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I'm getting ready to run a Kingmaker game in Xen'drik, and I want to stump my players and encourage them to recall knowledge. They're experts about previous editions, but they haven't realized the value of recall knowledge yet. The Ceratioidi are a perfect monster to make them go "What the F%#$ was that?" and I can absolutely point to it as something Paizo published out of China Miéville's mind. (The Scar is one of my favorite books) But I can't find any conversions to PF2.
Here's the 1e entry, but there's much more info in Pathfinder #32: https://www.aonprd.com/MonsterDisplay.aspx?ItemName=Ceratioidi
I'm thinking they'll be a special advisor to troll lord Hargulka. Thus, I'm targeting a level of 5 with minions at 3 or 6 with minions at level 1. They'd have a rivally with the newly arrived Tartuk, but the PCs will have to kill the Ceratioidi anyway. So I'm thinking maybe it has four actions? Permanent haste to stride or strike? It could have a strong attack, and water spells that force saves? But what weakness (small w, not just bonus damage) would balance that? It seems like the 1e version has low AC? I worry my players would one-turn kill it, say "That was weird," and move on.
Another issue is communication. The developers of PF2 talk about eliminating "hidden" abilities, and the tiny male half is very much hidden. I'm thinking it wiggles when it casts spells, which will absolutely be a joke when they figure out what the thing on the back of her neck is.
Some 3rd level spells for them to cast would be Sea of Thought, crashing wave, and Aqueous Orb.
2nd level: Enlarge, Sea Surge, Teeth to Terror
1st level: Aqueous Blast (I've removed the twins), Briny Bolt, Exchange Image, Grease, Kinetic Ram, Personal rain cloud (pre-cast on self, special version with salt water), Heal,
Cantrips: Daze, spout, Shield
The 1e dual mind ability is completely "Hidden," unless the players try mind-reading, which is now uncommon. "allowing it to fight with two weapons simultaneously without any penalties. It can also select two favored classes." None of this means anything now. I think I'm going to make Dual Mind be it has two turns with shared MAP, and two actions each.
The lure ability is also troublesome, as it's iconic, but also an action cost and probably incapacitation. I'm thinking it replicates a spell. The Spell could be Sleep (3rd level, once), Calm Emotions(3rd level, once) or Hideous Laughter (2nd level, reflavored, any number of times)
The Primitive Amphibian ability is mostly flavor, and I'm going to cover it with the Ceratioidi having a homebrew staff with Spout, Aqueous Blast, Personal (salty) rain cloud, Briny Bolt, and Sea Surge, and has a +1 rune. While wielding it, you gain a +2 circumstance bonus to checks to Swim or navigate underwater. This is planned as a major piece of adventuring loot. It'll also have a spellbook as a wizard, despite being a priest. That's within the norm for Eberron. Everyone does magic a little differently.
On to Stats:
Ability scores for both 5th and 6th level creatures are High: +5, Moderate: +4, and Low: +2. I think giving low Dex and Cha, Moderate Con and Wis and High Strength and Intelligence is balanced, so
Str: +5, Dex +2, Con +4, Int +5, Wis +4, Cha +2
Perception: Original creature had high perception, But, it rolls twice with two actions each, so I'm going to say the Female has Moderate of +12 or +14, and the Male has terrible of +7 or +8.
Senses: I'm keeping Darkvision for ocean depths, but I don't think it'll matter much.
Skills: Athletics high: +13/+15, Priest of the Devourer, so Religion high +12/+14, They have moderate Arcana and Occult +12/+13. Moderate Intimidation +12/+13, and low deception +10/+11for this specific one.
AC is difficult, but as a spellcaster, I'm going with 20/22, halfway between low and moderate.
For Saves, the 1e version had Fort +3, Ref +4, Will +6. I've lowered dex, so I'm going with Fort Moderate +12/+14, Reflex Low +9/+11, and Will High +15/+17.
Moderate HP is 78/99 to 72/91
Immune to mental spells and effects. Resist mental damage 8. Weakness Freshwater 4/5 (all the Ceratioidi's spells are saltwater, so this is for very lucky mages or Thaumaturges)
Speed 25ft, Swim 25ft.
Strikes...Ummm...Attack Bonus (halfway between high and moderate) +14/+16 for Staff melee strikes, dealing Moderate 2d6+6/2d6+8, and dart throw, low +11/+12, for low 2d4+6/2d4+8.
The Male will have high Spell attack +14/+16 and High DC 22/24
As a Priest-Wizard, the male will be a prepared caster.
The 5th level version will have 2 3rd, 3 2nd, and 3 1st, While the 6th level version will have 3 of each level. Both have 5 cantrips.
Prepared spells: 3rd: Sea of Thought, crashing wave, and 6th level version also has heal.
2nd: Enlarge, Sea Surge, Teeth to Terror
1st: Grease, Kinetic Ram, Personal rain cloud (pre-cast on self, special version with salt water)
Cantrips: Daze, spout, Shield
Abilities: Dual Mind: The Certioidi takes two turns each round, with two actions each. The second turn has the MAP of the first. One turn is Female and cannot cast spells. The other turn is Male, and can cast spells, but can not use actions that require limbs. The Female and Male are telepathically linked.
Parry: The Female can use an action to hold its staff defensively, gaining a +1 circumstance bonus to AC until the start of her next turn (not the male's turn)
Traits: Humanoid? Aquatic, TN, Medium, Tiny? ceratioidi
I'd appreciate feedback.