Magic Spell Creatures and their kin.


Pathfinder First Edition General Discussion


This is meant to be a purely nerdy, gush, list, and love type thread.

I'm curious what types of creatures folks like or have come up with that fit into the "magical beast" category. I get that those parameters can be pretty broad, so I'll try and narrow the scope a bit.

I'm interested in creatures that:
1. Start as or are inspired by a real world animal
2. Have or are identified by an in game spell or spell like ability
3. And/Or have some kind of elemental or other thematic template added.

Pokemon, Digimon, and there ilk are an easy reference point here, though specifically the ones where you can clearly see the underlying real animal inspiration.

Specific examples include (some of these likely D&D): Blink Dogs, Ash Rats, Shocker Lizards

Some home brew ones: Sleep Cat (our actual cat, she's scary), Shield Rabbit, Gravity Pug

Also would be curious about elemental templates that "just fit" certain creatures in your mind, either because they make perfect sense, or because they only make sense in your brain.

Things for me include: plant frogs, Wind (not winged) monkeys, fire stags, Earth Tiger

Any and all ideas welcome. Feel free to be as descriptive of general as you wish.


Not sure if this meets all your criteria, but I slapped the Gorgon and the Minotaur together to form the Gorgotaur... it can probably use some refinement, but I have had fun with them at my table.

XP 19,200 CR12
NE Large monstrous humanoid
Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception +26

DEFENSE

AC 25, touch 9, flat-footed n/a
(+16 natural, –1 size)
hp 175 (14d10+98)
Fort +18, Ref +9, Will +14

OFFENSE

Speed 30 ft.
Melee greataxe +21/+16/+11 (3d6+10/×3) and gore +16 (2d8+3)
Space 10 ft.; Reach 10 ft.
Special Attacks 
breath weapon (60-foot cone, turn to stone, Fortitude DC 24 negates),
powerful charge (gore +23, 4d8+10), 
trample (2d8+10, Reflex DC 24 half)

STATISTICS

Str 24, Dex 10, Con 24, Int 7, Wis 16, Cha 9
Base Atk +14; 
CMB +22; (+24 bull rush)
CMD 31 (33 vs bull rush)
Feats Furious Focus, Great Fortitude, Improved Bull Rush, Improved Initiative, Iron Will, Power Attack, Skill Focus (Perception)
Skills (4+Int): 
Acrobatics +8, Climb +11, Craft +2, Perception +26, Stealth +8, Survival +15, and Swim +11.
Racial Modifiers +4 Perception, +4 Survival
Languages Giant

SPECIAL ABILITIES

Breath Weapon
A gorgotaur can use its breath weapon once every 1d4+1 rounds to create a 60-foot cone of green gas. Those caught in the area of the gas can attempt a DC 24 Fortitude save to resist the effects, but those who fail the save are immediately petrified. This petrification is temporary—each round, a petrified creature can attempt a new DC 24 Fortitude save to recover from the petrification as long as it is not caught within the area of effect of the gorgotaur’s breath weapon a second time while petrified. A creature exposed to the gorgotaur’s breath a second time while already petrified becomes permanently petrified, and can no longer attempt to make additional Fortitude saves to recover naturally. The save DC is Constitution-based.

Natural Cunning (Ex)
Although gorgotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells and prevents them from ever becoming lost. Further, they are never caught flat-footed.

Powerful Charge (Ex)
When a creature with this special attack makes a charge, its attack deals extra damage in addition to the normal benefits and hazards of a charge. The attack and amount of damage from the attack is given in the creature’s description.

Trample (Ex)
As a full-round action, a creature with the trample ability can attempt to overrun any creature that is at least one size category Smaller than itself. This works just like the overrun combat maneuver, but the trampling creature does not need to make a check, it merely has to move over opponents in its path. Targets of a trample take an amount of damage equal to the trampling creature’s slam damage + 1-1/2 times its Str modifier. Targets of a trample can make an attack of opportunity, but at a –4 penalty. If targets forgo an attack of opportunity, they can attempt to avoid the trampling creature and receive a Reflex save to take half damage. The save DC against a creature’s trample attack is 10 + 1/2 the creature’s HD + the creature’s Str modifier (the exact DC is given in the creature’s descriptive text). A trampling creature can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.

ECOLOGY

Environment temperate ruins or underground
Organization solitary, pair, or gang (3–4)
Treasure standard (greataxe, other treasure)

Gorgotaurs are magical, foul-tempered creatures—while they might appear to be constructs at first glance, beneath their artifical-looking armor plates they are made of flesh and bone. Like aggressive bulls, they challenge any unfamiliar creature they encounter, often trampling their opponent’s corpse or shattering its stony remnants until the creature is unrecognizable. The females are just as dangerous as the males, and the two sexes appear identical. A typical gorgotaur stands 10 to 15 feet tall and weighs up to 4,000 pounds.

Nothing holds a grudge like a gorgotaur. Scorned by the civilized races centuries ago and born from a deific curse, gorgotaurs have hunted, slain, and devoured lesser humanoids in retribution for real or imagined slights for as long as anyone can remember. Many cultures have legends of how the first gorgotaurs were created by vengeful or slighted gods who punished humans by twisting their forms, robbing them of their intellects and beauty, and giving them the heads of bulls. Yet most modern gorgotaurs hold these legends in contempt and believe that they are not divine mockeries but divine paragons created by a potent and cruel demon lord named Baphomet.

The traditional gorgotaur’s lair is a maze, be it a legitimate labyrinth constructed to baffle and confuse, an accidental one such as a city sewer system, or a naturally occurring one such as a tangle of caverns and other underground passageways. Employing their innate cunning, gorgotaurs use their maze lairs to vex unwary foes who seek them out or who simply stumble into the lairs and become lost, slowly hunting the intruders as they try in vain to find a way out. Only when despair has truly set in does the gorgotaur move in to strike at its lost victims. When dealing with a group, gorgotaurs often let one creature escape, to spread the tale of horror and lure others to their mazes in hope of slaying the beasts. Of course, to gorgotaurs, these would-be heroes make for delicious meals.

Gorgotaurs derive nutrients from the consumption of minerals, particularly the stone of their petrified victims, and any statues they create are likely to be gnawed thoroughly. They cannot digest metal or gems, so their dung (which resembles bitter-smelling gray powder) often contains small, raw crystals and nuggets of ore. Their aggression toward all other creatures means that there are few to no predators or other prey animals in their stomping grounds. Each gang is led by a dominant bull; solitary gorgotaurs are usually adolescent bulls driven out of their gang by the lead bull.

Gorgotaurs might also be found in the employ of a more powerful monster or evil creature, serving it so long as they can still hunt and dine as they please. Usually, this means guarding some powerful object or valuable location, but it can also be a sort of mercenary work, hunting down the foes of its master.

Gorgotaurs are relatively straightforward combatants, using their horns to horribly gore the nearest living creature when combat begins. Powdered gorgotaur horn is worth 250 gp as an alternate material component for magic items using bull’s strength, stoneskin, flesh to stone, statue, and similar magic.

Gorgotaur Encounters

Gorgotaur marauders are much more nimble and confident on the slopes than their bulk would suggest. They are most often encountered stalking prey, including humanoids, in the wilds. Raiding parties of two or more marauders surround their prey, braying and stamping from all sides to confuse, frighten, and scatter. If they occupy higher ground, these gorgotaurs prefer to attack with their bows, but they are equally competent in melee if a foe survives long enough to engage toe-to-hoof.

Resistant as they are to spells, energy, and physical damage, labyrinth guardians’ closest thing to a weakness is their single-mindedness. Most are tied to the mazes or tombs in which they dwell and will not chase foes out into the light. Tangle tenders hold similar sway over their lairs, but act more with cunning than with brute force. These devious trapsmiths delight in building wicked mechanical devices to harm those that dare intrude on their mazes.

Gorgotaur prophets are much more brutal than humanoid cultists. Through fear, manipulation, and reverence, the prophets command disproportionate respect from the Templars of the Ivory Labyrinth, a secret cabal of the demon lord’s most devious worshipers. The prophets wield their clout in the same ways that they wield their brass glaives of office—by striking from a distance.


Not at all what I was talking about :p

But, that's a really cool and well developed creature. Thanks for the post. I'm not going to shoot down any one's ideas, but I think my biggest guideline is the "magical beast" part. Think less humanoids, and more animal.

I may have to steal your beastie for some campaign down the road though.


My bad.

When mixing the Gorgon and the Minotaur, I had to choose between Magical Beast and Magical Humanoid... I had a 50/50 chance, and chose 100% wrong. Lol.

I have a "Lightning Bug" based on the Stirge... I will see if I can find it. I may not have completely finished it due to not trusting the way the Attach ability is defined, though. Basically, it's a Stirge with automatic shock damage added to it (Aerial template?).


That's cool! And exactly what I'm talking about. Strige is basically real world mosquito on steroids (with a smidge of I think old Roman vampire lore mixed in), and then you add an electrical element. Perfect!

I'm excited to see folks home brews, but already existing Pathfinder or other system beasties are welcome too. Either folks favorites, or rare ones I just may not have heard of.

What kicked this idea off for me originally was Blink Dogs. I liked the idea of basically a "normal" wild dog made special by the spell Blink. Similarly, our actual pet cat is disturbingly good at getting us to fall asleep at home. So was born the idea of a regular cat changed to magical beast by virtue of having "Sleep" as a spell like ability. Basically pair any animal you like with a spell it would be cool for them to have. Sometimes the spell itself will be the theme, sometimes it will just be more of an elemental association.


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So stuff like:
Slow Turtles and Haste Cheetahs, Jumping Jackrabbits, Daze Kittens, Dancing (lights) Fireflies, and Drenching Puppers?

I haven't done that yet, but I have tried to reskin Animal Companions to be "drakes" by just swapping out a feat to the additional traits feat to get a "cantrip" castable three times a day and something else appropriate.


Rauðúlfur wrote:

So stuff like:

Slow Turtles and Haste Cheetahs, Jumping Jackrabbits, Daze Kittens, Dancing (lights) Fireflies, and Drenching Puppers?

I haven't done that yet, but I have tried to reskin Animal Companions to be "drakes" by just swapping out a feat to the additional traits feat to get a "cantrip" castable three times a day and something else appropriate.

I find it HILARIOUS how guarded PF1 is about dragon companions. Lol. Seriously, what is the big deal? It is obvious why players want a dragon companion, but less-so clear as to why they don't allow it.

Is it the breath weapon? I find the breath weapon to be such a nonissue, that I allowed armor made of Wyvern hide to retain the 6D6 once every 1D4 rounds breath weapon for the Roc that wears it. Roc animal companion with a 6D6 breath weapon, usable 1D4 rounds... it's been used like twice... thrice, maybe? Oh no... absolutely game-breaking, let me tell you.


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Took a normal Stirge, added 4HD but didn't change its size, then added the Aerial template, stat bump went to Dex. The idea is that if one latches on and spooks you, the rest will detect your fear and latch on... so the same person takes multiple blood drains. *Edit* Come to think of it, probably need to bump up the Intelligence to take those feats/be Evil/have tactics. *End edit*

I believe I had them hanging out with Will-O-Wisps...

Lightning Bug:
CR 4 XP 1200
NE Tiny magical beast (air)
Init +5; 
Senses darkvision 60 ft., low-light vision, scent; 
Perception +1

DEFENSE
AC 17, touch 17, flat-footed 12 (+5 Dex, +2 size)
hp 27 (5d10)
Fort +4, Ref +9, Will +2
DR 3/-

OFFENSE
Speed 10 ft., fly 40 ft. (perfect)
Melee touch +10 (attach + 1D6 electricity, DC 12 Will or Shaken)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks blood drain

STATISTICS
Str 3, Dex 20, Con 10, 
Int 3*, Wis 12, Cha 6
Base Atk +5; 
CMB +7 (+15 grapple when attached); 
CMD 14 (22 vs. trip)

Feats
Latching Horror, Scent of Fear, Weapon Finesse
Skills 
Fly +9, Stealth +17
SQ diseased

SPECIAL ABILITIES
Attach (Ex)
When a stirge hits with a touch attack, its barbed legs latch onto the target, anchoring it in place. An attached stirge is effectively grappling its prey. The stirge loses its Dexterity bonus to AC and has an AC of 12, but holds on with great tenacity and inserts its proboscis into the grappled target’s flesh. A stirge has a +8 racial bonus to maintain its grapple on a foe once it is attached. An attached stirge can be struck with a weapon or grappled itself—if its prey manages to win a grapple check or Escape Artist check against it, the stirge is removed.

Blood Drain (Ex)
A stirge drains blood at the end of its turn if it is attached to a foe, inflicting 1 point of Constitution damage. Once a stirge has dealt 4 points of Constitution damage, it detaches and flies off to digest the meal. If its victim dies before the stirge’s appetite has been sated, the stirge detaches and seeks a new target.

Diseased (Ex)
Due to the stagnant swamps in which they live and their contact with the blood of numerous creatures, stirges are harbingers of disease. Any creature subjected to a stirge’s blood drain attack has a 10% chance of being exposed to filth fever, blinding sickness, or a similar disease (See Afflictions). Once this check is made, the victim can no longer be infected by this particular stirge, though attacks by different stirges are resolved normally and may result in multiple illnesses.

Latching Horror
When you use your attach ability, your opponent must succeed at a Will save (DC = 10 + 1/2 your Hit Dice + your Constitution modifier) to avoid becoming shaken while you remain attached. This is a mind-affecting fear effect.

Scent of Fear
You can track by smell and automatically pinpoint the location of opponents by scent alone if they are within 30 feet. In addition, you gain a +2 morale bonus on attack rolls against shaken or frightened opponents, and you can detect them at twice the normal scent range (120 feet, pinpoint at 60 feet). You gain a +2 bonus on all Will saves as long as a shaken or frightened target is in range. You cannot be surprised by anyone who is shaken or frightened within range of your enhanced sense of smell.


Rauðúlfur wrote:

So stuff like:

Slow Turtles and Haste Cheetahs, Jumping Jackrabbits, Daze Kittens, Dancing (lights) Fireflies, and Drenching Puppers?

Awesome! Exactly the kind of thing I'm talking about.

@VoodistMonk: I'm loving your builds too. Thanks for taking the time for all the details. Between the two of you, you've addressed both aspects of my OP here. I thought about doing two separate threads, but figured that might be too greedy.

In the same vein (and hoping that maybe I can lure a few more posters), regular animals that you think would either be visually or thematically cool with certain elemental type templates fit this thread too.

I.E.: Barracuda's with a lightning type, Bats made of shadows, Flaming Elk, etc.

Could be as on the nose or against type as you want, just has to appeal to you.

Thanks again folks.


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How about a literal dust bunny?

Dark Archive

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I had an encounter built some fiendish shadow template wolves and finally a half-fiend shadow template wolf (for the big bad end-boss) representing the evil aspect of werewolves that had to be pulled forth and fought in the real world by a shaman ritual to cure innocent villagers who had been turned into werewolves by an evil cult. A sort of cure by pulling the wolf/darkness out of them and killing it.

Another dealt with ice and cold themed beasties from an eternal winter / evil ice-goddess attacks sort of campaign, and used wolves and giant vultures with the cold creature templates to give them appropriate cold resistances / cold damage adds to their attacks, and at the higher levels, actual winter wolves and a custom version of the giant vulture that also had a breath weapon of 'freezing fog' and flew over the fight spraying down obscuring clouds that lowered the temperature and coated the ground in a slippery rime of ice (like the grease spell), both of which (the obscurement and the slippery ice) didn't affect the cold subtype wolves on the ground (because I was being extra-mean...).


Y'all made me "squee" at work. I love these ideas, especially the dust bunny. I realize that we all get excited over different things, but this is smack dab in the middle of my nerd joy. Thanks for the contributions, and I look forward to seeing more.


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Axe Beaks make pretty good Chocobos.

- Yellow: Channel positive energy 4d6 1x/day; can only be used to heal.

- Red: Choco Meteor, CL 3rd, 3x/day. As scorching ray, but takes the form of a flaming rock that attempts to strike the target instead of a ray.

- Black: Air walk, CL 6th (1 hour/day); this may be used in 10-minute increments. Black Chocobos flap their wings instinctively when using this power. They do not need the special training as described in the air walk spell in order to air walk with a rider, only general mount training. Their wings allow them to glide safely if the spell ends or is removed.

- Blue: Water walk, at will.

- Green: Noted for speed and endurance, green chocobos can cast Longstrider, CL 1st, 3x/day.

----

Could this be a progression? Sandshrew -> Sandslash -> chthonic bulette? =^.^.^=


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To go with the Boreal template, running with an ice/icicle theme:

Impaler Shrike
CR3 (CR4 w/ template)
Large Animal (Magical Beast w/ template)

Amphiptere
CR4 (CR5 w/ template)
Large Dragon

Gammenore
CR8 (CR9 w/ template)
Large Magical Beast

Elasmotherium
CR9 (CR10 w/ template)
Huge Animal (Magical Beast w/ template)

They all have the Impale Special Attack, which I find very fitting for icicles...

Dark Archive

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Road Runner - "Beep, beep, zip, bang!"

Start with a medium-sized axe beak. It is permanently hasted. It also can cast expeditious retreat 3/day as a swift action (boosting it's ground speed to 200 for a brief time) at CL 2. And it has an Int score of 6, a ravenous appetite and a 10-20 year lifespan, due to how all this perma-haste has ravaged it's metabolism. (The average lifespan probably being closer to 50 years, so this is a big deal.)

Another option is to look down the list of spells and come up with silly tweaks on the spell names.

Stunning Barrier becomes Stunning Harrier, a hawk that has a permanent form of stunning barrier that gives it a bonus to AC and causes a 1 round stun on anything it hits, or that hits it.

True Strike becomes True Shrike, an irritating bird that flutters around just out of reach of someone who lies a lot and squawks 'Liar! Liar!' whenever they tell a lie (as it can detect lies at will).

Ant Haul is an ant swarm that can carry objects with a strength equal to it's current hit points (treat as a spider swarm, without the poison attack, so Str 9) that counts as a quadruped for purposes of carrying capacity. Objects or creatures hefted aloft by the swarm seem supernaturally light, while being carried, but retain full weight when set down (allowing them to do sometimes perplexing things like ferry people across a weight-triggered pressure plate). These ant swarms are somewhat intelligent (Int 6, not immune to mind-affected effects!, as a swarm, they revert to mindless vermin if the swarm is dispersed), and have been 'trained' by the locals of X village, who feed them and use them as beasts of burden. They have to coax them anew each day, as the swarm disperses back into the hive and any memory or personality is lost, with the new swarm hive-mind being, essentially, a new 'creature' each morning.

And that's just some of the more obvious ideas from the 1st level Sor/Wiz list, I'm sure there's dozens of cooler ideas just waiting!


Sandslice wrote:

Could this be a progression? Sandshrew -> Sandslash -> chthonic bulette? =^.^.^=

I like where your heads at. I usually think of bulettes as the "land shark" (and I've dabbled with giving some kind of phasing to a shark). For me, I think I'd progress a Sandshrew up to a chthonic dire badger or some such; but I like your way as well.

The chocobos were also neat.


Bump, if that's the right term.

Hoping to generate some more/new ideas or interest. I don't wish to be a rude forum member. I'm sure opinions will vary, but is there a general etiquette to promoting one's own thread? My thought was better to bring up an established thread than create a new one on the same topic. Sorry if I step on any toes.


D. O. T.


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Blighted Fey template applied to Grig and Sprite SWARMS! For best results, combine with a Blighted Fey Blight Druid with Shade of the Uskwood...

Blighted Fey Sprite Swarm
CR 7 (XP 3,200)

CE Diminutive fey (swarm)
Init +7; Senses darkvision 60', low-light vision, detect evil, detect good; Perception +16

DEFENSE

AC 20, touch 18, flat-footed 16 (+3 Dex, +1 dodge, +2 natural, +4 size)
hp 75 (10d6+30+10)
Fort +4, Ref +10, Will +7
Defensive Abilities swarm traits DR 10/cold iron and good; Immune weapon damage, disease, paralysis, poison, and polymorph; and resistance to cold 10 and electricity 10; SR18

OFFENSE

Speed 15 ft., fly 60 ft. (perfect)
Melee swarm (2d6 plus distraction)
Space 10 ft.; Reach 0 ft.
Special Attacks angry glow, concentrated rush, distraction (DC 18), thorn throw
Spell-Like Abilities (CL 5th; concentration +6)

Constant—detect evil, detect good
1/day—mass daze (DC 15)

STATISTICS

Str 7, Dex 17, Con 16, Int 6, Wis 11, Cha 12
Base Atk +5; CMB —; CMD —
Feats Alertness, Dodge, Flyby Attack, Improved Initiative, Skill Focus (Perception), Toughness
Skills Fly +30, Intimidate +11, Perception +16, Sense Motive +9, Stealth +30
Racial Modifiers (included) +2 racial bonus on Knowledge (nature), Perception, and Stealth checks.
Languages Common, Sylvan
SQ mob mentality

SPECIAL ABILITIES

Angry Glow (Su)
Once per minute, as a full-round action, the sprites that make up a sprite swarm may coordinate their luminous abilities to create a singular, searing glow.
Creatures within 10 feet of a sprite swarm with line of sight must succeed at a DC 18 Fortitude save or be blinded for 1d4 rounds. A creature that succeeds at its save is dazzled for 1 round. The save DC is Constitution-based.

Concentrated Rush (Ex)
Once every 1d4 rounds, if more than one creature occupies a sprite swarm’s space, the swarm may use its attack action to concentrate on one of these creatures to deal 4d6 points of damage in place of its normal swarm damage. Other creatures within the horde’s space do not take swarm damage that round.

Mob Mentality (Ex)
As long as a sprite swarm has at least 10 hit points, it retains its Intelligence score and can act accordingly. Even so, it cannot be targeted by mind-affecting spells or effects that target a single creature. If its hit points fall below 10, the swarm is considered mindless as the individual creatures within begin to panic.

ECOLOGY

Environment temperate forests
Organization solitary
Treasure incidental

When intruders threaten their beloved homes, sprite guards in large villages are taught to call for their fellow tribe members to form a vicious, enveloping swarm to drive back their enemies. Typically consisting of at least 5,000 sprites, these swarms are known for inflicting pain upon any creatures in their paths. Sprite swarms typically form only when the sprites’ village is threatened by a large number of intruders or a single powerful foe; however, malevolent sprites are quick to form swarms when faced with intrusion of any kind.

In some areas where sprites are known to exist, those accused of crimes or other unacceptable behavior are sentenced to face a sprite swarm so that nature itself can judge them. If a sprite swarm forms to drive one of the accused away, he is guilty; if not, he is innocent. Most of those sent forth never return, having run afoul of the sprites’ protective instincts, but occasionally the sprites allow someone they deem not a threat to live—quite independently of their actual guilt or innocence.

Creating a Blighted Fey

“Blighted fey” is an acquired template that can be added to any fey creature with 2 or more Hit Dice, referred to hereafter as the base creature. A blighted fey uses the base creature’s statistics and abilities except as noted here.

CR: Base creature’s CR + 2.

Alignment: Chaotic evil.

Senses: A blighted fey gains darkvision to a range of 60 feet if the base creature did not already have it. If the base creature already has darkvision, the ability is extended by an additional 30 feet.

Armor Class: Natural armor improves by 2.

Defensive Abilities: A blighted fey gains DR 10/cold iron and good; immunity to disease, paralysis, poison, and polymorph; and resistance to cold 10 and electricity 10. A blighted fey also gains spell resistance equal to 11 + its newly adjusted CR.

Additionally, a blighted fey gains the following ability.

Fungal Rejuvenation (Su)

So long as it remains within 300 yards of any blighted plant of significant size (such as a tree) and remains standing on moist earth, the blighted fey gains fast healing 5. The infected tree does not need to be specifically bonded to the blighted fey for this ability to function.

Special Attacks: A blighted fey gains the following special attacks. Unless otherwise noted, save DCs are equal to 10 + half the blighted fey’s Hit Dice + the blighted fey’s Constitution modifier.

Parasitic Bond (Su)

Once per day with a successful thorn throw attack (see below), the blighted fey can transform the thorns into a single burrowing, wriggling maggot that infests and infuses the target with a short-term curse from within unless the target succeeds at a Fortitude save. This parasite creates an unholy link to the target, binding it to the blighted fey. This binding persists for 5 rounds, during which half of any hit point damage taken by the blighted fey is dealt to the linked target instead. The type of damage remains consistent with the damage dealt to the blighted fey. Only one parasitic bond can be maintained with one creature at a time. This bond is a curse and a disease effect.

Thorn Throw (Ex)

A blighted fey can shoot a fistful of needle-sharp thorns at a single target within 20 feet as a standard action. The thorn attack deals an amount of damage equal to a sting natural attack, with damage based on the blighted fey’s size (1d4 for a Medium fey), except the attack is resolved as a thrown ranged attack instead of a melee attack. Thorn throw is always a primary attack.

Special Qualities: A blighted fey gains the following special qualities.

Blighted Unity (Su)

Blighted fey within 100 feet of one other can communicate through a shared fungal mind. This does not permit blighted fey to see and hear through each other’s senses, but they can share specific situational information and tactics through telepathy. If one blighted fey within range is aware of danger, they are all aware of danger and cannot be surprised.

Daughter of the Blight (Su)

Fey creatures who normally have close ties to a specific plant gain this specific quality. For example, blighted fey dryads are no longer dependent upon a specific tree. A dryad’s tree dependent special ability is modified (but not replaced) so blighted fey dryads are required only to remain within 300 yards of any blighted tree. This ability applies only to dryads and other fey who bond with plants in a similar manner.

Tainted Blood (Ex)

A blighted fey’s blood and flesh are rife with disease. Any creature that deals damage with a bite attack against a blighted fey, swallows one whole, or otherwise ingests part of one must succeed at a Fortitude save (as per Special Attacks above) or take 1 point of Strength damage and 1 point of Dexterity damage. One minute later, the affected creature must succeed at a second save at the same DC or be nauseated for 1 minute and take 1d6 points of Strength damage and 1d6 points of Dexterity damage. This is a disease effect.

Ability Scores: Str +4, Con +4, Cha +2.

Feats: Blighted fey gain Toughness as a bonus feat.

Skills: A blighted fey gains a +2 racial bonus on Knowledge (nature), Perception, and Stealth checks.


You do great work VMonk.

I know they're very different. But your sprite swarm here, made me think of the multi-colored sprites or pixies from "Aladin: The Animated Series". Similar swarm concept, but they basically could magically buzz saw through just about anything.


Bump. Trying to keep the creative juices flowing. Also happy to accept links to older threads on same/similar topics. Thanks.


Bump. Also can anyone link this tongue 1001 inconsequential flora and fauna thread. I feel like if you like the one, you'll probably like the other. Though that worthy thread is older and better designed than mine.


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Sysryke wrote:
Bump. Also can anyone link this tongue 1001 inconsequential flora and fauna thread. I feel like if you like the one, you'll probably like the other. Though that worthy thread is older and better designed than mine.

I was JUST thinking I need to make a list of hotlinks for some of these threads... the aforementioned inconsequential flora & fauna thread, this thread, outdoor places, spaceship rooms, and there's another one that I always confuse with the outdoor places thread, whatever that one is... there's a few more, I'm sure. I think I started a thread about "gestalt'ing" monster stat blocks together. Pretty much all of Goth's lists. Lol.

If I could draw any better than my 6yo daughter, I would attempt to assemble a bestiary from our combined lists... but I couldn't even do half of Ryze's flora & fauna list the justice they deserve... most everyone's descriptions are far better than my ability to draw... just read the thousand words, it will be worth more than my picture. Lol.

Back to the topic at hand... I don't really have anything new as far as spell-themed or elemental-related monsters... but if you give Ceratoidi the Wizard-creature template, make their Familiar a Parasite Familiar, and focus them on the Illusion School...

See, male Certoidi are essentially eels that attach to the spine of much larger/stronger females... Parasite Familiars. Lol. Certoidi also have a glowing attachment on their face to lure or distract potential prey... Illusion. It all makes sense, trust me:

Ceratioidi CR 4

XP 1200
N Medium monstrous humanoid (aquatic)
Init +0; Senses darkvision 60 ft., low-light vision; Perception +11

DEFENSE

AC 15, touch 10, flat-footed 15 (+5 natural)
hp 33 (4d10+8+3)
Fort +3, Ref +4, Will +6
Immune mind-affecting effects

OFFENSE

Speed 30 ft., swim 50 ft.
Melee 2 shortspears +8 (1d6+3) or 2 slams +7 (1d4+3)
Ranged 2 shortspears +5 (1d6+3)
Special Attacks lure
Arcane School Spell-Like Abilities (CL 4th; concentration +8)

7/day—blinding ray DC 15 (blind 1rnd)

Wizard Spells Prepared (CL 4th; concentration +8)

2nd—glitterdust (DC 16), or mirror image
1st—color spray (DC 15), mage armor
0 (at will)—dancing lights, read magic

STATISTICS

Str 17, Dex 10, Con 15, Int 19, Wis 14, Cha 12
Base Atk +4; CMB +7; CMD 17
Feats Ability Focus (lure), Alertness, Weapon Focus (shortspear)
Skills Bluff +5, Craft +11, Intimidate +8, Perception +11, Sense Motive +8, Spellcraft +8, Stealth +7, Swim +18
Languages Aquan, Common
SQ arcane bond (parasite familiar), dual mind, primitive amphibian

SPECIAL ABILITIES

Blinding Ray (Sp)
As a standard action a ceratioidi can fire a shimmering ray at any foe within 30 feet as a ranged touch attack. The ray causes creatures to be blinded for 1 round. Creatures with more Hit Dice than the ceratioidi's HD-2 are dazzled for 1 round instead. A ceratioidi can use this ability a number of times per day equal to 3 + the ceratioidi's Intelligence modifier.

Dual Mind (Ex)
The fact that each ceratioidi is actually two creatures sharing the same body gives it a number of unique abilities. A ceratioidi can delegate various actions and physical processes to the individual minds, allowing it to fight with two weapons simultaneously without any penalties. It can also select two favored classes. The telepathic tangle between its twin consciousnesses makes a ceratioidi impervious to mind-affecting effects.

Extended Illusions (Su)
Any illusion spell a ceratioidi casts with a duration of “concentration” lasts a number of additional rounds equal to 1/2 the ceratioidi's HD-2 after the ceratioidi stops maintaining concentration (minimum +1 round). At 22HD, a ceratioidi can make one illusion spell with a duration of “concentration” become permanent. A ceratioidi can have no more than one illusion made permanent in this way at one time. If a ceratioidi designates another illusion as permanent, the previous permanent illusion ends.

Infest (Su)
As a full-round action, a male ceratioidi can infest a willing or helpless female ceratioidi at least two size categories larger than the male ceratioidi. This deals 1d6 points of Constitution damage as the male ceratioidi burrows through viscera before attaching itself to the female ceratioidi's brain or spinal cord (or equivalent). There, the male ceratioidi curls up, with no ability to see or hear anything itself, but with access to the female ceratioidi’s senses.

Despite the gaping wound, this process is curiously painless. Assuming that the location of the wound and the resultant blood is not obvious (most male ceratioidi infest from the back for this reason), the female ceratioidi must succeed at a Heal or Sense Motive check opposed by the male ceratioidi's Bluff check to notice that something is amiss.

Removing a male ceratioidi requires a successful Heal check opposed by the male ceratioidi's Stealth check, or a successful casting of break enchantment against a DC of 11 + the male ceratioidi's HD. If successful, the male ceratioidi is destroyed. The male ceratioidi can leave the host willingly as a full-round action.

If the female ceratioidi is killed, the male ceratioidi must succeed at a DC 20 Fortitude save or be killed as well.

Lure (Su)
As a free action, a ceratioidi can light the dangling lure on its forehead, forcing all non-ceratioidi within a 20-foot radius to make a DC 15 Will save or become fascinated for 1 round. Regardless of the preceding interaction between the ceratioidi and its target, a creature affected by this ability does not view the ceratioidi who has fascinated it as a potential threat until that ceratioidi actually attacks—allowing it to approach without breaking the fascination. Once a creature successfully saves against this effect, it is immune to the same ceratioidi’s lure ability for 24 hours. The save DC is Charisma-based.

Primitive Amphibian (Ex)
Ceratioidi have rudimentary lungs capable of breathing air indefinitely, but their skin must be bathed in salt water regularly or it begins drying out painfully. They can go for a number of hours equal to twice their Constitution score (30 hours for most ceratioidi) before they need to be bathed in salt water—if they don’t, they take 1 point of Constitution damage per hour. Any Constitution damage accrued is reversed after they spend at least 10 minutes immersed in salt water.

ECOLOGY

Environment any saltwater
Organization solitary, mated individual, or clan (3-20)
Treasure standard

Rulers of the deep ocean trenches, ceratioidi are powerful, intelligent humanoids who share several unusual traits with the aquatic predators of the ceratiidae family, also known as angler fish. From their strange, spired cities beneath the waves, ceratioidi cast their nets of influence far and wide, using their alien intelligence, natural affinity for magic, and hypnotizing lures to manipulate other creatures throughout the oceans—and beyond.

Perhaps the strangest aspect of the ceratioidi is that each individual is in fact two entities—a powerful, imposing female, and a rat-sized parasitic male who spends most of his life attached to his mate’s neck. A female without a mate loses her dual mind ability, while a male unattached to a female retains his intelligence but otherwise has the same statistics as an electric eel (without the electricity special ability or electricity resistance).

Rulers of the deep ocean trenches, ceratioidi are powerful, intelligent humanoids who share several unusual traits with the aquatic predators of the ceratiidae family, also known as angler fish. From their strange, spired cities beneath the waves, ceratioidi cast their nets of influence far and wide, using their alien intelligence, natural affinity for magic, and hypnotizing lures to manipulate other creatures throughout the world’s oceans—and beyond.

Perhaps the strangest aspect of the ceratioidi is that each individual is in fact two entities—a powerful, imposing female and a rat-sized, parasitic male. Averaging 7 feet tall and weighing roughly 300 pounds, a female ceratioidi’s fleshy body belies both its tremendous strength and its startling intelligence. Males, though equally intelligent, appear to outside observers to be nothing more than fish with vaguely anthropomorphic faces. Born from ribbon-like egg clusters, ceratioidi mature quickly and are ready to mate when 1 year old. During the mating ritual, the tiny male ceratioidi affixes itself to the back of a female’s neck and begins secreting an enzyme that dissolves both creatures’ skin and transforms them into a single unit. Within a few weeks, what was two creatures has become one—though each retains its own independent consciousness, the male joins his respiration, digestion, and other biological functions with those of the female, becoming nothing more than a bulging organ on his partner’s back. While unintelligent angler fish use similar methods in order to self-fertilize at will, a ceratioidi male retains independent thought, and the two linked entities remain in constant telepathic communication, using their combined mental faculties to excel at wizardry and maintain absolute physical precision in combat. This uniquely divided mental structure also makes it easy for ceratioidi to study multiple fields or callings, such as the powerful witch/wizard combination that is their trademark, though it’s also common for them to act as underwater rangers.

In addition to their dual nature, ceratioidi share a number of other intimidating characteristics with their angler fish cousins. Along with its wide mouth full of inward-curving, needle-sharp teeth, a ceratioidi also possesses the angler fish’s fleshy forehead lure, called an esca. This bioluminescent blob dangles at the end of thin spine just above eye level and is the focus for the ceratioidi’s innate hypnotic abilities. Through this lure, the ceratioidi can paralyze foes in combat, forcing them to stand still or approach and be culled by the ceratioidi’s barbed fishing spear; it can even hypnotize creatures so thoroughly as to make them susceptible to subliminal commands. This ability to manipulate others, combined with the immobile male’s natural affinity for magical study and other deeply contemplative arts, makes the ceratioidi masters of their surroundings.

Though almost all ceratioidi encountered outside of their homes are fully mated pairs, unmated females can be represented by removing the dual mind ability from the creature’s stat block. Males can be simulated by using the statistics for an electric eel without the electricity special ability.

Habitat & Society

Because they normally construct their cities on the floors of deep ocean trenches or near mineral-rich underwater vents, ceratioidi are rarely encountered by terrestrial races, and little is known about their society. The ceratioidi, with their manipulative magic and ability to exist on land for long stretches of time, make perfect gobetweens and bureaucrats for the strange kingdom.

Though the ceratioidi are rumored by many to be a product of aboleth experimentation, the ceratioidi believe differently. They believe themselves to be the direct descendents of their god, an immense and omnipotent angler fish that accompanied them on their journey and now resides in the flooded caverns.

Rebuild Rules

Special Attacks arcane bond†, arcane school abilities† (using its HD – 2 as its wizard level to determine the effect and DC [minimum 1]); Wizard Spells wizard creatures can cast a small number of wizard spells (see Table: Cleric, Druid, and Wizard Spell Slots) using its HD as its CL; Ability Scores +4 Intelligence.


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Arcana Hounds:

Take a standard CR 1 riding dog, then add 1/day Arcane Mark. Then add the following:

(Su)Arcane Tracking: an Arcana Hound that has marked a landmark with its own Arcane Mark can find its way unerringly to that landmark if within 1 mile/HD of the location. Furthermore, any living being marked by an Arcana Hound's Arcane Mark can be tracked by that Arcana Hound with an additional +4 Competence bonus. Finally, if a victim is found by the Arcana Hound that marked it, that hound can identify the square the victim occupies if the victim is Invisible, up to a distance of 30'

Essentially its just a standard riding/hunting hound, like a bloodhound, except they have a supernatural ability to mark and track prey. Packs of these hounds might mark landmarks in their hunting grounds so they can never become lost or disoriented in their territory. Since the markings are magical in nature, there is no way for common, mundane animals to mask the scents or otherwise obscure the markings in order to confuse Arcana Hounds. These canines are renowned for their hunting, spotting and tracking abilities.


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Actually, I've spouted this on many other similar threads, I love taking Cantrips and adding them to low-CR creatures as a way to magic them up a bit.

What about a venomous snake type, like a viper, and adding the ability for it to deliver the Bleed Cantrip on a successful hit? DC 10 +1/2 (Min 1) HD + Con bonus for DC 10 on this ability.

Or, what about a sloth, same DC only it delivers Touch of Fatigue with its claw attacks? If sloth is too exotic, give this to a snapping turtle's bite instead.

Take a common songbird and give it both Ghost Sound AND Haunted Fey Aspect. In other words, when this bird feels threatened its defense mechanism is to surround itself with terrifying, otherworldly illusions giving it DR 1/Cold Iron while also emitting some loud, jarring sound like a lion's roar or a harpy's scream.

How about a marsh amphibian like a toad or newt or whatever that carries its home with it? This creature has both the Scoop and Mage Hand spells constantly active, but only to carry one big "scoop" of marshwater, slime and mud with it. As a defense mechanism you could have the thing throw the glob up to 30' as a Ranged touch. On a successful hit the foe is Blinded for 1 round unless it uses a Move action to remove the condition. The amphibian uses this attack as a distraction in order to flee predators.

Frostwing Butterflies: nearly all butterflies are a symbol of summer and only emerge in the warmer months. Frostwings however are the exception to this rule.

These unique insects emerge from a buried, frozen chrysalis after the first frost of the season but before the ground is fully frozen. They radiate the cold that births them, often leaving a faint but harmless rime of frost on surfaces they perch on.

While mostly benign, these creatures DO pose a threat to civilization. If compelled to swarm a horde of Frostwing Butterflies can generate an aura around the of palpable cold; treat the Swarm damage as Cold damage. Their combined presence in these swarms can blight crops just on the verge of harvest so great care must be taken.

Spiritbane Cats: the ancient Osirians bred these unique house cats to ward off evil spirits in their midst. Generally short-haired with black to faded gray coats, a Spiritbane Cat can usually be identified by its slate-gray eyes. These creatures have a unique ability to smell the undead, even incorporeal types, and deliver a particularly menacing yowl when undead are present. What's more, the stare of a Spiritbane Cat can be destructive to the undead; as a Standard action the feline can focus its gaze upon an undead creature within 30' and deliver a coruscating ray of purple and gray. This is a Ranged touch attack that deals 1d6 damage as it disrupts the negative energies animating the undead creature.

Poison Detector Roaches: alchemists cultivated a number of enzymes and bio-chemical processes to create these unique insects. Many now take to carrying one or two in small matchboxes on their person if going out to do field work. These cockroaches, when placed upon the surface of a creature, plant, foodstuff or other substance suspected of being poisoned, undergo color changes along their outer carapace that indicates the presence of these toxins. Savvy alchemists or others trained in the craft (Craft Alchemy DC 20) can read these colors to actually identify the exact type of poison present.

Not to be out done, wizards created...

Scrivener Ravens: these hearty black birds have been uniquely affected by transmutations of eldritch energy and bred true into a new kind of avian, ideal for traveling wizards or scholars to keep as pets and familiars (Improved Familiar, CL3). A Scrivener Raven can understand and speak one common language, often more if joined to a mortal through an Arcane Bond of some kind.

Using this ability, once per day a Scrivener Raven can alight upon a written work upon which it enters a trance like state which it maintains for up to 1 minute per HD of the creature; a bonded Familiar can perform this up to 1 minute/level of the Familiar. During this trance one of the creature's feathers detaches, acting like a quill pen. Otherworldly ink is conjured through the quill, though blank paper or other writing material must be provided by the creature's handler/controller.

In this trance state a Scrivener Raven can accurately transcribe any written material it is resting upon. It does so methodically at a rate of one normal-sized sheet of paper per minute, and the transcription issues forth in any language the bird knows. While this ability does not create magical works such as scrolls it can transcribe the spell from a scroll or any other mundane, written work so long as the bird can settle on the surface of the work to be copied.


Beautiful Mark! So well done. Exactly the kind of things I was looking for. Between you, Vmonk and, Ryze, I hope this thread gets more interest. I'm having a blast with all the creations.


Sysryke,

I do wish I knew enough about Pokemons to help you out with some of them... that would be an EPIC project, all its own. There are just so many (and their available combinations). But frankly, I don't care enough about Pokemon to even try learn anything about them. I secretly hate Pokemon, so I am actually the last person to ask. Lol.

But do you have anything in particular you need? Like a specific size, type, CR, element, spell, or ability?

Need some sharks? Goblin Sharks? Bull Sharks? Tiger Sharks? I can post them when I finish all of them... I have been slowly putting some fun stuff together for my pirate campaign. But they are all closer to my "gestalt" Gorgotaur, than the Lightning Bug. I posted a Kangaroo-Unicorn a while ago... called it the Kangakorn.

I don't think I have anything else I have modified or made that follows any of the themes you are looking for... but I have AoN Search bookmarked... so if you give me something specific to put together I can definitely give it my best shot.


No pressure Vmonk. This thread is more about creativity and resource sharing than meeting any specific need. If I'm looking for a specific mechanical build though, you're definitely my first thought.

The sharks sound fun. Love to see them here or on the other thread when ready.

Funnily enough, I have a bit of a love hate relationship to Pokemon myself. Love elemental critters, so eventually got pulled in, but was a very late adopter, and never stuck it out past gen 2. I know for a fact I'm older than all formats of Pokemon, and I have had an electric mouse concept since I was a little kid. It's NOT Pikachu! That's always what people go to though, when I talk about it. I hate Pikachu's aesthetic.

I envision a more naturally formed mouse with a small bone spur and/or lightning bolt/static discharge at the tip of the tail. I'm thinking the Jolt cantrip is a good pairing here. Alternative spell could be Thorn of Light for a differing flavor. That's a 3.x or 3pp spell if I remember right. I really liked the the Church Mice from the IF&F (inconsequential flora and fauna) thread, but I like the idea of a mouse with a tail weapon as opposed to the eye beams.

In a Pathfinder setting I'm thinking these would be harvest mice exposed to either arcane or alchemical energies when a hex tech version of the industrial revolution reaches into agricultural industry. Or any mage types working in the fields could have caused these variants.

Alternatively, even though sci-fi isn't my preferred setting, these could be bio or mechanically engineered worker drones in the tech based settings. Think fine sized little R2D2s, or RatTrap from Beastwars.


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I actually DO have a mutant wolverine with fast healing, damage reduction, rage, and its natural attacks count as adamantine... if that counts...?

Literally just a Wolverine, not even the Dire type, with the Mutant Creature template. Its deformity is Fractured Mind, meaning it becomes confused if it fails a Will save. Whatever. The Wolverine's racial Rage trigger when it takes damage, and doesn't shut off until the Wolverine is dead (or everything else is)... figured Fractured Mind fits along that theme well enough for something that had all its memories erased in a snowy, secret laboratory. Fast Healing and Damage Reduction are benificial mutations I chose for it, because reasons. The adamantine natural weapons are a gift from the aforementioned snowy, secret laboratory...


Hi folks. This is a bump. I've been away for a bit, but I'm about to run for my group in a micro sized world. Came here for inspiration, and very glad I did. Seeing if folks have anything new to add or link, that I might shamelessly plunder.

Shout outs to the dust bunnies, blighted sprites, frostwing butterflies, scoop toads, and lightning bugs. I think all of these are likely to show up in my campaign.

Hope to see more. Hope others might enjoy this thread.


I can't believe this isn't already a thing... army ant swarm with the fiery creature template...

Fire Ant Swarm CR 6

XP 2,400
N Fine vermin (fire, swarm)
Init +2; Senses darkvision 60 ft., scent; Perception +4

DEFENSE
AC 20, touch 20, flat-footed 18; (+8 size, +2 Dex)
hp 49 (11d8)
Fort +7, Ref +5, Will +3
DR 5/-
Defensive Abilities swarm traits; Immune fire, weapon damage
Weaknesses vulnerability to cold

OFFENSE
Speed 30 ft., climb 30 ft.
Melee swarm (3d6+3d6 fire)
Space 10 ft.; Reach 0 ft.
Special Attacks cling, consume, distraction (DC 15)

STATISTICS
Str 1, Dex 15, Con 10, Int —, Wis 10, Cha 2
Base Atk +8; CMB —; CMD —
Skills Climb +10, Perception +4; Racial Modifiers +4 Perception

SPECIAL ABILITIES

Cling (Ex)
If a creature leaves a fire ant swarm’s square, the swarm suffers 1d6 points of damage to reflect the loss of its numbers as several of the crawling pests continue to cling tenaciously to the victim. A creature with fire ants clinging to him takes 3d6 points of damage and 3d6 points of fire damage at the end of his turn each round. As a full-round action, he can remove the ants with a DC 17 Reflex save. High wind or any amount of damage from an area effect destroys all clinging ants. The save DC is Dexterity-based.

Consume (Ex)
A fire ant swarm can rapidly consume any creature it swarms over. Against helpless or nauseated targets, an army ant swarm attack deals 6d6 points of damage and 3d6 points of fire damage.

ECOLOGY

Environment any tropical
Organization solitary, pair, patrol (3–6 swarms), or legion (7–16 swarms)
Treasure none

The notoriety of the fire ant swarm is well earned. Constantly on the march, a hive of fire ants is capable of eating anything that gets in the way of its unabating swath of destruction and ruin.

Rebuild Rules: Type gains the fire subtype; Senses gains darkvision 60 ft.; Defensive Abilities gains DR as noted on the table below; Attacks gains bonus fire damage as noted on the table below on attacks with natural weapons and metal weapons.


V-Monk! Thank you so much. Game is tomorrow, and of course I've cut things to the last minute. This though, is exactly what I needed. I'll tweak things a bit, but this fits perfectly outside the Faerie dragon's cave.

I'm also using the Pugwampi. At first, he's actually too big, but I've come up with a story way to get him to be only huge size in relation to the party.

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