
Mechagamera |
I suspect lack of native outsiders is so that anything that a PC could potentially be will be affected by mostly the same spells that any other PC could be affected by. They did it in 5e to remove unnecessary bookkeeping for DM's (and proactively prevent the "selective amnesia" of certain players who would forget their PC wasn't humanoid when it worked in their favor, but miraculously remember when it was in their favor).

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

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I suspect lack of native outsiders is so that anything that a PC could potentially be will be affected by mostly the same spells that any other PC could be affected by. They did it in 5e to remove unnecessary bookkeeping for DM's (and proactively prevent the "selective amnesia" of certain players who would forget their PC wasn't humanoid when it worked in their favor, but miraculously remember when it was in their favor).
Hmm, possibly, but I haven't noticed any Humanoid only targeting spells.

Matthew Downie |

So you have got to the "G"s, have you? Where an unforgivable omission was made?!?
You mean they left out the Gorilla-Bear?

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Master Pugwampi wrote:So you have got to the "G"s, have you? Where an unforgivable omission was made?!?You mean they left out the Gorilla-Bear?
Sadly yes.

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GHOST
GHOST COMMONER (they do still exist!... or they're all Ghosts now O.O)
The have Dwelling Lore (basically Lore attached to the place they died), it and their Stealth bonus are obscenely high, even taking into the issues with current monster skill bonuses I think this is rather fitting for them.
Still immune to nonmagical attacks and Resistant to ALL Damage that isn't Force, Ghost Touched, or Positive.
Rejuvenation (It's Necromancy and Divine, interesting) now specific that the Ghost is fully healed when they reform.
Instead of Corrupting Touch (awww) their Melee attack is Ghostly Hand, which deals Negative Damage.
Frightful Moan is only a 1 Action (and also Divine) and causes various stages of Frightened if you Fail/Critically Fail, if you succeed you're Bolstered :3
GHOST SOLDIER
(its stat block is wonky, needs to be fixed)
It's Resistance doubled, ouch.
And this one gets the AoO Reaction!
Their Fly speed is only 20ft? Heavy ectoplasm armor?
Their Melee is Ghostly Blade and they also have the Shield Cantrip.
For 2 Actions they can Swipe, making one attack against two foes that are adjacent to each other. Damage is only rolled once, but if one foe is crit but not the other the crit damage is rolled separately and only applied to the foe that was critically hit. This counts as 2 Attacks for MAP.
GHOST MAGE
Speed is 40ft?
Has a bunch of spells you would think a Ghost would have.

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GHOUL
GHOUL
They're a bit sturdier now, but not quite as sneaky, hmmm.
But they're fast (30ft).
BOTH their claws and jaws carry their paralysis and disease now, so that's a lot more to worry about.
They can Consume Flesh as 1 Action on a corpse that been dead for less than an hour (?*), regaining some HP as it does. It can heal this way more than once from a single corpse.
*ghouls like eating rotted and ancient corpses, curious why they have them going after fresh corpses with this.
Ghoul Fever (which now also doesn't affect Elves, curious) is also really nasty, damaging you and reducing how much you're healed by (eventually you can't be healed at all) before killing you and turning you into a Ghoul.
Their Paralysis (which has Arcane and Necromancy tags now, ooo), is a lot more forgiving (still doesn't affect Elves). It doesn't have a listed limit for how it lasts, but you get a save every round and every round the DC of the save goes down by 1.
Swift Leap (1 Action) is neat, it lets them jump half their speed without triggering Reactions. Can they jump st straight up into the 15ft then? Less seriously, can they double jump? :3
GHAST
As Ghoul with general buffing but also they have Stench (an Olfactory "Aura"... that'll take some getting used to) and if you fail your Save you're Sickened 1 (Slowed 1 as well on Crit Fail) for as long as you remain with the "Aura", which is more forgiving than 1st's I suppose. But you also take a penalty vs the Ghast Fever and Stench while you're within it though.
Ghast Fever works like Ghoul Fever except it affects Elves too. Paralysis doesn't though, which is odd. Curious if that was intentional or an omission.

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GIANT
The Giant language is now called Jotun (cool) and they all have the Catch Rock Reaction and Rock Throwing spellability. Rock Catch works against any rocks thrown at the giant, or if one falls on them. They can roll Athletics or Acrobatics against a set DC to catch and if they do they now have a rock (And take no damage. They take half damage on a Failure and full damage on a Critical Failure). They need a free hand to catch said rock but they can drop something they're holding as part of the Reaction. Rock Throwing is 1 Action. Neither ability makes any mentions on possible size limits of the rocks like 1st Edition did.
The example Giants we have are Fire, Frost, Hill, Rune, and Stone. Provided the internet doesn't go out again I'll try to get some of them up today :3

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FIRE GIANT
(no inference of being giant fiery dwarves, though that might just be a space thing atm)
Trait sidebar:
Evil - Alignment
Fire - Type
Giant - Type
Humanoid - Type
Large - Size
Lawful - Alignment
*eye twitch*
(also just noticed but with the new rules they have an obscenely high Reflex score, previously their's was very poor)
The keep their Immunity to Fire and have Weakness Cold 10, and this example has the AoO Reaction.
Their Speed is only 25 rather than 30 (which is normal for Large creatures), but they're wearing Half-Plate... so if they take it off what's their speed then? 30 or 35?
In addition to its other attacks it also has Gauntlet, whereas all other Giants have Fist. It's safe to assume they have Fist as well and this is just enhanced but I would like a caveat in it here or somewhere else so as to not cause any GM to panic if they lose their gauntlet, not just this one but other monsters as well. I also don't want to have to completely rebuild a monster just because they lose a piece of equipment.
For 2 Actions they can make their sword* go FWOOSH and smash everyone in a 15ft line (with a slight penalty) with extra Fire damage. It only has to make 1 Attack roll and this only counts as 1 Attack for MAP.
*What if they don't got a sword though, what if they're using a spear? Why can't they use their gauntlet and punch fireballs at people?
They still also heat the rocks they throw.

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FROST GIANT
They keep their snow Stealth bonus. And have Ice Stride, so they ignore Difficult Terrain caused by snow and ice and don't have to make Acrobatics checks when dealing with slippery ice.
Conversely to the Fire Giant, they're Immune to Cold and have Weakness to Fire 10. They also got a pretty boost in HP, more than the Fire Giant.
Oooo, they get Chill Breath (is it minty?), for 1 Action they breath out freezing moisture (ouch? ew?) that quickly condenses into ice crystals. Everyone caught in the cone has to make a Reflex save or take Cold Damage (subject to normal stages of saving throws) and become Entangled. And take more Cold Damage at the end of each their turns until they get free. Has the "can't use for 1d4 rounds" limiter though.
For 1 Action they can make a Wide Swing with their Greataxe, targeting two opponents within Reach (they do not have to be adjacent) with just 1 Attack roll, damage is rolled only once but if one opponent is Critically Hit that damage is rolled seperately. This counts as two Attacks for MAP.

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REQUEST FOR THE DESIGNERS,
When making the Big Book of Monster Making can their be an Appendix of some sort listing all these abilities that don't seem really all that monster specific and rules for easily applying them to other monsters of different levels? Wide Swing for example could have just a Level and Size requirement listed.
Or are Frost Giants the only ones that possess and master this mystical greataxe art?

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HILL GIANT
"Prone to ambush and raiding, hill giants make their homes in remote hills. Hill giants stand about 10 feet tall and have a less civilized intelligence than many other giants."
Vast improvement over their original description.
Major buff to HP, Reflex, and Will saves.
Ah, they get Wide Swing too! Even more of a reason to include it in an index, it'll save a lot of stat block space. Unless it's a secret Hill and Frost Giant mystical greataxery art.

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RUNE GIANT
Evil - Alignment
Gargantuan - Size
Giant - Type
Humanoid - Type
Lawful - Alignment
*eye twitch*
Major buffing all around, though they lose their immunity to Cold and Electricity.
This one has the AoO Reaction.
They can Concentrate as 1 Action to Invoke Rune on themselves, creating a cone of Electrical Damage against targets and making the rune appear on a weapon in their possession of their choice. Invoke Rune can be used ever 1d4 rounds but the copy on the weapon lasts for a minute, copying a new rune makes the old one disappear.
The Rune of Destruction gives the weapon the Deadly quality (3 more dice) and the armor of any creature hit by it automatically takes a Dent unless they make a Fortitude save.
Rune of Flames does exactly what it says, adding Fire Damage to all attacks with the weapon.
Rune of Smiting, possibly misleading, pushes the target back 10ft when they're hit.
Command Giants got buffed, Rune Giants get a +4 bonus to the Spell roll or DC of Mental spells against Giants.
With Demand as a Free Action whenever they cast their innate sending they can automatically send a suggestion along with it, oooo.
Flashing Runes is a Free Action as well but apparently it was raised by a kind and caring family of Reactions. Whenever the Rune Giant uses an Arcane Spell or Ability they can set them off, blinding everyone around them for 1 round (Dazzled on a save, nuthin on a Critical Save)
*An idea I had for a rune that would suit them given their controller abilities would be one that lowers the target's Saves vs the Rune Giant's charms or other abilities.

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STONE GIANT
They have an Expert Greatclub... what is it an Expert in? Thumping? Thwacking? Tea? Sorry, I just noticed that and it reads off to me :3
Due to the way monster creation works they're actually the worst of the Giants (but just by a bit) at Rock Throwing, when in 1st that was their thing.
For 2 Actions they can do a BIG SWING by calling on their ancestors to empower their Greatclub that is an Expert on tea to Strike a target, knocking them back (the distance is doubled on a Crit). "If the target collides with a solid object or lands on the ground, it takes bludgeoning damage as though it had fallen the distance it moved." ... sooooo always, unless it's flying or is incorporeal? You could argue water is safe but i'd say if you got knocked the f#@# into the lake by a sedan size baseball bat the impact would hurt quite a bit.

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GNOLL!!!!!!!!!!!!! THEY FLUFFY!
After the Yeens they're based on they're pack creatures so whenever they Strike someone within reach of two of their allies they deal extra damage, and they also ignore the first square of Difficult Terrain whenever they use a Stride or Step Action.
Also like Hyenas they can chomp the crap outta ya (without having top spend a feat).
No mention of Pugwampis.
GNOLL WARRIOR
They get a slight reworking, and health boost (1st had 2 HD but was CR 1, this one is level 2 and has nearly triple the HP). They have a friggin +7 to Reflex, formerly they just had really high Fortitude.
GNOLL SERGEANT
Probably the younger sister of the one from the Monster Codex.
Continuing the Reverse they're good at Fortitude saves but absolutely awesome at Reflex and Will :3
(also has almost double the health of her older sister.)
This one has the AoO Reaction and can Bark Orders as 1 Action (which probably sounds horrifying, they also speak Common as well as Gnoll), which lets all allies that hear it (range?) take a Step as a Reaction (Ooooooo, more abilities like this!).

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GOBBO
They can all Scuttle as a Reaction, which means whenever allied Gobbo moves next to them they can take a Step. We're getting into Disgaea tactics here.
GOBLIN WARRIOR
It's a Level 0 Gob *shrugs*
GOBLIN COMMANDO
It's a level 1 Gob.
GOBLIN PYRO
They have Lore (Fire) :3
They have a couple of spontaneous spells, fire and oil and tangly and whatnot.
GOBLIN WAR CHANTER
Gobbo Bard.
.... I feel sorry for the Goblin Military...

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GOBBO DOG
Giant rodent doggos (that are Animals now cause Vermin doesn't exist anymore!) that we all know and.... are aware of.
They keep their dander (note to self, look into alchemical shampoo ventures, potential gold mine) and the effect is now labeled Goblin Pox, and it's a lot worse than it was previously (Sick and Slow).
They can Juke as a Reaction, where they take a Step when their Rider issues them a command. That'll be hilarious when they're on narrow spaces like bridges or next to holes :3
They can also Scratch themselves as 1 Action, causing their dander to get all over everyone around them. Eww. It's a Manipulate though so smack em for being bad doggos. And get them some proper shampoo.

Master Pugwampi |
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GOBBO DOG
Giant rodent doggos (that are Animals now cause Vermin doesn't exist anymore!) that we all know and.... are aware of.
They keep their dander (note to self, look into alchemical shampoo ventures, potential gold mine) and the effect is now labeled Goblin Pox, and it's a lot worse than it was previously (Sick and Slow).
They can Juke as a Reaction, where they take a Step when their Rider issues them a command. That'll be hilarious when they're on narrow spaces like bridges or next to holes :3
They can also Scratch themselves as 1 Action, causing their dander to get all over everyone around them. Eww. It's a Manipulate though so smack em for being bad doggos. And get them some proper shampoo.
Hmmmm....
Maybe Mimdel Boom can come up with something...

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GOLEM
They keep their immunity to magic (except to their own O.O) with variances per each golem for certain spells and effects. Harmed (either from a spell or area containing the effect) instead of the normal effect, Healed (likewise), Slowed (Likewise), and Vulnerable (this does something different to each golem).
They also have Constitution scores, and -5s to Intelligence and Wisdom while also being Mindless.

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ADAMANTINE GOLEM
The strongest at Level 18 (rather than CR 19), and also Rare rather than Uncommon like the others. They still have the Forge stacks going so Druids will probably want to look into that >_>
They are Resistant 20 to everything that is not a Vorpal weapon made out of Adamantine, wow.
Harmed: Acid
Healed: Fire
Slowed: Electricity
Vulnerable: If they get targeted by disjunction or dispel magic of 9th level or higher their Resistance is lowered and they're Slowed for a couple of rounds. If they're already in Repair Mode when they get hit by this it opens up one of the few ways to kill them.
Speaking of, when they run out of HP instead of being destroyed they go into said Repair Mode, and can't do much (Slowed, moreso if they're hit with what they're Vulnerable to, Can't take any Actions or Reactions) except for Self Repair for 1 Action, which heals it for a flat 30 HP but also has the Manipulate Trait. Once it has more than 30 HP it can act normally though it is still Slowed until its next turn.
So there's 3 ways of putting these things down.
1) have the "killing" blow be from a crit from an Adamantine Vorpal weapon.
2) When it's in Repair Mode and at 0 HP hit it with an Adamantine Vorpal weapon.
3) Reduce it to 0 HP when it's in Repair Mode when it's under the effects of one of its Vulnerabilities.
*phew*
Back to combat, their Fists carry Destructive Strikes, giving the armor of their target 1 Dent ( or shield instead if it is raised), 2 if the attack is a crit. Ouch.
For 1 Action* they can begin an Inexorable March where they move up to their speed and damage everything* in their path as if they had been struck by their Fists. You can attempt to bar the march (ha) by beating their Acrobatics DC, though you still suffer the effects of damage and destructive Strike unless you Critically Succeed on the attempt.
*There's apparently some issues with this ability that are being looked into, Action cost, whether everyone in the path takes damage or just those that try to bar, etc.
For 2 Actions they can Vent from their internal forge, sending superheated (and very, very, very damaging) steam (fire damage) at everything in a cone emanation. Has a cooldown though thankfully.

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CLAY GOLEM
Has nearly double the HP of 1st Edition's.
Has Resistance to everything (including Bludgeoning) except for Adamantine.
If it has 50 or fewer HP at the start of its turn it must make a Flat Check (the DC doesn't increase) or go BERSERK, wildly attacking the nearest targets.
In addition to its Fist(s) delivering Cursed Wounds (now explicitly a Curse effect), requiring them to be completely healed to full health by magic (which requires spell roll/checks/whatever they're called) before the curse is removed, while Berserek they can perform a Berserk Slam for 1 Action, taking a penalty to hit but doing more damage and knocking the target prone if it hits. It doesn't mention that Cursed Wound applies to Berserk Slam though, hmm...
Harmed: Cold and Water
Healed: Acid
Slowed: Earth
Vulnerable: disintegrate deals half damage to them and makes them Slowed 2 for a round.
They can also Quicken themselves 1/day as a Reaction whenever the Golem's turn begins after the first round, making themselves Quick for 1 minute.

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Rysky wrote:UNSTOPPABLE PUNCHING MACHINEFixed that for you.
Nice!
Sorry I disappeared, life has been... yeah these past weeks. I’ll try to at least get one up today (my hope is to finish this before the year is over lol).

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FLESH GOLEM
They have double the HP (and 1 higher Level than their previous CR)
It's Resistance is the same as 1st Editions.
It can go Berserk like the Clay Golem too, and also gains a Berserk Slam attack.
Harmed: Fire
Healed: Electricity
Slowed: Cold
Vulnerable: flesh to stone works normally on the poor Golem (does it turn into a Stone Golem? :3)

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IRON GOLEM
Got around a 50% HP boost but their Resistance is the same.
Harmed: Acid
Healed: Fire
Harmed*: Rust effects affect them normally
Slowed: Electricity
Vulnerable: neutralize poison deactivates its Breath Weapon for 1 minute. Muahahahaha, sic the Druids on it!
For 2 Actions it can use it's Breath Weapon to expel a poisonous gas in a radius from a corner of its squares (so it's more venting it?) that lasts for a round, doesn't mention anything about breathing/inhaling the Poison so I guess it's Contact in this Edition, ouch.
The Iron Golem Poison deals Poison damage and gives you an increasing Drained x debuff, ouchy-ouch.
They also have the Inexorable March... owwww...
And finally Powerful Blows returns, though it doesn't add extra strength damage on the hit. If the Iron Golem hits and the die was a 19 it's a Critical Hit. Ouchies!
*not sure why this is separated from the first one by the Healed one.