Lamashtu's Nursery -- home brew monsters


Homebrew and House Rules


Hi Everyone,

For my home game I'm going to be generating a number of stat blocks that are going to be on the higher end, I'm hoping to get some feedback and if anyone adapts these for their own ends that's great, since these things can be time consuming.

Feedback I'm mostly looking for:

1. Is the targeted CR accurate? If not, what is the stat blocks CR, what can I add or remove to get it to the targeted CR.

2. Are there any obvious holes in the monster, ie it doesn't have an ability it needs. Is everything thematic, anything far off flavor?

3. Improving clarity for any of the rules / abilities as written.

And beyond that anything else is appreciated, I'll try to format the stat blocks correctly.

If somehow one of players wanders in here, please stay out --

Spoiler:

if the phrase 'high plateau' rings a bell you might be my player

Okay, up first is an improved version of one of my favorites.

Witchfire, Greater

Spoiler:

Witchfire, Greater CR 18

Bathed in dark flames, this insubstantial specter of a large awesome woman floats just off the ground.

XP 153,600
CE Large undead (incorporeal)
Init +12; Senses darkvision 120 ft., life sense 60 ft. ; Perception +32

DEFENSE
AC 32, touch 32, flat-footed 23 (+10 deflection, +8 Dex, +1 dodge, +4 Profane, -1 Size)
hp 333(23d8 + 230)
Fort +21, Ref +23, Will +23
Defensive Abilities incorporeal, contagious darkflame; Immune fire, resist cold 10, acid 10, undead traits, Profane Pact

OFFENSE
Speed fly 100 ft. (perfect)
Melee incorporeal touch +25 (18d6 fire plus contagious darkflame)
Ranged witchflame bolt +25 (18d6 fire plus contagious darkflame)
Spell-Like Abilities (CL 21st); concentration +31

At will—dancing lights, disguise self, appearance of life, ghost sound (DC 20), invisibility, pyrotechnics (DC 22), ray of enfeeblement (DC 21), ray of exhaustion(DC 23), scorching ray(DC 22), wracking ray (DC 25),
3/day—disintegrate (DC 26), quickened wracking ray (DC 25), fickle winds
1/day—overwhelming presence (DC 29), horrid wilting(DC 28), summon (level 8, 4 will-o’-wisps 100% or 1 Contract Devil 50%)

STATISTICS
Str —, Dex 26, Con —, Int 20, Wis 18, Cha 31
Base Atk +17; CMB +26; CMD+51
Feats (12)
Quickened spell like ability wracking ray, flyby attack, improved critical ray, iron will, improved lightning reflexes, improved iron will, alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Mobility
Skills 4 +int, climb, disguise, fly, intimidate, know. Arcana, know. Religion, perception, sense motive, spellcraft, stealth

Bluff+33, Fly+14, Intimidate+36, Know. Religion+31, Know. Arcana+31, Perception+32, Sense Motive+32, Spellcraft+31, Stealth+30
Languages Auran, Common, Giant, Necril, Abyssal, Infernal
SQ sound mimicry (animal & humanoid noises)

SPECIAL ABILITIES

Profane Pact (Su) Fueled by powers from the lower planes, a greater witchfire gains +4 profane bonus to AC and saving throws.

Contagious Darkflame (Su)

Any creature damaged by the incorporeal touch or ranged bolt attacks of a greater witchfire must succeed on a DC 31 Will save or become engulfed in contagious black flames. Every round a creature remains engulfed in flames takes additional 9d6 damage. Half of the fire damage is considered unholy and not subject to fire resistance. Creatures with the evil subtype are immune to contagious darkflame. This effect persists until extinguished, burning until the victims very soul is consumed by evil, and those killed are damned to a lower plane. The effect can only be extinguished by a break enchantment, miracle, remove curse, wish spell (CL 21, DC32), or by taking a full round action in prayer to a good deity to receive a new save. Any creature that ends a turn adjacent to someone on fire or attempts and fails by 5 or more a caster level check (27 or lower) to remove the condition must save or catch on fire. Any creature entering the same square as a greater witchfire or striking it with a melee attack must succeed on a DC 31 Will save or begin burning, even if the attack would not otherwise harm the greater witchfire because of its incorporeal nature. A bolt of contagious darkflame has a range of 120 feet with no range increment. The save DCs are Charisma-based.

ECOLOGY
Environment any swamps, woodlands, or ruins
Organization solitary or coven (3 greater witchfires and hags—see “Witchfire Covens”)
Treasure Double

Although exceedingly rare, when a witchfire survives for far too long or becomes contaminated by extended exposure to fiendish forces it can transform into a greater witchfire, bringing everlasting ruin to the surrounding souls, toppling cities and entire kingdoms. These ghostly creatures appear much as they did in life, although the grotesque undead energy that births them makes them appear mature and blasphemously attractive, and wreaths their insubstantial bodies in a powerful aura of black flames.

Strings of will-o’-wisps are often found in the immediate vicinity of witchfires and are typically led by the undead, leading scholars to speculate that the creatures feed off of a witchfire’s flames and fury.

Greater Witchfire Covens
Greater Witchfires sometimes join but usually subjugate existing hag covens (see page 167 of the Pathfinder RPG Bestiary). A hag coven that includes a greate witchfire gains the following additional coven spell-like abilities: 3/day—blight, create undead, create greater undead, fire storm (DC 21), nightmare (DC 18), waves of exhaustion (DC 20), planar binding. All abilities function at CL 21, and save DCs are based on a Charisma score of 31. The use of these abilities functions identically to other coven abilities. Such covens must have at least one living hag which can often be problematic.

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