An Otherworldly Threat: Playing Around With Custom Monsters


Monsters and Hazards


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Note: This thread is purely for entertainment purposes, and so I can get an idea of what creating custom monsters might look like in 2e. I've based everything off of LuniasM's wonderful average monster stats by level spreadsheet.

Without further ado...

Spoiler:
Sectoid (CREATURE 2)
Traits Aberration, Small
Perception +6; low-light vision
Languages
Skills +0; Acrobatics +5, Stealth +6
Str -1, Dex +4, Con -1, Int +3, Wis +1, Cha –2
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AC 16, TAC 14; Fort +1, Ref +5, Will +4
HP 30
Weaknesses physical 5
Telepathy Although lacking a mouth, sectoids are capable of communicating telepathically with creatures within 60 feet. The "language" used by sectoids for this purpose is strange and incomprehensible to most other beings.
<<AA>>Mind Merge A sectoid can psychically fuse its consciousness to another willing telepathic creature - typically another sectoid - expanding the awareness of the target. As long as the sectoid concentrates on the mind merge, the recipient gains a +1 circumstance bonus to attack rolls, AC, and Perception, and is Quick 1. The recipient can spend this extra action to Stride or as one of the two actions needed to ready an action. A creature can only be the recipient of one mind merge at a time. If the sectoid that initiated a mind merge is killed while still concentrating on the effect, the recipient must make a DC 19 Fortitude save, with the following effects:
--Success The creature takes 2d6 damage and is slowed 1.
--Critical Success The creature takes 1d6 damage and is hampered 5.
--Failure The creature takes 4d6 damage and is stunned 1.
--Critical Failure The creature dies.
<<R>>Scamper
--Trigger An enemy ends its movement threatening the sectoid.
--Effect At the end of the triggering creature's turn, the sectoid can Stride half its speed without triggering reactions.
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Speed 30 feet
Melee
Ranged alien blaster +8, Damage 2d6 force

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