Worst video game enemies you do not want to fight in Pathfinder


Conversions

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Jiggy wrote:
On the contrary, I think I demonstrated pretty well that converting zubats to Pathfinder rules makes them even worse. ;)

I blame the party for not buying Repel.


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If we don't adjust for ruleset, then stuff like Diablo series monsters become impossible to deal with, boss monsters often having trillions of hit points and immunity to most non-damage effects.

It's just silly. Thus, we adjust them down and they become more or less the same as a lot of Pathfinder monsters.


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Space Invaders. They just keep coming. Faster and faster ...


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The spikes from Megaman:

GM: You enter a room filled with sharp spikes that are taller than you. In the air above the spikes, there are multiple levitating slabs of stone. On the other side of the spikes, there is a door.
Player 1: I edge my way through the spikes, careful not to touch the tips.
GM: In doing so, do you touch the spikes?
Player 1: Uh, I guess I might grip them to keep balance? I don't touch the tips though...
GM: Do you touch the spikes?
Player 2, to Player 1: You have gauntlets. It can't be that bad.
Player 1: Sure... I'll touch them.
GM: You explode.
Player 1: Wut


The Shibito of the Siren series. They look like zombies who are weeping blood from there eyes. Only...they can use any weapon they were proficient with in real life. They retain a certain level of situation awareness. They can, and do, act in a hive mentality to build there own hives.

As an added bonus, they mutate into newer, more powerful forms as time progresses. Oh, and they're completely unkillable without certain divine weapons. You can cave there skull in but all that buys you is a few moments to run before it gets back up.

And with just a little red water, you'll be just like them.


Umbral Reaver wrote:

If we don't adjust for ruleset, then stuff like Diablo series monsters become impossible to deal with, boss monsters often having trillions of hit points and immunity to most non-damage effects.

It's just silly. Thus, we adjust them down and they become more or less the same as a lot of Pathfinder monsters.

Like I said, that kinda defeats the point. All of the things presented are scary solely because they break the rules of the game.

If you have to work within the established ruleset then they're just like any other monster. No scarier, no less scary for the most part.

Though a while back I did do a conversion of Deathclaws that would be pretty brutal.

Deathclaw:

---------------------
Deathclaw CR 12?
---------------------
XP 19200

CE Large Magical Beast

Init: +6 Senses: Darkvision; Low-Light Vision; Scent; Perception +23 (+19 sight)

---------------------
Defense
---------------------

AC: 26, Touch 12, Flatfooted 24 (-1 size, +15 Natural, +2 Dex)

HP: 137 (12d10+72)

Fort +13 Reflex +10 Will +6

---------------------
Offense
---------------------

Speed: 40 ft.

Melee: 2 Claws +19 (2d6+10, x3), Power Attack 2 Claws +15 (2d6+22, x3)

Space: 10 ft. Reach: 10 ft.

Special Attacks: Pounce, Rend (2 claws, 2d6+10), Push (claws, 10 feet)

---------------------
Statistics
---------------------

Str: 24 Dex: 14 Con: 20 Int: 2Wis: 14 Cha: 2

Base Atk: +12; CMB: +20; CMD: 32

Feats: Improved Initiative, Improved Natural Attack, Power Attack, Skill Focus: Perception, Toughness, Weapon Focus (Claws)

Skills: Perception +23 (+19 sight)

SQ: Armor Piercing Claws, Weak Vision, Acute Hearing, Bullet Resistant Hide

---------------------
Special Abilities:
---------------------

Armor Piercing Claws (Ex): As the name suggests, a Deathclaw's claws are a truly terrifying weapon. Their claw attacks deal damage as if one size category larger, add 1 and 1/2 times Str to damage, and their critical hit multiplier increases to x3. In addition, a Deathclaw's claw attacks ignore armor class bonuses from armor or shields.

Weak Vision (Ex): A Deathclaw's sight is not nearly as sharp as its other senses. It takes a -4 penalty on all sight based Perception checks and doubles the penalties to Perception for range after 60 feet.

Acute Hearing (Ex): A Deathclaw reduces the distance penalties for hearing based Perception checks to 1/4 the normal (essentially adding -1 Perception every 40 feet instead of every 10 feet).

Bullet Resistant Hide (Ex): A Deathclaw's hide is tough and can resist most small arms fire. A Deathclaw's Natural Armor bonus applies to attacks against firearms.


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Delicious fruit.


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Ventnor wrote:
Delicious fruit.

Q: APPLES DO NOT FALL UP

A: They're more like giant cherries....

Liberty's Edge

Rynjin wrote:
Umbral Reaver wrote:

If we don't adjust for ruleset, then stuff like Diablo series monsters become impossible to deal with, boss monsters often having trillions of hit points and immunity to most non-damage effects.

It's just silly. Thus, we adjust them down and they become more or less the same as a lot of Pathfinder monsters.

Like I said, that kinda defeats the point. All of the things presented are scary solely because they break the rules of the game.

If you have to work within the established ruleset then they're just like any other monster. No scarier, no less scary for the most part.

Though a while back I did do a conversion of Deathclaws that would be pretty brutal.

** spoiler omitted **...

That's pretty gnarly, would be fun to see a team sweat when they successfully identify it and realize their armor does Jack.

Grand Lodge

Regenerators from Resident Evil 4.


Alright then, let's take a character from the Touhou series!

Hmm...who would be good, oh I know, Suika Ibuki!

So the basics first. Suika is an oni, and one of the strongest of her species. In fact she's labeled as one of the divas of the mountain. She can grow about four, maybe six, times her own height. She can also make tiny clones of herself and is perpetually drunk. Have I mentioned she looks like a child?

Her signature ability is to manipulate "density". What does this mean? Well for starters she can turn into mist when she pleases, and can do so for extremely long periods. She seems to follow Pathfinder incorporeal rules in that state, only being harmed by magical ranged attacks in the fighters in that state. She can also gather things that you wouldn't think about in the first place, like souls. The DC for this has to be astronomical as no less than 7 people, one of whom can stop time and another can manipulate the very fabric of fate, fall for it in the game she's the final boss fight of. These people throw party after party while under her influence.

However what makes her especially dangerous is her black hole ability. This isn't even a special move in the fighters, she throws a black hole to pull people closer to her. What's that, you think a squishy caster is safe from a distance? NOPE! Come here and eat a knuckle sandwich! And I doubt that's a will save to resist, maybe a fortitude or reflex for reduced distance. Also, when she uses her black hole ability, she's under the influence of the spell card rules, a ruleset that makes all damage nonleathal and brings your power down so humans can have a chance of beating you. In other words she can make black holes more powerful than that.


Ms. Pleiades wrote:
Regenerators from Resident Evil 4.

DR/sneak attack and Regeneration/sneak attack?


Vaelastrasz the corrupt


Cazadore swarms


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Elevator and Pipe Bosses in WoW. Those bastards eat a little piece of your soul every time you fail, and they never die.


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The Namatame fight (Persona 4) would be pretty brutal in Pathfinder rules. That temporary no-save dominate person would hurt a lot more with how quickly Pathfinder's fights tend to go.

Sovereign Court

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Marco Polaris wrote:
Elevator and Pipe Bosses in WoW. Those bastards eat a little piece of your soul every time you fail, and they never die.

Don't forget anything that resembles Frogger. I lost count of how many of my guildies died in Naxx or Ulduar to stuff like that.

Grand Lodge

Umbral Reaver wrote:
Ms. Pleiades wrote:
Regenerators from Resident Evil 4.
DR/sneak attack and Regeneration/sneak attack?

That would certainly be one way of doing that. And it would certainly make the creature quite terrifying. I have many memories of having to use all my shotgun ammo and grenades on those things because I did not pick up the thermal scope.


Ms. Pleiades wrote:
Umbral Reaver wrote:
Ms. Pleiades wrote:
Regenerators from Resident Evil 4.
DR/sneak attack and Regeneration/sneak attack?
That would certainly be one way of doing that. And it would certainly make the creature quite terrifying. I have many memories of having to use all my shotgun ammo and grenades on those things because I did not pick up the thermal scope.

I remember the first time I blasted off one of those damn things' legs and try to run past it only to have it leap up and bite me.


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The Hydra from Warriors Orochi 3.

An eight headed gargantuan serpent that can breathe fire blasts and long range fireballs, and the heads can manifest separately apparently without distance limitations. Oh, and it takes only the least possible damage from (and cannot be destroyed by) anything other than a specific siege sized weapon charged with the spiritual power of one particular (originally evil) being's spirit. A fragile and breakable weapon.

Grand Lodge

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Ms. Pleiades wrote:
Umbral Reaver wrote:
Ms. Pleiades wrote:
Regenerators from Resident Evil 4.
DR/sneak attack and Regeneration/sneak attack?
That would certainly be one way of doing that. And it would certainly make the creature quite terrifying. I have many memories of having to use all my shotgun ammo and grenades on those things because I did not pick up the thermal scope.

What was the name of Salazar's monster sidekick? Vesugo or something? THAT would have the makings of an awful PF monster without much adjustment made.

Fighting something with Power Attack, Hide in Plain Sight, a 40 ft/round climb speed, and maxed out stealth playing hit and run tactics with the party? That is the sort of thing that drives players to stage coups.

Grand Lodge

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EntrerisShadow wrote:
Ms. Pleiades wrote:
Umbral Reaver wrote:
Ms. Pleiades wrote:
Regenerators from Resident Evil 4.
DR/sneak attack and Regeneration/sneak attack?
That would certainly be one way of doing that. And it would certainly make the creature quite terrifying. I have many memories of having to use all my shotgun ammo and grenades on those things because I did not pick up the thermal scope.

What was the name of Salazar's monster sidekick? Vesugo or something? THAT would have the makings of an awful PF monster without much adjustment made.

Fighting something with Power Attack, Hide in Plain Sight, a 40 ft/round climb speed, and maxed out stealth playing hit and run tactics with the party? That is the sort of thing that drives players to stage coups.

It was Verdugo, and honestly it was a good fight, but its vulnerability to cold balanced things out :D


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Kalindlara wrote:
meatrace wrote:

Those flying medusa heads from Castlevania.

F$%@ those guys!
*dramatic sting*

Yeah I know, but those things aren't nearly as bad as the CV ones.

If they had an AC of 24 and automatically paralyzed on a touch attack then maybe they'd be close. Also paralysis is 1d4 rounds and they hunt in packs of 2d6.


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Surprised nobody mentioned Zerg. Those things are evolved to conquer technologically advanced species, AND they just keep coming.


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Any boss that dramatically changes the dynamic of the game.

"Oh, you've been in a group of four this entire time? Well, face this guy solo!"

"We've been throwing wave after horde of guys at you since the first stage. Now we'd like you to face one single super-strong guy!"

"So, you've been fighting enemies one or two at a time? Here's an entire swarm of guys to kill while the boss rains fire down on your head!"


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God, Dragon Warrior 7.

OK, first round: God gets 2 actions. He blasts the whole party twice. Painful. We'll deal.

Second round: God decides he wants 4 actions. Two rounds of getting blasted, someone gets debuffed, someone gets clubbed hard.

Third round: God's still feeling sprightly. Four actions. Two debuffs, mega-group blast, and a clubbing.

Fourth round: only 2 actions, woo-hoo! God just blasts everyone twice.

And so on.


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Mother f&##ing Tonberry.


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Let's go old school:

Chaos from the original Final Fantasy. Extremely high HP (relative to the party damage abilities), good defenses and damage capability, oh and complete HP restoration every fourth round.

Or, the Dark Elf from Final Fantasy 4 (2 stateside), without the harp. A powerful magnetic field immobilizes anyone using a metal weapon, or wearing even one piece of metal armour. Playing an unarmed focused monk wouldn't seem so bad for that fight.

Shadow Lodge

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Mother in the original La-Mulana.

Five different forms, each only vulnerable to a specific weapon. The final form of these five must be attacked not only with the correct weapon, but in a specific pattern; get the pattern wrong and she shifts back to her first form and starts the cycle over again. The only clue as to this pattern? Three cryptically-written stone tablets scattered across completely different sections of the megadungeon where the game is set.

THEN, once you've managed THAT, you have to have a specific mixture of special holy elixirs from a completely different section of the ruins - a massive sidequest in its own right, and if you got it wrong you have to leave her room, leave her section of the dungeon, and only then can you warp to the other dungeon, run the sidequest again, and hope you get the mixture (one of three possible results) correct this time, then go back, beat Mother's original five forms again, get the pattern correct on Form 5, and then use the correct elixir. And like the pattern puzzle, the correct mixture for the elixirs is hidden in scattered tablets with no rhyme or reason to their location all across the ruins.

Only after you do all THAT can you face her in the TRUE final battle, in which she cycles through mimicking the attack patterns of the game's other bosses, amped up in power to match final battle difficulty.

----

The Steam/Wii remake removed the Form 5 puzzle completely and reduced the "only vulnerable to a specific weapon in each form" to "takes less damage from all but a specific weapon in each form", which greatly reduced the inherent frustration in the boss. That said the elixir puzzle is still there and the remake version of the boss is faster and more mobile, so it's certainly a challenge on its own, just a less hair-pulling one.


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Bahamut, Ellmac, and Palenque from the remake. High-speed chase/dodge battles where you can be killed by the terrain...and then in Palenque's case, the suicide attack once you think you've won.

Shadow Lodge

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Tiamat's no slouch either, between the fact that she warped and reversed dimensions to keep you from finding her, then once you do reach the backdoor she's guarded her entire area with a series of several minibosses in a row. Then when you actually fight her she does things like drop waterfalls on you, fill the entire area with laser beams, and lunge out of the background to crush you.

Think she's one of the few enemies in the game who's truly harder in the remake.


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...Really, the entirety of La-Mulana is just TPK after TPK waiting to happen.


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Pathfinder Adventure Path Subscriber
Umbral Reaver wrote:

If we don't adjust for ruleset, then stuff like Diablo series monsters become impossible to deal with, boss monsters often having trillions of hit points and immunity to most non-damage effects.

It's just silly. Thus, we adjust them down and they become more or less the same as a lot of Pathfinder monsters.

Huh.

I was going to mention that there's something in FF 12 that has over 50,000,000 hp. Seems amateur hour in comparison! ;)

Grand Lodge

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Ms. Pleiades wrote:
EntrerisShadow wrote:
Ms. Pleiades wrote:
Umbral Reaver wrote:
Ms. Pleiades wrote:
Regenerators from Resident Evil 4.
DR/sneak attack and Regeneration/sneak attack?
That would certainly be one way of doing that. And it would certainly make the creature quite terrifying. I have many memories of having to use all my shotgun ammo and grenades on those things because I did not pick up the thermal scope.

What was the name of Salazar's monster sidekick? Vesugo or something? THAT would have the makings of an awful PF monster without much adjustment made.

Fighting something with Power Attack, Hide in Plain Sight, a 40 ft/round climb speed, and maxed out stealth playing hit and run tactics with the party? That is the sort of thing that drives players to stage coups.

It was Verdugo, and honestly it was a good fight, but its vulnerability to cold balanced things out :D

I actually really want to make this now. What do you think - maybe a CR 8 or 9?


Ruby weapon


meatrace wrote:

Those flying medusa heads from Castlevania.

F@~$ those guys!

Too late, they already exist.

http://paizo.com/pathfinderRPG/prd/bestiary4/beheaded.html#beheaded

Shadow Lodge

SAMAS wrote:
meatrace wrote:

Those flying medusa heads from Castlevania.

F@~$ those guys!

Too late, they already exist.

http://paizo.com/pathfinderRPG/prd/bestiary4/beheaded.html#beheaded

You're several posts late on that reply; he already explained why those versions aren't scary.


Orthos wrote:
SAMAS wrote:
meatrace wrote:

Those flying medusa heads from Castlevania.

F@~$ those guys!

Too late, they already exist.

http://paizo.com/pathfinderRPG/prd/bestiary4/beheaded.html#beheaded

You're several posts late on that reply; he already explained why those versions aren't scary.

Medusa Heads aren't scary in and of themselves, they're annoying. It's their habit of being placed in areas where that momentary loss of control can be fatal(or just set you back to the bottom of a long climb) that makes them a threat.

You want a Castlevania enemy that ruins your day just by showing up? Tin Man.


Those poison shooting pigmys in blight town from dark souls.


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ericthecleric wrote:
Umbral Reaver wrote:

If we don't adjust for ruleset, then stuff like Diablo series monsters become impossible to deal with, boss monsters often having trillions of hit points and immunity to most non-damage effects.

It's just silly. Thus, we adjust them down and they become more or less the same as a lot of Pathfinder monsters.

Huh.

I was going to mention that there's something in FF 12 that has over 50,000,000 hp. Seems amateur hour in comparison! ;)

it's a dragon that regenerates 100000 hit points every second if you're out of the room he regenerates 1 million every second took me 12 hours to beat the thing


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Oh, here we go: A Thief from Fire Emblem. I hope you were prepared to rush this dungeon, otherwise this guy is going to nonchalantly take ALL the loot before you even get to the room. All red enemy units treat each other as being allies even when from a narrative perspective they clearly aren't so the thief can just walk around and grab all the loot with no repercussions if the party can't get to him fast enough to kill him.

Dark Archive

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Arachnofiend wrote:
Oh, here we go: A Thief from Fire Emblem. I hope you were prepared to rush this dungeon, otherwise this guy is going to nonchalantly take ALL the loot before you even get to the room. All red enemy units treat each other as being allies even when from a narrative perspective they clearly aren't so the thief can just walk around and grab all the loot with no repercussions if the party can't get to him fast enough to kill him.

In a similar vein, any of the bosses with Mantle in Fire Emblem: Radiant Dawn.

Don't have a blessed weapon? Can't scratch them.
Have a blessed weapon? They still regain health equal to their luck. (And they have pretty high luck)
Crits? Negated.


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Ahh Fire Emblem how I love/loathe thee.


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Scythia wrote:
Chaos from the original Final Fantasy. Extremely high HP (relative to the party damage abilities), good defenses and damage capability, oh and complete HP restoration every fourth round.

I played that on the NES a ridiculous number of times. Once, I just spent a dozen+ rounds buffing the party and not attacking (basically until he couldn't hit me with anything shy of Nuke thanks to the shirt that cast Invis2). I eventually attacked with my Black Belt/Master who'd been damage buffing and he one-shotted Chaos. It was glorious.

The zombies from 'Monster Party' on the NES. You walked into the room, they said 'WATCH US DANCE!' and started to dance. No matter how many times you killed them, they popped back up.

But if you just let them dance for a couple of minutes without attacking them, they'd die on their own. 'Leave the monster alone' is difficult to grasp sometimes.


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Ms. Pleiades wrote:
Regenerators from Resident Evil 4.

Iron Maidens from Resident Evil 4 the tougher ones. Regenerators can be shot in the legs to fall down. The tougher more metallic ones... well I use rocket launchers and hid Ashley in garbage dumps so she wouldn't die.

On the topic of Resident Evil...

Pyramid Head and the annoying nurses that pop out of nowhere to kill you.


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Seamstress_Druid wrote:
Ms. Pleiades wrote:
Regenerators from Resident Evil 4.
Iron Maidens from Resident Evil 4 the tougher ones. Regenerators can be shot in the legs to fall down. The tougher more metallic ones... well I use rocket launchers and hid Ashley in garbage dumps so she wouldn't die.

That only applies f you use Called Shots though. =)

Seamstress_Druid wrote:

Regenerators from On the topic of Resident Evil...

Pyramid Head and the annoying nurses that pop out of nowhere to kill you.

That's Silent Hill.


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Pathfinder Lost Omens Subscriber

pretty much everything from dark souls.

GM: out of the darkness you glimpse something... it's a skeleton with a wheel going through the ribcage.
Player: oh this can't be too bad
GM: it rolls at you *rolls some dice* it bullrushes(or maybe overrun would be more appropriate) you you take damage for every square it pushes you... it rolled a total of 56.
Player: BUT WERE ONLY LEVEL 5!
GM: yeah i know.

or

*GM trying to think of a way to accurately describe the gaping dragon*

or from bloodborne winterlanterns

GM: you see a weird creature with a dress, it has a huge head. roll a will wave.
Player: okay, rolls a 16
GM: you fail, you take 80% of your health in damage that ignores damage resistance...
Player: i hate you.
GM next round, i won initiative, make another willsave...


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I Know the thread asked for Video Game Enemies, but.... I have one enemy that while not from a Video Game, has had such a negative reaction from people, that I've actually had players threaten to quick if I ever unleash them.

TWO WORDS: WEEPING. ANGELS.
Here's another two words: DON'T BLINK


Anthony Kane wrote:

I Know the thread asked for Video Game Enemies, but.... I have one enemy that while not from a Video Game, has had such a negative reaction from people, that I've actually had players threaten to quick if I ever unleash them.

TWO WORDS: WEEPING. ANGELS.
Here's another two words: DON'T BLINK

But they only teleport you through time. You want one that you shouldn't blink from a video game? How about that statue thing from that SCP horror game. I can't remember the number off the top of my head.


Redeads would be rough. A will save or be paralyzed just by getting within 10f of them. And then they cmb you and start choking you to death hard. You gotta cmb your way out of that crap and we know it's got great cmd! Plus, ranged attacks don't work on them and they have dr/slashing. A very formidable early game enemy.

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