Monster conversion


Conversions


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

I'm fishing for ideas. I need to convert some beholder-kin for a home brew campaign and I'm contemplating how to handle, from an action economy point of view, the multiple eye-stalks casting spells.

Some approaches:

1. Give the creature innate (at-will) spells. Each spell takes the normal number of actions to cast/shoot.

2. Create an eye-stalk single action that permits casting a spell from the creatures innate spell list. Each spell takes the normal number of actions to cast/shoot.

3. Create an eye-stalk single action and list the available spells that can be cast. Each spell takes a single action to cast/shoot.

Any comments or suggestions would be appreciated.

Matt


Makes a two action activity that makes them shoot 3 rays at random and don't make all the rays be damage and put the reposition of the anti magic cone as a free action at the start of the turn.


See the post on converting Scorching Ray. They're having a very similar discussion about how to get 3 shots out of it without requiring 3 actions.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

Starting small.

GAZER CREATURE -1
UNCOMMON NE TINY ABBERATION
Perception +8; darkvision
Languages Beholder
Skills Acrobatics +5, Stealth +8
Str +1, Dex +1, Con +0, Int +0, Wis +2, Cha +0
───────────────────────────────────────────────────────────────────────
AC 17; Fort +2, Ref +8, Will +5
HP 7; Immunities emotion, mental, enchantment
───────────────────────────────────────────────────────────────────────
Speed 5 feet, fly 25 feet
Melee > bite +6 (agile), Damage 1d4+1 piercing
Eye Rays > Frequency once per round. Effect DC16 The gazer can produce a magical ray from one of its small eyes that produces the effect of one of the following spells: daze, fear, mage hand, or ray of frost.


1 person marked this as a favorite.
Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

SPECTATOR CREATURE 4
UNCOMMON LN MEDIUM ABERRATION
Perception +11; darkvision
Languages Beholder, Common; telepathy 120 feet
Skills Acrobatics +10, Arcane +8, Deception +8, Diplomacy +8, Stealth +8, Planes Lore +10
Str +2, Dex +5, Con +3, Int +3, Wis +2, Cha +4
───────────────────────────────────────────────────────────────────────
AC 20; Fort +11, Ref +13, Will +14; +1 status to all saves vs. magic
HP 63, fast healing 10; Immunities prone; Weaknesses Eye Stalks
Eye Stalks Critical hits with piercing or slashing weapons against the gazer sever or blind a random eye stalk which disables one Eye Ray power selected at random.
Spell Turning <Reaction> Trigger A creature standing within a 90 foot cone projected by the spectator's central eye casts a spell that targets the spectator. Frequency one per round Effect DC21 The spectator attempts to counteract the spell, with a success resulting in the spell being turned back on the caster.
───────────────────────────────────────────────────────────────────────
Speed 5 feet, fly 20 feet
Melee > bite +12, Damage 2d6+5 piercing
Arcane Innate Spells DC 18; 7th Plane Shift; 2nd Create Food; 1st Create Water
Eye Rays > Frequency twice per round. Effect DC21, attack +13; The spectator can shoot a magical ray with a range of 60 feet from one of its eye stalks at a single target. Each eye can only target one creature per round. Each of the spectator's eyes produces the effect of one of the following spells: Confusion, Fear (heightened to 2nd Level), Harm (heightened to 2nd level), Paralyze.


1 person marked this as a favorite.
Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

GAZER CREATURE -1
UNCOMMON NE TINY ABERRATION
Perception +8; darkvision
Languages Beholder
Skills Acrobatics +5, Stealth +8
Str +1, Dex +1, Con +0, Int +0, Wis +2, Cha +0
───────────────────────────────────────────────────────────────────────
AC 17; Fort +2, Ref +8, Will +5
HP 7; Immunities emotion, enchantment, mental, prone; Weaknesses Eye Stalks
Eye Stalks Critical hits with piercing or slashing weapons against the gazer sever or blind a random eye stalk which disables one Eye Ray power selected at random.
───────────────────────────────────────────────────────────────────────
Speed 5 feet, fly 25 feet
Melee > bite +6 (agile), Damage 1d4+1 piercing
Eye Rays > Frequency once per round. Effect DC16, attack +8; The gazer can shoot a magical ray with a range of 60 feet from one of its small eyes at a single target that produces the effect of one of the following spells: daze, fear, mage hand, or ray of frost.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

GAUTH CREATURE 6
UNCOMMON LE MEDIUM ABERRATION BEHOLDER
Perception +17; darkvision
Languages Beholder, Common; Goblin, Undercommon
Skills Acrobatics +10, Arcane +13, Deception 11, Intimidate +13, Stealth +14, Survival +12
Str +2, Dex +4, Con +5, Int +4, Wis +4, Cha +4
───────────────────────────────────────────────────────────────────────
AC 23; Fort +13, Ref +15, Will +17
HP 95; Weaknesses Eye Stalks; Immunities prone
Eye Stalks Critical hits with piercing or slashing weapons against the gauth sever or blind a random eye stalk which disables one Eye Ray power selected at random.
Feebleminded Gaze (arcane, aura, incapacitation, mental, visual) 30 feet cone projected from the gauth's central eye. When a creature ends its turn in the aura it is effected by a feeblemind spell and must make a DC 24 Will save.
───────────────────────────────────────────────────────────────────────
Speed 5 feet, fly 15 feet
Melee > bite +14, Damage 2d6+8 piercing
Eye Rays > (arcane) Effect DC24, attack +16; The spectator can shoot a magical ray with a range of 120 feet from one of its eye stalks at a single target. Each eye can only target one creature per round. Each of the spectator's eyes produces the effect of one of the following spells: Dispel Magic, Freezing Ray (As Ray of Frost heightened to 3rd level that deals 4d4+4 Cold damage), Harm (heightened to 3rd level), Paralyze, Repulsion (single target with a range of 120 feet), Shocking Ray (As Ray of Frost heightened to 3rd level that deals 4d4+4 Electricity damage).
Glow When angered and during combat the gauth begins to glow with an unearthly arcane radiance. This acts as a faerie fire spell shedding a dim light. The gauth can supress and resume this glow as a free action.


2 people marked this as a favorite.
Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

BEHOLDER CREATURE 13
UNCOMMON LE LARGE ABERRATION BEHOLDER
Perception +26; all-around vision, darkvision
Languages Aklo, Beholder, Common; Goblin, Undercommon
Skills Acrobatics +20, Arcane +24, Deception +24, Intimidate +25, Occult +20, Stealth +20, Survival +23
Str +4, Dex +4, Con +7, Int +6, Wis +6, Cha +5
───────────────────────────────────────────────────────────────────────
AC 33; Fort +23, Ref +21, Will +26
HP 235; Weaknesses Eye Stalks; Immunities prone
Eye Stalks Critical hits with piercing or slashing weapons against the beholder sever or blind a random eye stalk which disables one Eye Ray power selected at random.
Antimagic Cone (arcane, aura, abjuration) 150 feet cone projected from the beholder's central eye. This functions as the spell antimagic field (DC 33) and effects all magical powers and effects within the cone, including the beholder's own eye rays. At the end of the beholder's turn it can decide which way it is facing and whether its central eye is open or closed.
───────────────────────────────────────────────────────────────────────
Speed 5 feet, fly 15 feet
Melee > bite +22, Damage 3d6+11 piercing
Eye Rays > (arcane) Effect DC33, attack +25; The beholder can shoot a magical ray with a range of 120 feet from one of its eye stalks at a single target. Each eye can only target one creature per round. Each of the beholder's eyes produces an arcane ray with an effect similar to the following spells: 
• Charm (heightened to 4th level)
• Disintegrate
• Fear
• Finger of Death
• Flesh to Stone
• Harm (heightened to 7th level)
• Paralyze
• Sleep (single target)
• Slow
• Telekinetic Haul


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

GRELL CREATURE 3
UNCOMMON NE MEDIUM ABERATION
Perception +12; lifesense 120 feet
Languages Grell, Undercommon (Can't speak)
Skills Acrobatics +13, Athletics +10, Stealth +9
Str +3, Dex +4, Con +4, Int +1, Wis +3, Cha +1
───────────────────────────────────────────────────────────────────────
AC 18; Fort +9, Ref +9, Will +12
HP 53; Immunities blind, electricity, paralyzed; Weaknesses Electroreception
Electroreception A grell’s lifesense functions by way of electrical reception, which can be shorted out. Although they are immune to electricity, if a grell would have taken 25 points or more points of electricity damage in a single round, the monster must make a DC 15 Fortitude save or lose its lifesense for 1d4 rounds, effectively blinding it.
───────────────────────────────────────────────────────────────────────
Speed 5 feet, fly 25 feet
Melee > beak +10 Damage 1d10+8 piercing
Melee > tentacle +12 (agile, reach 10 feet) Damage 1d8+4 bludgeoning plus Grab plus paralysis
Paralysis (incapacitation) A creature struck by a grell's tentacle is paralyzed unless it succeeds at a DC 18 Fortitude save. A victim can attempt a new save to recover at the end of each of its turns.


1 person marked this as a favorite.
Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

DISPLACER BEAST CREATURE 4
UNCOMMON LE LARGE BEAST
Perception +12; darkvision 60 feet, low-light vision, scent (imprecise) 30 feet
Languages Common
Skills Acrobatics +11 Athletics +10, Stealth +13
Str +3, Dex +4, Con +3, Int -4, Wis +2, Cha -2
───────────────────────────────────────────────────────────────────────
AC 20; Fort +11, Ref +13, Will +8
HP 50
Displacement A light-bending glamer continually surrounds a displacer beast, making it difficult to surmise the creature’s true location. The displacer beast is concealed against all melee or ranged attacks directed at it unless the attacker can locate the beast by some means other than sight. A true seeing effect allows the user to see the beast’s position, but see invisibility has no effect.
Resistance to Ranged Attacks A displacer beast has a +2 resistance bonus on saves against any ranged magical attack that specifically targets it.
───────────────────────────────────────────────────────────────────────
Speed 30 feet
Melee > jaws +13 Damage 1d10+7 piercing
Melee > tentacle +12 (agile, reach 10 feet) Damage 1d8+7 bludgeoning
Pounce > The displacer beast Strides and makes a Strike at the end of that movement. If the displacer beast began this action hidden, it remains hidden until after this ability's Strike.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

CARRION CRAWLER CREATURE 4
UNCOMMON N LARGE ABERRATION
Perception +13 high; darkvision, scent (imprecise) 60 feet
Skills Athletics +12, Survival +10
Str +4, Dex +3, Con +5, Int -4, Wis +2, Cha -4
───────────────────────────────────────────────────────────────────────
AC 20; Fort +11, Ref +8, Will +14
HP 62; Immunities disease
───────────────────────────────────────────────────────────────────────
Speed 25 feet, climb 20 feet
Melee > bite +14, Damage 2d8+5 piercing
Melee > tentacle +12 (agile), Damage 1d4 plus Paralysis
Flurry of Tentacles >> The carrion crawler makes a tentacle Strike with three of its tentacles. Each attack must be against a different target. These attacks count toward the carrion crawler's multiple attack penalty, but multiple attack penalty doesn't increase until after all the attacks.
Paralysis (incapacitation) Any creature hit by a carrion crawler's tentacle attack is paralyzed unless it succeeds at a DC 18 Fortitude save. A victim can attempt a new save to recover at the end of each of its turns.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

HOOK HORROR CREATURE 6
UNCOMMON N LARGE ABERRATION
Perception +14; greater darkvision, scent (imprecise) 60 feet
Languages Undercommon (can't speak any language)
Skills Athletics +15, Stealth +13
Str +6, Dex +5, Con +4, Int +0, Wis +2, Cha +1
───────────────────────────────────────────────────────────────────────
AC 24; Fort +11, Ref +12, Will +14
HP 95
Light Blindness
───────────────────────────────────────────────────────────────────────
Speed 25 feet, climb 25 feet
Melee > bite +17 Damage 2d8+9 piercing
Melee > claw +16 (agile, deadly d10, reach 10 feet, trip, versatile P) Damage 2d6+8 slashing
Sweeping Blow >> The hook horror makes a claw Trip attack roll against three foes, each of whom must be within its claw’s melee reach and adjacent to at least one other target. It rolls damage only once and applies it to the first target. A Sweeping Blow counts as one attack for its multiple attack penalty.
Frenzied Bull Rush >> The hook horror Strides once, then makes a claw Strike. As long as it moved at least 15 feet, it gains a +2 circumstance bonus to its attack roll. A Medium or smaller creature struck by this attack is pushed 10 feet.
Rend > claw
Impaling Claw <Reaction> Trigger The hook horror successfully Trips a creature using a claw. Effect The hook horror makes a claw Strike against the creature they tripped.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

UMBER HULK CREATURE 8
UNCOMMON CE LARGE HUMANOID
Perception +19; greater darkvision, tremorsense (imprecise) 120 feet
Languages Undercommon
Skills Athletics +17, Craft +6 (+14 to craft traps and snares), Stealth +16, Survival +14
Str +7, Dex +3, Con +6, Int +0, Wis +3, Cha +1
───────────────────────────────────────────────────────────────────────
AC 26; Fort +16, Ref +15, Will +15
HP 150; Immunities confused
Light Blindness
───────────────────────────────────────────────────────────────────────
Speed 25 feet, burrow 20 feet
Melee > bite +19 Damage 2d10+10 piercing
Melee > claw +19 (agile, reach 10 feet) Damage 2d8+7 slashing plus Grab
Mauler The umber hulk gains a +4 circumstance bonus to damage rolls against creatures it has grabbed.
Confusing Gaze >> (enchantment, mental, visual); The umber hulk stares at a creature it can see within 30 feet. That creature must attempt a DC 27 Will save. If it fails the target is confused for 1 minute. It can attempt a new save at the end of each of its turns to end the confusion.


Enderrin, I like your conversions quite a bit. Is there a particular reason why you went for a set confusion timer on the Umber Hulk, rather than the various successes and failures a save can cause?


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber
Grivenger wrote:
Enderrin, I like your conversions quite a bit. Is there a particular reason why you went for a set confusion timer on the Umber Hulk, rather than the various successes and failures a save can cause?

Good point. That's my old 1e brain missing an opportunity to use 2e thinking. I will fix that.


Still, thanks for the conversions you've made. They look neat. Are you working on any other monsters?


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber
Grivenger wrote:
Still, thanks for the conversions you've made. They look neat. Are you working on any other monsters?

Not at the moment. I did these 'old classics' to practice monster conversion while I was finishing of the 1e game I'm running. They are far from perfect and I will post updated versions once I have used them.

I'm currently converting 2e versions of the Forgotten Realms gods, a couple of ancestries, magic items and a class to get ready for my 2e game which will start after the APG is published.

The Exchange

Hey Enderrin, would you mind if I add these to pf2.d20pfsrd.com? I'd rename them to not be WotC IP of course.

Edit: I'd credit you and provide a link to you of course!


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber
d20pfsrd.com wrote:

Hey Enderrin, would you mind if I add these to pf2.d20pfsrd.com? I'd rename them to not be WotC IP of course.

Edit: I'd credit you and provide a link to you of course!

Sure. Once I get them in front of my players I will probably post updated stat blocks here, these are very much version 1.


1 person marked this as a favorite.
Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

MIND FLAYER (ILLITHID) CREATURE 8
UNCOMMON LE MEDIUM ABERRATION ILLITHID
Perception +17; darkvision
Languages Aklo, Dwarven, Elven, Undercommon; telepathy 120 feet
Skills Arcana +16, Diplomacy +13, Intimidate +14, Occultism +16, Stealth +14
Str 3, Dex +4, Con +4, Int +6, Wis +6, Cha +5
───────────────────────────────────────────────────────────────────────
AC 25; Fort +15, Ref +16, Will +19; +1 status to all saves vs. magic
HP 133; Resistances mental 20
───────────────────────────────────────────────────────────────────────
Speed 25 feet
Melee > tentacle +20 (agile), Damage 2d6+8 bludgeoning plus Grab
Occult Spells DC 26; 7th plane shift (self only, at will); 4th charm (at will), suggestion (at will); 3rd levitate (at will), mind reading (at will), shield (at will); 1st mindlink (at will)
Latch On >> Requirements The mind flayer must have a target grabbed. Effect The mind flayer attempts to attach its remaining tentacles to the targets head. The mind flayer makes two tentacle Strikes against the grabbed target. If both hit the mind flayer latches onto the targets head with all four of its tentacles.
Mind Blast >> (occult, mental) The mind flayer emits a powerful blast of pure psychic energy in a 30 feet cone. All targets caught in the area must succeed
at a DC 28 Will save or take 3d6 mental damage and be Stunned 1 and Stupefied 1. If the target critically fails its saving throw it takes 6d6 mental damage and is Stunned 2 and Stupefied 2. Other mind flayers are immune to mind blast.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

RED SLAAD CREATURE 7
CN LARGE MONITOR SLAAD
Perception +16; darkvision
Languages Slaad
Skills Acrobatics +15, Athletics +17, Intimidate +14, Stealth +13
Str +6, Dex +4, Con +5, Int +1, Wis +3, Cha +3
───────────────────────────────────────────────────────────────────────
AC 24; Fort +18, Ref +12, Will +15; +1 status to all saves vs. magic
HP 99, fast healing 5; Weakness lawful 5; Immune sonic; Resistances acid 5, cold 5, electricity 5, fire 5
Entropic Aura (aura, chaos) 5 feet. Madness and chaos radiate from the slaad, warping the fabric of reality and confusing the fragile minds of mortals. Whenever a non-slaad rolls a d20, it must roll twice and take the worse of the two rolls.
Insanity (chaos, mental) All slaad have chaotic, ever-shifting minds. Any non-chaotic creature that makes mental contact with a slaad (such as by telepathy, or the mind reading or mind probe spell) must succeed a DC 25 Will save or become Confused.
───────────────────────────────────────────────────────────────────────
Speed 30 feet
Melee > bite+18 (chaotic, reach 10 feet) Damage 2d10+9 piercing plus 1d6 chaotic
Melee > claws +17 (agile, chaotic, reach 10 feet) Damage 2d8+6 slashing plus 1d6 chaotic plus Implant
Divine Innate Spells DC 22; 4th dimension door (at will)
Hideous Croak > (auditory, incapacitation, sonic) Frequency once per minute. Effect The red slaad emits a load croak. Each non-slaad creature within a 30-foot burst must attempt a DC 25 Will save. On a failure, the creature is stunned 2, and on a critical failure, it’s stunned 3.
Implant (disease) A red slaad that hits with a claw attack can inject an egg pellet into the opponent’s body. The affected creature must succeed on a DC 20 Fortitude save to avoid implantation. Unless removed or cured the egg gestates for one week. Twenty-four hours before the egg fully matures, the victim falls extremely ill and becomes Drained 5. When the egg has finished gestating, it hatches into a slaad tadpole that eats its way out, killing the host. The tadpole eventually matures into a blue slaad (or a green slaad, if the victim was an arcane spellcaster). A DC 25 Medicine check rids the victim of the pellet. If the check fails, the healer can try again, but each attempt (successful or not) deals 1d4 points of damage to the patient. A remove disease spell (or similar effect) instantly halts an infestation, but immunity to disease offers no protection, as the infestation itself is caused by a parasite.
Pounce > The red slaad Strides and makes a claw Strike at the end of that movement. If the red slaad began this action hidden, it remains hidden until after the attack.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

BLUE SLAAD CREATURE 8
CN LARGE MONITOR SLAAD
Perception +16; darkvision
Languages Slaad
Skills Acrobatics +16, Athletics +18, Intimidate +16, Stealth +12
Str +6, Dex +3, Con +5, Int +1, Wis +1, Cha +0
───────────────────────────────────────────────────────────────────────
AC 24; Fort +20, Ref +12, Will +15; +1 status to all saves vs. magic
HP 143, fast healing 5; Weakness lawful 10; Immune sonic; Resistances acid 10, cold 10, electricity 10, fire 10
Entropic Aura (aura, chaos) 5 feet. Madness and chaos radiate from the slaad, warping the fabric of reality and confusing the fragile minds of mortals. Whenever a non-slaad rolls a d20, it must roll twice and take the worse of the two rolls.
Insanity (chaos, mental) All slaad have chaotic, ever-shifting minds. Any non-chaotic creature that makes mental contact with a slaad (such as by telepathy, or the mind reading or mind probe spell) must succeed a DC 26 Will save or become Confused.
───────────────────────────────────────────────────────────────────────
Speed 25 feet
Melee > bite +18 (chaotic, reach 10 feet) Damage 2d6+8 piercing plus 1d6 chaotic plus chaos phage infestation
Melee > claw +20 (agile, chaotic, reach 10 feet, sweep) Damage 2d8+9 slashing plus 1d6 chaotic
Divine Innate Spells DC 23; 5th passwall (at will); 4th dimension door (at will), chaos hammer
Chaos Phage Infestation (disease) Saving Throw DC 25 Fortitude; Onset 1 days; Stage 1 drained 1 and stupefied 1 (1 day); Stage 2 drained 2 and stupefied 2 (1 day); Stage 3
drained 3 and stupefied 3 (1 day); Stage 4 drained 4 and stupefied 4 (1 day); Stage 5 death as a slaad tadpole burrows out of its skull. The tadpole eventually matures into a red slaad (or a green slaad if the victim was an arcane spellcaster). A remove disease spell (or similar effect) instantly halts an infestation, but immunity to disease offers no protection, as the infestation itself is caused by a parasite.
Devastating Blow >> The blue slaad makes a single claw Strike. It gains a +2 circumstance bonus to its attack roll. Any creature struck by this attack takes an additional 2d10 chaos damage and is pushed 10 feet.
Rend > claw
Whirlwind of Talons >> The blue slaad whirls, sweeping is elongated talons in a wide circle around it. The blue slaad makes a claw Strike against every creature within its reach.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

2e conversion of a creature I created for Wayfinder a couple of years ago...

COIN WRAITH CREATURE 4
RARE NE MEDIUM UNDEAD
Perception +12; darkvision
Skills Acrobatics +8, Athletics +10, Stealth +8
Str +4, Dex +2, Con +2, Int +2, Wis +3, Cha +1
───────────────────────────────────────────────────────────────────────
AC 20; Fort +12, Ref +10, Will +11
HP 60; Immunities bleed, death effects, disease, paralyzed, poison, unconscious
───────────────────────────────────────────────────────────────────────
Speed 25 feet
Melee > slam +14 (agile, magical, occult), Damage 2d8+5 bludgeoning
Ranged > coin spray +12 (evocation, magical, occult, range increment 40 feet), Damage 2d6+5 bludgeoning
Occult Innate Spell DC 21, 3rd hypnotic Pattern
Coin blast >>> The coin wraith cannot use this attack while dispersed. The coin wraith launches itself at the target making a coin spray strike, dealing an extra 2d6 bludgeoning damage. After the attack the coin wraith is considered to be in its dispersed state. This attack does not provoke reactions such as attack of opportunity for leaving a threatened square.
Disperse > The coin wraith sinks back into and disperses into its pile of treasure. It cannot be harmed while dispersed but will under no circumstances allow any of its treasure to be removed more than 30’ from the main pile. The coin wraith may use its hypnotic pattern occult innate spell while dispersed.
Reform > The coin wraith rises up and reforms from its pile of treasure. If the treasure is spread across a room it can reform from any part of it drawing coins and objects toward it.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

Because swarming your PCs with elemental vermin is fun..

AIR MOTE CREATURE 1
N TINY AIR ELEMENTAL
Perception +7; darkvision
Skills Acrobatics +10, Stealth +8
Str +1, Dex +4, Con +1, Int -4, Wis +0, Cha +0
───────────────────────────────────────────────────────────────────────
AC 17; Fort +5, Ref +8, Will +6
HP 16; Immunities bleed, electricity, paralyzed, poison, sleep
───────────────────────────────────────────────────────────────────────
Speed fly 50 feet
Melee > slam +9 (agile) Damage 1d6+1 slashing
Wind Blast >> (air, arcane) The air mote releases a concussive blast of air in a 15-foot cone that deals 2d4 bludgeoning damage to each creature within the area (DC 17 basic Reflex save). Creatures that fail their saving throw are pushed 5 feet away from the air mote and those that critically fail are pushed 10 feet away.

EARTH MOTE CREATURE 1
N TINY EARTH ELEMENTAL
Perception +7; darkvision, tremorsense (imprecise) 30 feet
Skills Athletics +7, Stealth +3
Str +2, Dex +0, Con +2, Int -4, Wis +0, Cha +0
───────────────────────────────────────────────────────────────────────
AC 15; Fort +7, Ref +4, Will +3
HP 21; Immunities bleed, earth, paralyzed, poison, sleep
───────────────────────────────────────────────────────────────────────
Speed 30 feet, climb 30 feet, burrow 30 feet
Melee > slam +8 (agile) Damage 1d6+2 bludgeoning
Stone Blast >> (earth, arcane) The earth mote releases a spray of stones and grit in a 5-foot emanation that deals 2d4 bludgeoning damage to each creature within the area (DC 17 basic Reflex save).

FIRE MOTE CREATURE 1
N TINY FIRE ELEMENTAL
Perception +7; Darkvision, smoke vision
Skills Acrobatics +8, Stealth +5
Str +0, Dex +4, Con +0, Int -4, Wis +0, Cha +0
───────────────────────────────────────────────────────────────────────
AC 16; Fort +5, Ref +8, Will +4
HP 17; Immunities bleed, fire, paralyzed, poison, sleep; Weaknesses cold 3
───────────────────────────────────────────────────────────────────────
Speed fly 40 feet
Melee > slam +9 (agile) Damage 1d6+1 fire
Flame Pulse >> (earth, arcane) The fire mote releases a burst of fire in a 5-foot emanation that deals 1d6 fire damage and 1d4 persistent fire damage to each creature within the area (DC 17 basic Reflex save).

WATER MOTE CREATURE 1
N TINY WATER ELEMENTAL
Perception +7; Darkvision
Skills Athletics +6, Stealth +5
Str +1, Dex +3, Con +1, Int -4, Wis +0, Cha +0
───────────────────────────────────────────────────────────────────────
AC 16; Fort +6, Ref +7, Will +5
HP 19; Immunities bleed, cold, paralyzed, poison, sleep; Resistances acid 2, fire 2
───────────────────────────────────────────────────────────────────────
Speed fly 30 feet, climb 30 feet, swim 40 feet
Melee > slam +8 (agile) Damage 1d6+1 piercing
Icy Blast >> (cold, arcane) The water mote releases a hail of icy shards at a target that deals 2d4 piercing and 1d4 cold damage (DC 17 basic Reflex save).


For Mind Flayers I'd bump the status bonus for magic to +2 to reflect how extreme their magic resistance is. PF2 has a few examples, like the Rakshasa & Roper who are +2 and had similar resistance.

Also not sure if Latch On is supposed to do more (what's it matter that more tentacles are attached?) or lead to another phase of attacks/brain drain or some type.
Maybe a constrict-like effect w/ Stupefy added?

The Mind Blast is weak for its CR (based on Bestiary, not on charts).
Typical AoE do (level +1) x d6 damage (w/ basic save & no carrier effect as well as a 1d4 round recharge) so 3d6 base seems extremely weak even w/ the carrier effect.
I'm thinking along the lines of this (w/ a 1d4 round recharge):
Crit save: Zero effect
Save: Half damage
Fail: 6d6 + Stun 1, & Stupefied 1 for 1 round
Crit Fail: Double + Stunned 1 round, Stupefied 2 for 1d4 rounds.
(I'm tempted to make the stun longer on a crit fail, but battles are shorter nowadays so 1 round PF2 is similar to 1d4 rounds DnD. Maybe do make it worse, but add Incapacitate trait?)

-------------
Resistances seem really high on Blue Slaad (compared to other creatures that had similar resistances in 3.X and lost them in PF2.)
Generally they tend to have more h.p. instead (i.e. demons), though one has to balance that with what one does with the AC & Saves.

Apologies for this post's imbalance toward criticism because I definitely appreciate what you're doing! Post-pandemic I plan to run some converted classic modules.

The Exchange

Enderrin wrote:
d20pfsrd.com wrote:

Hey Enderrin, would you mind if I add these to pf2.d20pfsrd.com? I'd rename them to not be WotC IP of course.

Edit: I'd credit you and provide a link to you of course!

Sure. Once I get them in front of my players I will probably post updated stat blocks here, these are very much version 1.

Woot! I've added everything up to this post to pf2.d20pfsrd.com already. I linked to your profile here but would you prefer some other linkage?


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber
Castilliano wrote:

For Mind Flayers I'd bump the status bonus for magic to +2 to reflect how extreme their magic resistance is. PF2 has a few examples, like the Rakshasa & Roper who are +2 and had similar resistance.

Also not sure if Latch On is supposed to do more (what's it matter that more tentacles are attached?) or lead to another phase of attacks/brain drain or some type.
Maybe a constrict-like effect w/ Stupefy added?

The Mind Blast is weak for its CR (based on Bestiary, not on charts).
Typical AoE do (level +1) x d6 damage (w/ basic save & no carrier effect as well as a 1d4 round recharge) so 3d6 base seems extremely weak even w/ the carrier effect.
I'm thinking along the lines of this (w/ a 1d4 round recharge):
Crit save: Zero effect
Save: Half damage
Fail: 6d6 + Stun 1, & Stupefied 1 for 1 round
Crit Fail: Double + Stunned 1 round, Stupefied 2 for 1d4 rounds.
(I'm tempted to make the stun longer on a crit fail, but battles are shorter nowadays so 1 round PF2 is similar to 1d4 rounds DnD. Maybe do make it worse, but add Incapacitate trait?)

-------------
Resistances seem really high on Blue Slaad (compared to other creatures that had similar resistances in 3.X and lost them in PF2.)
Generally they tend to have more h.p. instead (i.e. demons), though one has to balance that with what one does with the AC & Saves.

Apologies for this post's imbalance toward criticism because I definitely appreciate what you're doing! Post-pandemic I plan to run some converted classic modules.

No need to apologise at all. This all started as a way for me to learn how to convert and build monsters and NPCs in 2e. If I got right first time I would be breaking the habit of a lifetime.

I will look at your suggestions and try to work them into version 2. I really need to get some of these play tested. Its a big thing to me that they "feel" right at the table.

Radiant Oath

Enderrin wrote:

SPECTATOR CREATURE 4

Arcane Innate Spells DC 18; 7th Plane Shift; 2nd Create Food; 1st Create Water

Thanks for converting this little guys, I love their ability to create food and water endlessly. They are very important to my homebrew setting.


I hope you are still doing these conversions. I want to know because I want to convert some monsters from 3.5E to Pathfinder 2E. I got some classic monsters that I want to throw at my players.

Community / Forums / Pathfinder / Pathfinder Second Edition / Conversions / Monster conversion All Messageboards

Want to post a reply? Sign in.