| Tender Tendrils |
| 2 people marked this as a favorite. |
With the monster creation pdf being out, I have been cooking up a few creatures, and someone suggested that I post them here.
Feel free to use any creatures I post here in your own games to torment and vex your players, or to post your own creatures for common use or discussion, or to provide/request constructive feedback.
I tend to mostly create custom creatures (I did this in starfinder a lot) to flesh out/complement existing factions. Goblins have a special place in my heart so I have started with them, partially to give them some level 2 options and partially to port over some goblin themes I loved in 1st edition.
Feral Gnasher The goblin Feral Gnasher is the strongest goblin in the tribe. They have overdeveloped jaws and whip themselves into a violent biting frenzy in combat, latching onto the ankles or calves of their opponents. A goblin Gnasher is often accompanied (from a respectable distance behind) by groups of goblin warriors.
Goblin Feral Gnasher LEVEL 2
CE SMALL GOBLIN HUMANOID
Perception +5; darkvision
Languages Common, Goblin
Skills Acrobatics +7, Athletics +7, Intimidation +7, Nature +5, Stealth +6
Str +3, Dex +3, Con +3, Int -1, Wis -1, Cha +2
Items dogslicer, leather armor, 3 javelins
AC 17 (16 while raging) Fort +11 Ref +11 Will +5
HP 28
Goblin Scuttle (reaction) As goblin warrior.
Speed 25 feet
Melee [one-action] jaws +11 (Grapple, unarmed) Damage 1d10+4/6 piercing and grab
[one-action] dogslicer +11 (agile, backstabber, finesse), Damage 1d6+3 slashing
Ranged [one-action] javelin +9 (thrown), Damage 1d6+3 piercing
Rage [one-action] The Feral Gnasher enters into a rage for one minute. They gain 5 temporary Hit Points, deal 2 additional damage with their jaw attack and follow all of the other rules for rage.
Goblin Bomber The Goblin Bomber is a goblin who through accident, experimentation and pyromania has figured out the basics of alchemy. They throw small pots full of crudely made alchemist's fire, and the inevitable mishaps caused by their experimentation has made them slightly resistant to fire.
Goblin Bomber LEVEL 2
CE SMALL GOBLIN HUMANOID
Perception +5; darkvision
Languages Common, Goblin
Skills Acrobatics +7, Crafting +7, Fire Lore +7, Nature +5, Stealth +6
Str +0, Dex +3, Con +3, Int +1, Wis -1, Cha +2
Items dogslicer, leather armor, 1d3 alchemists fire
AC 15 Fort +8 Ref +11 Will +5
HP 21 Resistances fire 1
Goblin Scuttle (reaction) As goblin warrior.
Speed 25 feet
Melee [one-action] dogslicer +7 (agile, backstabber, finesse), Damage 1d6+3 slashing
Ranged [one-action] firebomb +9 (alchemical, bomb, consumable, fire, splash, thrown) Damage 1d8+1 fire plus 2 persistent fire damage, and 2 fire splash damage.
Goblin Snake the conniving goblin snake was first introduced in PF1s Bestiary 3. I have given it the spellcasting that is suggested in its original description, and otherwise tried to make it have abilities that it either already had or that emphasized it's snakelike nature. It is intended to be a small boss creature that has bullied a bunch of goblins into serving it.
Goblin Snake LEVEL 2
UNCOMMON CE SMALL ABBERRATION GOBLIN
Perception +8; darkvision, scent (imprecise) 30 feet
Languages Common, Goblin
Skills Acrobatics +7, Athletics +7, Deception +8, Diplomacy +7, Intimidation +8, Local Lore +5, Nature +5, Stealth +11
Str +0, Dex +4, Con +3, Int +0, Wis +0, Cha +4
AC 18 Fort +8 Ref +11 Will +5
HP 21 Resistances fire 1
Slink (reaction) Trigger A creature ends its movement adjacent to the goblin snake or within the goblin snake’s space. Effect The goblin snake strides, climbs or swims up to 10 feet (or up to the relevant Speed, if that Speed is less than 10 feet). It must end its movement in a location that isn’t within 5 feet of a foe. This movement doesn’t trigger reactions.
Speed 15 feet, climb 15 feet, swim 20 feet
Melee [one-action] fangs +11 (agile, backstabber, finesse), Damage 1d8+4 piercing
Occult Spontaneous Spells DC 16, attack +10; 1st (3 slots) Charm, Fear, Goblin Pox Cantrips (1st) Daze, Prestidigitation
Goblin Breath [two-action] (olfactory, poison) The goblin snake releases a disgusting belch. Any creature within 5 feet of the goblin snake must succeed at a Fortitude save (DC 16) or become sickened 1 (plus slowed 1 as long as it’s sickened on a critical failure). Creatures with the Goblin trait are immune to this effect. The goblin snake cannot use this ability again for 1d3 rounds.
| Dante Doom |
| 2 people marked this as a favorite. |
So, there was a Blood Demon lrking a PC, and after we migrated for final 2e, there was no more Babau Demons in the Bestiary, so, i have redone it!
Blood Demon Creature 8
CE, Medium, Demon, Fiend
Perception +16; darkvision
Languages Abyssal, telepathy (usually 100 feet)
Skills Stealth +18, Intimidation +16, Acrobatics +17, Deception +16
Str +4 Dex +6 Con +4 Int +3 Wis +3 Cha +3
Items +1 spear
AC 26, Fort +17, Ref +18, Will +13
HP 167; Resistances acid 10; Weaknesses cold iron 8, good 8
Redemption Vulnerability As blood demons are beings created by killers, creatures that reject to kill can metaphysically harm them. When a creature in a radius of 60 foot ins brought down to 0 HP by Nonlethal damage, the Blooddemon takes 3d6 mental damage.
Speed 25 feet
Melee ◆ +1 spear +20 (Thrown 20 ft) Damage 2d8+9 plus 2d4 acid
Melee ◆ Claws +20 (agile) Damage 2d6+6 plus 2d4 acid
Melee ◆ Jaws +20 Damage 3d6+7 plus 2d4 acid
Divine Innate Spells (DC 23, attack +13); 5th Dimension door, 4th Dimension door (at will), 2nd Death Knell (1x), Darkness (1x)
Sneak Attack 1d6 damage if flat-footed
Lurking Assassin ◇ If Blood Demon is hidden before an attacks hidden, if it hits it can attempt a Demoralize action against the target of the attack, for free
| Roswynn |
| 1 person marked this as a favorite. |
Okay so my fighter has a sister who fights undead with the Knights of Lastwall, till now I didn't want to stat her but with these new rules it's been a cinch!! (... although I probably made her to complicated to run. Feel free to change anything you might need!).
SVALA BRIGSDOTTIR, CREATURE LVL10
CN HUMAN WARPRIEST OF GORUM
Perception +19
Languages: Common, Skald
Skills: Athletics +22, Crafting +17 (Metalwork +19), Intimidation +19 (Intimidating Glare), Warfare Lore +22, Religion +19
Str +7, Dex+3, Con +5, Int +3, Wis +5, Cha +5
Gear: +1 striking greatsword (divine focus thanks to Emblazon Armament), +1 breastplate, bag of holding (max bulk 25), adventurer's pack, moderate healing potion (3d8+10 hp), 2 lesser healing potions (2d8+5 hp), antiplague, moderate alchemist's fire, tindertwigs, artisan's tools, mug, Gorumskagat (holy texts)
AC 30, Fort +19, Ref +16, Will +22
HP 178
Speed 25 ft
Melee: +1 striking greatsword +21 (versatile piercing), Damage 2d12+9 slashing. If the Strike hits, Svala gains 5 temporary hit points until her next turn. If she deals a critical hit, the temporary hit points gained are 10.
Divine spells (DC 29, Spell Attack +21), 5th – Heal x6, Disrupting Weapons, Remove Fear, Spiritual Guardian, 4th – Remove Paralysis, Weapon Storm, Spiritual Weapon, 3rd – Heroism x2, Remove Disease, 2nd – Create Food, Enlarge, Shield Other, 1st – Heal, True Strike x2, Cantrips – Disrupt Undead, Know Direction, Light, Shield, Stabilize
Rituals - Consecrate
Feats - Ride (General), Emblazon Armament (Cleric 2)
Focus Points: 2, Focus Spells: 4th - Zeal for Battle, 1st - Weapon Surge
(... hope it's readable...)
(EDIT: This is Svala in her civvies - or, at least, it's how she looks like. The character's name is Lene and she's a creation of the artist, Morry, whose gallery is full of equally awesome art - I encourage anyone who likes the style to check it out!).
| Paradozen |
| 2 people marked this as a favorite. |
Here's a mock up of the Big Bad Wolf
The Big Bad Wolf Creature 5
Huge Beast NE
Ability Scores Str +5; Dex +1; Con +4; Int -1; Wis +1; Cha +4
Senses Perception +12; Low-Light Vision;
Skills Deception +13; Stealth +9 (+11 in forests); Intimidation +13;
Languages Common, Sylvan;
Defense:
HP 115 Weakness 4 Slashing
AC 19; Fort +15; Ref +9; Will +12;
Offense:
Melee [1A] Bite +15 2d8+7 Piercing and Grab;
Melee [1A] Claw +15 (agile) 2d4+6 Slashing;
Swallow Whole [1A] (medium, 2d4+4 acid) Rupture 5;
Change Shape [2A] The Big Bad Wolf can take the form of a small or medium humanoid at-will. In humanoid form the Big Bad Wolf cannot use Grab or Swallow Whole and the damage type done by their strikes may change, but their statistics are otherwise the same.
| Tender Tendrils |
| 2 people marked this as a favorite. |
Time for three more goblins to complement the others and round out our little tribe.
Goblin Sneak The goblin sneak works in small groups that sneak up on their unwitting prey and take them down in a flurry of stabbing.
Goblin Sneak LEVEL 0
CE SMALL GOBLIN HUMANOID
Perception +3; darkvision
Languages Common, Goblin
Skills Acrobatics +6, Nature +5, Stealth +6
Str -1, Dex +3, Con +1, Int -1, Wis -1, Cha +2
Items 2 dogslicers, leather armor, shortbow
AC 15 Fort +3 Ref +6 Will +3
[/b]HP 11
Goblin Scuttle (reaction) As goblin warrior.
Speed 25 feet
Melee ◆ dogslicer +8 (agile, backstabber, finesse), Damage 1d6+2 slashing
Double Slice ◆◆ The goblin lashes out with both weapons. They make two strikes, one with each dogslicer, each using their current multiple attack penalty. Both strikes must have the same target. If both attacks hit, combine their damage, and then add any other applicable effects from both weapons. They add any precision damage only once. Combine the damage from both strikes and apply resistances and weaknesses only once. This counts as two attacks when calculating their multiple attack penalty.
Ranged ◆ shortbow +8 (deadly 1d10, range increment 60 feet, reload 0) Damage 1d6+2 piercing
Sneak Attack The Goblin Sneak does 1d4 extra precision damage to flat-footed creatures.
Goblin Witch The goblin witch is the spiritual leader of the tribe, using her magic to aid her allies and curse her enemies.
Goblin Witch LEVEL 2
CE SMALL GOBLIN HUMANOID
Perception +8; darkvision
Languages Common, Goblin
Skills Acrobatics +5, Crafting+5, Nature +8, Occultism +8, Stealth+7
Str +0, Dex +3, Con +3, Int +1, Wis +4, Cha +2
Items staff
AC 15 Fort +5 Ref +8 Will +11
HP 21
Goblin Scuttle (reaction) As goblin warrior.
Speed 25 feet
Melee ◆ staff +7 (two-hand d8), Damage 1d6+3 bludgeoning
Occult Prepared Spells DC 18, attack +10 1st Bane, Command, Goblin Pox, Ray of Enfeeblement Cantrips (1st) Acid Splash, Daze, Guidance, Prestidigitation, Tanglefoot
Goblin Chief The Chief of a goblin tribe is the strongest and most cunning member of their tribe. They usually lead from the rear, or from atop a giant gecko or other similar creature.
Goblin Chief LEVEL 3
CE SMALL GOBLIN HUMANOID
Perception +9; darkvision
Languages Common, Goblin
Skills Acrobatics +9, Athletics +6, Deception +6, Diplomacy +9, Intimidation +9, Nature +6, Stealth +7
Str +3, Dex +4, Con +3, Int +0, Wis +1, Cha +4
Items horsechopper, leather armor, shortbow
AC 19 Fort +9 Ref +12 Will +6
HP 31
Goblin Scuttle (reaction) As goblin warrior.
Speed 25 feet
Melee ◆ horsechopper +11 (reach, trip, versatile P), Damage 1d8+6 slashing
Ranged ◆ shortbow +11 (deadly 1d10, range increment 60 feet, reload 0) Damage 1d8+6 P
Battle Cry ◆ (auditory, concentrate, emotion, mental) Shouting shrilly, the Chief gives themselves and all goblin allies within 60 feet a +1 status bonus to attack and damage rolls until the start of the Goblin Chief’s next turn.
| Roswynn |
Goblin Chief LEVEL 3
CE SMALL GOBLIN HUMANOID
Perception +9; darkvision
Languages Common, Goblin
Skills Acrobatics +9, Athletics +6, Deception +6, Diplomacy +9, Intimidation +9, Nature +6, Stealth +7
Str +3, Dex +4, Con +3, Int +0, Wis +1, Cha +4
Items horsechopper, leather armor, shortbow
AC 19 Fort +9 Ref +12 Will +6
HP 31
Goblin Scuttle (reaction) As goblin warrior.
Speed 25 feet
Melee ◆ horsechopper +11 (reach, trip, versatile P), Damage 1d8+6 slashing
Ranged ◆ shortbow +11 (deadly 1d10, range increment 60 feet, reload 0) Damage 1d8+6 P
Battle Cry ◆ (auditory, concentrate, emotion, mental) Shouting shrilly, the Chief gives themselves and all goblin allies within 60 feet a +1 status bonus to attack and damage rolls until the start of the Goblin Chief’s next turn.
Nice! I could use this for Chief Ripnugget of RotR fame! Well done!
| Paradozen |
| 2 people marked this as a favorite. |
I made a self-winding clockwork doggo.
Clockwork Hound Creature 5
N Small Construct Clockwork
Ability Mods Str +4; Dex +5; Con +2; Int -4; Wis +2; Cha -2;
Senses Perception +9; Darkvision;
Skill Athletics +12; Acrobatics +13;
Items Winding Aeon Stone
Defense
HP 76 Weakness Precision or Critical Hits 5; Resistance 4 physical except adamantine;
Winding The clockwork hound must be wound tightly to function normally, if the key is wound over the course of 10 minutes the clockwork hound can function autonomously for 10 days before needing winding again.
AC 22; Fort +12; Ref +15; Will +9;
Offense
Speed 35 feet;
Bite [1A] +15 2d8+7 Piercing
Swift Bite The clockwork hound makes two bite strikes each at a -2 penalty. Multiple Attack Penalty increases for each strike, but does not increase until after the second attack.
Chest Container The clockwork hound has a container in their chest which can hold an item of L bulk or less and can open or close the container with 1 interact action. This container automatically opens when the creature unwinds or is destroyed, and any Aeon Stone automatically begins to orbit the creature until the hound withdraws the stone back into the container (1 interact action) or the stone is taken. With winding stones this allows clockwork hounds to rewind themselves when away from their creators.
--------
Winding Aeon Stone Price 10gp
This dull grey ioun stone has been magically empowered to spin faster and with more force around a target's head. When attached to a clockwork creature's key it rewinds the creature automatically over 10 minutes.
| Paradozen |
| 2 people marked this as a favorite. |
I made a self-winding clockwork doggo.
Clockwork Hound Creature 5
N Small Construct Clockwork
Ability Mods Str +4; Dex +5; Con +2; Int -4; Wis +2; Cha -2;
Senses Perception +9; Darkvision;
Skill Athletics +12; Acrobatics +13;
Items Winding Aeon Stone
Defense
HP 76 Weakness Precision or Critical Hits 5; Resistance 4 physical except adamantine;
Winding The clockwork hound must be wound tightly to function normally, if the key is wound over the course of 10 minutes the clockwork hound can function autonomously for 10 days before needing winding again.
AC 22; Fort +12; Ref +15; Will +9;
Offense
Speed 35 feet;
Bite [1A] +15 2d8+7 Piercing
Swift Bite The clockwork hound makes two bite strikes each at a -2 penalty. Multiple Attack Penalty increases for each strike, but does not increase until after the second attack.
Chest Container The clockwork hound has a container in their chest which can hold an item of L bulk or less and can open or close the container with 1 interact action. This container automatically opens when the creature unwinds or is destroyed, and any Aeon Stone automatically begins to orbit the creature until the hound withdraws the stone back into the container (1 interact action) or the stone is taken. With winding stones this allows clockwork hounds to rewind themselves when away from their creators.
--------
Winding Aeon Stone Price 10gp
This dull grey ioun stone has been magically empowered to spin faster and with more force around a target's head. When attached to a clockwork creature's key it rewinds the creature automatically over 10 minutes.
I forgot to specify that swift bite takes 2-actions.
| Paradozen |
| 1 person marked this as a favorite. |
Possibly the most complex monster writeup I've made so far, here is a
Worm that Walks Creature 9
Beneath the dark hood of this sinister humanoid shape squirm thousands upon thousands of crawling worms.
NE Medium Humanoid Vermin Swarm
Str +0 Dex +4 Con +3 Int +6 Wis +3 Cha +1
Perception +18; Darkvision;
Languages: Common, Necril
Intimidate +18; Athletics +13; Arcana +20; Occultism 20;
Items: Mentalist’s Staff
Defense
AC 25; Fort +21; Will +18; Ref +12;
HP 100; Weakness 10 area, 10 splash; Resist 8 bludgeoning, 8 slashing, 4 piercing;
Swarmlike: The worm that walks is similar to a swarm of worms controlled by a hivemind, it cannot be targeted by spells or effects that target only a specific number of creatures unless they are mental effects.
Discorporate[Reaction] Trigger: The worm that walks is struck with a critical hit or would be reduced to 20 or fewer HP Effect: The worm that walks changes into its swarm form, gains resistance 10 to the triggering attack, and is frightened 1 and fleeing for 1 round.
Offense
Speed 20 feet Climb 15 feet Burrow 10 feet
Melee Slam +19 2d6+9 plus infest
Infest (Disease, Necromancy) Saving Throw fortitude DC 25 Maximum Duration (6 rounds or until stage 4); Stage 1 (1 round) 2d6 piercing damage; Stage 2 (1 round) 3d6 piercing damage and sickened 1; Stage 3 (1 round) 3d6 piercing damage, sickened 2 and doomed 1; Stage 4 The affliction ends and the creature has Lurking Worms. The target is no longer sickened though doomed remains as normal
Lurking Worms (Disease, Necromancy): A creature who reached stage 4 of the worm that walk’s Infest affliction has a piece of the worm that walks hiding deep within it’s body for 1 month. The worm that walks can communicate telepathically with the creature from anywhere on the planet and can cast mental spells on the target at any range as long as the spell only affects the target.
Occult Prepared Spellcasting (Spell Attack +20 DC 28)
5th Black Tentacles, Synesthesia; 4th Phantasmal Killer, Blink, Nightmare; 3rd Fear (3rd level), Vampiric Touch, Paralyze; Cantrips: Detect Magic, Chill Touch, Ghost Sound, Read Aura, Sigil;
Change Shape[1A] (Occult, Transmutation) The Worm that Walks discorporates into a swarm, in this form it is large sized, cannot use it’s slam attacks and discards any gear carried or worn or spellcasting and gains Burrowing bites attack.
Burrowing bites [1A] Creatures within it’s area must make a basic DC 25 fortitude save against 5d6 piercing damage and exposure to the worm that walk’s infest. It can revert back to it’s normal form with 1 action
| Appletree |
Oh, fun fun fun.
Deffo got to add some ideas here. In the meantime, it's a bit rough around the edges (i.e. I should probably give the "Drain Dry" action a very small benefit, e.g. a temp boost to stuff) but it freaks one of my players out at least. My take on a chupacabra, from a corrosive hellscape in my setting.
This lanky creature somewhat resembles a wolf in build, but with clouded eyes and shaggy fur bleached by the sands of its native plane. It canters back and forth, silently panting and yawning, flecks of blood marring its needle-like teeth.
Perception +10; breath sense 60 feet, no vision
Skills Acrobatics +9, Athletics +10, Stealth +10
Str +3, Dex +4, Con +2, Int -4, Wis +2, Cha -2
Breath Sense The Chupacabra is able to detect the presence of breathing creatures as a precise sense. A creature that is holding its breath or that does not breathe cannot be noticed via breath sense.
AC 19, Fort +8, Ref +12, Will +7
HP 42; Resistances acid 5
Speed 35 feet; climb 35 feet (from spider climb)
Melee [[A]] claw +11 (agile), Damage 1d8+6 slashing plus grab
Drain Dry (attack) [[A]] The Chupacabra sinks its fangs into an adjacent grapped, paralysed, restrained, or unconscious creature, sucking blood from the wound. This requires an Athletics check against the victim’s Fortitude DC if the victim is grabbed and is automatic for any of the other conditions. The victim takes 1d4 piercing damage and becomes drained 1. If the victim is already drained, it increases its drained value by 1. A victim’s drained condition decreases by 1 per week. A blood transfusion, which requires a DC 20 Medicine check and sufficient blood or a blood donor, reduces the drain by 1 after 10 minutes.
Animist Innate Spells DC 17, attack +9; Constant (2nd) silence, spider climb
Eerie flexibility The Chupacabra can fit through tight spaces as if it were a Small creature. While Squeezing, it can move at its full Speed.