Monsters with a Mechanical Twist


Pathfinder First Edition General Discussion

Dark Archive

With thousands upon thousands of pages devoted to monsters from 3.0 to 3.P what monsters stand out? I'm looking for monsters with an interesting mechanic beside grab, bite, claw, etc. Monsters that do things differently. Anyone have a favorite monsters that stands out crunch wise? Any 3.X source is allowed.

Here are a sample of ones I find interesting.

Nilbog: CR 1 Tome of Horrors Complete
-Damage Reversal: When struck by any attack that would do damage it gains hit points instead. Nilbog can only be damaged by curative magic.
-Spatio-Temporal Reversal: Has an Aura of Confusion 20ft radius.

Blade Beast: CR 3 Creature Collection II
-Absorb Blade: Each time a sword or similar weapon strikes this creature the PC must make a Strength Check (DC 15) to avoid having the weapon absorb into the Blade Beast.
-Project Blade: A Blade Beast can project a blade absorbed into its body and use that blade as an attack.

Solesik: CR 8 Book of Fiends
-Garble Field: An Aura of Language Instability. Any speech requires a swift action, spells with verbal components require an extra action cast, and intelligence based skills are -4 penalty.
-Language Drain: The Solesik drains language from its victim with a successful bite attack. DC 15 will save or lose 1d2 languages.The Solesik gains 1 temporary level for each language it drains.

Notes: Solesik have only 39 HPs for CR 8 but also can cast Power Word Stun 1/day which would probably screw a party of equal level. I think Eric Mona might haven't written this guy.

Anyone else?


There is an undead in monster manual 3 whose claws suddenly extend to 20 feet even though it is only a large sized creature. A good way to catch players off guard.

Dark Archive

wraithstrike wrote:
There is an undead in monster manual 3 whose claws suddenly extend to 20 feet even though it is only a large sized creature. A good way to catch players off guard.

Good one. Boneclaw if I remember correctly.

Dark Archive

Maelephant: CR10 Fiend Folio
-Breath Weapon. Cloud of Vapor. DC 17 Fort Save or suffer from memory loss. Memory lose suppresses all of a creature's ranks in skills and its feats. Also prevents use of any class abilities including spellcasting. Has no knowledge of who its friends and enemies are. The condition can be cured by any effect that cures poison(neutralize poison, etc.).

RPG Superstar 2009 Top 8

There were a couple of creatures in 3.5's Monster Manual 5 that changed abilities once they reached half hit points (precursor to 'bloodied' I imagine).

One was a furnace golem of some kind. Started out super tough but at 1/2hp its armour broke - it was easier to hit but it got a fire shield effect instead.

Those were kind of fun, I thought, to switch up the battle halfway through.

Dark Archive

Fungus Queen: CR 9 Inner Sea Bestiary
-Can create sporepods within 60ft of her current location. Can have up to 7 sporepods at a time. Can use these pods to spread out her tentacle attacks and can also use the sporepods to travel from pod to pod as move action. Interesting mechanic to increase the creatures mobility on the battlefield.

Bloodman: CR 5 Creature Collection II
-Weapon Immunities: Immune to non-magical piercing/slashing damage, takes normal from bludgeoning. Magical piercing/slashing damage only do their enchancement bonus. +1 longsword only does 1 point of damage, +2 only does 2 points of damage, etc.
-Duplicate: With a touch attack can deals 1d4+1 of damage which it gains as temporary hit points. Once those temporary hit points exceed 22 the bloodman can duplicate himself as a new 5HD creature.

Community / Forums / Pathfinder / Pathfinder First Edition / General Discussion / Monsters with a Mechanical Twist All Messageboards

Want to post a reply? Sign in.