My Fan-Made Monsters for My Homebrew Campaign


Homebrew and House Rules


Here are two brand new monsters I've created for my upcoming Homebrew campaign. If any of you would like to give some input into the monsters (or how I can change the statistics), that would be great. If you would like to use these monsters, you'll need to ask first; if I allow you, please don't forget to credit me.

Guillotine Wolf:

This warhorse-sized, metal statue looks like a wolf with metal fangs

CR 8
N Large construct
Init +2; Senses darkvision 60 ft; Perception +0
DEFENSE
AC 23, touch 11, flat-footed 21 (+2 Dex, +12 natural, -1 size)
hp 85 (10d10+30)
Fort +2, Ref +4, Will +2
DR 5/bludgeoning; Immune construct traits; Resist acid 5, fire 5
OFFENSE
Speed 50 ft
Melee +2 bite +14 (1d8 + 8/18-20 plus bleed)
Space 10 ft; Reach 5 ft
Special Attacks bleed (2d6), metal-magic fangs, powerful bite
STATISTICS
Str 18, Dex 14, Con -/-, Int -/-, Wis 10, Cha 10
Base ATK +8; CMB +13; CMD 25 (29 vs trip)
SQ stand still
ECOLOGY
Environment any
Organization solitary or pair
Treasure incidental
ABILITIES
Metal-Magic Fangs A guillotine wolf's bite attack is treated as a +2 magic weapon and threatens a critical hit on a natural roll between 18-20.
Powerful Bite A guillotine wolf adds twice its Strength modifier to its bite attacks.
Stand Still A guillotine wolf can remain motionless for an indefinite amount of time. Doing so makes the guillotine wolf appear as nothing more but a large wolf statue. A DC 20 Knowledge (engineering) check can determine whether it is a guillotine wolf or a normal statue, but the check does not tell the PC whether or not the guillotine wolf is mobile. A guillotine wolf can break out of this stance as a standard action; otherwise, it cannot make any movements while it stands still.

Said to be ancient execution devices given life through long lost rituals, guillotine wolves are a walking execution tool. With sharp, fang-like metal shards in their stony mouths, even a small scrap from the "teeth" of these constructs can lead to serious wounds. They are normally found being guards to an aristocrat or ruler, normally pretending to be ordinary (but unusually large) wolf statues.

Naga, Flametongue:

This human faced, flame colored snake has burning eyes like rubies and scales that glisten like golden coins.

CR 7
NE Large aberration (fire)
Init +9; Senses darkvision 60 ft; Perception + 15
DEFENSE
AC 21, touch 18, flat-footed 12 (+9 Dex, +3 natural, -1 size)
hp 74 (8d8+40)
Fort +6, Ref +11, Will +8; +2 vs enchantments
Immune fire; Weakness vunerability to cold
OFFENSE
Speed 30 ft
Melee bite + 7 (2d6 + 4 plus burn)
Space 10 ft; Reach 5 ft
Special Attacks burn, fiery soul
Spells Known (CL 7th; concentration +13)
3rd (5/day)-blink, lightning bolt (Ref DC 22, deals fire damage)
2nd (8/day-scorching ray (2 rays), flaming sphere (Ref DC 21), resist energy (usually cold)
1st (8/day)-alarm, ear-piercing scream (Fort DC 18), grease (Ref DC 17), mage armor, magic missile (2 missiles)
0 (at will)-acid splash (deals fire damage), daze (Fort DC 16), detect magic, flare (Fort DC 16), open/close, message, read magic
STATISTICS
Str 16, Dex 28, Con 18, Int 10, Wis 14, Cha 22
Base Atk +5; CMB +9; CMD 28 (can't be tripped)
Feats Combat Casting, Eschew Materials (bonus), Spell Focus (evocation), Skill Focus (Bluff), Skill Focus (Perception)
Skills Acrobatics +19, Bluff +16, Intimidate +11, Perception +15
Languages Aklo, Common, Draconic
SQ gem greedy
ECOLOGY
Environment temperate or warm forests and mountains
Organization solitary
Treasure standard
ABILITIES
Burn Whenever a flametongue naga deals damage with its bite attack, the target must make a Fortitude DC 18 save or take an additional 1d4 points of fire damage at the beginning of his turn for the next 1d6 rounds. A successful save or Heal 15 check can remove this condition, as well as dousing the target in water. Creatures immune to fire are immune to this ability.
Fiery Soul All spells that deal energy damage besides fire or sonic deal fire damage instead (i.e., lightning bolt deals fire damage when cast by a flametongue naga). In addition, any spell that gives off a saving throw that has the fire descriptor adds +1 to the save DC.
Gem Greedy A flametongue naga can be easily negotiated with at least 100 gp worth of gemstones (usually of diamonds and/or rubies). When making a Diplomacy check while holding gemstones equal to at least 100 gp gain a +4 luck bonus to the check.
Spells A flametongue naga casts spells as if he was a 7th-level sorcerer.

With the spirit of wildfires and an unusual charisma, flametongue nagas are normally believed to be the most easily negotiable of the evil nagas. This is saying much, however, as these nagas have massive egos and equally gigantic tempers; insulting a flametongue naga can turn one from a loyal ally to a raging enemy.
It is unknown how flametongue nagas were created, but they claim that, when the naga goddess was creating the first nagas, some slipped her serpentine grasp and fell into a wildfire. Rather then perishing, the half finished nagas absorbed the flames, becoming the first flametongue nagas. This does explain why they have a natural affinity towards fire; however, in correspondence with their egos, every flametongue naga will claim that they were one of the first of their kind in existence.
Other naga species view flametongue nagas with annoyance at best and hostility at worst. Dark and spirit nagas are their worst enemies, as their love for fire can destroy their homes; thus these two species will slaughter any and all flametongue nagas they come across.


BUMP

If anyone wants to know the statistics for the following enemies, or if you want to help me create some encounters for the campaign, let me know:

The Screaming Devil (fiendish bunyip)

Ironhide Rhino (advanced giant rhinoceros)

Devil Monkey (advanced giant baboon)

The Sea Scourge (CE male scrag (water troll) ranger 3)

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