
markrivett |
My players, being level 14, are going up against a level 14 wizard, a level 14 fighter, and their cannon-fodder of low-level guards. I can't find a suitable substitution in the list of regular monsters available in the various beastiaries. Do I have to MAKE these characters, pick their spells/feats, etc?
This seems like a lot to keep track of.
Bonus if this can dragged and dropped into Roll20

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Here ya go, a full list of all the published NPCs that the Archives can host. No idea if you can drag/drop into R20, I can't stomach remote/zoom/online games so VTTs serve me very little purpose but if all you need are the statblocks there are several you can work with.
For a bit more specific bit of help, here is a list of these NPCs filtered to the range of 13-15 so you can broaden your scope and the tweak them with the Elite or Weak Templates to get to the right Level easily without busting the math too much.

Tactical Drongo |
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enemies in pf2 are always build as monsters
if you want them as player statblocks you have to build a character for that level yourself
there are tools that help with the building of monsters and characters
but generally speaking: enemies always have monster statblocks which are made to be more easy to read and with all the feats that might change anything in math invisible included and others listed among the corresponding actions
In my experience this tool: https://monster.pf2.tools/ is very helpful in quickly creating monsters as you can just click-to-fill-in after setting level and the guidelines
you still have to manually pick spells and enter special abilities though

gesalt |

Like any custom creature, you can just use the custom creature tables and pick the values you want for their level.

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IMO, Tactical Drongo's got the right idea:
The NPCs in the Gamemastery Guide and Character Guide cap out around level 11.
You're best bet for high level humanoid foes is probably to rip stat blocks out of APs (which you can find on the Archives).
Then feel free to change names and back stories and whatever else you need once you have the stats.

Mathmuse |
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Here ya go, a full list of all the published NPCs that the Archives can host. No idea if you can drag/drop into R20, I can't stomach remote/zoom/online games so VTTs serve me very little purpose but if all you need are the statblocks there are several you can work with.
Like any custom creature, you can just use the custom creature tables and pick the values you want for their level.
I combine Themetricsystem and gesalt's methods. For example, the NPC list is short on wizards, so I searched in the 10th-level to 16th-level range of NPCs while also asking for the words "Arcane Prepared Spells." Some of the results were maguses and witches, but 11th-level Tempest-Sun Mage, 12th-level Rival Necromance, and 12th-level Imeckus Stroon look wizardly. Imeckus Stroon colorfully uses a familiar, so I select him for my wizard. But he is two levels too low, so I use the Building Creatures rules to level him up.
I typically ignore Table 2–1: Ability Modifier Scales for just two levels. From Table 2–2: Perception, Stroon's perception +25 is high for 12th level, so I replace it with the 14th-level high Perception +28. Table 2–3: Skills says that skills increase by +3 in going from 12th level to 14th level, so I added 3 to all his skills.
Table 2–5: Armor Class says his 12th-level high AC +33 goes to 14th-level high AC +36. Why does a wizard have a high AC? Saving throws get a +3, just like every previous number so far (+3 is pretty common for 2 levels, but sometimes the low column goes up by only +2).
Table 2–7: Hit Points says that 12th-level Stroon's 210 hp is at the low end of moderate hit points, so 14th-level Stroon also gets the low end of 14th-level moderate hit points, 250 hp. Stroon has no resistances and weaknesses, so ignore Table 2–8: Resistances and Weaknesses.
Speed does not change.
Table 2–9: Strike Attack Bonus increases 12th-level Stroons's Strikes bonuses with staff and dagger by 3. Stroon's damage is so low that it is not on Table 2–10: Strike Damage. That table requires a lot of guesswork even for melee monsters. I just bumped the damage up by 1. However. why is his staff dealing 2d4+3 damage when his items labels it as "major striking"? Let me correct the error by meeting in the middle: the striking rune goes down to greater and the weapon dice go up to three. To keep the treasure more similar, I give him Bracers of Armor II. This does not change his AC.
Table 2–11: Spell DC and Spell Attack Bonus says that high spell DCs and attack bonuses go up by +2 from 12th level to 14th level. More significantly, Stroon becomes able to cast 7th-level spells, so I have to choose some 7th-level arcane spells for him. Practically, markrivett should customize the spells somewhat given the personality of the wizard in his campaign, so my choices don't matter. Stroon seems to care about Lock, so I'll give him Dimensional Lock and Maze of Locked Doors. And Prismatic Armor to cast on his fighter buddy. His cantrips go up to 7th level and his Quickened Casting can handle 5th-level spells now.
If Stroon were a player character, going up two levels would also give him a skill feat, skill increase, and class feat. NPCs get much fewer of those, because the more skills and feats they have, the more the GM has to study the character to be able to play the character well. For simplicity, let me instead enhance his familiar Lintwerth by giving it some natural dust mephit abilities: speech, flight, and glitterdust.
Higher-Level Imeckus Stroon Creature 14
Unique, LE, Medium, Human, Humanoid
Based on Imeckus Stroon, Kingmaker Adventure Path pg. 311
Male human wizard
Perception +28
Languages Auran, Common, Hallit, Jotun, Skald
Skills Academia Lore +28, Arcana +28, Crafting +26, Diplomacy +25, Nature +24, Occultism +28, Society +26
Str +0, Dex +4, Con +2, Int +5, Wis +3, Cha +2
Items +1 greater striking staff of fire (7 charges), bracers of armor II, dagger, spellbook (The Inward Flowing Source—contains all prepared spells plus an additional 4 spells of each level of the GM's choice—including lock)
AC 36; Fort +21, Ref +23, Will +22
HP 250
Speed 25 feet
Melee [One Action] staff +27 [+22/+17] (two-hand d8), Damage 3d4+4 bludgeoning
Melee [One Action] dagger +24 [+20/+16] (agile, finesse, versatile S), Damage 1d4+4 piercing
Ranged [One Action] dagger +24 [+19/+14] (thrown 10 ft.), Damage 1d4+4 piercing
Arcane Spells Prepared DC 35, attack +25;
7th dimensional lock, maze of locked doors, prismatic armor
6th chain lightning, scrying, teleport;
5th dispel magic, sending, wall of ice;
4th discern lies, fly, wall of fire;
3rd fireball, lightning bolt, wall of wind;
2nd acid arrow, flaming sphere, lock;
1st charm, magic missile, ray of enfeeblement;
Cantrips (6th) detect magic, electric arc, light, produce flame, shield
Drain Lintwerth [Free Action] (arcane) Frequency once per day; Requirements Imeckus hasn't yet acted on his turn and Lintwerth is in an adjacent square; Effect Imeckus draws power from his bond with his familiar. During his turn, he gains the ability to cast one spell he prepared today and already cast, without spending a spell slot. He must still Cast the Spell and meet the spell's other requirements.
Enhanced Familiar Imeckus Stroon's familiar Lintwerth is a loyal companion and is a bit more powerful than the standard familiar in that he does not possess the minion trait; Imeckus can direct Lintwerth's actions verbally as a free action. If Lintwerth is slain, Imeckus becomes drained 1 for 24 hours.
Quickened Casting [Free Action] (concentrate, metamagic) Frequency once per day; Effect If Imeckus's next action is to cast a cantrip or spell that is 4th level or lower, reduce the number of actions to cast it by 1 (minimum 1 action).
Recall Lintwerth [One Action] (arcane, conjuration, teleportation) Imeckus calls out Lintwerth's name and snaps his fingers, causing his dust mephit familiar (and up to 1 Bulk of objects carried by Lintwerth) to instantly transport to an adjacent square of Imeckus' choice, providing Lintwerth is within a mile.
Steady Spellcasting If a reaction would disrupt Imeckus's spellcasting action, he attempts a DC 15 flat check; if he succeeds, his action isn't disrupted.
The link to Imeckus Stroon did not give Lintwerth's stats. At 14th level, they would be
Lintwerth
Tiny dust mephit
Perception +19; low-light vision
Languages Auran, Common, Terran; empathy with Imeckus one mile.
Skills Acrobatics +19, Stealth +19
AC 36; Fort +21, Ref +23, Will +22
HP 70
Speed 25 feet, fly 25 feet
Arcane Innate Spells DC 35; 2nd glitterdust

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Themetricsystem wrote:Here ya go, a full list of all the published NPCs that the Archives can host. No idea if you can drag/drop into R20, I can't stomach remote/zoom/online games so VTTs serve me very little purpose but if all you need are the statblocks there are several you can work with.gesalt wrote:Like any custom creature, you can just use the custom creature tables and pick the values you want for their level.I combine Themetricsystem and gesalt's methods. For example, the NPC list is short on wizards, so I searched in the 10th-level to 16th-level range of NPCs while also asking for the words "Arcane Prepared Spells." Some of the results were maguses and witches, but 11th-level Tempest-Sun Mage, 12th-level Rival Necromance, and 12th-level Imeckus Stroon look wizardly. Imeckus Stroon colorfully uses a familiar, so I select him for my wizard. But he is two levels too low, so I use the Building Creatures rules to level him up.
I typically ignore Table 2–1: Ability Modifier Scales for just two levels. From Table 2–2: Perception, Stroon's perception +25 is high for 12th level, so I replace it with the 14th-level high Perception +28. Table 2–3: Skills says that skills increase by +3 in going from 12th level to 14th level, so I added 3 to all his skills.
Table 2–5: Armor Class says his 12th-level high AC +33 goes to 14th-level high AC +36. Why does a wizard have a high AC? Saving throws get a +3, just like every previous number so far (+3 is pretty common for 2 levels, but sometimes the low column goes up by only +2).
Table 2–7: Hit Points says that 12th-level Stroon's 210 hp is at the low end of moderate hit points, so 14th-level Stroon also gets the low end of 14th-level...
Excellent post. This could even be in Remastered GMG Core IMO.