Rysky Reviews the Playtestiary, Monster Parade!


Monsters and Hazards

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SLAVER DEMON (KALAVAKUS)

Weak to Acid.

These are nasty to fight in melee, as their Horn Snare Reaction lets them get a free disarm if you miss, and although the attempt takes a -2 a Success is automatically upgraded to a Critical Success.

It's Enslave Soul ability has upgrades and downgrades but is still a loooooooot worse than 1st's I would say, resisting with a Succesful save bolsters you against it and if you fail it only last 24 hours. If you fail you're Enfeebled 2, if you Critically Fail you're dominated. If you're killed by the Kalavakus then they only heal 20hp, but your consigned to the Abyss rather than fusing to their essence.

Silver Crusade

SLIME DEMON (OMOX)

EWWWWWWWWWWWWWW.

Weak to Fire, and keeps their Immunities to Acid, Poison, Criticals, and Precision.

Their Smother ability also now blinds you (bleugh), and if you Critically Fail against their slime you're now immobilized instead of just entangled. You and your buddies though can spend a total of 6 Interact Actions to get the slim off earlier though thankfully.

Moving on.

Silver Crusade

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SLOTH DEMON (DRETCH)

Weak to Electricity.

Sloth Demon is spot on, at the beggining of every turn you roll a d4 and thats how many actions they get (maximum of 3), and Slow effects can lower this further. That's just sad. I love it.

They can also inflict slow on others... if they have enough Actions to cast it.

Silver Crusade

TOAD DEMON (HEZROU)

Weak to Electricty.

Their Casutic Stench aura makes you Sick 1 if you fail, and Slowed 1 if you Critically Fail nd while you're in the radius you take -2 on saves to recover from the Sickened condition. If you save you're Bolstered though. It also f#&*s up plant life and water -_-

Has Heightened Swamp of Sloth it can cast At Will too.

It can "pollute" (har har) the minds of those within it's Caustic Stench radius, for 2 Actions it can inflict paranoia on all within the aura. If you're grappled or restrained by th Hezrou you take a -2 on the save.

Also if it grabs or restrains you or you try ot grapple it you get poisoned unless you Critically Succeed (Success you get Sickened 1, once you recover you're Bolstered). Failure/Critical Failure is Sickened 2 and Slowed 1 until you recover.

All of it's abilities have the Poison Trait.

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Bed time, got 3 more and then I'm out of the Abyss :3

Silver Crusade

Rysky wrote:

PRIDE DEMON (MARILITH)

Have Greater Constrict with their Tail Grab, which does a set amount of damage but doesn't knock you unconsciousness for a couple of rounds anymore.

I lied, as after checking that’s exactly what the “Greater” part of Greater Constrict does.

Silver Crusade

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GAZEBO aka TREACHERY DEMON

Weak to Fire.

They can grab you with their (deadly) Pincers now, and if they do they can spend 1 Action to pull you closer and rake you with both of their claws. This counts against MAP but only after the attacks are made. A most deadly pavilion structure.

Steady Spellcasting, so their casting is only disrupted by Reactions if the attacks deals 27 or more damage (oddly specific number, 10+level+CHA?), even if the Reactions whole things is that it automatically disrupts spellcasting.

Curse your Sudden but inevitable Betrayal! As longs as they're aware of at least one opponent they can use Deception to roll Initiative, gaining a +2 to that roll.

When casting their At Will illusory disguise they can appear as a creature of any size category. As a shout out to their old veil SLA this ability is called Treacherous Veil :3

And keeping it's most famous ability, they can grant a mortal humanoid a casting of miracle granted by their Abyssal Patron, distorted of course to the whims and humor of the Gazebo.

Silver Crusade

WRATH DEMON (VROCK)

Weak to Cold.

They have AoO and if they are flying and something triggers it they can strike twice at the same penalty.

Dance of Ruin, yay! It takes 3 Actions and the Vrock can delay it to allow up to 3 other Vrocks within 30ft join in with their own adding extra dice and a +1 to the save DC, the boom occurs after the last Vrock joins in or they get tired of waiting. They dance can be kept going for two more rounds if the Vrocks keep dancing, increasing the range by 20ft each round and and the damage by 1 die per vrock, meaning you can end up with a maximum of 13d12s. For those about to Vrock, we salute you.

It can release a Spore Cloud as an Action to damage everything adjacent to it with poison damage, and unlike 1st edition the vines that sprout are bad news, as they deal persistent damage now. Probably need clarification if the persistant damage last for the 10 rounds the vines grow or until they whither away in 1d4 days... thankfully they can still be removed by casting Good spell on the target or sprinkling them with holy water.

As an Action and still only once per hour they can Screech, all nonDemons in a 30ft "aura" have to make a Save, failure and you're Slowed 2 for 1 round, Critically Fail you're stunned for 1 round.

Silver Crusade

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DEVASTATOR

That's right! Mythic level right from the get go!

They get Lifesense now which is Blindsense but for detecting the living, in addition to their Darkvision and True Seeing.

They're Resistant to everything but Adamantine or Good.

Their Fiendish Aura buffs up all Chaotic Evil Fiends that are level 20 or lower, giving them a +4 to AC, Saves, Attacks, and DCs.

Absorb good is a total nightmare, but thankfully being a Reaction it can only do it once per round. If a Good spell targets someone or an area within the range of Fiendish Aura (100ft) the Devastator attempts a spell roll to dispel, on a Critical Success the spell's caster can't cast spells for a whole minute O.O

It can use AoO as a Free Action, and adds Actions with "concentrate" to the list of triggering Actions.

It's also constantly hasted -_-

Its Vile Armaments are all +5 Unholy that count as Adamantine, Cold Iron, and Silver, as well as bludgeoning, piercing, or slashing, whichever of the three is most beneficial to the Devastor. They have the Agile quality too, AND if they miss they still deal minimum damage to the target. They can also Rend. And on top of Unholy they deal an additional 3d6 to Good targets.

With Wingover they fly and can take a single attack at any point during the movement.

Dark Archive

Probably gonna make own thread for it, but I love what they did to Hydra :D I'll wonder if you guess why

Silver Crusade

CorvusMask wrote:
Probably gonna make own thread for it, but I love what they did to Hydra :D I'll wonder if you guess why

Ooooo *flips ahead*

*sees immunities* Oooooo...


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Gazebo, aka Treachery Demon? :)

Silver Crusade

At least I'm out of the Abyss... ah hell. Hell.

Silver Crusade

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Arakhor wrote:
Gazebo, aka Treachery Demon? :)

*nods*

Fear the Dread Gazebo.

Silver Crusade

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DEVILS

I really like the difference between Abyssal And Infernal Pact. Nice highlighting of how differently the Fiends function.

With Abyssal Pact you were asking favors of individual demons, with Infernal Pact you're asking a powerful Devil to lend you some minions. If successful Abyssal grants Demons that help you with a favor, what all limits that set are determined on a case by case basis.

With Infernal you rent the Devils for a set amount of time, 1d4 days to 1d4 weeks. If you critically fail though the Devil you're asking demands to speak with your manager XD

Silver Crusade

Rysky wrote:

DEVILS

I really like the difference between Abyssal And Infernal Pact. Nice highlighting of how differently the Fiends function.

With Abyssal Pact you were asking favors of individual demons, with Infernal Pact you're asking a powerful Devil to lend you some minions. If successful Abyssal grants Demons that help you with a favor, what all limits that set are determined on a case by case basis.

With Infernal you rent the Devils for a set amount of time, 1d4 days to 1d4 weeks. If you critically fail though the Devil you're asking demands to speak with your manager XD

Got caught up in things so didn't get get to add to this like I wanted.

Devils are still immune to Fire but are NOT immune to poison, they just have Resistance to it. They are also Resistant to all physical damage that isn't from a Silver weapon, and are Weak to Good.

Silver Crusade

BARBED DEVIL (HAMATULA)

Their Barbs are now a Reaction, rather than against every single hit against them.

Humorously they don't have Claw attacks anymore, just "Barbs" :3 They deal bleed damage on a Critical hit, are Agile, and have "Shocking Strike", a slip-up most likely, they probably meant Frightful Strike as that's what Hammies actually get.

Frightful Strike gives you Frightened 2 (or 3 if you Critically Fail the save) but regardless if you pass or fail the save you're Bolstered against that Hammy's Frightful Strikes.

It doesn't seem to have it's Grapple based Impale anymore, instead for 2 Action they have Impaling Strike, which lets them Strike and Stride up to half their speed without provoking Reactions. If the Strike hits it deals extra damage and the Barb breaks off, pinning the target to a surface and making them Immobile. They can spend an Action to make an Athletics checks to get it out.

Right now that ability it really awkwardly worded, what is the point of the Stride in the middle of it? Do I have to Stride after I hit? If I can't move or take the full movement can I not do it? Was it supposed to be Stride then Strike?

Ooo and something to suit their Jailer flavour, thier Wardens of Erebus ability lets them attach any Common Spell to their Innate (At-Will Heightened) glyph of warding Spell without having to provide that spell. Neat!

Silver Crusade

BEARDED DEVIL (BARBAZU)... Bearded Devil... Barber Devil... Bearded Devil... Barber Devil... (Barbed. Bearded. Barber)

They have the AoO Reaction.

The Devil Chills their beards can give you have been renamed Avernal Fever. The Beard is also now an attack on it's own, rather than being a qausi-Rend ability for the Barbazu. If they choose to attack with the Beard it doesn't take MAP and doesn't count for them either for any other attacks the Barbazu does that round. Thankfully they can only do that 1/round.

Infernal Wound doesn't have any wording that says it's an ability of the devil, not the glaive atm. Not that I think PCs could use the ability if they had the glaive, just curious if the Barbazu could use it with other weapons like in 1st.

They also have the Reposition Reaction, if they hit you with their glaive they can move you 5ft anywhere within their reach.

Silver Crusade

BONE DEVIL (OSYLUTH)

They have the AoO Reaction.

They can also no fire bone shards as a ranged attack.

Their Poison now has the name Bone Devil Venom.

Keeps its Quickened invisibility, only needing one Somatic Action to cast it. It's also At-Will now.

It deals extra damage against Enfeebled and Sickened opponents (*looks ta venom*) and gains a +2 Intimidate against "captives" and a +2 on Perception against their Deception. "Creature it holds captive" probably needs to better explained or narrowed.

As 1 Action they can sweep their tail in a 15ft cone (Dawwwwwww), those within that area must make a Reflex save or be knocked prone.

Silver Crusade

FURY DEVIL (ERINYES)

As a Reaction after taking piercing or slashing damage thye can start taking persistent Bleed damage... which normally that would be bad. But with Angel's Blood anytime they are taking Bleed damage they deal an additional +2 Damage and are Accelerated 10.

Any weapons they wield gain the Flaming property.

For 2 Actions they can use Furious Fusillade, firing an arrow at any creature in a 30ft cone they choose. They must make a seperate Attack each time, but all of them only count for 1 Attack for MAP after.

When using their hair rope to attack bits of the rope tear away to entangle the opponents, letting the Erinyes use the rope for more attacks while the target is entangled. When the target escapes the hair it rots away into useless black sludge.

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HORNED DEVIL (CORNUGON)

Have Fast Healing 25 instead of Regeneration 5, without Good or Silvered weapons these bastards will be hard to put down.

They have a constant circle of protection against Good centered on them. They can deactivate and reactivate it with 1 Verbal Casting Action (they really need to slim the terminology).

They have a Commander's Aura, any allied Evil creature within 100ft gains a +1 to AC and attacks, damage, skills, and saving throws.

They also have Frightful Presence.

And AoO Reaction.

It if it hits with its spiked chain as 1 followup Action it can pull the target 5ft closer and it is Grabbed by the chain, and it's very hard to escape. The target is automatically freed if the Cornugon attacks again with the chain or moves away.

Still has Infernal Wound on its Tail.

For 2 Actions it can Maul, attacking 1 target once with jaws, claw, and tail in any order it wants. MAP applies normally.

And mentioned at the veeeeeeeeery end if you are critically hit by their chain you have to make a Fortitude save to avoid being Stunned (1 round, 1d4 Critical Failure).

Silver Crusade

ICE DEVIL (GELUGON)

Immune to Cold.

Has Frightful Presence.

And AoO Reaction.

Slowing Frost is cool. Any melee hit from the Gelugon requires a Fortitude save otherwise you're Slowed 1 for 1d4 rounds. Any weapon wielded by the Gelugon permanently gains the effect of the Frost Property due to extended exposure to this ability, and it can throw any such weapon with a 20ft range increment, "trailing motes of frost". Nice.

Backing up their flavour they're also excellent tacticians, for 1 Action (the ability it literally named Tactician of Cocytus) they can telepathically send tactical repositioning to its allies, allowing all commanded and allied Evil creatures within range to Stride (and use it for whatever movement type they have).


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Devils have A LOT fewer HP than demons of the same/similar level. The demons pay for that with no resistances and lots of stronger weaknesses, the devils get weapon resistance and a rare weakness (plus fast healing at high levels). I like the big difference.

Silver Crusade

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IMP

Have Fast Healing 1.

Poison renamed Imp Venom.

1/Day can use Infernal Temptation. The Imp offers a non-Fiend a bargain, if they accept then once within the next hour they roll twice on an attack or saving throw and take the higher result. If they die though they are sent to Hell and can only be brought back by means of miracle level magic.

That's... all kinds of awesome, depending on what all they have to divulge about the bargain. They could turn into a boar and meet some adventures in the woods "Be careful, brave souls, a terrible monster lies just ahead, on behalf of the forest I can bestow upon one of you the strength and stubbornness of boar to aid you in your fight."

You can trust him, he's totally a good and wholesome forest spirit.

Silver Crusade

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Xenocrat wrote:
Devils have A LOT fewer HP than demons of the same/similar level. The demons pay for that with no resistances and lots of stronger weaknesses, the devils get weapon resistance and a rare weakness (plus fast healing at high levels). I like the big difference.

*nods*

I like the fact the stronger the Devil is, the more a Good aligned weapon is going to royally f+#+ them up.

Silver Crusade

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LEMURE

Immune to mental effects.

Due to their nature, any Devil can spend an Action to give them a command, and any Lemure that hears the Command performs it. The effect ends once the commander is out of sight or another command is issued.

If they're told to kill they attack and gain a +1 to attacks against the target.
If they're told to defend they try to circle the commander and keep others from approaching, gaining a +1 to AC and saves.
If told to Fetch an object or creature they are Accelerated 10 and attack anything that gets in their way.
If they're told to work... they work.

Silver Crusade

PIT FIEND

Has Fast Healing 30, oww.

They have a Commander's Aura for allied Evil creatures.
Like the Balor they have the AoO Reaction with the Disruptive rider as well as not taking the -2 penalty on the attack.

Poison renamed Pit Fiend Venom, they don't seem to have a Disease anymore.

Can cast miracle once per year.

It's tail attack has Improved Grab and Constrict.

As A Reaction can Quicken an Innate Spell of 8th level or lower that's 2 or more Actions, reducing the Action cost by 1.

Has the Wingover ability, 1 Action lets them Fly and Wing buffet a target.

And has access to the Shape Devils Ritual.

The Ritual lasts 1 to 9 days, and up to 100 Lemures can be used each day to make one or more Devils (the Lemure cost seems to double as you go up every two levels, with Level 19-20 Devils requiring 512 Lemures). The Devils made are thralls to the Pit Fiend, unless it's another Pit Fiend or other Level 20 Devil. So naturally very few Pit Fiends choose to do that.

On Success the Devil(s) are made, on a Critical Success you are able to work more quickly, being able to use up to double the normal limit of Lemures each day (I love that the book specifies "assuming you have enough Lemures), Failure and you're only able to use half the number of Lemures each day (meaning you can shape any 19-20 Devils), and a Critical Failure means you fail to shape any Devils, and draw the ire of an Archdevil.


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Rysky wrote:

And has access to the Shape Devils Ritual.

The Ritual lasts 1 to 9 days, and up to 100 Lemures can be used each day to make one or more Devils (the Lemure cost seems to double as you go up every two levels, with Level 19-20 Devils requiring 512 Lemures). The Devils made are thralls to the Pit Fiend, unless it's another Pit Fiend or other Level 20 Devil. So naturally very few Pit Fiends choose to do that.

On Success the Devil(s) are made, on a Critical Success you are able to work more quickly, being able to use up to double the normal limit of Lemures each day (I love that the book specifies "assuming you have enough Lemures), Failure and you're only able to use half the number of Lemures each day (meaning you can shape any 19-20 Devils), and a Critical Failure means you fail to shape any Devils, and draw the ire of an Archdevil.

Probably because each lemure is supposed to become its own devil, rather than the component of one, but that's just me going by Planescape lore.

Which reminds me, and also bears mentioning: not since the Great 'Loth Conspiracy have fiends gotten such a teleportation nerf. They've only got dimension door now, and it's only 60'. It's as if, to answer the question of "what are the ramifications of a race of malicious teleporters?", the dev team opted for the easiest possible answer and just removed the teleportation.

But anyway, keep up the great work on your thread! It's easy to read, yet informative, which is exactly what bespoke dev team is looking for. :)

Silver Crusade

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Thankies! Glad y'all are enjoying it and I'm also glad it's proving whatever help and access it can :3

I am rather curious about how the changes to teleport will play out.

AlgaeNymph wrote:
Probably because each lemure is supposed to become its own devil, rather than the component of one, but that's just me going by Planescape lore.

Was this in reference to the Critical Failure effect or something else?


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Rysky wrote:
AlgaeNymph wrote:
Probably because each lemure is supposed to become its own devil, rather than the component of one, but that's just me going by Planescape lore.
Was this in reference to the Critical Failure effect or something else?

Yep, the Critical Failure; sorry I wasn't clear earlier. My take is that it's the devil getting caught for "unsanctioned ascension," "meritless promotion," "wasting resources," and likely other offenses.

Paizo Employee Designer

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AlgaeNymph wrote:
Which reminds me, and also bears mentioning: not since the Great 'Loth Conspiracy have fiends gotten such a teleportation nerf. They've only got dimension door now, and it's only 60'. It's as if, to answer the question of "what are the ramifications of a race of malicious teleporters?", the dev team opted for the easiest possible answer and just removed the teleportation.

Most of them can use 5th-level dimension door once per day to teleport a mile.


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AlgaeNymph wrote:


Which reminds me, and also bears mentioning: not since the Great 'Loth Conspiracy have fiends gotten such a teleportation nerf. They've only got dimension door now, and it's only 60'. It's as if, to answer the question of "what are the ramifications of a race of malicious teleporters?", the dev team opted for the easiest possible answer and just removed the teleportation.

They nuked teleport for PC's as well: 10 minute casting time, much more limited range, need more information about the destination (need both a good image of it, and where it is relative to you), and finally, a off target percentage (Don't teleport to ship's deck you can see with a telescope - you are very likely going to end up swimming).


Logan Bonner wrote:
AlgaeNymph wrote:
Which reminds me, and also bears mentioning: not since the Great 'Loth Conspiracy have fiends gotten such a teleportation nerf. They've only got dimension door now, and it's only 60'. It's as if, to answer the question of "what are the ramifications of a race of malicious teleporters?", the dev team opted for the easiest possible answer and just removed the teleportation.
Most of them can use 5th-level dimension door once per day to teleport a mile.

Which is still a rather large step down from being able to teleport any distance at will.

Silver Crusade

AlgaeNymph wrote:
Rysky wrote:
AlgaeNymph wrote:
Probably because each lemure is supposed to become its own devil, rather than the component of one, but that's just me going by Planescape lore.
Was this in reference to the Critical Failure effect or something else?
Yep, the Critical Failure; sorry I wasn't clear earlier. My take is that it's the devil getting caught for "unsanctioned ascension," "meritless promotion," "wasting resources," and likely other offenses.

*nods*

Silver Crusade

I’m currently in favor of the teleport menchanics as mentioned, especially looking at all the Outsiders that can’t spam it. Have to see it in play though.

Will pick up the monsters with Dinosaurs when I get to work later :3


Maybe fiends can still be head-canoned to perform a ritual to plane shift back to their home plane/layer, so that they're not totally bereft of travel options, not that that would matter for combat stats, of course.

Silver Crusade

Arakhor wrote:
Maybe fiends can still be head-canoned to perform a ritual to plane shift back to their home plane/layer, so that they're not totally bereft of travel options, not that that would matter for combat stats, of course.

*nods*

I wouldn't doubt if a Plane Shift ability/Ritual is included in the Final.

Silver Crusade

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DINOSAUR

DEINONYCHUS

A little bit of a nerf to their stats and don't have the foreclaws Attack nor pounce but their Talons do deal Bleed damage.

For 1 Action they they Stride 10ft and Strike, and vice versa (wording could be simplified to save room, perhaps "in any order"?

With Predator's Advantage any creature that has a Bleed effect is Flat-Footed to the Deino, ooo...

ANKYLOSAURUS

About the same stat wise.

Their Tails have 15ft reach and the Backswing Weapon Quality, if you're hit by the Tail you have to make a Fortitude save or be Slowed 1 (Critical Failure means Stunned 1) for 1 round.

They can also stomp you with their feets. I do like that they're doing Reach differences on more attacks rather than just on things with Bite attacks that had long necks.

JAMES JACOBS TYRANNOSAURUS

It's Strength got lowered to keep it within the new design goals but other than that it got major buffs, it's got 70 more HP for starters.

It's Jaws have the Deadly Weapon Qaulity and Grab and it too can stomp you with it's feetsies.

Anyone have a glass of water? Rexy creates trmors as it moves, so if it moves adjacent to a Large or smaller creature has to succeed at an Acrobatics check or fall prone. You only need to perform the check once per turn, not matter how times Rexy moves up on ya.

If you get Grabbed by the Jaws you get Flung! If you're Grabbed by the Jaws attack as 1 Action Rexy can Fling you up to 10ft up from its mouth and 20ft away (assuming it flings you up the maximum that would 25ft from the ground), you take fall damage accordingly, if you get Flung into a Square occupied by another Creature that creature takes damage. The Creature being landed on can attempt a Reflex to halve/negate the damage.

As 1 Action it can Swallow Whole instead if you've been Grabbed, I do like how they've streamlined the rules per creature for SH into said creature's statblock. For the T-Rex it's Medium, 2d6+7 bludgeoning, toughness 18.

It can also spend all 3 Actions to Trample Huge or smaller Creatures.

Swallow Whole (attack) wrote:
The monster attempts to swallow a creature of the listed size or smaller that it has grabbed in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can’t use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check opposed by the grabbed creature’s Reflex DC. If it succeeds, it swallows the creature. The monster’s jaws or mouth no longer grabs a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can’t attack creatures it has swallowed. A swallowed creature is grabbed, slowed 1, and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it’s swallowed. Escaping this ability’s grabbed condition puts the victim back in the monster’s mouth. This frees any other creature grabbed in the monster’s mouth. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. These attacks target the monster’s TAC. If the monster takes piercing or slashing damage equaling or exceeding the toughness value listed in its Swallow Whole entry, the swallowed creature cuts a large enough opening to exit through. The creature can immediately breathe and exits the swallowing monster’s space. If the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse spending a combined total of 3 actions cutting with a weapon or unarmed attack that deals piercing or slashing damage.
Trample wrote:
The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. A trampled creature takes the damage of the listed Strike, but can attempt a Reflex save at the listed DC (half damage on a success, no damage on a critical success, double damage on a critical failure).


Rysky wrote:
Arakhor wrote:
Maybe fiends can still be head-canoned to perform a ritual to plane shift back to their home plane/layer, so that they're not totally bereft of travel options, not that that would matter for combat stats, of course.

*nods*

I wouldn't doubt if a Plane Shift ability/Ritual is included in the Final.

Only a very tiny number of outsiders ever had Plane Shift in PF1, and this didn't include any of the top tier (non-demigod) fiends. If they get called to the Material Plane and don't go home when the spell released them they're stuck there unless banished or they find some other way home, like buying/extorting a Plane Shift out of a mortal caster.

I like the teleport nerfs, it never made sense to me that entire armies of outsiders could teleport in hundreds of thousands to various staging areas in the event of an invasion. It made planar invasions suicide missions, as anyone not on their home turf would have no way to retreat as infinite reinforcements arrived.

Silver Crusade

DOGGO

GUARD PUPPER

They get Pack Attack, they deal extra damage if the target is within reach of two of the Pupper's allies.

NOBLE BORZOI

They get the Shake Off Reaction, basically if a Creature it doesn't know tries to mount it without being in control they have to make an Acrobatics check or get thrown off.

Silver Crusade

Xenocrat wrote:
Rysky wrote:
Arakhor wrote:
Maybe fiends can still be head-canoned to perform a ritual to plane shift back to their home plane/layer, so that they're not totally bereft of travel options, not that that would matter for combat stats, of course.

*nods*

I wouldn't doubt if a Plane Shift ability/Ritual is included in the Final.

Only a very tiny number of outsiders ever had Plane Shift in PF1, and this didn't include any of the top tier (non-demigod) fiends. If they get called to the Material Plane and don't go home when the spell released them they're stuck there unless banished or they find some other way home, like buying/extorting a Plane Shift out of a mortal caster.

I like the teleport nerfs, it never made sense to me that entire armies of outsiders could teleport in hundreds of thousands to various staging areas in the event of an invasion. It made planar invasions suicide missions, as anyone not on their home turf would have no way to retreat as infinite reinforcements arrived.

Ah, never really noticed that.

And yeah.

Silver Crusade

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DOPPELGANGER

It's End the Charade Reaction can be used whenever it's in disguise and a creature moves adjacent to it or takes a hostile action against it, EtC reverts the the Doppelganger to their true form and lets them make 1 Attack. If the target was unaware the Doppelganger was in Disguise the Target is FF against the attack.

Still have mind reading, and the overhaul to that spell is hilarious. The target makes their save you just find out if the Target's Intelligence score is higher, lower, or equal yours, Critical Success and they get to pick up on your surface thoughts, Failure you get the Intelligence information and surface thoughts of the target, Critical Failure you can concentrate for the duration of the spell to keep picking up surface thoughts, the target doesn't get any other saves for that casting of MR.

It doesn't appear to have Mimicry anymore, so no having the ability to use all weapons, armor, and scrolls/wands in existence.

It's Change Shape got a tweak, it has to have been a humanoid it saw and whose appearance it remembers. Like the Succubi it doesn't remove it's Attacks (Claws), it just changes the damage type to accommodate their new form.

Silver Crusade

DRAGON

This is gonna take awhile :3

Only the Chromatics are showcased, and there's a sidebar for each color for if you want to trade out some of their physical abilities to make them prepared spellcasters in addition to their innate spellcasting.

There's another sidebar about how some have the Change Shape ability (Half-Dragons. Half-Dragons eeeeeeeeeeeeeeeeeeeeeeeeeeeeeeverywhere), but no individual statblock had it, so possible oversight or they truly mean "some" aka GM decides on a story basis (that's the interpretation I'm going with).


Rysky wrote:
Xenocrat wrote:
Rysky wrote:
Arakhor wrote:
Maybe fiends can still be head-canoned to perform a ritual to plane shift back to their home plane/layer, so that they're not totally bereft of travel options, not that that would matter for combat stats, of course.

*nods*

I wouldn't doubt if a Plane Shift ability/Ritual is included in the Final.

Only a very tiny number of outsiders ever had Plane Shift in PF1, and this didn't include any of the top tier (non-demigod) fiends. If they get called to the Material Plane and don't go home when the spell released them they're stuck there unless banished or they find some other way home, like buying/extorting a Plane Shift out of a mortal caster.

I like the teleport nerfs, it never made sense to me that entire armies of outsiders could teleport in hundreds of thousands to various staging areas in the event of an invasion. It made planar invasions suicide missions, as anyone not on their home turf would have no way to retreat as infinite reinforcements arrived.

Ah, never really noticed that.

And yeah.

I always thought for demons (and demon lords) that the point was that you get to a place on the material plane, do enough damage/evil that the place gets a lot like the Abyss, and it gets absorbed by the Abyss, which means they go home, probably with an upgrade (promotion for demons, new magguffin for demon lords). Sure you have to beat up whoever is squatting in your level of the Abyss, but a) you have a new magguffin, so should be an easy fight, and b) as a demon lord, you like to fight anyway, so it is just icing on the cake.

Daemons don't really care where they are killing/destroying souls.

Devils, on the other hand, are probably sweating over who has stolen their spot back in Hell.....


Rysky wrote:
As 1 Action it can Swallow Whole instead if you've been Grabbed, I do like how they've streamlined the rules per creature for SH into said creature's statblock. For the T-Rex it's Medium, 2d6+7 bludgeoning, toughness 18.

Medium? So they can't swallow a whole triceratops any more? Disappointing.

Designer

4 people marked this as a favorite.
Xenocrat wrote:
Rysky wrote:
Arakhor wrote:
Maybe fiends can still be head-canoned to perform a ritual to plane shift back to their home plane/layer, so that they're not totally bereft of travel options, not that that would matter for combat stats, of course.

*nods*

I wouldn't doubt if a Plane Shift ability/Ritual is included in the Final.

Only a very tiny number of outsiders ever had Plane Shift in PF1, and this didn't include any of the top tier (non-demigod) fiends. If they get called to the Material Plane and don't go home when the spell released them they're stuck there unless banished or they find some other way home, like buying/extorting a Plane Shift out of a mortal caster.

I like the teleport nerfs, it never made sense to me that entire armies of outsiders could teleport in hundreds of thousands to various staging areas in the event of an invasion. It made planar invasions suicide missions, as anyone not on their home turf would have no way to retreat as infinite reinforcements arrived.

This was actually a pretty big component of the adjustment on the outsiders. Also for situations like the pre Wrath of the Righteous Worldwound, with Wardstones protecting a perimeter from teleportation but not preventing physically crossing, the fiends, if they had unlimited planetary teleport, could just barely cross the line at some unguarded point and then go anywhere. There are other examples, but you basically have the gist. With their current setup, they can still absolutely teleport an entire army into your city, but it would need to be a mile away (where you might be able to notice it massing), and that would deny them their get-out-of-jail-free escape route if they did. So they have to think if they want to do that, or if they want to advance normally and keep the easy retreat. They might split the difference with cannon fodder 1 mile-ing in and the big guns, who expect to live to fight another day, saving their retreat, but then they can't strike simultaneously unless the big guns try to sneak in...as you suggest, it actually adds a lot of layers to fiendish warfare!

Designer

4 people marked this as a favorite.
Rysky wrote:

DRAGON

This is gonna take awhile :3

Only the Chromatics are showcased, and there's a sidebar for each color for if you want to trade out some of their physical abilities to make them prepared spellcasters in addition to their innate spellcasting.

There's another sidebar about how some have the Change Shape ability (Half-Dragons. Half-Dragons eeeeeeeeeeeeeeeeeeeeeeeeeeeeeeverywhere), but no individual statblock had it, so possible oversight or they truly mean "some" aka GM decides on a story basis (that's the interpretation I'm going with).

Yeah it's some as in you can just choose to add it on to any dragon (rather than it being the purview of some colors but not others).

Silver Crusade

Mark Seifter wrote:
Rysky wrote:

DRAGON

This is gonna take awhile :3

Only the Chromatics are showcased, and there's a sidebar for each color for if you want to trade out some of their physical abilities to make them prepared spellcasters in addition to their innate spellcasting.

There's another sidebar about how some have the Change Shape ability (Half-Dragons. Half-Dragons eeeeeeeeeeeeeeeeeeeeeeeeeeeeeeverywhere), but no individual statblock had it, so possible oversight or they truly mean "some" aka GM decides on a story basis (that's the interpretation I'm going with).

Yeah it's some as in you can just choose to add it on to any dragon (rather than it being the purview of some colors but not others).

Cool! Thankies for chiming in btw ^w^

Silver Crusade

Mechagamera wrote:
Rysky wrote:
Xenocrat wrote:
Rysky wrote:
Arakhor wrote:
Maybe fiends can still be head-canoned to perform a ritual to plane shift back to their home plane/layer, so that they're not totally bereft of travel options, not that that would matter for combat stats, of course.

*nods*

I wouldn't doubt if a Plane Shift ability/Ritual is included in the Final.

Only a very tiny number of outsiders ever had Plane Shift in PF1, and this didn't include any of the top tier (non-demigod) fiends. If they get called to the Material Plane and don't go home when the spell released them they're stuck there unless banished or they find some other way home, like buying/extorting a Plane Shift out of a mortal caster.

I like the teleport nerfs, it never made sense to me that entire armies of outsiders could teleport in hundreds of thousands to various staging areas in the event of an invasion. It made planar invasions suicide missions, as anyone not on their home turf would have no way to retreat as infinite reinforcements arrived.

Ah, never really noticed that.

And yeah.

I always thought for demons (and demon lords) that the point was that you get to a place on the material plane, do enough damage/evil that the place gets a lot like the Abyss, and it gets absorbed by the Abyss, which means they go home, probably with an upgrade (promotion for demons, new magguffin for demon lords). Sure you have to beat up whoever is squatting in your level of the Abyss, but a) you have a new magguffin, so should be an easy fight, and b) as a demon lord, you like to fight anyway, so it is just icing on the cake.

Daemons don't really care where they are killing/destroying souls.

Devils, on the other hand, are probably sweating over who has stolen their spot back in Hell.....

Interesting motivations, though I don't believe the function like per Core/Golarion norms.

Silver Crusade

Matthew Downie wrote:
Rysky wrote:
As 1 Action it can Swallow Whole instead if you've been Grabbed, I do like how they've streamlined the rules per creature for SH into said creature's statblock. For the T-Rex it's Medium, 2d6+7 bludgeoning, toughness 18.
Medium? So they can't swallow a whole triceratops any more? Disappointing.

Nope, they are neither a Deviljho nor a Jagras.

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