Community-created Statblocks


Agents of Edgewatch


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How about we share some statblocks we have made for those situations that aren't strictly in the AP but could potentially arise? I'll go first. Here's my take on Detective Desdelen “Skinny” Bolera:

Detective Bolera — Creature 6
Unique, NG, Medium, Humanoid, Half-Elf, Human
female half-elf investigator

Perception +18; low-light vision

Languages Common, Dwarven, Goblin, Undercommon, Kelish

Skills Arcana +15, Deception +13, Diplomacy +13, Occultism +15, Performance +13, Religion +15, Society +15, Stealth +13, Creative Writing +18

Str +0, Dex +2, Con +1, Int +4, Wis +1, Cha +2

Items acid flask, crystal shards, thunderstone, tanglefoot bag, dread ampoule, alchemist's fire, blight bomb, frost vial, ghost charge (all moderate), handcuffs (good), fingerprint kit, forensic dye, blindpepper tube, looter's lethargy

AC 23; Fort +12, Ref +13, Will +12

HP 90

Speed 25 feet

Ranged [1-action] Crossbow +18 (range increment 120 feet, reload 1), Damage 2d6 piercing

Bolera's Interrogation [3-action] (Frequency 3 times per day) She focuses her attention on a single creature within 30 feet. That creature must attempt a Will save against her Perception DC. On a failure, the creature finds itself unable to speak any deliberate and intentional lies and takes a -2 penalty to Deception checks. On a critical failure, the penalty to Deception checks is -4. This effect lasts for 10 minutes.

Devise a Stratagem [1-action] (Frequency once per round) She chooses a creature she can see, Recalls Knowledge on it and Strikes. If the Strike is a failure, the attack never happened. If it's a success, add 7 precision damage, the target becomes flat-footed for one ally's next attack, improve the Recall Knowledge result by one degree.

Expeditious Inspection [free action] (Frequency once per 10 minutes) Assesses surroundings with great speed. Recalls Knowledge, Seeks, or Senses Motive.

Inspire Imitation [reaction] Whenever she critically succeeds at a skill check, she automatically qualifies to use the Aid reaction when attempting to help an ally using the same skill, no preparation needed.

monster.pf2.tools/v/ojxs7sLL

RPG Superstar 2014 Top 32

Not a statblock, but here is a background I drew up for Skinny Bolera to help inspire my players in their Slot 0.

https://drive.google.com/file/d/16QeK8PmBFCNtsUiVXTtq2fC7-xhdlIVT/view


Evil Paul wrote:

Not a statblock, but here is a background I drew up for Skinny Bolera to help inspire my players in their Slot 0.

https://drive.google.com/file/d/16QeK8PmBFCNtsUiVXTtq2fC7-xhdlIVT/view

That' s awesome, I really love the picture.


Here's an attempt at Sergeant Ollo:

Sergeant Moldun Ollo — Creature 8
Unique LG Medium Humanoid Dwarf

Perception +19; Darkvision

Languages Common, Dwarven

Skills Athletics +19 , Diplomacy +18 , Society +17 , Absalom +17 , Legal +17

Str +4, Dex +1, Con +5, Int +2, Wis +1, Cha +3

Items battle axe, steel shield

AC 26 (28 with shield raised); Fort +20, Ref +14, Will +18

HP 160

Speed 20 feet

Ancient Blood +1 circumstance bonus to saving throws against magical effects

Bravery When Ollo rolls a success on a Will save against a fear effect, they get a critical success instead. In addition, any time he gains the frightened condition, reduce its value by 1.

Quick Shield Block [reaction] At the start of his turns, Ollo gets an additional reaction that he can use only to Shield Block

Melee [1-action] battle axe +21 (attack, sweep), Damage 2d8+2 slashing

Heroes' Call [2-action] (Frequency 1 time per day) Ollo sings of ancient heroes. He or an adjacent dwarf ally gets the effects of 3rd level Heroism. If the target has half or fewer Hit Points they also gain 16 temporary Hit Points.

Swipe [2-action] Ollo makes a melee Strike and compares the attack roll result to the AC of up to two foes, each of whom must be within melee reach and adjacent to each other. Roll damage only once and apply it to each creature he hits. This counts as two attacks for the multiple attack penalty.

monster.pf2.tools/v/o8DPWBod


Here's a Washboard Dogs gang troop in case your players are mad enough to take them on:

Washboard Dogs Crew — Creature 11
Uncommon N Gargantuan Humanoid Human Troop

Perception +21

Languages Common

Skills Athletics +22, Intimidation +18, Gang Lore +18

Str +7, Dex +3, Con +6, Int +2, Wis +3, Cha +2

Items assortment of bludgeoning weapons like pipes and morningstars, one washboard each (use steel shield stats)

AC 31; Fort +23, Ref +20, Will +18

HP 210 (16 squares); Thresholds 140 (12 squares), 70 (8 squares); Weaknesses area damage 15, splash damage 8

Shield Block [reaction] Trigger The crew takes damage from a physical attack. Effect They snap the washboards into place to deflect the blow. The shields prevent an amount of damage up to the shields' Hardness. The crew takes any remaining damage.

Troop Defenses

Speed 25 feet; troop movement

Fire Crossbows! [2-action] The gang draw or reload their crossbows, then launch a ranged attack in the form of a volley. This volley is a 10-Foot Burst within 120 feet that deals 5d8 piercing damage (DC 25 Basic Reflex save).

Form a Phalanx [1-action] Many of the gang members raise their washboards to protect others. They gain a +2 circumstance bonus to AC until the start of their next turn.

Form Up

Scary Swing [1-to-3-action] Frequency once per round Effect The gang members wildly swing their weapons at each enemy adjacent to the troop (DC 27 Basic Reflex save). On a failure, the target becomes Frightened 1 and on a critical failure Frightened 2. Add the number of actions used and the target's frightened value:
1. 1d12+2 bludgeoning damage
2. 2d12+9 bludgeoning damage
3. 3d12+9 bludgeoning damage

Scraping Clamor [1-action] (auditory, manipulate) The Washboard Dogs scrape their weapons up and down their washboard shields, making such a clatter that it's hard to hear anything over the din. Until the beginning of the crew's next turn, all creatures within 30 feet gain a +5 circumstance bonus to any saves to resist auditory spells or abilities.

Troop Movement

monster.pf2.tools/v/p7mPHzP2


For the sake of completionism and in case a serious gang war breaks out in your campaign, here's a Diobel Sweeper gang troop to complement the other one:

Diobel Sweepers Crew — Creature 12
Uncommon N Gargantuan Humanoid Human Troop

Perception +21

Languages Common

Skills Athletics +22, Intimidation +18, Gang Lore +18

Str +7, Dex +3, Con +6, Int +2, Wis +3, Cha +2

Items huge quantities of vials and alchemical reagents (reduced to broken glass and brownish mush after combat)

AC 30; Fort +23, Ref +20, Will +18

HP 240 (16 squares); Thresholds 160 (12 squares), 80 (8 squares); Weaknesses area damage 15, splash damage 8

Troop Defenses

Speed 25 feet; troop movement

Form Up

Alchemical Barrage [2-to-3-action] Frequency once per round Effect The members of the gang throw a barrage of alchemical vials in a 10-Foot Burst raining down 1d12+2 elemental + 4 elemental splash damage (DC 27 Basic Reflex save). Each target rolls 1 additional effect from the table below on a failure (2 on a critical failure). Increase the number of additional effects by 1 if the 3-action version was used:
1. 2d6 persistent acid damage
2. 2 persistent fire damage
3. –10-foot penalty to Speeds
4. Flat-Footed from shock
5. Immobilized for 1 round
6. None

Sweep [1-action] Frequency once per round Effect The members of the gang wildly swing their weapons at each enemy adjacent to the troop dealing 2d12+9 bludgeoning damage (DC 25 Basic Reflex save).

Troop Movement

monster.pf2.tools/v/rH63Qq35


I also did the Djinni Vizier from the casino in book 3 a while ago. Had some time to transcribe it today:

Djinni Vizier — Creature 10
Rare CG Large Elemental Air Genie

Perception +20; darkvision; detect magic

Languages Common, Auran

Skills Acrobatics +23, Arcana +18, Athletics +18, Crafting +16, Deception +18, Diplomacy +22, Society +16, Stealth +19

Str +5, Dex +7, Con +3, Int +3, Wis +2, Cha +5

Bound Wishes A djinni vizier can grant a mortal or undead creature up to three wishes within a year’s time. Once they grant a third wish to a single creature, they are freed from service to that creature forever.

Items scimitar

AC 30; Fort +16, Ref +21, Will +18

HP 170; Immunities acid; Resistances mental 10, sonic 10

Whirlwind (air, arcane, aura, evocation) 30 feet. All squares in the djinni's aura are difficult terrain for Striding and Flying creatures. Creatures with the air trait are immune.

Speed 25 feet; fly 40 feet

Melee [1-action] scimitar +23 (forceful, reach 10 feet, sweep), Damage 2d6+15 slashing

Melee [1-action] fist +24 (agile, finesse, magical, nonlethal, reach 10 feet), Damage 4d4+8 bludgeoning

Ranged [1-action] crashing wind +23 (air, arcane, evocation, range increment 20 feet), Damage 2d8+5 bludgeoning

Spells DC 30, attack +22 ; 10th wish (bound); 7th Plane Shift (At Will) (to Astral Plane, Elemental Planes, or Material Plane Only); 5th creation, tongues, summon giant, illusory creature, illusory object; 4th gaseous form, enhance visuals (at will), invisibility (at will) (self only); Constant detect magic

Hurricane Blast [1-action] (air, arcane, evocation); Frequency Once per round. Effect The djinni pushes all creatures in its whirlwind back 30 feet, or repositions all creatures inside the aura without changing their distance to the djinni. Each creature must attempt a DC 30 Fortitude save. Bumping targets to walls or to each other deals damage as if they had fallen. On a success, a target avoids being moved, and on a critical failure it falls Prone in addition to being moved. Creatures with the air trait are immune.

monster.pf2.tools/v/6ZL0m9m0


because Olansa Terimor as the final boss kinda... sucks and is severly underpowered, I made a new stat block, for her final form.

basically, first I ran the combat almost as written - just substituing astradaemons with agents of the gray queen (aka stronger astradaemons) and not having her cast spells

and after 'defeating' her, I made them fight the true Olansa:

https://imgur.com/a/ro1krBl


Nice, how did the fight go? Did you use more spells or Reality Rip?

I'm also thinking of changing Olansa, I would REALLY like to give her some sort of supercharged Steal ability that allows stealing spells, abilities. items, all sorts of stuff. Looking into high level rogue feats and Umbral Graft/Extraction spells for inspiration.

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