| Theron Pearroc |
| 2 people marked this as a favorite. |
Hello fellow GMs in the world of Pathfinder. I have been GMing my own Campaign Setting since the 3.5 D&D days, I moved into Pathfinder as soon as the Core Rulebook came out. I have a few freelance credits to my name, and run 3 different campaigns per week, each with different players.
I figure that instead of hoarding all my homebrew stat blocks from my older campaigns, I might as well share them with all you out there in the Pathfinder universe who are looking to shake up your own campaign. The plan is to post a minimum of one stat block per week, and I will be going very light on the fluff, mainly because these are intended for my own Campaign Setting, not Golarion or yours, so the fluff won't be accurate for your uses.
Post One: The Rimewind Stormbeast
From City of the Dead: Act III: The Tyrant of the Rimewind Valley, I present to you the Rimewind Stormbeast, a massive construct intended as a unique mobile stronghold for any big bad, hermit, or otherwise cloistered master. In my game specifically, it is home to a trio of Norn who have the Instant Fortress linked to a subplane whose interior is that of a large castle. By obtaining the McGuffin held by the Norn inside the castle, the PCs could become the "Master" of the mobile fortress.
A mighty storm bellows from the pair of icy smokestacks crowning the head of this immense, ox-like beast of stone and iron, while a thick layer of frost covers its body like frozen white fur. This massive automaton stomps ferociously as it guards the fortress upon its back, possessing an uncanny awareness in its otherwise lifeless eyes.
Rimewind Stormbeast CR 18
XP 153,600
N Colossal construct
Init +8; Senses darkvision 60 ft., low-light vision, storm vision; Perception +8
--- Defense ---
AC 34, touch 10, flat-footed 34 (+24 natural, +8 insight, –8 size)
hp 245 (21d10+130); fast healing 5
Fort +15, Ref +15, Will +15
Defensive Abilities hardness 10, uncanny awareness; Immune cold, construct traits, electricity
--- Offense ---
Speed 50 ft.
Melee gore +33 (6d6+20), 2 slams +33 (4d6+20)
Space 50 ft.; Reach 25 ft.
Special Attacks crushing stomp, trample (4d6+30, DC 40)
Spell-Like Abilities (CL 19th; concentration +19)
Constant–control weather
--- Statistics ---
Str 51, Dex 11, Con —, Int —, Wis 26, Cha 10
Base Atk +21; CMB +49; CMD 67
Feats Awesome BlowB
SQ frigid fortification, instant fortress, stormstacks
--- Special Abilities ---
Crushing Stomp (Ex) As a full round action, the rimewind stormbeast can stomp its massive body into the ground, lowering its defenses, but crushing anything below it with its immense size. Any creatures of large or smaller size within the rimewind stormbeast’s space must succeed on a DC 40 Reflex save or be pinned, automatically taking 6d6+20 bludgeoning damage the next round unless it moves off of them. The rimewind stormbeast must succeed in it’s combat maneuver check as normal. Pinned foes take damage from the crushing stomp each round if they don’t escape, and are treated as having total cover against any effect outside of the rimewind stormbeast’s space. While pinning foes, the rimewind stormbeast is prone, but may otherwise make slam attacks as normal against targets within range who are not pinned by this ability.
Frigid Fortification (Ex) The fortress-like body of the rimewind stormbeast is augmented and empowered within the icy grasp of a blizzard. When within such a storm, it gains 50 bonus hit points, moderate fortification, and fast healing 5.
Instant Fortress (Ex) The fortress upon the back of the rimewind stormbeast functions as an instant fortress, except it cannot be removed. As well, it gains the frigid fortification ability, and immunity to cold and electricity.
Storm Vision (Su) The rimewind stormbeast has been enchanted to see perfectly well in stormy conditions. It does not suffer any penalties to Perception checks, or miss chance due to concealment within natural or supernatural weather of any kind.
Stormstacks (Su) Sprouting from the roof of this beast-like fortress is a pair of immense magic-spewing smokestacks. These stacks radiate a constant control weather effect, which is able to produce a blizzard in addition to any normal weather for the given season. Unless instructed to do otherwise by its current master, this effect generates a blizzard, resulting in the following restrictions:
Heavy wind and snow reduces visibility to zero, imposing a –8 penalty to Fly checks, and making Perception checks and all ranged weapon attacks impossible beyond a range of 5 feet; targets within this range instead have concealment. Unprotected flames are automatically extinguished, and protected flames have a 75% chance of being doused. Creatures caught in the area of medium or smaller size are unable to move forward against the force of the wind unless they succeed on a DC 10 Strength check if on ground, or a DC 20 Fly check if airborne. Small or smaller creatures on the ground are knocked prone and rolled 1d4 x 10 feet, taking 1d4 points of nonlethal damage per 10 feet, unless they succeed on a DC 15 Strength check. Flying creatures are blown back 2d6 x 10 feet and take 2d6 points of nonlethal damage due to battering and buffeting, unless they succeed on a DC 25 Fly check. Snow falls at a rate of 1d3 feet per hour, and the extreme cold deals 1d6 points of lethal damage per minute (no save). In addition, a character must make a Fortitude save (DC 15, +1 per previous check) each minute or take 1d4 points of nonlethal damage.
Uncanny Awareness (Su) While not intelligent, the rimewind stormbeast has an unusual awareness of its surroundings and an uncanny knack for avoiding danger. It can never be caught flat-footed, and gains an insight bonus to initiative, AC and saving throws equal to its Wisdom bonus.
| Theron Pearroc |
| 1 person marked this as a favorite. |
Well it looks like I have a bit more free time than expected this week, since I've already got my campaigns prepped for the next few sessions. While my first post was a unique new monster, not all the stat blocks posted here will be so. That being said, my second post will also be a new monster.
For Post One I went with late game content, so its only fitting that this time I go with early game content. As well, if anyone has any requests for specific CR ranges, just let me know and I can make my weekly post within range.
Post Two: Blight Minotaur
From The Price of Freedom: Act I: Bloody Midnight, I present to you the Blight Minotaur, so named for the negative effect they have on whatever society they have choosen to call home. This vile monster is well suited for use as both a "monster of the week", and early game antagonist (with some class levels they can even be a primary antagonist). In my campaign specifically, one such creature worked at a tavern as a barkeep, and would abduct victims after lacing their drinks with oil of taggit. Afterwards, he would lock his prey in his labyrinth (a crate-filled warehouse, with access to several sewer tunnels), hunt them down over the course of the night, before finally killing them at sunrise. When he felt his serial killer alter ego was on the verge of being revealed due to the PCs investigations, he abducted one of their more helpless companions and forced them to survive his trap-filled maze of murder to rescue their incapacitated friend before his execution at daybreak.
Blight Minotaur CR 4
XP 1,200
CE Medium monstrous humanoid
Init +5; Senses darkvision 60 ft., scent; Perception +11
Aura frightful presence (30 ft., DC 14)
--- Defense ---
AC 17, touch 11, flat-footed 16 (+2 armor, +1 Dex, +4 natural)
hp 42 (5d10+15)
Fort +4, Ref +5, Will +7
Defensive Abilities natural cunning
--- Offense ---
Speed 40 ft.
Melee battleaxe +8 (1d8+3/x3), gore +3 (1d6+1), claw +3 (1d4+1), or gore +8 (1d6+3), 2 claws +3 (1d4+1)
Ranged heavy crossbow +6 (1d10/19-20)
Special Attacks deadly nails, powerful charge (gore +11, 2d6+4), terrifying strikes
--- Statistics ---
Str 17, Dex 13, Con 16, Int 16, Wis 17, Cha 14
Base Atk +5; CMB +8; CMD 19
Feats Endurance, Improved Initiative, Intimidating Prowess, Shatter DefensesB
Skills Bluff +7, Craft (trapmaking) +11, Intimidate +13, Perception +11, Sense Motive +8, Stealth +9, Survival +9 (+13 scent tracking); Racial Modifiers +4 Survival when tracking by scent
Languages Common, Giant
SQ change shape (any human; alter self)
--- Ecology ---
Environment any urban
Organization solitary, pair, or cabal (3-10)
Treasure standard (leather, battleaxe, heavy crossbow with 10 bolts, other treasure)
--- Special Abilities ---
Deadly Nails The fingernails of a blight minotaur are so sharp and powerful, they can be used as claw attacks dealing 1d4 damage, however this is always considered a secondary attack.
Natural Cunning (Ex) Like normal minotaurs, blight minotaurs possess innate cunning and logical ability. This gives them immunity to maze spells and prevents them from ever becoming lost. Further, they are never caught flat-footed.
Terrifying Strikes (Ex) The intoxicating smell that exudes from a terrified victim strengthens the blight minotaur's murderous instincts, causing their blows to stike with greater accuracy, and lethality. They receive a +2 circumstance bonus on attack, and damage rolls against creatures with the shaken, frightened, or panicked conditions. In addition, they receive a further +4 bonus on attack rolls made to confirm critical hits.
A highly intelligent offshoot of their more savage kin, the blight minotaur is a terror to behold. Preferring the common man-made labyrinths of tightly packed slums, and winding sewer tunnels to those carved from caverns or found in ancient ruins, it is not uncommon for such creatures to build labyrinths of their own within abandoned warehouses and estates using crates, barrels, and other terrifying implements, or deadly traps.
Fitting unusually well into human societies, these rare creatures are seldom encountered in their true forms, preferring instead to appear as muscular attractive human in an attempt to draw less attention to their unusual habits. Despite appearances, these vile creatures possess a murderous instinct like no other, and are driven to terrorize and slaughter those around them with an almost supernatural desire. This murderous behavior quickly earns them reputations as gang bosses, serial killers, or torturers.
Enjoying the thrill of the hunt, blight minotaur prefer to chase victims through their labyrinth-like lairs for hours, or even days if possible, only striking a killing blow after their quarry is pushed to the brink of death by terror and exhaustion.
| Theron Pearroc |
| 1 person marked this as a favorite. |
It's amazing how little time you have when you have a new baby, and buy a new house... Let's just say that I'll only be posting new statblocks whenever I get a chance!
For Post One we did late game content, for Post Two we did early game content, so for Post Three... We do final-frontier level stuff!
Post Three: Grand Arbiter Deledain
From Legacies of Corberus: Act V: Aberus Unearthed, I present to you an Inevitable who cares about efficiency above all else, and as we all know, nothing is as inefficient as living organisms. In my campaign, he was placed in charge of managing and maintaining the technology of Aberus, a floating sky-city ruled by an ancient wizard. Unfortunately, after 50 years without their master's return, the citizens began dismantling some of the city's machinery to keep up with their growing food demands, and the Grand Arbiter determined that the only solution was to disengage the life support systems. Who has to worry about eating when your air supply turns off?
At nearly 8 feet tall, this metallic man stands regally, wearing a flowing blue tunic with gold trim which covers most of his body; his arms are lithe and long. Thrusting his arms skyward, 6 smaller arms unfold from behind his tunic, and begin to pass golden warhammers upwards, the 2 long arms wielding the largest of them.
Grand Arbiter Deladain CR 25
XP 1,640,000
Unique inevitable
LN Medium outsider (extraplanar, inevitable, lawful)
Init +17; Senses darkvision 60 ft., low-light vision, detect chaos, true seeing; Perception +46
--- Defense ---
AC 51, touch 29, flat-footed 38 (+13 Dex, +22 natural, +4 deflection, +2 insight)
hp 499 (31d10+329); regenerate 15 (chaotic artifacts, effects and spells)
Fort +31, Ref +31, Will +29
Defensive Abilities constructed, entropic shield, foresight; DR 15/epic and chaotic; Immune electricity; SR 36
--- Offense ---
Speed 40 ft.
Melee Large +5 axiomatic shocking burst warhammer +49/+44/+39/+34 (2d6+18/19-20x3), Large +5 axiomatic shocking burst warhammer +49/+44/+39 (2d6+18/19-20x3), 6 +5 axiomatic shocking burst warhammers +49 (1d8+9/19-20x3), or 2 slams +44 (2d6+13), 6 slams +44 (1d8+6)
Ranged ray +45
Space 5 ft.; Reach 5 ft. (10 ft. with large arms)
Special Attacks multiweapon mastery, arbiter’s grasp
Spell-Like Abilities (CL 20th; concentration +30)
Constant–detect chaos, discern lies (DC 24), entropic shield, foresight, shield of law (DC 28), true seeing
At will–chain lightning (DC 26), dictum (DC 27), dimension door, dimensional anchor, disintegrate (DC 26), enervation, geas/quest, greater dispel magic, greater shout (DC 28), greater teleport, hold monster (DC 25), lightningbolt (DC 23), locate creature, order’s wrath (DC 24), planeshift (DC 25), shocking grasp, telekinetic sphere (DC 28), vampiric touch
3/day–energy drain, mass hold monster (DC 29), quickened chain lightning (DC 26), quickened disintegrate (DC 26), temporal stasis (DC 28)
1/day–forbiddance (DC 26), mage’s disjunction (DC 29), wish (DC 29)
--- Statistics ---
Str 36, Dex 36, Con 31, Int 27, Wis 27, Cha 30
Base Atk +31; CMB +44; CMD 67
Feats Alertness, Combat Casting, Combat Reflexes, Dimensional Agility, Dimensional Assault, Dimensional Dervish, Double Slice, Greater Two-Weapon Fighting, Improved Critical (warhammer), Improved Initiative, Improved Two-Weapon Fighting, Lightning Reflexes, Quicken Spell-Like Ability (chain lightning), Quickened Spell-Like Ability (disintegrate), Skill Focus (Acrobatics), Two-Weapon Fighting
Skills Acrobatics +53, Climb +47, Diplomacy +41, Disguise +41, Knowledge (arcana) +42, Knowledge (engineering) +39, Knowledge (planes) +42, Linguistics +39, Perception +46, Sense Motive +46, Spellcraft +42, Stealth +47, Survival +39, Use Magic Device +39
Languages truespeech
SQ secondary arms
--- Ecology ---
Environment any
Organization solitary (unique)
Treasure triple (Large +5 warhammer (2), +5 warhammer (6), other treasure)
--- Special Abilities ---
Arbiter’s Grasp (Su) Any weapon wielded by Grand Arbiter Deladain gains both the axiomatic, and shocking burst weapon qualities as long as it remains in his grasp.
Deladain’s Reach (Ex) The 2 main arms of the Grand Arbiter Deladain are capable of wielding Large weapons at no penalty, and have a natural reach of 10 feet.
Multiweapon Mastery (Ex) The Grand Arbiter Deladain never takes penalties on his attack rolls when fighting with multiple weapons.
Secondary Arms (Ex) The Grand Arbiter possesses six smaller arms. Each of these arms adds only half his strength bonus to damage rolls (rounded down).