[PaizoCon] Bestiary Images Transcribed


Second Edition

1 to 50 of 66 << first < prev | 1 | 2 | next > last >>

16 people marked this as a favorite.

In this thread, I am posting my best-effort transcriptions of the rules content from the Bestiary screenshots displayed at the PaizoCon Preview Banquet. You can view the images in this shared folder.

For ease of reference, I will be posting one creature/element/chunk of rules text per post, in the order they were displayed at the Banquet. So we start with the Balisse and end with Treerazer's Blackaxe.

The low resolution on the screenshots means that there are likely some errors here and there. I had particular trouble with the text in some of the tags, in a few spots distinguishing between '+' and '-' (introducing the potential for significant error, rules-wise), and in a few spots distinguishing between '6' and '8'.

Nevertheless, I believe that these transcriptions are mostly accurate. Please let us know if you spot any errors.

There's a good amount of data here, and some of it reveals some interesting things about the system. I particularly wonder if we have enough for the analytically minded among you to start to reverse-engineer some monster creation guideline numbers, and/or if this data will shed some light on the (endless) ongoing debates about DCs in PF2.

Enjoy!

P.S. Because there's like a gazillion posts in this one, here's an index:

1. Balisse
2. Astral Deva
3. Succubus (partial)
4. Vrock
5. Glabrezu
6. Grothlut
7. Drider
8. Creating Zombies
9. Zombie Shambler
10. Plague Zombie
11. Zombie Brute
12. Zombie Hulk
13. White Dragon Spellcasters
14. Young White Dragon (partial)
15. Adult White Dragon
16. Ancient White Dragon
17. Otyugh
18. Owlbear
19. Nightmare
20. Greater Nightmare
21. Creating a Lich
22. Lich
23. Treerazer's Cultists
24. Treerazer
25. Blackaxe


5 people marked this as a favorite.

BALISSE (Creature 8)
NG; Medium; Angel, Celestial
Perception +18 (+20 to detect lies and illusions), darkvision
Languages Celestial, Draconic, Infernal; tongues
Skills Acrobatics +14, Diplomacy +17, Religion +18
Str +5, Dex +2, Con +4, Int +1, Wis +6, Cha +5
Items +1 striking scimitar
==============================
AC 26; Fort +15, Ref +12, Will +18; +1 status to all saves vs. magic
HP 145; Weaknesses evil 10; Resistances fire 15
Confessor's Aura (aura, divine, enchantment, mental) 20 feet. Creatures in the balisse's aura are subject to zone of truth (DC 23). Additionally, if these creatures choose to honestly express their own conflicted feelings, the aura makes it easier for them to put words to those feelings.
==============================
Speed 30 feet, fly 40 feet
Melee {A} flaming scimitar +20 (fire, forceful, good, magical, sweep), Damage 2d6+8 slashing plus 1d6 fire and 1d6 good
Divine Innate Spells DC 26: 4th divine wrath, heal, paralyze, remove curse, remove disease; 3rd remove fear (at will); 2nd invisibility (at will, self only); 1st detect alignment (at will, evil only)
Divine Rituals DC 26; angelic messenger atone, geas
Brand of the Impertinent {A}{A} (curse, divine, evocation) Frequency once per day; Effect The balisse marks an evil creature within its confessor's aura as irredeemable. It can only do so after a failed attempt to convince the creature to repent. The touched creature takes a -1 status penalty to AC and saves, reduces its resistances by 2, and gains weakness 2 to good damage. The duration depends on the target's DC 26 Will save.
Critical Success The creature is unaffected
Success The duration is 1 round
Failure The duration is 1 day
Critical Failure The duration is permanent
Flaming Armament (divine, evocation) Any weapon gains the effect of a flaming property rune while a balisse wields it.
Guiding Angel {A} (divine, transmutation) While invisible, a balisse can spiritually attach itself to a non-evil mortal. When it does so, it merges with the mortal's body and is unable to use any of its spells and abilities other than to interact with the mortal. It must use Guiding Angel again to leave the mortal. While merged with the mortal, the balisse can take a form of its choice that only the mortal can see, such as a small angel on the mortal's shoulder. Alternatively, it can communicate with the mortal usin ga bodiless voice only the mortal can hear.


1 person marked this as a favorite.

ASTRAL DEVA (Creature 14)
NG; Medium; Angel, Celestial
Perception +26; darkvision
Languages Celestial, Draconic, Infernal; tongues
Skills Acrobatics +24, Diplomacy +26, Intimidation +28, Religion +24
Str +8, Dex +4, Con +5, Int +4, Wis +4, Cha +6
Items +2 striking warhammer
==============================
AC 36; Fort +27, Ref +25, Will +22; +1 status to all saves vs. magic
HP 285; Weaknesses evil 15
Traveler's Aura (abjuration, aura, divine) 20 feet. Creatures in the astral deva's aura are protected from ambient environmental damage from any plane, including severe and extreme heat and cold as well as more exotic dangers. The astral deva is never flat-footed to creatures within its aura.
Messenger's Amnesty (abjuration, divine) An astral deva with a message to deliver is continually protected by the effect of sanctuary (DC 32). If the deva breaks the sanctuary, the effect returns if the deva ceases hostility for 10 minutes.
==============================
Speed 40 feet, fly 75 feet
Melee {A} holy warhammer +30 (good, magical, shove), Damage 2d8+22 bludgeoning plus 1d6 good
Divine Innate Spells DC 36, attack +28; 7th blade barrier, divine decree, divine wrath, heal, remove curse, remove disease, remove fear; 4th discern lies (at will); 2nd invisibility (at will, self only); 1st detect alignment (at will, evil only); Cantrips (7th) light; Constant (5th) tongues
Divine Rituals DC 36; angelic messenger
Divine Armament (divine, evocation) Any weapon gains the effect of a holy property rune while an astral deva wields it
Stunning Strike {A} Requirements The astral deva hit a foe earlier this turn with a weapon Strike. Effect The astral deva makes a weapon Strike against the foe. On a success, the foe must succeed at a DC 34 Fortitude save or become stunned 1. On a critical failure, the foe is stunned 2 instead.


1 person marked this as a favorite.

* * * ctd. from previous page * * *
The target must succeed at a DC 26 Will save or be affected by a suggestion to submit to more actions of passion rather than trying to Escape.
Profane Gift {A}{A}{A} (divine, enchantment, mental); Frequency once per day; Effect The succubus can give a willing humanoid a profane gift. That creature gains a +1 status bonus to attack rolls, skill checks, and saving throws. As long as the gift persists, the succubus can communicate telepathically with the target at any distance, see through the creature's senses, and target the creature with suggestion through the telepathic link. In addition, the creature uses an outcome one degree of success worse if it rolls on saving throws against the lust demon's suggestions.
[¶] A humanoid can't have more than one profane gift at a time, and a succubus can't grant more than one profane gift at a time. Removing the gift requires an atone ritual. The succubus can remove the gift as a free action to give the recipient a permanent stupefied 3 condition. A 4th-level restoration spell is required to reduce this stupefied condition by 1.
[¶] A summoned succubus can't grant a profane gift.


3 people marked this as a favorite.

VROCK (Creature 9)
LE; Large; Demon, Fiend
Perception +18; darkvision
Languages Abyssal, Celestial, Draconic; telepathy 100 feet
Skills Acrobatics +18, Intimidation +18, Performance +18, Religion +18, Stealth +18, Survival +15
Str +6, Dex +3, Con +5, Int +2, Wis +3, Cha +3
==============================
AC 28; Fort +20, Ref +18, Will +15; +1 status to all saves vs. magic
HP 185; Weaknesses cold iron 10, good 10; Resistances electricity 10
Attack of Opportunity {R} If the vrock is flying and a creature triggers an attack of opportunity, the vrock can make 2 Strikes with its talons against that creature instead of 1 Strike.
Peace Vulnerability A vrock's wrath is the heart of their essence, and forcing peace upon them wrenches at their soul. If they fail a save against calm emotions or a similar effect forcing them to be peaceful, a vrock takes 4d6 mental damage.
==============================
Speed 25 feet, fly 35 feet
Melee {A} beak +21 (evil, magical, reach 10 feet), Damage 3d8+9 piercing plus 1d6 evil
Melee {A} claw +21 (agile, evil, magical, reach 10 feet), Damage 3d6+9 slashing plus 1d6 evil
Melee {A} talon +19 (agile, evil, magical, reach 10 feet), Damage 2d6+9 slashing plus 1d6 evil
Divine Innate Spells DC 26; 5th dimension door; 4th dimension door (at will); 2nd mirror image
Divine Rituals DC 25; Abyssal pact
Dance of Ruin {A}{A}{A} (divine, electricity, evocation, manipulate, move) The vrock dances in flight and chants to create a ruinous explosion of electricity. If more vrocks within 30 feet want to join the dance, the vrock can delay the dance to wait for more vrocks. In that case, the effect occurs after the last vrock uses Dance of Ruin or one of the vrocks chooses to complete that round of the dance. Each non-demon creature in a 20 foot emanation from any of the dancing vrocks takes 2d12 electricity damage (DC 28 basic Reflex save). For each additional vrock that joins the dance, the damage increases by 1d12 and the save DC increases by 1 (to a maximum of four vrocks dealing 5d12 damage with a DC 31 save). The vrocks can continue dancing by using Dance of Ruin each round, for up to 3 rounds in total. The emanation's size increases by 20 feet each round, and the damage increases by 1d12 per vrock each round.
Spore Cloud {A} (disease, poison) The vrock emits a cloud of spores from their body, dealing 2d8 poison damage to all adjacent creatures. Each creature damaged this way must succeed at a DC 28 Fortitude save or take 2d8 persistent piercing damage as the spores penetrate its skin and grow into thick green vines. The vines cease growing after 10 rounds, and they wither away in 1d4 days if not shaved off before then. The vines can be destroyed if the creature is affected by a good spell or if holy water is applied to the vines (with an Interact action). Once the vrock uses Spore Cloud, the ability can't be used for 1d6 rounds.
Stunning Screech {A} (auditory, divine, incapacitation, sonic) Frequency once per minute. Effect The vrock emits a shrill screech. Each non-demon creature within a 30-foot burst must attempt a DC 28 Fortitude save. On a failure, the creature is stunned 2, and on a critical failure, it's stunned 3.


1 person marked this as a favorite.

GLABREZU (Creature 13)
CE; Huge; Demon, Fiend
Perception +24; darkvision, true seeing
Languages Abyssal, Celestial, Draconic; telepathy 100 feet, tongues
Skills Deception +28, Diplomacy +26, Intimidation +26, Religion +22, Society +22, Stealth +21
Str +7, Dex +2, Con +7, Int +3, Wis +3, Cha +7
==============================
AC 34; Fort +26, Ref +19, Will +24; +1 status to all saves vs. magic
HP 280; Weaknesses cold iron 10, good 10
Truth Vulnerability A glabrezu's lies sustain them, and the truth can destroy them. Whenever a revelation effect counteracts or reveals the glabrezu's illusions or the glabrezu fails a save against an effect that would prevent them from lying (such as zone of truth), the demon takes 3d6 mental damage. They take this damage only once per effect, even if the effect reveals multiple illusions or prevents multiple lies.
==============================
Speed 35 feet
Melee {A} pincer +27 (deadly 2d10, evil, magical, reach 15 feet), Damage 3d10+13 bludgeoning plus 1d6 evil and Grab
Melee {A} claw +27 (agile, evil, magical, reach 10 feet), Damage 3d6+13 slashing plus 1d6 evil

* * * page cuts off * * *


1 person marked this as a favorite.

Grothlut (Creature 3)
N(?); Medium; Aberration, Mindless(?)
Perception +5; darkvision
Skills Athletics +11
Str +4, Dex +2, Con +4, Int -5, Wis +0, Cha -3
==============================
AC 19; Fort +11, Ref +5, Will +7
HP 50; Immunities acid, mental
Disgusting Demise (acid, poison) When the grothlut is reduced to 0 Hit Poits, its digestive organs rupture, unleashing alchemical acid and poison upon all creatures in a 30-foot emanation. Each creature in the area must succeed at a DC 19 Fortitude save or take 2d6 acid damage and become sickened 1 (double damage and sickened 2 on a critical failure).
Piteous Moan (aura, auditory, emotion, mental, occult) 50 feet. Each non-grothlut creature that enters or starts its turn within the area must succeed at a DC 17 Will saving throw or become sickened 1 (sickened 2 on a critical failure). The creature then becomes temporarily immune for 1 minute. The grothlut can activate or deactivate the aura by using a single free action that has the concentrate trait. A grothlut usually does not begin moaning until it senses the presence of a non-grothlut creature, and it usually stops once it doesn't sense any more such creatures.
==============================
Speed 20 feet
Melee {A} class +11 (agile), Damage 1d10+8 slashing
Ranged {A} digestive spew +7 (acid, range increment 15 feet, splash), Damage 2d6 acid damage plus 1d6 splash acid damage


1 person marked this as a favorite.

DRIDER (Creature 6)
(?); Large; Aberration
Perception +13; darkvision
Languages Elven, Undercommon
Skills Arcana +14, Athletics +12, Intimidation +14, Religion +13, Stealth +15
Str +4, Dex +3, Con +3, Int +2, Wis +3, Cha +4
Items +1 composite longbow (20 arrows), glaive
==============================
AC 24; Fort +13, Ref +13, Will +15; +1 status saves vs. magic
HP 95; Immunities sleep
==============================
Speed 30 feet, climb 20 feet
Melee {A} glaive +16 (deadly 1d8, forceful, reach 10 feet), Damage 1d8+10 slashing
Ranged {A} composite longbow +16 (deadly d10, magical, propulsive, range increment 100 feet, reload 0, volley 50 feet, Damage 1d8+8 piercing
Ranged {A} web +15 (range increment 30 feet), Effect web trap
Arcane Innate Spells DC 20; 4th clairvoyance, suggestion; 3rd clairaudience, dispel magic, levitate; 2nd darkness (at will), faerie fire (at will); Cantrips (3rd) dancing lights, detect magic
Arcane Prepared Spells DC 24, attack +17; 3rd fireball; 2nd acid arrow, invisibility; 1st magic missile (x2), ray of enfeeblement; Cantrips (3rd) ghost sound, mage hand, ray of frost
Drider Venom (poison); Saving Throw DC 23 Fortitude; Maximum Duration 6 rounds; Stage 1 1d8 poison damage and enfeebled 1 (1 round)
Web Trap A creature hit by a drider's web attack is immobilized and stuck to the nearest surface (Escape DC 21)


3 people marked this as a favorite.

CREATING ZOMBIES To create a zombie creature, start with a zombie of the appropriate size. Then add any Strikes, Speeds, or other abilities it would gain from its shape. To create a Gargantuan zombie, begin with the zombie hulk, apply the elite adjustments, change its size to Gargantuan, and increase its reach by 5 feet.

ZOMBIE ABILITIES You can modify zombies with the following zombie abilities. Most zombies have one of these abilities. If you give a zombie more, you might want to increase its level and adjust its statistics.

Disgusting Pustules (disease, necromancy) The zombie is covered in pustules that rupture when it takes any piercing damage or any critical hit. In either case, adjacent creatures are hit with vile fluid, causing them to become sickened 1 unless they succeed at a Fortitude save.

Feast {A}{A} (manipulate) If the zombie is adjacent to a helpless or unconscious creature, or a deceased creature that died in the past hour, the zombie can feast upon its flesh to heal itself. This restores an amount of Hit Points equal to the zombie's level. If the creature is alive, the zombie deals damage equal to its jaws, fist, or claw damage.

Plague-Ridden (disease, necromancy) The zombie carries a plague that can create more of its own kind. This functions as the plague zombie's zombie rot, except at stage 5, the victim rises as another of the zombie's type, rather than a plague zombie.

Rotting Aura (aura, disease, necromancy) The zombie emits an aura of rot and disease that causes wounds to fester and turn sour. Any living creature that starts its turn within 10 feet of the zombie and is not at full Hit Points takes 1d6 damage as its wounds fester. This damage increases by 1d6 for every 6 levels the zombie has. Creatures that take a critical hit from the zombie also take this damage immediately.

Unkillable This zombie is nigh unkillable. The zombie loses its weakness to slashing and gains resistance against all damage equal to its level (minimum 3), and it gains weakness equal to twice its level (minimum 6) to critical hits. Increase the zombie's level by 1 if you give it this ability.


2 people marked this as a favorite.

ZOMBIE SHAMBLER (Creature -1)
NE; Medium; Mindless, Undead, Zombie
Perception +0; darkvision
Skills Athletics +5
Str +3, Dex -2, Con +2, Int -5, Wis +0, Cha -2
Slow A zombie is permanently slowed 1 and can't use reactions.
==============================
AC 12; Fort +6, Ref +0, Will +2
HP 20, negative healing; Immunities death effects, disease, mental, paralyzed, poison, unconscious; Weaknesses positive 5, slashing 5
==============================
Speed 25 feet
Melee {A} fist +7, Damage 1d6+3 bludgeoning plus Grab
jaws {A} (attack); Requirement The zombie has a creature grabbed or restrained. Effect The zombie makes a jaws unarmed melee Strike against the grabbed or restrained creature with an attack modifier of +7 that deals 1d8+3 piercing damage.


2 people marked this as a favorite.

PLAGUE ZOMBIE (Creature 1)
NE; Medium; Mindless, Undead, Zombie
Perception +3; darkvision
Skills Athletics +7
Str +4, Dex -2, Con +3, Int -5, Wis +0, Cha -2
Slow As zombie shambler
==============================
AC 13; Fort +6, Ref +3, Will +4
HP 50, negative healing; Immunities death effects, disease, mental, paralyzed, poison, unconscious; Weaknesses positive 10, slashing 10
==============================
Speed 25 feet
Melee {A} fist +9, Damage 1d8+4 bludgeoning plus Grab and zombie rot
jaws {A} (attack); As zombie shambler, but with an attack bonus of +9 that deals 1d12+4 piercing damage. A creature damaged by the jaws is exposed to zombie rot.
Zombie Rot (disease, necromancy); An infected creature can't heal damage it takes from zombie rot until it has been cured of the disease. Saving Throw DC 18 Fortitude; Stage 1 carrier with no ill effect (1 day); Stage 2 1d6 negative damage (1 day); Stage 3 1d6 negative damage (1 day); Stage 4 1d6 negative damage (1 day); Stage 5 dead, rising as a plague zombie immediately


2 people marked this as a favorite.

ZOMBIE BRUTE (Creature 2)
NE; Large; Mindless, Undead, Zombie
Perception +4; darkvision
Skills Athletics
Str +5, Dex -3, Con +4, Int -5, Wis +0, Cha -2
Slow As zombie shambler
==============================
AC 15; Fort +10, Ref +3, Will +6
HP 20, negative healing; Immunities death effects, disease, mental, paralyzed, poison, unconscious; Weaknesses positive 10, slashing 10
==============================
Speed 25 feet
Melee {A} fist +11 (reach 10 feet), Damage 1d12+5 bludgeoning plus Improved Push 5 feet


2 people marked this as a favorite.

ZOMBIE HULK (Creature 6)
NE; Huge; Mindless, Undead, Zombie
Perception +8; darkvision
Skills Athletics +18
Str +7, Dex -1, Con +4, Int -5, Wis +0, Cha -2
Slow As zombie shambler
==============================
AC 21; Fort +16, Ref +9, Will +12
HP 160, negative healing; Immunities death effects, disease, mental, paralyzed, poison, unconscious; Weaknesses positive 10, slashing 10
==============================
Speed 25 feet
Melee {A} hunk of meat +17 (reach 15 feet), Damage 2d10+9 blundgeoning
Ranged {A} hunk of meat +9 (thrown 10 feet), Damage 2d10+9 bludgeoning
Ranged {A} corpse +17 (brutal, range increment 30 feet), Damage 2d6+9
Corpse Throwing A zombie hulk can throw corpses at foes. While any Medium dead body will do, they sometimes throw zombie shamblers, who take just as much damage from being thrown as the target they hit. A thrown shambler lands prone, but if it's not destroyed, it can rise and use other actions normally.
Wide Swing {A} The zombie hulk makes a hunk of meat Strike and compares the attack roll result to the AC of up to two foes, each of whom must be within the Strike's reach. This attack counts as two attacks for the zombie hulk's multiple attack penalty.


1 person marked this as a favorite.

WHITE DRAGON SPELLCASTERS
White dragon spellcasters tend to cast the following spells.

Young White Dragon
Arcane Prepared Spells DC 24; attack +16; 2nd dispel magic, invisibility, resist energy; 1st ray of enfeeblement, true strike (+7(?)); Cantrips (2nd) detect magic, ghost sound, mage hand, ray of frost, read aura

Adult White Dragon
Arcane Prepared Spells DC 29, attack +21; As young white dragon plus 4th charm, dimension door, freedom of movement; 3rd earthbind, haste, vampiric touch; Cantrips (4th) detect magic, ghost sound, mage hand, ray of frost, read aura

Ancient White Dragon
Arcane Prepared Spells DC 36, attack +28; As adult white dragon plus 7th paralyze, resist energy; 6th baleful polymorph, dominate, true seeing; 5th chromatic wall, passwall (?), tongues; Cantrips (7th) detect magic, ghost sound, mage hand, ray of frost, read aura


2 people marked this as a favorite.

* * * ctd. from previous page * * *

Str +6, Dex +2, Con +4, Int -1, Wis +1, Cha +0
Snow Vision Snow doesn't impair a white dragon's vision; it ignores concealment from snowfall.
==============================
AC 23; Fort +16, Ref +14, Will +11
HP 115; Immunities cold, paralyzed, sleep; Weaknesses fire 5
Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 20
Freezing Blood {R} (arcane cold) Trigger An adjacent creature deals piercing or slashing damage to the dragon Effect The dragon's blood sprays on the creature, dealing 1d6 cold damage. A creature that takes cold damage in this way is slowed 1 for 1 round.
==============================
Speed 30 feet, fly 80 feet; ice climb 30 feet
Melee {A} jaws +17 (cold, reach 10 feet), Damage 2d8+9 piercing plus 1d6 cold
Melee {A} claw +17 (agile), Damage 2d6+9 slashing
Melee {A} tail +15 (reach 15 feet), Damage 1d8+8 bludgeoning
Breath Weapon {A}{A} (arcane, cold, evocation) The dragon breathes a cloud of frost that deals 7d6 cold damage in a 30-foot cone (DC 24 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds.
Draconic Frenzy {A}{A} The dragon makes two claw Strikes and one tail Strike in any order
Draconic Momentum When the dragon scores a critical hit with a Strike, it recharges its Breath Weapon
Ice Climb A white dragon can climb on ice as though it had the listed climb Speed. It ignores difficult terrain and greater difficult terrain from ice and snow and doesn't risk falling when crossing ice.
Ground Slam {A} The dragon slams into the ground. It can do this if it's on the ground or Flying within 10 feet of the ground. Each creature on the ground within 10 feet must succeed at a DC 24 Reflex save or fall prone and take 2d6 bludgeoning damage. The dragon can then Step.
Shape Ice {A}{A} (arcane, transmutation, water) The dragon reshapes a cube of ice or snow it touches, up to 10 feet across. Any creature standing atop the ice must succeed at a DC 15 Reflex save or Acrobatics check. On a failure, the creature falls prone atop the ice; on a critical failure, it falls off the ice entirely and is also prone.


2 people marked this as a favorite.

ADULT WHITE DRAGON (Creature 10)
CE; Large; Cold, Dragon
Perception +20; darkvision, scene (imprecise) 60 feet, snow vision
Languages Common Draconic
Skills Acrobatics +16, Arcana +15, Athletics +23, Intimidation +19, Stealth +18
Str +7, Dex +2, Con +5, Int +1, Wis +2, Cha +1
Snow Vision As young white dragon
==============================
AC 29; Fort +22, Ref +19, Will +17; +1 status to all saves vs. magic
HP 215; Immunities cold, paralyzed, sleep; Weaknesses fire 10
Dragon Chill (arcane, aura, cold, evocation); 5 feet, 2d6 cold damage (DC 27 basic Reflex)
Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 27
Freezing Blood {R} (arcane, cold) As young white dragon, but 2d6 cold damage
==============================
Speed 30 feet, fly 120 feet; ice climb 30 feet
Melee {A} jaws +23 (cold, magical, reach 10 feet), Damage 2d10+13 piercing plus 2d6 cold
Melee {A} claw +23 (agile, magical), Damage 2d8+13 slashing
Melee {A} tail +22 (magical, reach 15 feet), Damage 2d6+11 bludgeoning
Arcane Innate Spells DC 27; 2nd obscuring mist (at will); 1st gust of wind (at will)
Breath Weapon {A}{A} (arcane, cold, evocation); The dragon breathes a cloud of frost that deals 11d6 cold damage in a 40-foot cone (DC 29 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds.
Draconic Frenzy {A}{A} As young white dragon
Draconic Momentum As young white dragon
Ground Slam {A} As young white dragon, but DC 29 and 3d6 bludgeoning damage
Ice Climb As young white dragon
Shape Ice {A}{A} (arcane, transmutation, water) As young white dragon


2 people marked this as a favorite.

ANCIENT WHITE DRAGON (Creature 15)
Uncommon; CE; Huge; Cold, Dragon
Perception +30; darkvision, scent (imprecise) 60 feet, snow vision
Languages Common, Draconic, Jotun
Skills Acrobatics +24, Arcana +23, Athletics +31, Intimidation +28, Stealth +26
Str +8, Dex +3, Con +7, Int +2, Wis +3, Cha +3
Snow Vision As young white dragon
==============================
AC 36; Fort +30, Ref +26, Will +24; +1 status to all saves vs. magic
HP 330; Immunities cold, paralyzed, sleep; Weaknesses fire 15
Blizzard (arcane, aura, cold) 50 feet. After the dragon uses its Breath Weapon, a fierce blizzard of blinding snow surrounds its body for 1 round. Everything in the aura is difficult terrain for other creatures that are on the ground, climbing, or flying. The blowing snow also makes all creatures in the area concealed. While the blizzard rages, the dragon's dragon chill extends to the full area of the blizzard.
Dragon Chill (arcane, aura, cold, evocation); 10 feet. 3d6 cold damage (DC 34 basic Reflex)
Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 34
Freezing Blood {R} (arcane, cold). As young white dragon, but 3d6 cold damage
==============================
Speed 40 feet, fly 160 feet, ice climb 40 feet
Melee {A} jaws +31 (cold, magical, reach 15 feet), Damage 3d12+16 piercing plus 3d6 cold
Melee {A} claws +31 (agile, magical, reach 10 feet), Damage 3d10+16 slashing
Melee {A} tail +29 (magical, reach 20 feet), Damage 2d10+14 bludgeoning
Arcane Innate Spells DC 36; 6th wall of ice (at will); 2nd obscuring mist (at will); 1st gust of wind (at will)
Breath Weapon {A}{A} (arcane, cold, evocation) The dragon breathes a cloud of frost that deals 15d6 cold damage in a 50-foot cone (DC 36 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds
Draconic Frenzy {A}{A} As young white dragon
Draconic Momentum As young white dragon
Ground Slam {A} As young white dragon, but DC 37 and 5d6 bludgeoning damage
Ice Climb As young white dragon
Shape Ice {A}{A} (arcane, transmutation, water) As young white dragon


1 person marked this as a favorite.

OTYUGH (Creature 4)
N; Large; Aberration
Perception +10; darkvision, scent (imprecise) 30 feet
Languages Common
Skills Acrobatics +8, Athletics +14, Stealth +8 (+11 in lair)
Str +6, Dex +2, Con +4, Int -2, Wis +2, Cha -2
==============================
AC 20; Fort +12, Ref +8, Will +10
HP 70; Immunities disease
Stench (aura, olfactory) 40 feet. A creature entering the aura must succeed at a DC 20 Fortitude save or be sickened 1 (plu sslowed 1 for the same duration on a critical failure). On a success, the creature is temporarily immune to the sickened and slowed effects at this stench for 1 hour. Regardless of the save, while within the aura, creatures take a -2 circumstance penalty to saves against diseases. An otyugh's stench is due to the offal and refuse that it wallows in, so cleaning the creature thoroughly (with create water and sufficient scrubbing, for example) deactivates the aura, while a sufficiently plugged nose allows an individual to avoid exposure to the stench.
==============================
Speed 20 feet
Melee {A} jaws +14, Damage 2d6+6 piercing plus filth fever
Melee {A} tentacle +14 (agile, reach 10 feet), Damage 1d6+6 bludgeoning plus Grab
Constrict {A} 1d6+6 bludgeoning, DC 22
Reposition {A} The otyugh attempts to move all creatures that it has grabbed into other spaces within the reach of its tentacles, rolling a single Athletics check and comparing the result against each creature's Fortitude DC. On a failure, the creature remains in place, and on a critical failure, the creature is no longer grabbed.
Filth Fever (disease). The sickened and unconscious conditions from filth fever don't improve on their own until the disease is cured. Saving Throw DC 20 Fortitude; Stage 1 carrier with no ill effect (1d4 hours); Stage 2 sickened 1 (1 day); Stage 3 sickened 1 and slowed 1 as long as it remains sickened (1 day); Stage 4 unconscious (1 day); Stage 5 dead


2 people marked this as a favorite.

OWLBEAR (Creature 4)
N;Large; Animal
Perception +13; low-light vision, scent (imprecise) 30 feet Skills Acrobatics +7, Athletics +14, Intimidation +10
Str +6, Dex +1, Con +5, Int -4, Wis +3, Cha +0
==============================
AC 21; Fort +13, Ref +7, Will +11
HP 70
==============================
Speed 25 feet
Melee {A} talon +14 (agile), Damage 1d10+6 piercing plus Grab
Melee {A} beak +14, Damage 1d12+6 piercing
Bloodcurdling Screech {A} (auditory, emotion, fear, mental) The owlbear unleashes a loud screech that terrifies its prey. Each creature in an 80-foot emanation must attempt a DC 20 Will save. Regardless of the result, creatures are temporarily immune for 1 minute.
Critical Success The creature is unaffected.
Success The creature is frightened 1
Failure The creature is frightened 2
Critical Failure The creature is fleeing for 1 round and frightened 3.
Gnaw {A} Requirements The owlbear has a creature grabbed with its talons. Effect The owlbear attempts to disembowl the creature with a beak Strike. If the Strike hits, the target must attempt a DC 22 Will save.
Critical Success The target is unaffected
Success The target is sickened 1
Failure The target is sickened 1 and slowed 1 as long as it remains sickened.
Screeching Advance {A}{A} (auditory, emotion, fear, mental) The owlbear makes a Bloodcurdling Screech and Strides twice. All creatures within 80 feet of the owlbear at any point during this movement are subjected to the effects of Bloodcurdling Screech.


1 person marked this as a favorite.

NIGHTMARE (Creature 6)
NE(?); Large; Beast; Fiend
Perception +14; darkvision
Languages Abyssal, Daemonic, Infernal
Skills Acrobatics +13, Athletics +16, Intimidation +14, Survival +12
Str +6, Dex +3, Con +3, Int +1, Wis +4, Cha +2
Smoke (aura) 15 feet. The nightmare continually exhales black smoke that creates concealment in an aura around it. Nightmares and their riders can see through this smoke. A creature that begins its turn in the area becomes sickened 2 (DC 23 Fortitude negates) and is then temporarily immune sickness from the smoke for 1 minute. The nightmare, its rider, any creature currently holding its breath (or that does not need to breathe), and any creature immune to poison are immune to the aura's sickened effect but not the concealment.
==============================
AC 24; Fort +15, Ref +15, Will +12
HP 100; Resistances fire 10
==============================
Speed 40 feet, fly 90 feet
Melee {A} jaws +15 (evil, magical), Damage 2d10+6 piercing plus 1d6 evil
Melee {A} hoof +16 (agile, evil, fire, magical), Damage 1d8+6 bludgeoning plus 1d6 evil and 1d8 fire
Divine Innate Spells DC 24; 7th plane shift (self and rider only)
Flashing Gallop {A}{A} (fire) The nightmare Strides or Flies up to triple its Speed. Its hooves burst with intense flame, dealing 3d6 fire damage (DC 24 basic Reflex save) once to each creature other than the nightmare's rider that the nightmare moves adjacent to during its gallop.


2 people marked this as a favorite.

GREATER NIGHTMARE (Creature 11)
NE; Huge; Beast, Fire
Perception +22; darkvision
Languages Abyssal, Daemonic, Infernal
Skills Acrobatics +23, Athletics +24, Intimidation +22, Survival +20
Str +7, Dex +4, Con +5, Int +2, Wis +5, Cha +3
Smoke (aura) 20 feet. As nightmare, but DC 28.
==============================
AC 31; Fort +25, Ref +24, Will +21
HP 200; Resistances fire 15
==============================
Speed 60 feet, fly 120 feet
Melee {A} jaws +24 (evil, magical), Damage 2d10+11 piercing plus 1d6 evil
Melee {A} hoof +24 (agile, evil, fire, magical), Damage 1d8+11 bludgeoning plus 1d6 evil and 2d8 fire
Divine Innate Spells DC 30; 7th ethereal jaunt (self and rider only), plane shift (self and rider only)
Flaming Gallop {A}{A} (fire) As nightmare, but 6d6 fire damage and DC 30.
Trample {A}{A}{A} Large or smaller, hoof, DC 30


2 people marked this as a favorite.

CREATING A LICH
A lich can be any type of spellcaster, as long as it has the ability to perform a ritual of undeath as the primary caster (which can usually be performed only by a spellcaster capable of casting 6th-level spells). To create a lich, follow these steps:
* Increase the spellcaster's level by 1 and change its statistics as follows:
* Increase spell DCs and spell attack roll by 2

LICH ABILITIES
A lich gains the undead trait and becomes evil. Liches lose all abilities that come from being a living creature.
A lich gains the following abilities:
Darkvision
Saving Throws +1 status bonus to all saves vs. positive
Negative Healing
Rejuvenation (arcane, necromancy) When a lich is destroyed its soul immediately transfers to its phylactery. A lich can be permanently destroyed only if its phylactery is found and destroyed.
Immunities death effects, disease, paralyzed, poison, unconscious
Resistances cold 20, physical 15 (except magic bludgeoning)
Frightful Presence (aura, emotion, fear, mental) 60 feet, DC 30
Hand of the Lich All liches have a hand unarmed attack that deals 1d8 negative damage for every 3 levels and inflicts a paralyzing touch. This attack has the finesse trait.
Drain Phylactery {F} Frequency once per day; Effect The lich taps into its phylactery's power to cast any arcane spell up to the highest level the lich can cast, even if the spell being cast is not one of the lich's prepared spells. The lich's phylactery doesn't need to be present for the lich to use this ability.
Paralyzing Touch (arcane, curse, incapacitation, necromancy) A creature damaged by the lich's hand Strike must succeed at a Fortitude save against the lich's spell DC - 4. The crature becomes paralyzed for 1 round on a failure. On a critical failure, the creature is paralyzed permanently, falls prone, and seems dead. A DC 25 Medicine check reveals the victim is alive.

ALTERNATE LICH ABILITIES
Although the abilities on page 220 are standard for a lich, you can create a more unusual lich by substituting any one of the following abilities for frightful presence, hand of the lich, Drain Phylactery, or paralyzing touch.
Blasphemous Utterances (arcane, aura, enchantment, mental) 10 feet. The lich is accompanied by a constant echo of blasphemous murmurs and tainted whispers. A creature in the aura takes a -2 circumstance penalty to saves against mental effects and can't take actions that have the concentrate trait unless they succeed at a DC 10 flat check. Failing this check wastes the action.
Cold Beyond Cold The lich's hand Strike deals cold damage instead of negative, and instead of being paralyzed, the target is slowed 2. A successful Fortitude save reduces this to slowed 1 (or negates it on a critical success).
Dark Deliverance The lich has resistance to positive equal to its level.
Siphon life {R} Trigger The lich deals damage with its hand Strike Effect The lich regains Hit Points equal to half the damage dealt.
Void Shroud (aura, death, necromancy) 30 feet. The lich is surrounded by an aura of death, drawing forth souls to be consumed by the lich's constant hunger. Living creatures in the emanation take a -2 status penalty to saves against fear and death effects. In addition, any creature that starts its turn in the area gains the doomed 1 condition unless it succeeds at a Will save against the lich's spell DC - 4.


2 people marked this as a favorite.

LICH (Creature 12)
Rare; NE(?); Medium; Undead
Perception +20; darkvision
Languages Abyssal, Aklo, Common, Draconic, Elf, Infernal, Necril, Undercommon
Skills Arcana +28, Crafting +24 (can craft magic items), Deception +12, Diplomacy +19, Religion +22, Stealth +20
Str +0, Dex +4, Con +0, Int +6, Wis +4, Cha +3
Items potion of invisibility, scroll of teleport, greater staff of fire
==============================
AC 31; Fort +17, Ref +21, Will +23; +1 status to all saves vs. positive
HP 190, negative healing, rejuvenation; Immunities death effects, disease, paralyzed, poison, unconscious; Resistances cold 10, physical 10 (except magic bludgeoning)
Frightful Presence (aura, emotion, fear, mental) 60 feet, DC 29
Counterspell {R} Trigger A creature casts a spell that the lich has prepared. Effect The lich expends a prepared spell to counter the triggering creature's castig of that same spell. The lich loses its spell slot as if it had cast the triggering spell. The lich then attempts to counterspell the triggering spell.
==============================
Speed 25 feet
Melee {A} hand +24 (finesse magical), Damage 4d8 negative plus paralyzing touch
Arcane Prepared Spells DC 36, attack +25; 6th chain lightning, dominate, vampiric exsanguination, 5th cloudkill, cone of cold (x2), wall of ice; 4th dimension door, dispel magic, fire shield, fly; 3rd blindness, locate, magic missile, vampiric touch; 2nd false life, mirror image, resist energy, see invisibility; 1st fleet step, ray of enfeeblement (x2), true strike; Cantrips (6th) detect magic, mage hand, message, ray of frost, shield
Drain Phylactery {F} 6th level
Paralyzing Touch (arcane, curse, incapacitation, necromancy) DC 32
Steady Spellcasting If a reaction would disrupt the lich's spellcasting action, the lich attempts a DC 15 flat check. On a success, the action isn't disrupted.


5 people marked this as a favorite.

TREERAZER'S CULTISTS
Edicts corrupt plant life with evil or fungal influence, slay elves, feast on rotten flesh or fungus
Anathema grant mercy to elves, plant trees, encourage natural plant growth
Follower Alignments NE, CE

DEVOTEE BENEFITS
Divine Font harm or heal
Divine Skill Nature
Favored Weapon battleaxe
Domains destruction, nature, nightmare, tyranny
Cleric Spells 1st: grim tendrils; 3rd: wall of thorns; 6th: tangling creepers


3 people marked this as a favorite.

TREERAZER (Creature 25)
Unique; CE; Huge; (???), Demon, Fiend
Perception +46; darkvision, true seeing
Languages Abyssal, Common, Elven, Sylvan; telepathy 300 ft.
Skills Acrobatics +40, Arcana +38, Athletics +45, Intimidation +46, Nature +49, Occultism +38, Religion +45, Stealth +40
Str +12, Dex +9, Con +11, Int +7, Wis +8, Cha +8
Items Blackaxe (page 313)
==============================
AC 54; Fort +42, Ref +40, Will +43; +2 status to all saves vs. magic
HP 550, regeneration 50 (deactivated by good); Immunities death effects, disease, mental, poison; Weaknesses good 20; Resistances acid 20, cold 15, fire 15, physical 20 (except cold iron)
Aura of Corruption (aura, plant, primal, transmutation) 120 feet. Plants near Treerazer twist, deform, and transform into thorny or fungoid parodies of their natural shapes. A living creature in this area must succeed at a DC 47 Fortitude save each round or become partially transformed into plantlike matter. Those who fail this saving throw are treated as if they were plants for the purposes of any effect that particularly harms or inconveniences plant creatures more than other creatures, but do not gain any benefits of being plant creatures. This effect lasts as long as the creature remains within the area of corruption and for 1 minute thereafter.
Attack of Opportunity {R}
==============================
Speed 60 feet, fly 60 feet, swim 40 feet; freedom of movement
Melee {A} Blackaxe +47 (acid, chaotic, evil, magical, reach 15 feet, sweep; page 313), Damage 4d12+15 slashing plus 1d6 acid, 1d6 chaotic, and 1d6 evil, and 2d6 slashing vs. plants
Melee {A} jaws +45 (agile, chaotic, evil, magical, reach 15 feet), Damage 4d10+18 slashing plus 2d6 chaotic and 2d6 evil
Primal Innate Spells DC 49, attack +43; 10th horrid wilting, time stop, wall of thorns; 9th Abyssal wrath (at will), dispel magic (at will); 6th tangling creepers (at will); 5th Abyssal plague (at will); 3rd earthbind (at will); 2nd telekinetic maneuver (at will); Constant (8th) true seeing; (4th) freedom of movement; Cantrips (9th) telekinetic projectile
Primal Rituals DC 49; Abyssal pact, planar ally
Defoliation {A}{A} (primal, necromancy, plant) Treerazer exudes a pulse of sickly green light in a 30-foot-radius emanation. All plants in the same area (including creatures under the effect of his aura of corruption) blacken and wither. Non-creature plants immediately wither and die. Plant creatures take 20d8 negative damage with a DC 49 basic Fortitude save. A creature that fails its save is doomed 1 for 1 minute and sickened 3. Treerazer can choose to exclude any number of plants in the area from this effect, and generally does so to preserve twisted and corrupted plants or fungi or plant creatures that are allied to his cause. Treerazer can't use Defoliation for 1d4 rounds.
Dispelling Strike {F} (abjuration, primal); Frequency once per round; Trigger Treerazer hits a creature, object, or spell effect with a weapon Strike or a defoliation attack. Effect Treerazer casts his innate dispel magic, targeting the creature he hit with his Strike or one spell affecting that creature.
Staggering Strike When Treerazer scores a critical hit with a melee attack, the target is stunned 2.


1 person marked this as a favorite.

BLACKAXE (Item 25)
Unique; Artifact, Cursed(?), Evocation, Primal
Usage held in 2 hands; Bulk 2
==============================
This potent weapon used by Treerazer is a +4 greater corrosive major striking obsidian greataxe that grants a +4 item bonus to attack rolls, deals an extra 2d6 damage to plants, and has the properties of adamantine.
Activate {A} (divination, scrying) Requirements You aren't wielding Blackaxe and you are its true owner. Effect You sense the world around Blackaxe as though you were in its location and you can use any of your innate spells through the link as if it were the source of the spell. If another creature is wielding Blackaxe, it must succeed at a DC 50 Will save or be slowed 2 until it relenquishes the weapon.
Activate {F} command (conjuration, teleportation) Requirements You aren't wielding Blackaxe and you are its true owner. Effect Blackaxe appears in your hands, teleporting instantly from its prior location.
Activate {A} command (death, healing, necromancy) Frequency once per minute Effect Make a Strike against a living tree with Blackaxe. If it hits, the tree withers to ash and you heal 250 Hit Points and gain the benefit of restoration (6th) and restore senses.


1 person marked this as a favorite.

I like Truth Vulnerability and Peace Vulnerability a lot. I think I would add that the Glabrezu gets a small regeneration effect (maybe 2) every round that a non-demon makes a deception check or casts an illusion spell in its presence, unless something triggers Truth Vulnerability, just for a little extra nastiness for my players....


4 people marked this as a favorite.

I really like that they provided cleric-ish stats for people worshipping Treerazer. Makes me wonder how much they are going to include stuff like that in the Bestiaries.


5 people marked this as a favorite.
Saedar wrote:
I really like that they provided cleric-ish stats for people worshipping Treerazer. Makes me wonder how much they are going to include stuff like that in the Bestiaries.

Yeah, I like that bit a lot. It also does a good job of previewing how they're going to handle the giant catch-up-all-our-gods-to-PF2 in the January world guide, Lost Omens Gods & Magic. In the Banquet, the slide on that book promised an "exhaustive index of hundreds of deities with domains, favored weapons, and more!" and Erik said "all the stuff you need to play those characters."

I think Treerazer shows how it only takes a little bit of space to enable a lot of different, flavorful characters themed around a deity.


Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

I find it interesting that zombie shambler and plague zombie are both Creature 1; on paper, the plague zombie seems to be strictly stronger, despite larger vulnerabilities.

I also can't figure out where the Ballise's good damage is coming from. I thought it might be an innate ability of angels, but the Astral Deva specifically calls out that it makes held weapons holy.


2 people marked this as a favorite.
MaxAstro wrote:
I find it interesting that zombie shambler and plague zombie are both Creature 1; on paper, the plague zombie seems to be strictly stronger, despite larger vulnerabilities.

Oh, that's my mistake. Zombie Shambler is listed as "Creature -1". I'll see if I can edit that...


Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

Ah, that makes a LOT more sense.


1 person marked this as a favorite.
MaxAstro wrote:
I also can't figure out where the Ballise's good damage is coming from. I thought it might be an innate ability of angels, but the Astral Deva specifically calls out that it makes held weapons holy.

Yeah, I think either that's an error (maybe "Flaming Armament" is meant to do a bit more than just the flaming rune?) or there's some generic Angel ability that's mentioned earlier.

I did notice several typos and other such errors while transcribing. Inevitable with such a huge launch slate I guess.


3 people marked this as a favorite.
tqomins wrote:
composite longbow +16 (deadly d10, magical, propulsive, range increment 100 feet, reload 0, volley 50 feet)

Oh no, volley is still around. Let it please mean someting completely different than in the playtest...


Blave wrote:
tqomins wrote:
composite longbow +16 (deadly d10, magical, propulsive, range increment 100 feet, reload 0, volley 50 feet)
Oh no, volley is still around. Let it please mean someting completely different than in the playtest...

I *think* I remember Mark posting something about how they implemented a volley fix? But I'm not 100% on that.


1 person marked this as a favorite.
Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

I'm of two minds about volley. I understand how it breaks people's immersion, but I also feel from a design standpoint "ranged weapon that is less effective at short range" is a good design space to have.


1 person marked this as a favorite.

Volley on longbows is fine for me; the name is a bit misleading anyway.
Longbows are made for long range combat. As much as you can like sniper rifles, if you insist using one in close quarters you are proably screwed.

Liberty's Edge

1 person marked this as a favorite.
MaxAstro wrote:
I'm of two minds about volley. I understand how it breaks people's immersion, but I also feel from a design standpoint "ranged weapon that is less effective at short range" is a good design space to have.

I'm fine with its existence if the penalty is manageable or the distance is shorter. I'm not okay with it if it makes longbows unusable in games that occur underground.

More generally, I'm very glad that there seems to be a lot more variance in monster Skills, especially tending toward to low end. I'm concerned about the number of max and near max skills possessed by some Demons, though.

Does the Vrock really need that much better skills than the Balisse? Though I guess the Balisse does have two 'higher tier' Skills...maybe it all works out when examined.


3 people marked this as a favorite.
Pathfinder Companion, Maps Subscriber; Pathfinder Roleplaying Game Superscriber
Deadmanwalking wrote:
MaxAstro wrote:
I'm of two minds about volley. I understand how it breaks people's immersion, but I also feel from a design standpoint "ranged weapon that is less effective at short range" is a good design space to have.
I'm fine with its existence if the penalty is manageable or the distance is shorter. I'm not okay with it if it makes longbows unusable in games that occur underground.

In fairness, wasn't that always the FR rationale behind drow using hand-crossbows in place of the traditional elven longbow? It's a hassle in play but a boon to worldbuilding.


2 people marked this as a favorite.

Looks encouraging! I love the unique abilities the monsters have, they are all very cool and flavorful (the demons taking damage from having their sins broken, especially).

Liches are even more terrifying now! That Void Shroud ability is nasty!


Thank you for all your hard work!

It looks great!

Two nitpicks:

  • I take it that Vrock being LE is meant to be CE...
  • Is the Nightmare/Greater Nightmare meant to be tagged with Fire or Fiend (or even both)? Or is having each with a different tag correct?

Again. Thank you.


1 person marked this as a favorite.
Seventh Seal wrote:

Thank you for all your hard work!

It looks great!

Two nitpicks:

  • I take it that Vrock being LE is meant to be CE...
  • Is the Nightmare/Greater Nightmare meant to be tagged with Fire or Fiend (or even both)? Or is having each with a different tag correct?

Again. Thank you.

Thanks! The tags were the hardest for me to read. You're right of course that the Vrock should be CE rather than LE—I still can't read that one but it's a demon and demons are CE!

The Nightmare and Greater Nightmare are both tagged as Fiend. Neither has a Fire tag. I misread the Greater Nightmare's tag when transcribing.

Dark Archive

I'm glad that male driders have the gross face once again :D But yeah, lots of nice stuff in the photos

Paizo Employee Designer

7 people marked this as a favorite.
Deadmanwalking wrote:
MaxAstro wrote:
I'm of two minds about volley. I understand how it breaks people's immersion, but I also feel from a design standpoint "ranged weapon that is less effective at short range" is a good design space to have.

I'm fine with its existence if the penalty is manageable or the distance is shorter. I'm not okay with it if it makes longbows unusable in games that occur underground.

More generally, I'm very glad that there seems to be a lot more variance in monster Skills, especially tending toward to low end. I'm concerned about the number of max and near max skills possessed by some Demons, though.

Does the Vrock really need that much better skills than the Balisse? Though I guess the Balisse does have two 'higher tier' Skills...maybe it all works out when examined.

So that longbow is wrong, it should say volley 30 feet (as the erinyes in my Unreality Incursion game can tell you, or the FIGHTERS from FIGHTER SQUAD! who also had longbows). I can attest that 30 foot volley worked really well, way better than the clunky 50 foot volley.

The balisse's high Religion was actually super crucial in Unreality Incursion as well; he had way better than the rest of the party.

Also bravo tqomins, a heroic effort here!


1 person marked this as a favorite.
Mark Seifter wrote:
So that longbow is wrong, it should say volley 30 feet (as the erinyes in my Unreality Incursion game can tell you, or the FIGHTERS from FIGHTER SQUAD! who also had longbows). I can attest that 30 foot volley worked really well, way better than the clunky 50 foot volley.

Ah, I can definitely see how 30 foot volley would work a lot better, given movement speeds and the three-action system.

Mark Seifter wrote:
Also bravo tqomins, a heroic effort here!

Thanks!


3 people marked this as a favorite.

Tqomins... you're spoiling us.

Also, you're the best =)

Liberty's Edge

2 people marked this as a favorite.
Mark Seifter wrote:
So that longbow is wrong, it should say volley 30 feet (as the erinyes in my Unreality Incursion game can tell you, or the FIGHTERS from FIGHTER SQUAD! who also had longbows). I can attest that 30 foot volley worked really well, way better than the clunky 50 foot volley.

That's excellent news! 30 feet is still a tad further than one action, but a lot better than 50 in quite a few ways.

Mark Seifter wrote:
The balisse's high Religion was actually super crucial in Unreality Incursion as well; he had way better than the rest of the party.

Noted. With a sample this small, some weird sampling biases almost inevitably creep in.

Mark Seifter wrote:
Also bravo tqomins, a heroic effort here!

Agreed completely.

Paizo Employee Designer

7 people marked this as a favorite.
Mechagamera wrote:
I like Truth Vulnerability and Peace Vulnerability a lot. I think I would add that the Glabrezu gets a small regeneration effect (maybe 2) every round that a non-demon makes a deception check or casts an illusion spell in its presence, unless something triggers Truth Vulnerability, just for a little extra nastiness for my players....

Sounds fun for an advanced glabrezu ability. Could even give them more than that!

It was fun going through the different Outer Sphere creatures and making sure they had a throughline for each "family" explaining what they were about. Angels are messengers of various sorts who have unique aura abilities enabling their specific goals, demons have astounding survivability if you fight them directly but vulnerabilities based on their sin, and more in the creatures you haven't seen (though my Unreality Incursion players might be able to tell you about archons and azatas if you can ask them).


6 people marked this as a favorite.

This is freaking awesome, the monsters were IMPROVED from the playtest! Plus we got templates and guidelines for customizing. You're the man, tqomins!! Thanks for all your effort <3.

Though these are probably some of the more complicated monsters in the entire bestiary, I like how the outsiders have a large variety of spells and abilities (But not overwhelming) which makes them more than just one-trick ponies, specially since these creatures might be summoned with planar binding or be recurring NPCs.

Even the simple basic monsters like the zombies have some unique tricks up their sleeves, no monster is just a meat-bag; there's always some cool gimmick! They even kept their resistances and such. This bestiary looking to be far superior to 5E's.


1 person marked this as a favorite.
Mark Seifter wrote:
So that longbow is wrong, it should say volley 30 feet (as the erinyes in my Unreality Incursion game can tell you, or the FIGHTERS from FIGHTER SQUAD! who also had longbows). I can attest that 30 foot volley worked really well, way better than the clunky 50 foot volley.

I can see how 30 feet are much more manageable than 50. Still not a fan of volley. It's the only negative weapon trait (in the playtest at least).

Looking for a nice weapon to use, finding the Longbow and then realizing it's the only weapon that has a build-in penalty feels really really bad.

I much prefered the solution of getting rid of volley and giving the shortbow agile instead, which was brought up during the playtest.

1 to 50 of 66 << first < prev | 1 | 2 | next > last >>
Community / Forums / Pathfinder / Pathfinder Second Edition / [PaizoCon] Bestiary Images Transcribed All Messageboards

Want to post a reply? Sign in.