Rysky Reviews the Playtestiary, Monster Parade!


Monsters and Hazards

101 to 150 of 190 << first < prev | 1 | 2 | 3 | 4 | next > last >>

2 people marked this as a favorite.
Mark Seifter wrote:
[Curtailing teleportation] 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...

Thank you very much for explaining Paizo's reasons for the change; it's always good to know "what were they thinking?" Of course, the same could be asked about the folks who wrote in planetary teleportation in the first place without thinking about the ramifications.

Paizo Employee Designer

7 people marked this as a favorite.
AlgaeNymph wrote:
Mark Seifter wrote:
[Curtailing teleportation] 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...
Thank you very much for explaining Paizo's reasons for the change; it's always good to know "what were they thinking?" Of course, the same could be asked about the folks who wrote in planetary teleportation in the first place without thinking about the ramifications.

Thought experimenting out demon army tactics and narrative consequences of monster abilities like that with Logan was one of the most amusing parts of working on the Playtestiary.


Rysky wrote:
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.

Could be, it wouldn't be the first time I mixed up lore from different games. That being said, I don't know if I would buy the assumption that most fiends are in a big hurry to return to their outer planes when they have a whole world of soft squishy things to hurt or corrupt, and without that assumption, the need for plane shift is pretty minimal (and could be covered by the odd magic item if a demon was stealing something for a demon lord and had to go back quickly).

Silver Crusade

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild, Tales Subscriber; Pathfinder Comics Subscriber

*nods*

Silver Crusade

1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild, Tales Subscriber; Pathfinder Comics Subscriber

Been putting it off, time to get to work on the Dragons.

Silver Crusade

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild, Tales Subscriber; Pathfinder Comics Subscriber

Orrr not, since the storm kept the Internet out till now -_-


1 person marked this as a favorite.

With regards to dragons, I have to say I absolutely love the idea of how the green dragon miasma works. Horrifying beast lurching out of an obscuring toxic mist and all that.

Silver Crusade

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild, Tales Subscriber; Pathfinder Comics Subscriber

Yeah! A GM I played with flavored it as chlorine gas and had everything being bleached before o.O

Might pick this back up today since I didn’t get to on Friday, if not I’ll be doing again tomorrow morning at work ^w^


@Ryzsky i hope we see the dragon himself the nerigigante in core books.

Silver Crusade

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild, Tales Subscriber; Pathfinder Comics Subscriber

Lol, I don’t think we’ll see any Elder Dragons in Paizo’s stuff, though monsters heavily influenced by them, maybe...

Just woke up. Gonna get ready and then we will begin later in a couple of hours ^w^

Silver Crusade

1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild, Tales Subscriber; Pathfinder Comics Subscriber

BLACK DRAGON

YOUNG

They have the Amphibious and Acid (interesting) Traits.

Dragon's don't have Blindsense anymore.

They start with Frightful Presence!

They can Tail Lash as a Reaction, whenever someone within reach tries to attack them or use a Skill check. If the tail hits the target takes a penalty on their roll oooooo go on, try to back talk the Dragon with a social skill, I dare you.

Its Jaws now carries Energy damage, rather than having to wait till Old age.

With Draconic Frenzy it can make 2 Claw Strikes and 1 Horn Strike for 2 Actions in any order.

And Draconic Momentum is very nice, whenever they score a Critical Hit with a Strike their Breath Weapon recharges :3

Sadly, they can no longer talk to (or charm) reptiles :(

Can't Swamp Stride either.

ADULT

Magical Liquids only need to make a save vs Corrupt Water if they're lower level than the Dragon. Also it now specifies that it has no effect on the liquids inside a Creature's body hehehe.

ANCIENT

Its Jaws now have PERSISTENT energy damage added on as well O.O

It's Breath Weapon can't make an Acid Pool anymore.

The only Innate spell they gain appear to be darkness, you'll have to use the Dragon Spellcaster alternate rule if you want them to have more spells.

No mention of the iconic Crush attack, that might have been moved to Great Wyrm status.

Silver Crusade

1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild, Tales Subscriber; Pathfinder Comics Subscriber

BLUE DRAGON

YOUNG

They have the Electricity Trait now instead of Earth.

Sound Imitation works pretty much the same, cept they also get a +4 bonus on the check.

looking through the statblocks all Young Dragons get Frightening Presence, Draconic Frenzy, and Draconic Momentum so I'm not gonna repeat that info every time.

They get the Wing Deflection Reaction, which lets them raise a wing (singular, curious if they can do it a second time?) when they're targeted by an attack to raise their AC, if they're flying they descend a little bit.

Their Jaws start with Electrical Damage.

They start with Innate Spells at Young instead of waiting till Adult.

Desert Thirst still has the callout that when casting create water it can do that instead, not really sure what that is for? Anywho, Liquids lower level than the Dragon have to make a save or be destroyed, and this ALSO has the callout that it can't target the liquids in a Creature's body. To sand my ass.

ADULT

Just buffed up and more innate spells. They don't gain the Electrical Aura anymore either.

Also noticed that Dragons don't get Resistance anymore.

ANCIENT

No Persistent damage on the Jaws.

More Innate Spells, Illusion stuff mostly.

Their Breath Weapon now creates a storm cloud anywhere above the Breath's line of effect and as 1 Action they can call down a lighting bolt that strikes everything in a line.

They still have Mirage.

Silver Crusade

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild, Tales Subscriber; Pathfinder Comics Subscriber

GREEN DRAGON

YOUNG

Are Amphibious as well, don't have any other Traits that stand out though I'm curious if "Poison" should be a Trait at this point.

Are Immune to Poison rather than Acid.

Twisting Tail is their Reaction, provoked when a creature uses a Move Action or "leaves a square during a move action it's using." ??? *shrugs* If they thwap em that Action they were doing is interrupted.

Its Jaws deal Poison damage, also curious if that's automatically persistent or just another type of damage? It's not mentioned under types of Damages on p. 293 of the Rulebook, nor at the back of the Bestiary.

It has charm as an Innate Spell now as well as entangle.

It's Breath Weapon also makes a cloud of toxic gas now.

ADULT

Buffed and gets the abilities it gained in 1st (Trackless Step).

ANCIENT.

It's Miasma forms automatically after the Dragon uses it's Breath Weapon, and it last for 1 round. Any Creature that ends its turn in it takes damage (no save) and has concealment and treats all other creatures as having concealment. The Dragon ignores this concealment :3 No mention of strong winds being able to remove the Miasma.

No Persistant Poison on the jaws, must've been a unique treat for Black Dragons.

Almost missed Camouflage, it's next to the Stealth score.

No mention of the ability to create Treants, might be Great Wyrm stuff.

Silver Crusade

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild, Tales Subscriber; Pathfinder Comics Subscriber

About to clock out, will do Red and White when I get home ^w^

Silver Crusade

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild, Tales Subscriber; Pathfinder Comics Subscriber

RED DRAGON

YOUNG

Keeps Smoke Vision aka ignores concealment due to smoke.

Weak to Ice.

Gets Opportune Bite as a Reaction, which is AoO but just with its Jaws.

Its Jaws deal Fire Damage.

It’s Innate Spells are Read Aura and Detect Magic. I LOLed but then I realized Red Dragons are the poster child for Draconic conquerors and pillagers. Seek. Raze. Pillage.

Has probably one of the strongest breath weapons (lots of d6s), the others have the possibly to be higher (d12s, but less of them), but Red’s gonna have higher Damage on average I would say.

ADULT

Dragon Heat is its old Fire Aura, creatures that enter or end their turn in it take quite a bit (as auras go) of Damage, no save.

ANCIENT

Gains the Redirect Flame Reaction, whenever someone or something casts a Fire spell within 100ft they can take full control of the spell as if they were the Caster O.O ... granted if you were using Fire magic against a Red Dragon to begin with...

Yep, strongest Breath Weapon.

To use its Manipulate Flame ability it has to make a Dispel check, if successful they gain control of the spell (and are considered having been concentrating on said spell of applicable) or they can dispel it.

No ability to Melt Stone, again, maybe that got pushed to Great Wyrm.

Silver Crusade

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild, Tales Subscriber; Pathfinder Comics Subscriber

WHITE DRAGON

YOUNG

Snow Vision has changed slightly, they ignore concealment from snowfall. No word on if they suffer from snow glare.

Weak to Fire.

Has very cold blood apparently, as its Reaction is Freezing Blood, if it hit with piercing or slashing damage it sprays the adjacent attacker with blood, dealing cold damage.

Quote:
The dragon's blood sprays on the creature, dealing 1d6 cold damage. If the creature takes cold damage, it is slowed 1 for 1 round.

*scratches head* is this a way of saying if they’re resistant/immune and take no damage they aren’t slowed? A lil but clunky if so. But I can’t think of a better way to state it atm either *shrugs*

Jaws deal Cold Damage.

Ice Climb grants it a climb speed on icy surfaces and it ignore difficult terrain due to ice and snow and never risks falling when crossing ice.

It can Ground Slam as 1 Action (woohoo!), either while on the ground or flying closes enough to it. Each creature with the area must make an Acrobatics check or be knocked prone and take damage (no mention of if you take extra damage for being at ground zero of the slam). The Dragon can then Step afterward :3

It can still Ice Shape with snow and ice (for 2 Actions), and if it does it while someone is standing on the area they have to make an Acrobatics check or be knocked Prone.

ADULT

Ah! Guess this answers my earlier question, Adult’s Snow Vision means they are unimpaired by snow.

(Might be a typo, but their Fire Weakness doesn’t increase at this stage)

Dragon Chill gets it an aura of Cold, no save for the damage.

ANCIENT

It creates a Blizzard whenever it uses its Breath Weapon, extended its Dragon Chill to the range of the Blizzard and everything in range of it is treated as having concealment and and being difficult terrain (unless you’re borrowing or swimming, nice callout by omission there)

No Icy Fog or Ice Tomb ability (I REALLY hope the latter is a Great Wyrm ability, it’s really cool)

Silver Crusade

5 people marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild, Tales Subscriber; Pathfinder Comics Subscriber

DRIDER

Interesting, they have the the Aberration and Drow and Elf Traits*.

Poison is now named Drider Venom.

They can also throw a Web Trap for 1 Action to Immobilize an opponent.

The example one has innate spells and Arcane Prepared Spells, wonder if they can still pick between Wizard and Cleric like in 1st.

*for the love of all things holy, Paizo please group these Traits by category rather than alphabetical, reading:

Type (Aberration)
Alignment (Chaotic)
Type (Drow)
Type (Elf)
Alignment (Evil)
Size (Large)

is very confusing and annoying, and it's easy to miss something this way -_-

Silver Crusade

1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild, Tales Subscriber; Pathfinder Comics Subscriber

DROW

DROW FIGHTER

Have the Drow and Elf Traits.

Light Blindness was tweaked. They're blinded for 1 round by bright light then dazzled as long as they're in it, but they can't be blinded again until they spend 1 hour in total darkness. Nice for hypothetical Drow characters :3

They have a bonus on saves vs Mental instead of vs Enchantment like in 1st (as well as the +1 vs Magic that absolutely everything that had SR in 1st had).

Called Fighter but have Quick Draw (Rogue/Ranger only for the Playtest) and Skewer! Which is awesome! And HAS NOTHING TO DO WITH BEING A DROW I HOPE PCS WHO HAVE TO HAVE CLASS LEVELS WILL GET THE OPPORTUNITY TO HAVE THIS NEAT ABILITY AND OTHER NPC ABILITIES LIKE IT THAT ARE OBVIOUSLY CLASS OR EQUIPMENT BASED AND HAVE NOTHING TO DO WITH THE TYPE OF CREATURE IT IS *breathe* Anywho, for 2 Actions the Drow gets a bonus to hit with their rapier and if they target is hit and takes damage they take additional persistent bleed damage as well.

Silver Crusade

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild, Tales Subscriber; Pathfinder Comics Subscriber
Rysky wrote:

DROW

DROW FIGHTER

Have the Drow and Elf Traits.

Light Blindness was tweaked. They're blinded for 1 round by bright light then dazzled as long as they're in it, but they can't be blinded again until they spend 1 hour in total darkness. Nice for hypothetical Drow characters :3

They have a bonus on saves vs Mental instead of vs Enchantment like in 1st (as well as the +1 vs Magic that absolutely everything that had SR in 1st had).

Called Fighter but have Quick Draw (Rogue/Ranger only for the Playtest) and Skewer! Which is awesome! And HAS NOTHING TO DO WITH BEING A DROW I HOPE PCS WHO HAVE TO HAVE CLASS LEVELS WILL GET THE OPPORTUNITY TO HAVE THIS NEAT ABILITY AND OTHER NPC ABILITIES LIKE IT THAT ARE OBVIOUSLY CLASS OR EQUIPMENT BASED AND HAVE NOTHING TO DO WITH THE TYPE OF CREATURE IT IS *breathe* Anywho, for 2 Actions the Drow gets a bonus to hit with their rapier and if they target is hit and takes damage they take additional persistent bleed damage as well.

Oh wow, i could have sworn I added the Noble onto this. *scratches head* Guess my edit wasn't saved.

DROW NOBLE

Doesn't have anything radically different than the normal Drow, they have the same amount of Innate Spells.

Silver Crusade

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild, Tales Subscriber; Pathfinder Comics Subscriber

DRYAD

Alignment (Chaotic)
Type (Fey)
Alignment (Good)
Size (Medium)

Sorry, had to get that out of the way :3

The have Nature Empathy, which works the same as Wild Empathy but also works on plants now too.

They have Weakness to Cold Iron, probably gonna see that a lot on the Fey, rather than low HP. *checks* oh yeah, her HP has been doubled.

Tree Dependent works pretty much the same way, save that it doesn't appear to be able to kill the Dryad anymore. Wondering if they'll elaborate on at what state a tree is "dead" and can therefore no longer support the Dryad?

When they Tree Meld (2 Actions) they can stay inside a suitably large enough tree indefinitely and can also still cast spells that don't require line of sight since they can't see anything, but they can still hear. Significant damage to the tree (gonna need hardness stats for the tree) or the passwall can expel the Dryad. The Dryad can Dismiss the Meld as a "Verbal Casting Action", so I'm assuming they can still talk too.
If they instead use Tree Meld on their Bonded Tree they instead enter an extradimensional living space within the tree, and they can bring one other creature in with them, oooooooooo...

I noticed they kept gender neutral language for the Dryad entry, they had neutral descriptors for the Succubi but the actual statblock had feminine descriptors. Guess they're more fully moving away from only 1 gender races, as they had male Dryads and Succubi in 1st too. Woohoo! Give us the sexy Boyads!

Silver Crusade

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild, Tales Subscriber; Pathfinder Comics Subscriber

EEL

ELECTRIC EEL

Just noticed it has an Intelligence mod of -5 (so 0), pretty sure that's not right.

Their tails aren't touch attacks anymore but are a lot more accurate and do their own damage plus their electricity, and on a Critical Hit the target Stunned is unless they make a Fortitude Save (1 round for Failure, 1d4 for Critical Failure).

Silver Crusade

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild, Tales Subscriber; Pathfinder Comics Subscriber

ELEMENTALS

They don't have their own category header like the Fiends and Chromatic Dragons had, they doing the Elemental, [Element] categorization.

They do, I misread, it's because they're doing it for each Elemental and each list has the various ascending Elementals plus Mephits. The Mephits are now mconsidered straight up Elementals in the chain as well rather than a separate sort of creature. Mephits don't have their Breath Weapon nor Innate Spells anymore (and can't speak Common), they get their Elemental's abilities, like Immunities (instead of DR and Fast Healing).


Without mephits, what're fiends going to send each other?


Rysky wrote:

Are Immune to Poison rather than Acid.

Its Jaws deal Poison damage, also curious if that's automatically persistent or just another type of damage? It's not mentioned under types of Damages on p. 293 of the Rulebook, nor at the back of the Bestiary.

It's Breath Weapon also makes a cloud of toxic gas now.

This has happened before, it will happen again.

Silver Crusade

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild, Tales Subscriber; Pathfinder Comics Subscriber
AlgaeNymph wrote:
Without mephits, what're fiends going to send each other?

Muppets?

(sorry, this reference is going over my head)

Silver Crusade

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild, Tales Subscriber; Pathfinder Comics Subscriber

Wasn't able to post anything after a certain point leading up to the maintenance, hopefully everything's good today :3


1 person marked this as a favorite.

In Planescape lore, certain outsiders used to send mephits to each other, with each type of mephit conveying a certain "coded" message by virtue of their quantity or racial type.

Silver Crusade

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild, Tales Subscriber; Pathfinder Comics Subscriber
Arakhor wrote:
In Planescape lore, certain outsiders used to send mephits to each other, with each type of mephit conveying a certain "coded" message by virtue of their quantity or racial type.

Oh neat! The more and more I hear about Planescape the more I adore it. Sadly I've just never gotten to play a game in it.

Silver Crusade

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild, Tales Subscriber; Pathfinder Comics Subscriber

Testing... testing... site continues to not want to cooperate when I actually have free time...


1 person marked this as a favorite.

I own most of TSR's Planescape output, but sadly I never got to have a proper 2nd Ed game with any of it.


3 people marked this as a favorite.
Rysky wrote:
Arakhor wrote:
In Planescape lore, certain outsiders used to send mephits to each other, with each type of mephit conveying a certain "coded" message by virtue of their quantity or racial type.
Oh neat! The more and more I hear about Planescape the more I adore it. Sadly I've just never gotten to play a game in it.

Thank you, Arakhor. : )

Here's the mephit code if anyone's interested.


1 person marked this as a favorite.

It's not the same without Tony DiTerlizzi's artwork, but thank you. :)

Silver Crusade

2 people marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild, Tales Subscriber; Pathfinder Comics Subscriber

IT HAS BEEN ENTIRELY TOO LONG!

Silver Crusade

2 people marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild, Tales Subscriber; Pathfinder Comics Subscriber

AIR ELEMENTAL

MEPHIT

NOT immune to Flanking nor Bleed damage, but the other Elemental immunities still stand (no mention of whether they don’t need to eat or drink anything, the Elemental Trait calls out they don’t need to breathe). This appears to be universal for the Elementals.

Its Reaction is Disperse, whenever it takes damage it does exactly what it says it does. It disperses and can not be targeted nor attacked and does not take up space. It reforms at the end of its turn within 10ft of where it was originally in a place it can fit. Curious if it can still attack while dispersed. From the PC persepctive this is annoying but less so than Whirlwind hehe.

Instead of Slams their Attacks are “Gusts”, they still deal Bludgeoning Damage.

They have Swiftness, so their movement doesn’t provoke Reactions.

MINOR ELEMENTAL

They codified the naming scheme, rather than name them by size then Greater > Elder they’re named after their power level. I guess this also opens up the design space for having smol Elder Elementals :3

Gains the High Winds Aura, any flying creature treats the air around as Difficult Terrain (oooo, that’s a thing now) unless the flyer has the Air Type/Trait. I like that a lot more than Air Mastery.

The Disperse Reaction calls out that its Aura is deactivated while dispersed, and it can reform with 15ft of its former location. The Aura automatically reactivates.

LESSER ELEMENTAL

Disperse goes up to 25ft.

Its Gusts Attacks now Push the target 5ft.

MAJOR ELEMENTAL

Disperse goes up to 35ft.

Gains a Breath Weapon for 2 Actions, using minty fresh wind breath it knocks back targets in a 30ft cone, resulting in damage if they hit something, unless they make a Fortitude Save (Success, Knockback 10ft, CS no effect, Failure Knockback 20ft, CF Knockback 20ft and Prone).

GREATER ELEMENTAL

Disperse goes up to 50ft.

ELDER ELEMENTAL

No new abilities or major increases to the ones it already has, just some buffing of its stats :(

Rysky recommendations: 1) Give Elders’ something cool 2) Let them go up to Colossal (they’re capped at Huge like in 1st), LET PLAYERS FIGHT A HURRICANE!

Silver Crusade

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild, Tales Subscriber; Pathfinder Comics Subscriber

EARTH ELEMENTAL

They are ponderous.

MEPHIT

It’s Earthbound, meaning if its not in contact with solid ground (how solid? Are bridges/buildings okay?) they’re Slowed 1 and can’t take Reactions. Much better than Earth Mastery though.

Their Attack is FIST.

Earth Glide lets them move through dirt and stone at their full Burrow speed, leaving no tunnels or signs of their passing. No mention of being able to move through lava or if certain environmental spells affect them.

MINOR ELEMENTAL

Gains the Crumbles Reaction, if it’s damaged while atop rock or earth (i guess the difference in this case means worked stone is included) it immediately crumbles apart down into the earth, Burrowing 5ft down. This does not trigger Reactions and it can’t use it if it’s already popped out of the ground this round.

LESSER ELEMENTAL

Crumble now goes down 10ft.

MAJOR ELEMENTAL

Gains the Spike Stones Aura which… makes spikes of rock sprout up around them on all rock surfaces, turning the area into Difficult Terrain (does the area return to normal after or can you track an Earth Elemental by this?) Any creature without the Earth Trait moving through an altered square takes damage. The wording for big creatures moving through it is… less than ideal.

Quote:
(though a Large or larger creature takes damage only once for each square it moves, even if its space covers multiple squares of spikes).

... okay i get it now actually, it just took me a few reads, so it might just be me.

Crumble now goes down 15ft.

GREATER ELEMENTAL

General buffing.

ELDER ELEMENTAL

General Buffing.

Silver Crusade

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild, Tales Subscriber; Pathfinder Comics Subscriber

FIRE ELEMENTAL

They enjoy scaring things they think is weaker than themselves.

MEPHIT

Weak to Cold and Water, so that’s two seperate things now.

It goes BOOM when it dies.

Their attack is TENDRIL... okay. It's entirely Fire damage rather than physical. It also sets you on fire if they hit you, ouch. I mean, not surprising, but still, ouch.

Has Water Weakness as a drawback, in addition to the Water Weakness x, if they get doused with water (hit with water attack/spell or you pour a bucket on em) they take their Weakness amount in damage. It also takes that amount per round it's in water. So snipe em with water balloons.

MINOR ELEMENTAL

Buffing

LESSER ELEMENTAL

Buffing

MAJOR ELEMENTAL

Now we're talking!

The have Auras of Intense Heat, get near them and you have to make a Fortitude save or take Fire Damage.

The AoE of Explosion (the aforementioned "I go boom in your face" thing) goes up but not the damage, wonder if that was a typo?

Ooooo, they get Blue Flames, whenever they score a Critical Hit their flames surge blue and the damage of Intense Heat goes up.

GREATER ELEMENTAL

Buffing

ELDER ELEMENTAL

Buffing.

So what you see is what you get. They're fire. They burn stuff. They burn stuff GOOD.

Silver Crusade

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild, Tales Subscriber; Pathfinder Comics Subscriber

WATER ELEMENTAL

Patient and relentless, some smell like the sea, some smell fresh. They like to drown their enemies.

MEPHIT

They start with Vortex, water in the aura and also "in the same body of water as the elemental" (curious what that means exactly) is difficult terrain to swim through unless you have the Water trait.

They're Waterbound, rather than having Water Mastery, when not in contact with water they're slowed 1 and can't take Reactions.

They are Resistant to Fire!

Their melee attack is WAVE (hehe) and it comes with Push x and deals Bludgeoning. It also probably stings if you have any open wounds if its a Sea version.

Also starts with Drench, which they can use as 1 Action. It puts out all nonmagical fires around it and attempts to dispel all magical fires.

MINOR ELEMENTAL

They gain the Vortex Pull Reaction, which goes off a creature using a Move Action in the Aura of its Vortex. It creates a torrent of water that pulls the target closer and also makes them lose the provoking Action unless the can succeed on an Athletics check to swim.

LESSER ELEMENTAL

Buffing.

MAJOR ELEMENTAL

Buffing.

GREATER ELEMENTAL

Buffing.

ELDER ELEMENTAL

Buffing.

Tangent, noticed while I was looking it up, the Water Trait has a typo, saying the creatures are "primarily constituted of Fire" :3

Silver Crusade

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild, Tales Subscriber; Pathfinder Comics Subscriber

ELEPHANT

MASTODON

CR went down but they got a bit of a health boost.

They can stab ya (Tusk), bop ya (Trunk) and grab ya, and stomp ya (Foot), or for just 1 Action they can strike you and a nearby buddy with their tusks, and this only counts as 1 Strike for MAP so they can spam you and your buddies with tusks all round!

And of course being a Pachyderm they can just Trample ya (3 Actions).

Silver Crusade

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild, Tales Subscriber; Pathfinder Comics Subscriber

ETTIN

Ooooo, this one got an interesting overhaul.

Ettins have two heads and so with Independent Brains each head has their own Initiative roll and own turn, they each get 2 Actions and 1 Reaction (they have the AoO Reaction). Each head controls 1 arm, and the MAP is tracked separately for each. Any head severing ability (vorpal) decapitates 1 head at random, the Ettin loses the turn and actions of that head but it doesn't kill it or otherwise impede it, I feel like losing a head should be (at least eventually) more disastrous for a creature without Regeneration. Do they also lose the use of the arm the head was in charge of? It isn't stated.

In addition to whatever weapons they have they can also hit you with their Fists.

Silver Crusade

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild, Tales Subscriber; Pathfinder Comics Subscriber

GARGOYLE

They have Resist Anything Physical That Isn't Adamantine 6 instead of DR/10 Magic.

They can use their Clawed Feetses as a Reaction if a creature moves into a an adjacent square beneath them while they're flying. Silly creature gets Feet Clawed.

They don't have a Gore attack any more.

They can still Freeze for an auto 20, but they also have a much higher Stealth score now so they're really sneaky even without resorting to that.


4 people marked this as a favorite.

The review is back!

YAY!!

\(^o^)/

Carry on!
Seriously, please do. (>_')

--C.

Silver Crusade

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild, Tales Subscriber; Pathfinder Comics Subscriber

Glad to be back ^w^

On my way home right but I fully intend to get back into the swing of things. If I don’t put out anymore tonight still expect a bunch tomorrow!

Silver Crusade

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild, Tales Subscriber; Pathfinder Comics Subscriber

GELATINOUS CUBE yay!

(nothing saying they are immune to trip, curious if that was an oversight or simply a common sense decision)

They're good at shoving people over or getting out of a grapple... huh, usually it's the other way around.

They keep their old immunities: sleep, visual, mental, critical hits, and precision.

They're only Resistant to Electricity, rather than Immune.

Transparent works almost the same, though the DC is higher. I do not like the "you have to actively be searching for it" clause though -_-

It's melee attack is CUBE FACE. OMG I LOVE IT XD

It can also attempt to Engulf someone as 2 Actions*, and it has Hardness so its a lot harder to get out of now. There doesn't appear to be a Saving throw allowed to dodge out of the way either, ouch. The Paralysis is indefinite but you get a save every round (also no mentioned of being pinned or suffocating).

Or if someone is Engulfed does the Cube have to spend 2 Actions every round to try and digest them?

Weak Acid specifies more that it only hurts organic materials, not metal or stone or other inorganics.

Silver Crusade

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild, Tales Subscriber; Pathfinder Comics Subscriber

GENIE

They only go over the Janni and Efreeti for this.

Tangentially related, something I just noticed (unless I already brought this up and forgot) is that Outsider does not appear to be a thing anymore.

Silver Crusade

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild, Tales Subscriber; Pathfinder Comics Subscriber

EFREETI

Their HP has almost doubled.

This one has the Shield Block Reaction.

I"m not sure why they bother listing bonuses and whatnot for weapons in the attack line if it doesn't have any bearing* on the attack/damage (+1 scimitar... deals 4d6). Just say scimitar then damage.

Their grapple and natural attacks (Fist) still have innate Fire damage added to them.

For 1 Action they can cast Fire Ray pew pew pew!

Spell list was tweaked a bit but still got most of them.

As 2 Actions, but only once per day, they can use Change Size on other creatures, even unwilling... but there's no caveat they themselves can be affected by the Enlarge option.

WISHES! (which are apparently an Evocation ability?) They can still grant up to 3, and each one only takes 1 Action, but it can't be for the same non-genie anymore in the same day. They only get one per day. and all 3 have to be on the same nongenie in that day, unless I'm misreading,

Quote:
Three times per day, an efreeti can grant a wish to a single nongenie.

*Something super important to point out somewhere in the final book, is that equipment is actually meaningless (which I hate) for monsters. Otherwise it'll lead to confusion and make people not trust the stat blocks and they'll try to "correct" them.

Silver Crusade

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild, Tales Subscriber; Pathfinder Comics Subscriber

JANNI

Native Outsider doesn't appear to be a thing anymore either, curious how that will turn out.

Resit Fire got took down a bit, but they got more HP now.

Elemental Endurance works the same... which means it should probably be renamed since it's more Elemental Time Limit.

It's land speed is only 20ft? Wonder if that is a typo.

They have a Fist attack now, nothing special, just punchy.


Pathfinder Companion Subscriber

I imagine the Efreeti has a +1 Scimitar so the players can pick it up and sell it. The +1 also means it counts as magic.

Silver Crusade

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild, Tales Subscriber; Pathfinder Comics Subscriber

Dang, just saw what time it was. About to leave work, I might be able to get Ghost out tonight.

Silver Crusade

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild, Tales Subscriber; Pathfinder Comics Subscriber
Thaliak wrote:
I imagine the Efreeti has a +1 Scimitar so the players can pick it up and sell it. The +1 also means it counts as magic.

Well it's listed in its equipment, the damage is irrelevant to whatever + it is, and the damage type is also listed as magic, so that's why I brought it up, mentioning +x [verb] [weapon] on the Attack line is kinda pointless if you don't use all of that info.

Just say Scimitar. +1 Scimitar is listed in its loot.


1 person marked this as a favorite.
Rysky wrote:


They start with Vortex, water in the aura and also "in the same body of water as the elemental" (curious what that means exactly)

If I'm in a bathtub 5' from a swimming pool, and the elemental is in that pool, it can't effect the water in my bathtub, because it wouldn't be the same body of water even if the elemental was close enough that I'm in its aura.

101 to 150 of 190 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Community / Forums / Pathfinder / Pathfinder Playtest / Game Master Rules / Monsters and Hazards / Rysky Reviews the Playtestiary, Monster Parade! All Messageboards

Want to post a reply? Sign in.