SNOTTER CR 2
LN or CN Small fey
Init +2; Senses low-light vision; Perception +7
DEFENSE HP 30
EAC 13; KAC 15
Fort +7; Ref +6; Will +1
Resistances cold 5, fire 5
Speed 25 ft., climb 15 ft.
Melee tail slap +9 (1d6+3 B)
Ranged tail spike +6 (1d6+2 P)
Offensive Abilities greasy snot
Spell-Like Abilities (CL 3rd)
Str +1; Dex +2; Con +4; Int -1; Wis +0; Cha +1
Skills Athletics +7, Perception +7, Stealth +7, Engineering or Survival +12
Languages Common, Sylvan
Organization solitary, pair, or gang (3-8)
Greasy Snot (Su) As a swift action, a snotter can expel greasy mucus from its snout up to 30 ft. away, which functions like a *grease* spell (DC 12). A snotter can use this ability once every 1d3 rounds.
Tail Spike (Ex) Javelin-like keratin spikes sprout from a snotter’s tail, which it can fling at foes with a range increment of 30 feet. While resting, a snotter replenishes tail spikes such that it should have 2d4+1 spikes available each day.
Snotters are tough little pig men, with large spiked beaver tails and oversized jowls. Their jowls produce an oily mucus that they can violently project from their porcine snouts: this is how they create their greasy snot ability. The bodies of these swine-like fey are covered in thin fur so they do not need to wear clothes, but they usually prefer wearing a jacket (typically quite out of fashion) and something on their heads, whether high-tech goggles, a visorless helmet, or a jaunty hat. They claim that their real name is “nisse” but most have given in to the fact that people call them spotters now.
Although rare, snotters can be found in any climate or urban area. Hardy creatures, they are resistant to both very cold and very hot environs. Snotters usually dwell in nature, where they tend to devote their energies to protecting a specific place occupied by innocent animals, such as a particular tree, snow cave, or desert oasis. When they come into contact with civilization, snotters instead may cleave loyally to a place used by people as a home, which could be an isolated cottage, palatial mansion, or a bustling orphanage, or even a starship or condominium high-rise. A snotter calls the place it protects its “hearth.” Snotters focused on nature are very skilled in Survival. Those who have connected with a more urban hearth tend to have high Engineering skill bonuses, enabling them to perform maintenance and repairs from the shadows. People often do not even realize when a snotter has selected their home as its hearth. On several starships, snotters are prized and beloved crewmembers. Among other things, their supernatural mucus is a short-term lubricant that vanishes after a few minutes, which proves ideal for certain mechanical repairs.
So long as the hearth is safe, the snotter discreetly protects it and maintains a lawful neutral alignment. However, if the hearth is lost or destroyed, the snotter loses a portion of its spirit and sanity, and the snotter drifts to a chaotic neutral alignment. No longer tied to a particular hearth, such untethered snotters can prove to be unfocused, despondent, and dangerous. Untethered snotters sometimes collect into gangs, which can prove very problematic for nearby creatures. It is difficult, but not impossible, to convince an untethered snotter to connect to a new hearth.
Like many fey, snotters can live for a very long time. Some of the older chaotic neutral snotters have claimed that they once were protectors of hearths on Golarion, but when Golarion vanished they became lost as well. Most people consider that to be a bald-faced lie, based on the number of years that have passed combined with the outlandish and inconsistent tales weaved by such untethered snotters.
There have been rumors that untethered snotters exposed to radiation or wild magic can grow dramatically in size, madness, and lethality. So far, no reports have been confirmed.
Duct Mummy CR 8
The name refers to the duct tape that holds them together. As they arose from someone trying to keep them alive with first aid and duct tape, they arose soon after expiring. They may not realize what they have become at first, and they can repair androids and robots temporarily with duct tape, without infecting them with mummy rot. They have the despair and mummy rot powers as well as the vulnerability to fire. In all ways possible, convert them from the bestiary entry.
This small sized drone is acting on the last signal it received. It wanders attacking anything that moves. They may be armed with a buzz saw blade, a flipper(trip attack), a pick ax, or even a large contact taser. To hack one they must find the frequency of the the possibly destroyed control unit and then find the stop signal, 2 hacking checks.
So here are the enemies I've created so far. Whether this is a good thing or bad remains to be seems, but it seems like I have an opposite design philosophy to the OP where their enemies seem to be short and sweet, whereas my enemies go for a bells and whistles approach. With that given, my enemies are logically a bit on the strong side. Also, since I print these out, and would like to alphabetize them, I can only have one per page, and I'd like to get the most use out of my page use, so each enemy comes in two variants. A common one, and a "elite" version on the backside.
To preemptively answer any questions about it, I have my own rating system for how an NPC's "AI" behave in combat.
Automated Turret - Found it weird that we have security bots and AHAVS, but no static defenses/constructs in Alien Archive or the Core Rule Book, my turrets in particular behave more like hazards and are used for suppression and area denial.
Blue-Tongue Chameleon - A giant chameleon that can use it's tongue for long range grabs and swallow whole. It's stomach also behaves like a trash compactor.=D I have a feeling this is going to be up there with the blood brother on PC "nope" factor, and make for some good castrovel horror stories.
Sentry Drone - A straight rip of one of my favorite enemies from Metroid. It's like an elite security bot for technologically advanced parties. Probably something the Azlanti would rock. Definitely would make for some good miniboss material. Here's the encounter theme I picked out for it since I like to use background music for my sessions.
Can you repost the turret in my security measures topic?Personnel have maybe 1 combat round to hold up their ID before it starts firing.
Group. 10 different species that evolved together to make one creature. Though symbiotic they can separate for extended periods, maybe 24 hours. Their hair is a kind of green grass. When they met humanoids, they reconfigured to that shape as they used to look like a jumble of parts.
I came up with this idea for a homebrew game that never got off the ground.