I need help finding a CR 3 monster to refluff, or make a homebrew CR3 monster; the shriek from Dragon Age Origins


Homebrew and House Rules


So I'm going to be running an e6 campaign of dragon age. I've got most of the foes down, the vast majority will be npcs, but there are a few monsters I need to create, demons notwithstanding.
I have rage demons, hurlocks, genlocks and ogres already covered. Ogres use hill giant stats with some modifications.

So I'm looking for something I can use as shrieks, either an existing creature that needs relatively few modifications, or an entirely homebrew one.

A headsup on what they're all about: They're extremely stealthy, with claws and savage teeth that they can tear apart their foes with when striking from hiding.

In combat, they emit high-pitched screeching noises that are almost painful up close. This isn't damage, but it might be stun or fear.

Does anyone have wonderful insight to share?

Grand Lodge

Reflavor the Yeth Hound

Remove the flight speed, add a 1/day invisibility spell-like ability.

Liberty's Edge

Ms. Pleiades wrote:

Reflavor the Yeth Hound

Remove the flight speed, add a 1/day invisibility spell-like ability.

If doing this, you'll want to replace Fly with Acrobatics and swap Skill Focus to Stealth.


Ms. Pleiades wrote:

Reflavor the Yeth Hound

Remove the flight speed, add a 1/day invisibility spell-like ability.

Thank you, that works beautifully.

Grand Lodge

Deadmanwalking is, of course, correct on re-arranging the skills and feats to factor in the change of movement options.

If you want to keep the monster relevant at higher levels, it could be upgraded to have two claw attacks in addition to its bite, and a venom of some sort. This fits with some more of the flavor of the shrieks, but would bump up their CR as well. Something to consider at higher levels.


Well, flight is very nearly worth +1cr all by itself, especially in a monster intended for low levels, in a game with no flight at all, so that gives me some room to play with.

Combined with turning its DR into /magic, (All darkspawn have this in my game) axing sinister bite, and dropping bite damage to 1d8, I should have room for two claw attacks.

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