Rysky Reviews the Playtestiary, Monster Parade!


Monsters and Hazards

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Blame Gorbacz (and Cosmo).

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Animated Objects!

A Broom is apparently armor??? Misread Construct Armor. Intersting, the more you attack Constructs you actually damage their structure and lower their AC, that's cool.

OMG the Bureau can launch its drawers to attack, or just sling them open real fast for owwies. That's awesome. PCs can use grapple to rip the drawers out, ha!

Giant Statue wants to brun you alive with its Brazier. Eugh. It does supply rules for putting out said fire so yay!

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ANKHRAV (aka ANKHEG)

Armor Rending Bite? OWWWWWWWW, it apparently admires its more hmble cousin the Rust Monster. Has a thing for livestock and herders (I guess breweries are safe? :3)

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BANSHEE

Spectral Ripple is nice, giving Concealment when she moves. I like giving ghosts more, well, ghost stuff.

Even though it can't insta kill (though it might), Wail is naassssty. It can break through friggin Silence effects O.O and it lingers in the area for 1 round, becasue that's necessary.

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BARGHEST

Pretty much the same till we get to the

GREATER BARGHEST

They come with mutations now. Poison fangs, check. Poison breath, check. Vestigial third arm, check. Wings, double check.

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BAT SWARM

Echolation is an actual spelled out ability, instead of Blindsense they can use their hearing for determining precice locations within range.

That persistant bleed is gonna suck, but thankfully you can murder them with weapons now.

GIANT BAT

It has Wing Thrash as a Reaction, basically it flails about whenever an adjacent creature strikes it, earning the attacker and a buddy two wing smacks to the face, or other punchanble appendage.

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BEAR

They fluffy :3

They can Rush you, basically a Charge that can cover more ground, and they can maul you if they grapple you. For the Playtestiary we have the Cave Bear and Grizly Bear.

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Confirmed by James Jacobs, "Dire" creatures don't exist anymore, save for the Dire Wolf, which was an actual thing. We get Cave Bears, Giant Rats, and Smilodons.

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FIRE BEETLE

They have a bioluminescent aura thansk to their glands, cool, and they can also flash to dazzle opponents, not cool, and that turns the glands off, so it goes dark, really not cool, we were using that.

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BLACK PUDDING (not edible)

You have to worry about using metal and wodden weapons against them, unles you hate those weapons. Same for stuff you're wearing when it hits you. And so does your flesh.

It's also outright immune to slashing and piercing damage, but will still split if the attacked by such.

Suction has been streamlined, it can move on walls and ceilings as if they were difficult terrain.

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BLOODSEEKER (AKA STIRGE AKA ANNOYING LITTLE A&%~!%*)

They don't seem to carry disease (at the moment) anymore, but their Blood Drain ability gives them Temp HP, and they don't have a limit that will make them detach -_-

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BOAR

They're ferocious!

They also have oldschool charge, double move and stabbystab, getting a bonus to their tusk attack. And can then follow it up with another tusk stabbystab gore.

PIG

Not so ferocious.

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BOGGARD

You can actually sever their tongues now, and they can't hold their breath longer than other people nor can they easily stride through swampy terrain.

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BRAIN COLLECTOR (NEH-THALGGU)

They still have their brain storing blisters, ew, but if you damage them enough physically or mentally it gets Stupefied for a round and has to make a save (Fort or Will) to avoid losing a brain.

It's an Occult caster now.

It can't CDG to steal a brain now, the target has to be dead, whatever little solace that provides.

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BUGBEAR

They're good about sneaking up and grabbing/tripping targets real quick. Also usually NE now, going off the Traits.

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BULETTE

They have a trademark favourite food they get bonuses to atatck and damage with their jaws against, unless otherwise stated they prefer Halflings. Awesome.

They can also burrow charge in a line in order to damage everyone with their fin.

It can also make multiple attacks at the end of their (long or high) jumps, depedning on the distance traveled.

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BUNYIP

Has Shark Scent, it's Scent range is doubled and can pick up a trace of blood from over a mile away O.O

They can slap you with their tail now.

They're also friggin shapeshifters now. It can shrink its face to disguise itself or make its tail grow longer so it can also grab things or gives itself legs so it can move better on land.

Its Roar doesn't have a HD limit anymore.

It's Blood Rage also got a huge buff.

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Started late, will do Cs tomorrow.

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Or not, *grumble grumble* Stoopid weekend.

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CALIGNI (DARK FOLK)

No mention of the basic playable Caligni (Dark Folk), and See in Darkness has been renamed Greater Darkvision apparently.

CALIGNI CREEPER (DARK CREEPER)

No mention of the dirty rag armor.

CALIGNI STALKER (DARK STALKER)

Can now utter a Command, giving all nearby Creepers a free Step. Interesting.

There's also stats for the Black Smear Poison for those interested.

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CAMEL

They still spit >_<

They also have rules for how long they can survive without water, which neat to finally have.

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KITTIES!!!!!!

BOBCAT

I love Bobcats :3

They (and as a basis for all the other kitties), get Pounce and Sneak Attack, and their Jaws have Grab. They also have Climb Speeds now ^w^

LEOPARD

Get the Maul ability they can use if they grapple you.

PANTHER

With Riding Grab if they bite you they hop on and latch on, and move when you move and also attackers take penalties to hit them hehe

LION

Pack Attack makes them deal more damage if they have two allies in reach of their target.

TIGER

Their Wrestle move lets them knock things over if they've already grabbed them.

SMILODON

It's Pierce Armor is a whole can of OWWWWWWWWWWWWWWWWWWWWW. IF they bite you after they've already grabbed you your armor is dented, your knocked prone, and you take bleed damage ow ow ow.

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CENTIPEDE

KILL IT WITH FIRE!

Not much else to say on that, only the Giant variety is showcased, though their poison can make you constantly Flat Footed is interesting.

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CHIMERA

The "Beast" Trait takes the place of Magical Beast apparently.

Actually spells out what happens if you sever a head (FINALLY), it doesn't kill them but it does cut off all that head's abilities. Also the head is picked at random.

Has two extra Reactions for a total of 3, they're all used for each head to take an AoO.

It's Three Headed Strike lets all three heads attack three different creatures as 2 Actions.

The Dragon head adds extra energy damage to its bite attack (ow) that corresponds to its breath weapon. Speaking of its breath weapon, a little foreshadowing I guess is that while the other Chromatics have saves based on Reflex, the Green's poison breath is against Fortitude.

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CHOKER

Don't have the Evil trait anymore, though that may be a typo since their writeup still paints them more as murderers than hunters (the use of "victims" rather than "prey").

They have a Reaction now where they can pull a grappled target into the path of an attack, that actually moves the target around too.

Constrict appears to be flat damage now.

They sneaky attackers too, if they're unseen or sensed by a creature all their attacks treat the creature as FF until the end of the Choker's turn.

They also auto grab and begin strangling any targets they successfully attack too, ouch for casters. And people who like breathing.

They thankfully don't have their Quickness anymore, but they don't need it with the new Action system anyway.

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COCKATRICE

They're a bit nastier now, the DCs for petrifying are higher and rather than Dex damage it makes you Slowed 1, so after 3 failed saves your stoned. And with the new action system with 3 rounds rapid it's possible to stone you in one round. You still get followup saves the next day to return to flesh, but if you Critically fail the save you're now a permanent garden fixture.


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A Rysky Review !?

YAY!!

I love these!

Please & thank you.
(^_')=b

Carry on,

--C.

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Thankies!

And I'm trying but I keep getting interrupted, stoopid work XD

I JUST WANNA READ THE PLAYTEST STUFF lol

Will pick this back up when I get home.


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Most welcome!

Completely understand wanting to read the Playtest but... You know?

I really enjoyed your "Rysky Review" you did for the Pathfinder Bestiary 6 : pages 63 - 66

Looking forward the rest of your review here!
(^o^)9

P&T.

--C.


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dotting to keep reading! I also appreciate the work you're putting into these! (and well, it gives me lots of useful information for the game that I'm gently plotting...)

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Thankies, and yay! I’m glad this and previous reviews are helpful to y’all! ^w^

But *sigh* life has other ideas and now I must sleep. WHY MUST LIFE BE SO BUSY DURING THE PLAYTEST XD

Will pick this up in the morning, hopefully I’ll be able to make it through at least a whole letter...

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CROCODILE

They get a special charge move that requires them to start in water and someone to walk nearby without noticing the croc, it can effortlessly transition the movement to land and gets speed boost as well.

If it grabs with its bite it can do its iconic Death Roll, gaining a bonus on the attack, if it's successful you're damaged and knocked prone. If it fails you're free.

It can hold its breath for 320 Actions :3

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CYCLOPS

Flash of Insight now automatically grants a Success instead of rolling, but never a Critical Success.

Swipe is interesting, making one attack roll as 2 actions against two adjacent targets, and roll damage only once for both, if it only crits one only that target is critted.

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DEH-NOLO

Tried searching this one up on AoN's Pathfinder version before realizing it was originally a Starfinder creature!

Instead of DR/magic they have Resistance Mental, so blast em.

Like the NEH-THALGGU if you do enough damage to them it will rupture a brain blister (ew), and they also still have their Open Pustules (ew ew) as a defensive Reaction, spraying poor fools with the Dominion Bile poison.

When forming and firing their Crystals they can imbue them with the Bile (ew ew ew), or extra elemental damage.

Creating a crystal no longer damages them either -_-

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DEMON

Woohoo! They seemed to have gotten an overhaul to regards to immunities (they don't have them, tangent, my work computer's autocorrect does not consider immunities a word), and instead have weaknesses depending on the sins of the souls used to make them, so lots of energy shake ups there.

Rather than innate summoning they have the Abyssal Pact Ritual, which lets them summon other demons, depending on the roll they show up, don't, show up and are eager to please and thus don't ask for a favor, or show up angry and attack you (in this case they also gain the Summoned Trait but I don't know what that means atm)

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BOAR DEMON (NALFESHNEE)

Got to be careful when going all out with melee attacks, since if you critically fail they get a Reaction. Wording is kinda awkward though.

Greedy Grab wrote:
The boar demon tries to snatch the weapon used in the triggering Strike by attempting an Athletics check to Disarm the boar demon at a –2 penalty. On a success or critical success, the boar demon takes the weapon into one of its hands instead of the normal success effect.

???

They are weak to Acid, formerly resistant.

With Claim Wealth they are basically gigantic bag of Holdings, and that friggin awesome. When using it's Light of Avarice power it takes any items that are unattended, and can vomit up anything it's taken at its choosing. When killed, uses teleportation magic (be interesting to see what all hijinx it can get up to if this was removed), or eats a Bag of Holding (HA) it vomits up EVERYTHING.

Light of Avarice targets four items with touch attacks and makes them nauseatingly gaudy, you're sickened and slowed while you're in contact with them unless you make a Will save ( it specifically states that you use Will instead of Fortitude but I don't see a reason for that, yes you're sickened but it's caused by divine Demon powers).

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BLOOD DEMON (BABAU)

They lost Greater Teleport for Dimension Door, but I haven't read Dimension Door yet so don't know how much of a change that will be.

There might also be a typo in the spell block.

Quote:
Divine Innate Spells DC 20; Constant see invisibility (3rd); 5th dimension door; At Will darkness, dispel magic, dimension door

... or does this mean they have At Will DD at a certain level and limited use at a higher level?

They're immune to Acid now, makes sense, and weak to Cold, also makes sense. In addition to cold iron and Good like all Demons, but their weaknesses are interestingly set at 7s instead of at 5s or multiples thereof.

It's Protective Slime is Reaction that affects anything hitting or touching it, natural attacks take damage while items are dented. If you critically fail the save they're outright destroyed. Doesn't bother any of the Babau's stuff and since it's a Reaction I'm guessing they have a lot of control over what all it affects.

They have Hidden Strike like the Choker, fitting for Assassin souls, and even more fitting it's even worse, if they hit you while hidden you have to make a Will save to avoid becoming frightened.


Rysky wrote:

DEMON

(in this case they also gain the Summoned Trait but I don't know what that means atm)

Its in the traits index on p419 of the Rulebook. It looks like they're called if it works, but act as summoned monsters that attack you on a critical failure. Fun!

A creature called by way of a conjuration spell or effect gains the summoned trait. A summoned creature can’t summon other creatures, create things of value, or cast spells that require an expensive material component or special focus. It can use only 2 actions on its turn, and it can’t use reactions. It takes its actions when you finish Casting the Spell and when you spend an action to Concentrate on a Spell.

Summoned creatures can be banished by various spells and effects and are automatically banished if reduced to 0 Hit Points or if the spell that calls them is dismissed."


The dimension door stats mean it casts it once per day heightened to 5th (1 mile range) and at will at regular 4th level (60’ range). All demons and devils have dimension door instead of teleport (which takes 10 minutes and has big accuracy issues) now.

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FIRE DEMON (BALOR)

Immune to Fire like they were, but now weak to Cold.

Like everything else that had SR they now have a +1 conditional bonus to Magic. Considering how strong they are and that there SR used to be 31 that number might need to be a bit higher.

Aura of Flame is much worse (in that this is gonna seriously hurt) than Flaming Body, you just take a flat 20 Fire damage, or 40 if you're grabbed or restrained by the Balor, if you attack with Unarmed you just take 20. Weapons take 20 if you use them.

It doesn't take the -2 penalty on its AoO Reaction (>_>), and it also has the Disruptive quality for those Actions that require Concentration.

It's Death Throes work about the same, save that instead of splitting the damage between Fire and Unoly it's intermingled Fire and Divine, which you just apply half your normal Fire Resistance to the attack. A creature that is Immune, instead of what Immune normally means, treats its save as 1 step better (Critically saving means no damage).

Dimensional Dervish lets it use its innate Dimension Door with only 1 Action, Verbal Casting. So punch the bastard in the throat.

It has Dispelling Strike on its attacks, which does exactly what it says.

Any weapons they wield become +5 Vorpal, counting as Cold Iron and Silver (guess they got rid of Enhancements overcoming Materials), as well as Evil and Chaos if you have Weakness to those two.

And they also have Lifedrinker standard on their attacks, formally that was a Balor Lord unique ability. While there's no limit, it does have a level minimum for the target.

If it grabs you with it's whip it can move you to any space within its reach, and can Move and still move you as well, there's no Action to it, just as long as you're Grabbed it decides where you go.

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Fallyna wrote:
Rysky wrote:

DEMON

(in this case they also gain the Summoned Trait but I don't know what that means atm)

Its in the traits index on p419 of the Rulebook. It looks like they're called if it works, but act as summoned monsters that attack you on a critical failure. Fun!

A creature called by way of a conjuration spell or effect gains the summoned trait. A summoned creature can’t summon other creatures, create things of value, or cast spells that require an expensive material component or special focus. It can use only 2 actions on its turn, and it can’t use reactions. It takes its actions when you finish Casting the Spell and when you spend an action to Concentrate on a Spell.

Summoned creatures can be banished by various spells and effects and are automatically banished if reduced to 0 Hit Points or if the spell that calls them is dismissed."

Ah, cool, thankies. At this point I’ve read the Bestiary more than the Rulebook :3

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Xenocrat wrote:
The dimension door stats mean it casts it once per day heightened to 5th (1 mile range) and at will at regular 4th level (60’ range). All demons and devils have dimension door instead of teleport (which takes 10 minutes and has big accuracy issues) now.

Gotcha. Noticed that while reading the Balor stat block.

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LUST DEMON (SUCCUBUS) !!!!!!!!!!!!!!

Something interesting right off the bat I notice, in their languages is the normal Demonic fare, plus constant tongues, plus 3 mortal languages of their choosing.
Weakness to Cold, and they no longer have Immunity to Fire :(

Seductive Presence, anyone close enough takes a -2 penalty to oppose the Succubi's Deception, Diplomacy, and Mental spells if they find the Succubus sexually attractive, nice.

They have claw attacks that hurt, they have apparently always had claw attacks but I've never noticed.

They keep their natural Strikes when they shape change, it just changes damage type to accommodate the new form (usually bludgeoning). No other stats change while shapechanged (except for maybe the ability to fly?).

Embrace, hehe they use Diplomacy to grapple instead of Athletics, awesome.

Passionate Kiss, which doesn't have to be a kiss, gives the target Enervated 1 and they have to make a will Save to avoid suggestion, which will earn you some more Passionate Kiss*. The target is also killed if their Enervated penalty equals their level.

*I thought this suggestion was more open ended in 1st but I was wrong, only Kisses there too.

1) need to see if that's always on or if the Succubi decides if it goes off.

2) Need to see what all protections there are against Enervation.

Profane Gift got a major overhaul and buffing. The recipient gets a +1 to all their rolls. The succubi can not only communicate telepathically through the recipient with no range limit but also perceive through all of their sense too (oooooo), and can send suggestions through the link. If the recipient tries a Will saving throw against the suggestion they treat their result as 1 worse.
Removing the Gift requires either the Atone Ritual, or for the Succubi to remove it as 1 Action, which grants the recipient a permanent Stupiefied 3 condition, whish is hard to get rid of as it takes a 4th level restoration spell to move the condition down by 1.
It specifies that that Summoned Succubi can't grant profane Gifts.

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MUTILATION DEMON (SHEMHAZIAN), cool name btw

Weak to Cold.

Paralyzing Gaze, need confirmation on whether it's a gaze or an aura, takes effect on the target's turn if they're within the area of effect, if they Fail their save they're slowed 1 for 1 round and if they Critically Fail they're paralyzed for 1 round. No Bolstering so you can get hit with this every round, ouch. You can spend an Action averting your sight to gain a +2 on the save for that round.

If you move within range of its tail it can use its Tail Whip Reaction to damage and trip you, or knock you 30ft down if you were flying, so good to see that they're addressing that.

It can Focus Gaze as 1 Action (so it can go after 3 targets) on one creature, even if they had already saved against the Paralyzing Gaze. If they failed their original save then they are Paralyzed if they fail again. If the target was averting their gaze that turn the bonuses still apply.

Keeps Rend for its claws >_<

And still has Enfeebling Bite, if it hits with its Jaws Strike you're enfeebled 3, or Enfeebled 1 if you make a save, and unaffected on a Critical Success.

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PRIDE DEMON (MARILITH)

Weak to Sonic.

Commaning Aura grants a +1 circumstance bonus to attack rolls, damage rolls, AC, saves, and skill checks to all commanded and allied creatures over 100ft that are lower level than the Marilith, nice! Liking that they're fitting their flavor more as rulers and commanders rather than just as six arms of murder (though they can still do that too).

They have 5 EXTRA Reactions they can use for AoOs, but it can't use more than one for each triggering action, even if that action is moving through multiple squares, and it must use a different weapon for each AoO.

Something I noticed in the movement is that they will spell out if something is from a Spell, movement speed from the fly spell in this case.

Defensive Assault is 2 Actions where they Strike twice and then gain a bonus to AC for the rest of the round equal to however many weapons they didn't attack with, such as using their third Action to attack with their weapon rather than their tail or using their AoOs.

For 2 Actions as well we have Focused Assault, where they make 1 attack roll an add 1 die of weapon damage for each weapon after the first they wield. Even on a failed attack the target still takes damage from one weapon, unless the attack was a Critical Miss.

Quote:
This counts toward the pride demon’s multiple attack penalty as a number of attacks equal to the number of longswords the pride demon wields.

??? makes me curious about this wording, since penalties cap at -15 at 3 attacks I believe.

Their infuse weapon works similar to the Balor's for what materials it counts as, only it grants a +2 enhancement.

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.

Sextuple Strike is 2 Actions and it attacks 6 different targets within reach with their weapons, this counts against their MAP but only after all the attacks are resolved.

The abilities appear to be going in alphabetical order rather than by a grouping -_-

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Rysky wrote:

??? makes me curious about this wording, since penalties cap at -15 at 3 attacks I believe.

Caps at -10 (-8 if the weapons are agile), but carry on! Just figured I can add a bit.


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Rysky wrote:

LUST DEMON (SUCCUBUS) !!!!!!!!!!!!!!

Something interesting right off the bat I notice, in their languages is the normal Demonic fare, plus constant tongues, plus 3 mortal languages of their choosing.
Weakness to Cold, and they no longer have Immunity to Fire :(

Hey, that means they can get branding now.

Silver Crusade

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Xenocrat wrote:
Rysky wrote:

LUST DEMON (SUCCUBUS) !!!!!!!!!!!!!!

Something interesting right off the bat I notice, in their languages is the normal Demonic fare, plus constant tongues, plus 3 mortal languages of their choosing.
Weakness to Cold, and they no longer have Immunity to Fire :(

Hey, that means they can get branding now.

>_>

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
Cydeth wrote:
Rysky wrote:

??? makes me curious about this wording, since penalties cap at -15 at 3 attacks I believe.

Caps at -10 (-8 if the weapons are agile), but carry on! Just figured I can add a bit.

Gotcha. I’m just trying to figure out the math, or at least the reason for that wording. You wouldn’t use the attack if you had one only weapon, so with two you have the same penalty as you would for 6. It’s probbaly future proofing or something or I’m just thinking too hard.

ANYWAY! Got home, ate, so gonna try and start back up.

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

QUASIT

Lol, they're weak to Sonic. Makes sense but still.

Abyssal Healing, they spend an Action to heal themselves, whis is pretty neat.

They get all four of their animal "disguises" instead of just two.

And their poison is worse since it Slows the victim as well.

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