Item, Evil Brand, Greater Spell Penetration, Hover, Improved Initiative, Persistent Spell, Quicken Spell-Like Ability (poison), Spell Penetration
Skills Diplomacy +27, Heal +28, Knowledge (planes), +25, Knowledge (religion) +25, Perception +36, Sense Motive +14, Spellcraft +25
Languages Abyssal, Common, Draconic, Infernal
SQ rejuvenation
Gear +4 sonic resistance chainmail, +1 keen vorpal adamantine scythe, amulet of natural armor +3
----------------
Special Abilities
----------------
Fear Aura (Su) Creatures of less than 5 HD in a 60-foot radius that look at the lichfiend must succeed on a Will save or become frightened. Creatures with 5 HD or more must succeed at a Will save or be shaken for 19 rounds. A creature that successfully saves cannot be affected again by the same lichfiend’s aura for 24 hours. This is a mind-affecting fear effect. The save DC is Charisma-based.

Insanity’s Touch (Su) A lichfiend has a touch attack that it can use once per round as a natural weapon. A lichfiend fighting without weapons uses its natural weapons (if it has any) in addition to its touch attack (which is treated as a primary natural weapon that replaces one claw or slam attack, if the creature has any). A lichfiend armed with a weapon uses its weapons normally, and can use its touch attack as a secondary natural weapon.

A lichfiend's touch attack uses negative energy to deal 1d8 points of damage to living creatures + 1 point of damage per 2 Hit Dice possessed by the lichfiend. As negative energy, this damage can be used to heal undead creatures. A lichfiend can take a full-round action to infuse itself with this energy, healing damage as if it had used its touch attack against itself.

In addition, any living create a lichfiend hits with its touch attack must succeed on a Will save or be struck permanently insane, as the insanity spell. The save DC is Charisma-based.

Rejuvenation (Su) A lichfiend's life force is maintained by a powerful fiendish patron or evil deity. This patron can revoke the lichfiend's undead status (thereby destroying the lichfiend) as a free action at any time, so lichfiends are unquestioningly loyal to their patrons. A lichfiend that is killed crumbles to dust and its lifeforce returns to its patron, who may create a new body identical to the lichfiend's prior body if he wishes, or may simply absorb the lichfiend's lifeforce, destroying it utterly. The only way to permanently slay a lichfiend is to use a miracle or wish within one round of the lichfiend's destruction to prevent its life force from returning to its patron.

* Cleric domain power.


If anybody else has specific requests, by all means post them. I'll be doing all the creatures in the book eventually, and it's no problem doing them out of chronological order.


Mud Slaad CR 6
CN Medium Outsider (chaotic, extraplanar, slaadi)
Init +6; Senses darkvision 60 ft.; Perception +9
----------------
Defense
----------------
AC 17, touch 13, flat-footed 14 (+2 Dex, +4 natural, +1 dodge)
hp 68 (8d10+24); fast healing 3
Fort +4, Ref +8, Will +4
Defensive Abilities cringe, feign death; Immune sonic; Resist acid 5, cold 5, electricity 5, fire 5
----------------
Offense
----------------
Speed 30 ft.
Melee bite +11 (2d6+3 plus disease), 2 claws +11 (1d4+3)
Special Attacks sonic screech
Spell-Like Abilities summon (level 4, 1 mud slaad 40% or 1 red slaad 20%)
----------------
Statistics
----------------
Str 17, Dex 15, Con 15, Int 6, Wis 6, Cha 8
Base Atk +8; CMB +11; CMD 24
Feats Ability Focus (Sonic Screech), Dodge, Improved Initiative, Toughness +8
Skills Acrobatics +10, Climb +11, Perception +9, Stealth +13
Languages Common, Slaad
----------------
Special Abilities
----------------
Cringe (Su) As a standard action, a mud slaad can cower in fear. Any opponent attempting to strike or otherwise directly attack the cringing creature, even with a targeted spell, must make a DC 12 Will save. If the save fails, the opponent cannot follow through with the attack - it loses that action and cannot attack the mud slaad for as long as the creature continues to cringe. If the mud slaad stops cringing and then cringes again, the opponent may attempt a new Will save to attack it. This is a mind-affecting effect. The save DC is Charisma-based.

Disease (Ex) Any creature hit by a mud slaad's bite attack must succeed at a DC 16 Fortitude save or be infected with a disease that transforms the victim over the course of a week into a mud slaad. The infected creature can attempt a new DC 16 Fortitude save each day to throw off the infection.

Feign Death (Ex) If an opponent strikes a mud slaad and reduces it to 10 or fewer hit points, the mud slaad can as an immediate action attempt to feign death. Any creature that witnesses a mud slaad feign death, including those that that watch it fall, can make a DC 22 Sense Motive or Perception check to determine if the slaad's death is genuine. A cursory check will not reveal that the slaad's death is feigned, and even a Heal check isn't guaranteed to discover the deception, so adroit is the mud slaad at stilling its breathing and reducing its heart rate. A successful DC 22 Heal check is required to reveal that the mud slaad still lives.

Sonic Screech (Su) Once per day, a mud slaad can emit a tremendous screech. Every creature within 30 feet takes 5d6 sonic damage (Fortitude save DC 18 for half).


Thanks so much. You are literally saving me hours of prep work!


You're quite welcome.

Kalareem Nerra CR 3
N Medium Outsider (extraplanar, nerra)
Init +3; Senses darkvision 60 ft.; Perception +9
----------------
Defense
----------------
AC 18, touch 13, flat-footed 15 (+3 Dex, +5 natural)
hp 26 (4d10+8)
Fort +3, Ref +7, Will +6
Defensive Abilities reflective spell resistance; Resist cold 10, electricity 10, fire 10; SR 15
Weakness vulnerability to sonic
----------------
Offense
----------------
Speed 30 ft.
Melee shard shortsword +8 (1d6+3 + 1 bleed), shard shortsword +8 (1d6+2 + 1 bleed)
Special Attacks shard spray (4d4, DC 15)
Spell-Like Abilities
1/day - mirror image
----------------
Statistics
----------------
Str 13, Dex 16, Con 15, Int 10, Wis 14, Cha 13
Base Atk +4; CMB +5; CMD 18
Feats Exotic Weapon Proficiency (shard shortsword) (B), Two-weapon Fighting, Weapon Finesse, Weapon Focus (shortsword)
Skills Bluff +8, Diplomacy +5, Disguise +5, Intimidate +5, Perception +9, Sleight of Hand +7
Languages Common, Nerra
SQ mirror jump, shard weapons
----------------
Special Abilities
----------------
Mirror Jump (Su) Nerras can move through mirrored and reflective surfaces at will. This effect is similar to shadow walk, but the nerra travels along the Plane of Mirrors. As a standard action, the nerra must touch a mirror or other highly reflective surface. The nerra then exits from another mirror that is no farther than 1 mile away.

If a nerra touches a regular mirror, the mirror jump happens automatically. A nerra can also touch a highly reflective surface, such as a polished metal shield or armor. This surface must be clear glass, a still pool of water, or shiny metal. There is a 30% chance that the surface is reflective enough for the nerra to make the mirror jump. However, a nerra can only enter a nonmirrored surface - it can return only through a normal mirror.

If another mirror is not within the range of the mirror jump, the nerra must wander the Plane of Mirrors and exit through another random mirror portal.

Reflective Spell Resistance (Su) A nerra has a special type of spell resistance that causes any targeted spell it successfully resist to bounce off and reflect back at the caster. The caster becomes either the spell's target or the point of origin for the spell's effect, as appropriate. In addition, nerras are immune to gaze attacks, and such an effect is reflected back to its origin.

Shard Spray (Su) Three times per day, a kalareem can release a spray of mirrorlike shards from its hands that can flay flesh and cause massive lacerations. The spray is a 30-foot cone, and deals 1d4 points of slashing damage per Hit Die of the kalareem, to a maximum of 5d4.

In addition, a wound resulting from a kalareem's shard spray bleeds for an additional 2 points of damage per round thereafter. Bleed damage from this ability stacks with itself. The bleeding can be stopped by a DC 15 Heal check or any application of magical healing.

A successful DC 15 Reflex save halves the damage of the cone but does not avoid the bleed unless the target took no damage. The save DC is Dexterity-based.

Shard Weapons (Ex) Nerras employ swords and daggers that are made out of the substance of the Plane of Mirrors. They resemble shards of a broken mirror that have been set into a shiny hilt. Despite their fragile appearance, shard weapons are incredibly tough, deadly, and razor-sharp. Shard weapons leave terrible wounds that bleed incessantly.

Shard weapons are +2 wounding weapons. In the hands of someone without the appropriate Exotic Weapon Proficiency feat, the weapon is less powerful - it does not count as a wounding weapon.

All nerra receive a bonus Exotic Weapon Proficiency feat with at least one shard weapon. Many also gain a bonus Weapon Focus feat for one or more types of shard weapon.


Now for one of the most absurd CR 3 creatures I've ever seen: the grell. I've reworked its tentacles to bring it more in line with what a CR 3 should be.

Grell CR 3
NE Medium Aberration
Init +2; Senses blindsight 60 ft., darkvision 60 ft.; Perception +10
----------------
Defense
----------------
AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
hp 32 (5d8+10)
Fort +3, Ref +3, Will +4
Immune electricity, paralysis
----------------
Offense
----------------
Speed 5 ft., flight (30 feet, perfect)
Melee bite +5 (2d4+1) and 10 tentacles +5 (paralysis)
Space 5 ft.; Reach 5 ft. (10 ft. with tentacles)
Special Attacks paralysis
----------------
Statistics
----------------
Str 12, Dex 15, Con 14, Int 10, Wis 11, Cha 9
Base Atk +3; CMB +4 (+8 grapple); CMD 16
Feats Alertness, Flyby Attack, Weapon Finesse
Skills Acrobatics +2 (-10 jump), Fly +18, Perception +10, Sense Motive +2, Stealth +10, Survival +8
Languages Grell (can't speak)
SQ flight, tentacle regeneration
----------------
Special Abilities
----------------
Flight (Ex) A grell's body is unusually buoyant. This buoyancy allows it to fly, and grants it a permanent feather fall effect with personal range.

Paralysis (DC 11) (Ex) A grell's tentacles deal no damage, but ooze a paralytic slime. At the end of the grell's turn, each creature hit by a tentacle must make a Fortitude save or be paralyzed for 1d4 rounds. The DC of the save is equal to 11 + the number of times the creature was hit by a tentacle that round. So a creature hit by 3 tentacles would need to make one DC 12 Fortitude save at the end of the grell's turn. The save DC is Charisma-based.

A grell may not make attacks of opportunity with its tentacles.

Tentacle Regeneration (Ex) An opponent can sunder a grell's tentacles. A grell's tentalces have 10 hit points. Severeing a grell's tentacles deals damage to the creature equal to half the limb's hit points. A grell regrows severed tentacles within a day.

Dark Archive

Pathfinder Adventure Path Subscriber

Grells are gross. One of the worst fights I had to deal with back in LG days was a grell with rogue levels. It paralyzed you, then the other tentacles hit with sneak attack. NOT COOL.


Yeah, the concept of a CR 3 with 11 attacks that do damage, 10 of which require a Fort save or be paralyzed is just ridiculous. My conversion is still pretty damn strong for a CR 3, but its damage output is pretty low, so it's not too bad. I think.


Well, my conversion for Lord Orbius was deleted, so apparently I am not able to post creatures that are WoTC IP. Good to know. Would've been nice to get a post saying that instead of the post just disappearing, but whatever.


Should the example of the Grell be a DC 14 since it's 11 + 3?


The initial DC for the Paralysis is correct - standard DC is 10 + 1/2 HD + Ability mod. The save is Charisma based, so it's 10 + 2 - 1 = 11.


What I mean is, since it is also based on the number of tentacles that hit, should the example of three hits be 14 (11+3) instead of 12?


Oh, yeah...that was a typo definitely.


No problem. As a suggestion, since going back to edit a post is impossible, have you thought about hosting these statblocks on a GoogleDocs/GoogleDrive account? Would be easier for you to edit I think.

Other than that, I just got this AP and this looks to be useful to me.


Several of the critters you've posted are IP. Don't know why Orbius would disappear.

You could always make him a neh-thaalgu.


any more conversions or do you have another link with all of them?


I've converted just about everything in there, but it takes a good amount of time to format them for the messageboard. Eventually I plan to compile everything and release it, but real life time is hard to find. If there's a specific creature you need, I'd be more than happy to post it.


If you're still doing these, have you finished the draconic fingerling swarm?


Draconic Fingerling Swarm CR 5
CE Diminutive dragon (aquatic, swarm)
Init +7; Senses darkvision 60 ft., low-light vision; Perception +19
________________________________________
Defense
________________________________________
AC 18, touch 17, flat-footed 15 (+3 Dex, +4 size, +1 natural)
hp 65 (10d12)
Fort +9, Ref +12, Will +9
Defensive Abilites swarm traits; Immune paralysis, sleep, weapon damage
________________________________________
Offense
________________________________________
Speed 0 ft., swim 30 ft.
Melee swarm (2d6 plus 1d6 acid)
Space 10 ft.; Reach 0 ft.
Special Attacks acidic bites, distraction (dc 15)
________________________________________
Statistics
________________________________________
Str 1, Dex 16, Con 11, Int 3, Wis 10, Cha 1
Base Atk +10; CMB --; CMD --
Feats Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Skill Focus (Perception)
Skills Perception +19, Swim +16
SQ feed
________________________________________
Special Abilities
________________________________________
Acidic Bites (Ex) A draconic fingerling swarm's attack deals an additional 1d6 points of acid damage.

Feed (Ex) When a draconic fingerling swarm slays an opponent, it can feed on the corpse, dissolving and devouring the corpse as a full-round action. Feeding destroys the victim's body, preventing any form of raising or resurrection that requires part of the corpse. For every 3 Hit Dice the victim had, the draconic fingerling swarm gains a +1 bonus to its Constitution for 1 hour. The draconic fingerling swarm ignores living opponents if there's a suitable corpse to feed on within 30 feet.


Is the original Kazmojen a CR 5? I thought he only had three levels of fighter? Making him a CR 4. Will have to look.

Would you be able to email Orbius to me?


The original Kazmojen is a CR 5 with 3 fighter levels. However, the way CR is calculated is different in Pathfinder, and giving him 3 fighter levels would only bring him to CR 4. I decided to keep his CR the same and gave him another fighter level.

I sent Lord Orbius to you as a private message.

Scarab Sages

alientude wrote:

The original Kazmojen is a CR 5 with 3 fighter levels. However, the way CR is calculated is different in Pathfinder, and giving him 3 fighter levels would only bring him to CR 4. I decided to keep his CR the same and gave him another fighter level.

I sent Lord Orbius to you as a private message.

Have you converted the resurrected Orbius from Asylum? I'm getting ready to run the final chapter and could definitely use that conversion.


Sorry for not responding, Dr. Gradgrind - I haven't kept track of this thread in awhile. I do have the resurrected Orbius, if you still need it. In the meantime, here's a different creature:

Vittriss Bale CR 16
Male Green Dragon Ravener
LE Huge undead (dragon, air)
Init +0; Senses dragon senses; Perception +38
Aura cowering fear, frightful presence (210 ft., DC 25)
________________________________________
Defense
________________________________________
AC 35, touch 11, flat-footed 35 (-2 size, +24 natural, +3 deflection)
hp 196 (17d8+108)
Fort +17, Ref +11, Will +18
Defensive Abilities channel resistance +4, soul ward (18 hp); DR 10/good; Immune acid, undead traits; SR 27
________________________________________
Offense
________________________________________
Speed 40 ft., fly 200 ft. (poor), swim 40 ft.
Melee bite +27 (2d10+16/19-20), 2 claws +27 (2d6+11/19-20), 2 wings +25 (1d8+5/19-20), tail slap +25 (2d6+16/19-20)
Space 15 ft.; Reach 10 ft.
Special Attacks breath weapon (50-ft. cone, DC 25, 14d6 acid and 2 negative levels), energy drain, soul consumption, soul magic
Spell-Like Abilities (CL 21st)
At will - charm person (DC 17), entangle (DC 17), suggestion (DC 18)
Spells Known (CL 10th):
5th - cloudkill (DC 21)
4th - dimension door, confusion (DC 20)
3rd - slow (DC 19), displacement, dispel magic
2nd - resist energy, mirror image, spider climb, invisibility
1st - mage armor, shield, ray of enfeeblement (DC 17), alarm, charm person (DC 17)
0 - touch of fatigue (DC 16), open/close (DC 16), mending, read magic, arcane mark, mage hand, detect magic, prestidigitation (DC 16), message
________________________________________
Statistics
________________________________________
Str 33, Dex 10, Con , Int 20, Wis 21, Cha 22
Base Atk +18; CMB +31; CMD 44 (48 vs. trip)
Feats Alertness, Cleave, Flyby Attack, Great Cleave, Hover, Improved Natural Attack (bite), Iron Will, Multiattack, Power Attack
Skills Appraise +26, Fly +13, Intimidate +35, Knowledge (arcana) +26, Knowledge (nature) +26, Perception +38, Spellcraft +26, Stealth +21, Survival +26, Swim +40, Use Magic Device +27; Racial Modifiers +8 Intimidate, +8 Perception, +8 Stealth
Languages Common, Draconic, Dwarven, Elven, Infernal, Spell Weaver
SQ trackless step, water breathing, woodland stride
________________________________________
Special Abilities
________________________________________
Breath Weapon (Su) Vitriss Bale’s breath weapon deals 14d6 acid damage in a 50 ft. cone. In addition, it bestows 2 negative levels on all creatures in the area. A successful DC 25 Reflex save halves the damage and reduces the energy drain to 1 negative level. The save DC to remove these negative levels is equal to the breath weapon DC. Vitriss Bale adds 1 hit point to its soul ward for each negative level bestowed in this way.

Cowering Fear (Su) Any creature shaken by Vittriss Bale’s frightful presence is cowering instead of shaken for the first round of the effect, and shaken for the rest of the duration. Any creature that is frightened by his frightful presence is instead cowering for the duration.

Energy Drain (Ex) If Vittriss Bale scores a critical hit with a natural weapon, the target gains 1 negative level. The DC to remove this negative level is 25. Whenever a creature gains a negative level in this way, Vittriss Bale adds 5 points to his soul ward.

Soul Consumption (Su) When a living creature within 30 feet of Vittriss Bale dies, that creature's soul is torn from its body and pulled into his maw if the dying creature fails a DC 25 Will save. This adds a number of hit points to Vittriss Bale’s soul ward equal to the dead creature’s Hit Dice. Creatures that have their souls consumed in this manner can only be brought back to life through miracle, true resurrection, or wish.

Soul Magic (Sp) Vittriss Bale has no spell slots. Instead, whenever he wishes to cast any one of his spells known, he consumes a number of hit points from his soul ward equal to the spell slot level necessary to cast the spell. If the soul ward has insufficient hit points, Vittriss Bale cannot cast that spell. Casting a spell that reduces the soul ward to exactly 0 hit points does not harm Vittriss Bale, although he is not comfortable without this buffer of soul-energy and tries to replenish it quickly.

Soul Ward (Su) An intangible field of siphoned soul energy protects Vittriss Bale from destruction. This ward has a maximum of 36 hit points, but starts at 18. Whenever Vittriss Bale would be reduced below 1 hit point, all damage in excess of that which would reduce it to 1 hit point is instead dealt to his soul ward. If this damage reduces the soul ward to fewer than 0 hit points, Vittriss Bale is destroyed.

Dark Archive

dot


Breathdrinker CR 7
CE Medium outsider (air, elemental, evil)
Init +7; Senses darkvision 60 ft.; Perception +13
________________________________________
Defense
________________________________________
AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
hp 76 (9d10+27)
Fort +6, Ref +9, Will +7
Defensive Abilities air mastery; DR 10/magic; Immune elemental traits
________________________________________
Offense
________________________________________
Speed fly 80 ft. (perfect)
Melee wind scythe +10 (2d4)
Special Attacks fear gaze, steal breath
________________________________________
Statistics
________________________________________
Str 11, Dex 16, Con 16, Int 14, Wis 13, Cha 14
Base Atk +9; CMB +9; CMD 22
Feats Ability Focus (Fear Gaze), Flyby Attack, Improved Initiative, Stealthy, Weapon Focus (wind scythe)
Skills Acrobatics +12, Escape Artist +14, Fly +23, Intimidate +11, Perception +13, Sense Motive +13, Stealth +17, Survival +10
Languages Auran, Common
SQ invisibility
________________________________________
Special Abilities
________________________________________
Fear Gaze (DC 18) (Su) Anyone within 30 feet of a breathdrinker who meets the creature's glowing red eyes must succeed at a Will save (DC 18) or be paralyzed with fear for 1d4 rounds. This is a mind-affecting fear effect.

Invisibility (Su) A breathdrinker can make itself invisible at will as a free action. This ability functions like an invisiblity spell (caster level 8th).

Steal Breath (DC 17) (Su) As a full-round action, a breathdrinker can attempt to suck the air from the lungs of any helpless creature within reach. The target must make a DC 17 Fort save or take 1d6 points of Constitution damage. The breathdrinker heals 5 points of damage for each point of Constitution the target loses, gaining any excess as temporary hit points that last for 1 hour. The save DC is Constitution-based.

Wind Scythe (Ex) A breatherdrinker attacks by creating a wind scythe - a plane of pressurized air that forms from its own body.


alientude wrote:
Now for one of the most absurd CR 3 creatures I've ever seen: the grell.

Thanks for the stats! I'm using this as my base for a "Baby Thool" (see Skullkickers for the reference), and this is a good start.


Common Raggamoffyn
N Medium construct
Init +2; Senses darkvision 60 ft., low-light vision; Perception +2
________________________________________
Defense
________________________________________
AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
hp 36 (3d10+20)
Fort +1, Ref +3, Will +3
Immune construct traits
________________________________________
Offense
________________________________________
Speed 30 ft., fly 30 ft. (clumsy)
Melee slam +5 (1d6+3 plus grab)
Special Attacks control host, suffocate, wrap
________________________________________
Statistics
________________________________________
Str 14, Dex 15, Con , Int 10, Wis 15, Cha 17
Base Atk +3; CMB +5 (+9 grapple); CMD 17
Skills Sense Motive +5, Stealth +5
________________________________________
Special Abilities
________________________________________
Control Host (DC 14) (Su) A raggamoffyn can attempt to take control of any creature it has wrapped. This ability functions like the dominate monster spell (caster level 18th). As a free action, the raggamoffyn may relinquish control over its host by physically and mentally disengaging itself from the latter’s body. Use the captured one template for a creature under the control of a raggamoffyn.

Suffocate (Ex) A common raggamoffyn can asphyxiate a wrapped creature by drawing the air from its lungs. This attack automatically deals 1d4 points of damage per round.

Wrap (Ex) To use this ability, the raggamoffyn must begin its turn grappling a creature. With a successful grapple check, it can wrap itself around the foe it has grappled. The raggamoffyn forms a skintight layer around the wrapped creature, covering it from head to toe but leaving enough space for the creature to breathe through its mouth and nose. Attacks on such a target deal half their damage to the victim and half to the raggamoffyn. An affected creature can extract itself by making a successful grapple check. Once a raggamoffyn has wrapped a creature, it is no longer considered grappled, and on its next turn can use its Control Host ability.


Are you still doing these?

My PBP group is coming into The Demonskar legacy soon


Pathfinder Adventure, Adventure Path, Lost Omens, Starfinder Roleplaying Game Subscriber

I too would like a copy if you have them stored elsewhere!


I don't have them converted to a statblock printout except for the ones I posted here. What I do have, however, is Hero Lab portfolios for everything. Check here for those.

Community / Forums / Archive / Paizo / Books & Magazines / Dungeon Magazine / Shackled City Adventure Path / Pathfinder creature conversions All Messageboards

Want to post a reply? Sign in.
Recent threads in Shackled City Adventure Path