Principia Discordia

Principia Discordia => Propaganda Depository => RPG Ghetto => Topic started by: The Good Reverend Roger on February 09, 2011, 07:29:34 PM

Title: Masterwork Monsters for Pathfinder
Post by: The Good Reverend Roger on February 09, 2011, 07:29:34 PM
Want to stick it to your players, or just provide them with a challenge that will have them pissing blood?  This thread is for you.

How many times have you tossed a monster at the party, and watched them use player knowledge to kick its ass?  It's not unreasonable for them to do so...It's a game, not an acting class.  If your stock monsters just aren't cutting it, then you need to go all terrorist on their asses.

Templates and class levels are your best friend, here, but simply adding 3 levels of fighter to an ogre just means they have to hit it a few more times.  No, you have to get nasty.

One trick I use, and the one I'm going to talk about today, is "the stealth brute".  Like most of what I do, this isn't what it sounds like.  Making a monster sneaky is always fun, but making a monster in a sneaky way is even MORE fun.  Today's example is a high CR mummy.

Now, everyone knows that a mummy is just a vehicle for mummy rot, right?  Wrong.  What we're going to do here is take the mummy rot away, and then use the rest of the creature's capabilities to make something truly ugly, then put the mummy rot back.

Step one:  Take the mummy, and put 5 levels of rogue on it.  Base creature is a halfling, with the racial ability substitution from the advanced players guide that reduces the "snipe" stealth penalty.

Step two:  Put 10 levels of shadow dancer on it.  

Step three:  Make all of the creature's feats run towards archery, HEAVY skill points on stealth, skill focus stealth (total score should be a +35)

We are now at a CR 17 creature, suitable for a 14th-16th level party of four, or 13th-15th party of six.  But here's where it gets ugly:  The terrain.

Take a 40X40 foot room, and put a couple of rows of columns in it.  There's a hallway entering on the East side, and exiting on the West side.  The North wall has a statue holding a torch with continual flame cast on it.  This will cast shadows from the pillars.  The South wall has a peephole (Perception DC 30 to spot it, and don't forget the distance penalties) leading to an alcove that has no entrances leading to it other than the peephole.  The light from the torch will also cast a (very tiny) shadow into the alcove.  That's where the mummy is.  His shadow companion (from the shadow dancer class) is next to one of the pillars, and is at first doing nothing but watching for intruders.

When the party enters the room, the shadow informs the mummy via empathic link.  The mummy shadow steps (class ability from the shadow dancer class) out of his alcove, landing in the shadow of a pillar.  He then shoots the divine spellcaster for 1d8+3d6 sneak attack per attack (he should have three), plus probably poison (if you're me) that does wisdom damage.  He then rolls a snipe check to remain stealthed, with the penalty leaving him at a glorious +25 stealth.

If the party doesn't see him, he'll sneak attack next round, and then attempt snipe again.  If they DO see him, they have to make a will save vs despair or be paralyzed with fright (more sneak attack) and if they all save, he'll use the class feature "hide in plain sight", and then sneak attack the next round.

If the party charges his last location, he'll slam one for mummy rot, and then shadow-step back into his alcove, while his shadow attacks the beefiest fighter.  The following round, he'll start all over again.  When he runs out of shadow step, one of two things happens:

1.  If he's outside of his alcove when he runs out of shadow step, he'll attack, trying to get the maximum number of players affected by mummy rot, or

2.  If he's inside of his alcove, he'll knock the wall over and attack (or, alternately, he'll wait until the party leaves the room, knock down the wall, and follow them, hoping for an ambush.

Try to keep the shadow alive.  Hit and run, and distract with the main beastie.  If the party kills the mummy, the shadow dies.  Remember that the shadow isn't worth any XP, just as a druid's animal companion isn't.  Notice that the mummy is scary as hell, and none of his abilities are geared to his mummy rot.  It's nothing but back up.

If anyone wants the write up for this, let me know.

Next up:  Fun with animals and templates.
Title: Re: Masterwork Monsters for Pathfinder
Post by: Icey on February 09, 2011, 07:35:26 PM
Sweet god. I'm not sure if I've ever seen such a horrifyingly creatively horrible encounter before.
Title: Re: Masterwork Monsters for Pathfinder
Post by: The Good Reverend Roger on February 09, 2011, 07:36:36 PM
Quote from: Icey on February 09, 2011, 07:35:26 PM
Sweet god. I'm not sure if I've ever seen such a horrifyingly creatively horrible encounter before.

Wait til I post the writeups for the Fabulous Undead Medusa Sisters.   :lulz:
Title: Re: Masterwork Monsters for Pathfinder
Post by: Luna on February 09, 2011, 07:37:00 PM
Fuck me sideways, that's brilliant.
Title: Re: Masterwork Monsters for Pathfinder
Post by: Sister Fracture on February 09, 2011, 07:37:27 PM
Would my Super Huge Advanced Fiendish Dire Rats fit in here?
Title: Re: Masterwork Monsters for Pathfinder
Post by: The Good Reverend Roger on February 09, 2011, 07:38:47 PM
Quote from: Sister Fracture on February 09, 2011, 07:37:27 PM
Would my Super Huge Advanced Fiendish Dire Rats fit in here?

Yep.
Title: Re: Masterwork Monsters for Pathfinder
Post by: The Good Reverend Roger on February 09, 2011, 07:41:55 PM
Quote from: Luna on February 09, 2011, 07:37:00 PM
Fuck me sideways, that's brilliant.

Incidentally, you'll notice that I didn't give the mummy any fire resistance.  That's predictable and cheap...But also easily added with a ring.

:lulz:

It's DR makes it laugh at missile attacks, and it's completely immune to any insta-kill or mind affecting spells.  The party can't even use detect thoughts on it, and who the hell memorizes detect undead at 13th level.

It's glass jaws are:  Fire, positive energy channeling (though it's protected while it's in its alcove, as that is a burst effect, not a spread.  Also note that the party should have no reason to suspect a mummy unless they spot it clearly (forcing the will save vs despair).
Title: Re: Masterwork Monsters for Pathfinder
Post by: hooplala on February 09, 2011, 07:44:44 PM
...holy shit.
Title: Re: Masterwork Monsters for Pathfinder
Post by: The Good Reverend Roger on February 09, 2011, 07:45:58 PM
Quote from: Hoopla on February 09, 2011, 07:44:44 PM
...holy shit.

Another fun one:  A minotaur with 6 levels of monk and the mummy template.

Yes, that's right, kids:  A mummy that can outrun you, and attack 4 different players with slam (read: mummy rot) attacks each round.
Title: Re: Masterwork Monsters for Pathfinder
Post by: Sister Fracture on February 09, 2011, 07:52:23 PM
Are you tired of giant lizards and horses and goblin dogs being mounts for your monstrous NPCs? There is an answer!

THE SUPER HUGE ADVANCED FIENDISH DIRE RAT IS HERE TO HELP YOU!

First things first. What size creature does the dire rat need to be in order for it to be a mount? Well, Medium for Small creatures, Large for Medium creatures and so on. Slap on the Giant Creature template a few times, until you get the size you need.  Don't forget to adjust natural armor, Hit Die, base attack, Con, Str, Dex, CMB and CMD!

Next, you want a slightly stronger than average huge goddamn rat? Well, put the advanced template on! This adds to the natural armor, and all ability scores go up by four.

Next, you need a little something extra to give it that special flavor. Try fiendish on for size! Now, your rat only has about 3 HD, so he doesn't get the DR, but he DOES get fire and Cold resist 5.

Be sure to recalculate the Disease DC, since it's Con based, and your basic dire rat has (by this time) gotten an extra 8 Con points.
Title: Re: Masterwork Monsters for Pathfinder
Post by: The Good Reverend Roger on February 09, 2011, 08:08:21 PM
Legends speak of a White Stag that lives in the fens near Castle Goblinthrottle.

The stories go that if you can catch up to the Stag and lay a hand on it, it will grant you a wish.

HAW HAW!  Yeah, like any DM is gonna let THAT happen.  It's a great hook, though, and not every village tavern-keeper knows the whole story about anything, right?

The truth is, the White Stag will be more than happy to let you catch up to it:

White Stag, CR7 --->  Fiendish Vampiric Moose.  Sleeps under the waters of the fens (stagnant water doesn't hurt vampires, only running water).  Raise INT to 3.

Every campaign needs a fiendish vampiric moose.  Take Moose (or elk), add fiendish template and vampire template.

Since the vampire template is only supposed to go on humanoids, this should be a true "oner", a creature of legend that the party hears about at 1st level, and runs into at 6th level (5th level for groups with more than 5 members).
Title: Re: Masterwork Monsters for Pathfinder
Post by: Cramulus on February 09, 2011, 08:50:33 PM
Here's a lesser trick, for lower level parties.

One of my favorite monsters is the Witchknife from the 3.5 Monster Manual 3. They are a fairly low level monster (CR 4). Their special thing is nearly unlimited uses of the 1st level cleric spell command. Every witchknife has one greater command which allows them to hit multiple targets with a single command. Higher ranking witchknives have more greater commands.


(http://www.wizards.com/dnd/images/mmiii_gallery/82965.jpg)

By hitting the party with commands in the right order, you can really put them on their asses.


Witchknife #1: Greater Command: "Drop" - everybody affected has to drop whatever's in their hands
Witchknife #2: Greater Command: "Flee" - character runs at top speed away from his weapons, and into dangerous terrain such as lava pits, spikes, and traps
Witchknife #3: Greater Command: "Lie down" - character lies prone. They have now missed a turn and are unarmed and lying on the floor 60 feet away from their weapons.

at this point the witchknives grab their gear. Maybe they toss it into the damaging terrain.

A well placed Gust of Wind spell can also be set up so that the dropped gear immediately flies across the room.
Title: Re: Masterwork Monsters for Pathfinder
Post by: Cain on February 09, 2011, 08:54:09 PM
Although I haven't thought it through entirely, I'm pretty sure a creature with Pale Master/Monk levels would make a terrifying opponent.  Perhaps if it was a Mind-Flayer base creature?  All the benefits of being undead, none of the downsides, an insanely high armour class and stunning fist + brain extraction....
Title: Re: Masterwork Monsters for Pathfinder
Post by: Cramulus on February 09, 2011, 09:01:01 PM
the monster manual 3 (or 4?) had some variant mind flayers with really obnoxious combos. There were pairs of mindflayer rogues who could mind blast you from stealth, and then land disgusting sneak attacks because you were stunned. If they didn't just chow down on your brains. If you caught them while they were in the grapple, they could shadow-step away very easily. Grosssssss.

Another thing that really takes parties off guard is when you take a big ass monster and magically reduce its size. A T-Rex isn't nearly as intimidating when you reduce it to a small creature, but you're being misled.. it still has most of its strength and a better AC to boot. A good distraction is to take a small, easier creature and magically inflate it until people think it's the tough thing in the room. But no, the gargantuan kobold is just there to keep you from noticing the pack of tiny velociraptors, so small they can all fit in a single square.
Title: Re: Masterwork Monsters for Pathfinder
Post by: Luna on February 09, 2011, 09:03:16 PM
I'm not allowed to play a psionc any more.
Title: Re: Masterwork Monsters for Pathfinder
Post by: Sister Fracture on February 09, 2011, 09:11:54 PM
Psionics were broken anyway.
Title: Re: Masterwork Monsters for Pathfinder
Post by: Cramulus on February 09, 2011, 09:17:28 PM
The Bag of Rats trick, FOR MONSTERS!

I'm not sure if it still works this way in pathfinder, but in 3.5 when you Cleave something, you get a free attack at your highest to-hit bonus. The "bag of rats" trick is when you surround yourself with small creatures you can kill in one shot to capitalize on your nasty cleave. A big devil might be surrounded by 3 or 4 CR1 lemures, for example. If he makes a full attack, his extra attacks are always aimed at killing a lemure, giving him a free cleave at his highest +to hit bonus against a player. As an added bonus, that particular type of devil heals every time he kills something, so the PCs should actually focus on those shitty little devils instead of the big guy.

The opposite side of this trick was employed by the Dread Emperor (?) in the Book of Vile Darkness. That motherfucker was surrounded by about 20 children on leashes of varying length. The chains were attached to his belt, and the children stay around him as he moves. Unless you're evil, it's impossible to use area effects on him, and he can move children to block himself from being flanked.
Title: Re: Masterwork Monsters for Pathfinder
Post by: Sister Fracture on February 09, 2011, 09:23:20 PM
In Pathfinder, if you HIT, you get another swing at someone adjacent (MUST BE ADJACENT) to the creature attacked, at that attack's bonus. Greater Cleave or whatever lets you go on for as long as you have adjacent creatures to attack.

For example:


X1 O X2

You hit X1, you do not get to cleave X2.


X1O
X2

You hit X1, you get to cleave X2.

Title: Re: Masterwork Monsters for Pathfinder
Post by: Cramulus on February 09, 2011, 09:33:47 PM
well I see they fixed that loophole :lulz:

I once played a conjurer that would "enable" our party's murderous barbarian by sending my lowest level summons at him. They'd provoke an opportunity attack from him, he'd kill 'em in one swing, get a free attack against the monster during my turn.
Title: Re: Masterwork Monsters for Pathfinder
Post by: The Good Reverend Roger on February 09, 2011, 09:44:23 PM
Quote from: Luna on February 09, 2011, 09:03:16 PM
I'm not allowed to play a psionc any more.

Only monsters get psionics.  If players want that shit, they can play a sorcerer.

The really NICE thing about Pathfinder is they made that clunky POS psionics shit redundant.
Title: Re: Masterwork Monsters for Pathfinder
Post by: The Good Reverend Roger on February 09, 2011, 09:45:13 PM
Quote from: Cramulus on February 09, 2011, 09:33:47 PM
well I see they fixed that loophole :lulz:

I once played a conjurer that would "enable" our party's murderous barbarian by sending my lowest level summons at him. They'd provoke an opportunity attack from him, he'd kill 'em in one swing, get a free attack against the monster during my turn.

You can still do that.
Title: Re: Masterwork Monsters for Pathfinder
Post by: The Good Reverend Roger on February 09, 2011, 09:46:33 PM
Also, this is the custom monster thread, not the what I play thread.

I like the reduced tyranosaurus.  Oh, my, yes.
Title: Re: Masterwork Monsters for Pathfinder
Post by: The Good Reverend Roger on February 10, 2011, 07:39:16 PM
Eagerly awaiting Fracture's "Rust Monster Swarm".   :lulz:
Title: Re: Masterwork Monsters for Pathfinder
Post by: Sister Fracture on February 10, 2011, 07:40:09 PM
Okay. Just pretend you don't know the stats when you hit them on Friday.
Title: Re: Masterwork Monsters for Pathfinder
Post by: The Good Reverend Roger on February 10, 2011, 07:41:31 PM
Quote from: Sister Fracture on February 10, 2011, 07:40:09 PM
Okay. Just pretend you don't know the stats when you hit them on Friday.

Okay.   :lulz:

TGRR,
Nekkid inna dungeon.
Title: Re: Masterwork Monsters for Pathfinder
Post by: Sister Fracture on February 10, 2011, 07:45:28 PM
Quote from: The Good Reverend Roger on February 10, 2011, 07:41:31 PM
Quote from: Sister Fracture on February 10, 2011, 07:40:09 PM
Okay. Just pretend you don't know the stats when you hit them on Friday.

Okay.   :lulz:

TGRR,
Nekkid inna dungeon.
:lulz: :lulz:

Technically, these will be easier than what originally went where I'm putting them.
Title: Re: Masterwork Monsters for Pathfinder
Post by: Sister Fracture on February 10, 2011, 08:08:12 PM
Rust Monster Swarm    CR 3
XP 800
N Tiny aberration
Initiative  +6; Senses darkvision 60 ft., scent metals 90 ft.;  Perception +12

Defense
AC 17, touch 15, flat-footed 14; (+3 Dex, +2 natural, +2 size)
hp  16 (3d8+3)
Fort +4, Ref +6, Will  +2
Defensive Abilities swarm traits

Offense
Speed 15 ft., climb 15 ft.
Melee bite (1 + rust)
Space 10 ft.; Reach 0 ft.
Special Attacks  rust, distraction (DC 12)

Statistics
Str 2, Dex 17, Con 13, Int --, Wis 13, Cha  8
Base Atk  ++2;  CMB  --;  CMD  --
Feats   Ability Focus (Rust), Skill Focus (Perception)
Skills  Climb +8, Perception +12   

Ecology
Environment any underground
Organization solitary, clutch (2-5 swarms), horde (6-12 swarms)
Treasure none
Special Abilities

Rust (su) - A rust monster swarm that occupies a square with any metal in it automatically uses this ability.  Any unattended objeccts immediately take half its maximum hp in damage and gains the broken condition--a second hit destroys the item.  Against creatures made of metal, this ability does 3d6+5 points of damage.  An attended object, any magic object, or a metal creature can attempt a DC 15 Reflex saving throw to negate this effect.  The save DC is Constitution based.

Scent Metals (ex) - This ability functions much as the scent ability, except that the range is 90 ft. and the rust monster swarm can only use it to sense metal objects (including creatures wearing or carrying metal objects).

A rust monster swarm is created when hundreds of rust monster eggs hatch.  As the young monsters mature, many die or are cannibalized by the stronger in the brood.  Their ability to rust metal is just as potent as when they are adults, though they are more able to eat flesh as they grow (as they usually must, since even a large mine wouldn't keep the whole brood fed.)
Title: Re: Masterwork Monsters for Pathfinder
Post by: Luna on February 10, 2011, 08:09:32 PM
I hereby dub them Rust Mites.   :wink:  Love it.
Title: Re: Masterwork Monsters for Pathfinder
Post by: The Good Reverend Roger on February 10, 2011, 08:09:56 PM
muhaha

Summon Swarm now allows me to kill an iron golem with a 2d level spell.

:lulz:
Title: Re: Masterwork Monsters for Pathfinder
Post by: Cramulus on February 10, 2011, 08:14:51 PM
ahhh I love it! so insidious. I will refrain from making a smell/smelt pun, I'll leave that to the goobers at your table.

Title: Re: Masterwork Monsters for Pathfinder
Post by: Sister Fracture on February 10, 2011, 08:15:19 PM
Quote from: The Good Reverend Roger on February 10, 2011, 08:09:56 PM
muhaha

Summon Swarm now allows me to kill an iron golem with a 2d level spell.

:lulz:

Bats, rats, or spiders, sir, is what the spell specifies.

Also, I'm gonna laugh if one of you lot takes Iron Body spell. :lulz:
Title: Re: Masterwork Monsters for Pathfinder
Post by: The Good Reverend Roger on February 10, 2011, 08:15:51 PM
Quote from: Sister Fracture on February 10, 2011, 08:15:19 PM
Bats, rats, or spiders, sir, is what the spell specifies.

:crankey:
Title: Re: Masterwork Monsters for Pathfinder
Post by: Sister Fracture on February 10, 2011, 08:17:51 PM
Quote from: The Good Reverend Roger on February 10, 2011, 08:15:51 PM
Quote from: Sister Fracture on February 10, 2011, 08:15:19 PM
Bats, rats, or spiders, sir, is what the spell specifies.

:crankey:

I will take it under consideration though. It isn't quite as powered as a centipede swarm, and might be on the same level as the other swarms.
Title: Re: Masterwork Monsters for Pathfinder
Post by: The Good Reverend Roger on February 10, 2011, 08:20:19 PM
Quote from: Sister Fracture on February 10, 2011, 08:17:51 PM
Quote from: The Good Reverend Roger on February 10, 2011, 08:15:51 PM
Quote from: Sister Fracture on February 10, 2011, 08:15:19 PM
Bats, rats, or spiders, sir, is what the spell specifies.

:crankey:

I will take it under consideration though. It isn't quite as powered as a centipede swarm, and might be on the same level as the other swarms.

Naw.  Might research a higher level summon swarm spell, though, and submit it for approval.
Title: Re: Masterwork Monsters for Pathfinder
Post by: Sister Fracture on February 10, 2011, 08:23:21 PM
Quote from: The Good Reverend Roger on February 10, 2011, 08:20:19 PM
Quote from: Sister Fracture on February 10, 2011, 08:17:51 PM
Quote from: The Good Reverend Roger on February 10, 2011, 08:15:51 PM
Quote from: Sister Fracture on February 10, 2011, 08:15:19 PM
Bats, rats, or spiders, sir, is what the spell specifies.

:crankey:

I will take it under consideration though. It isn't quite as powered as a centipede swarm, and might be on the same level as the other swarms.

Naw.  Might research a higher level summon swarm spell, though, and submit it for approval.

I'LL ALLOW IT! :D

Speaking of which, as soon as we have a week in the Rappan Athuk campaign, I want to research a spell that mimics the effects of a divine spell in particular, which I can't remember just now.
Title: Re: Masterwork Monsters for Pathfinder
Post by: The Good Reverend Roger on February 10, 2011, 08:24:55 PM
Okay, but that gets pricey.

Anyhow, the swarm spell for the rust monster swarm would be either 4th or 5th level, depending on what other options it allows.
Title: Re: Masterwork Monsters for Pathfinder
Post by: Sister Fracture on February 10, 2011, 08:56:42 PM
I know, I looked at the rules for it. Like I said, it's gonna have to wait anyhow.

Question: Would "bear cavalry" count as a swarm? :lulz:
Title: Re: Masterwork Monsters for Pathfinder
Post by: The Good Reverend Roger on February 10, 2011, 09:35:24 PM
Quote from: Sister Fracture on February 10, 2011, 08:56:42 PM
I know, I looked at the rules for it. Like I said, it's gonna have to wait anyhow.

Question: Would "bear cavalry" count as a swarm? :lulz:

:lulz:

Naw.  Even their own "monkey swarm" violates the rules, on account of size.
Title: Re: Masterwork Monsters for Pathfinder
Post by: Sister Fracture on February 10, 2011, 09:37:08 PM
Quote from: The Good Reverend Roger on February 10, 2011, 09:35:24 PM
Quote from: Sister Fracture on February 10, 2011, 08:56:42 PM
I know, I looked at the rules for it. Like I said, it's gonna have to wait anyhow.

Question: Would "bear cavalry" count as a swarm? :lulz:

:lulz:

Naw.  Even their own "monkey swarm" violates the rules, on account of size.

What, they're Small? I thought spider monkeys would be Tiny.
Title: Re: Masterwork Monsters for Pathfinder
Post by: Sister Fracture on February 11, 2011, 09:40:22 PM
Venom-Shaped Thrall      CR 4
XP 1,200

CN Large aberration
Initiative  +6; Senses darkvision 60 ft;  Perception +3

Defense
AC 17, touch 11, flat-footed 15; (-1 size, +2 Dex, +6 natural)
hp  37 (5d8+15)
Fort +4, Ref +3, Will +6

Offense
Speed 30 ft.
Melee bite +6 (1d6+3 plus poison) and 2 claws +3 (1d4+1)
Space 10 ft.; Reach 10 ft.
Special Attacks improved grab, poison (DC 16, 1d2 Dex damage/round 1 minute)

Statistics
Str 16, Dex 14, Con 16, Int 5, Wis 14, Cha 6
Base Atk  +3;  CMB +7;  CMD  19
Feats   Weapon Focus (bite), Multiattack, Improved Initiative
Skills Acrobatics +5, Perception +3
Languages   common (can't speak)
Special Qualities   spider climb, concentrated dose

Treasure none

Special Abilities

Spider Climb (Ex) - Thralls can move on walls or even ceilings as though using spider climb.

Posion (Ex) - Injury, Fortitude DC 16, cure 1 save, 1d2 Str damage/round for 1 minute. The save DC is constitution based.

Concentrated Dose (Su)
- This is a more potent injection of venom than the stadard bite delivers.  It is possible only against a grappled or helpless foe, as using it requires a full round action.  It also has a Fortitude DC of 16, cure 2 consecutive saves.  Those affected suffer 1 point of Str damage per round until their Str is 0, at which point they fall into a coma. They must make a Fortitude save (DC 20) or begin the transformation into a thrall.  Within 12 hours, if this last save fails, they are in a black cocoon.  Within another twenty-four hours, the victim emerges from the cocoon as a venom-shaped thrall.

Improved Grab (Ex)
- To use this ability, a thrall must hit with a claw attack.  It then can attempt to start a grapple as a free action without provoking an attack of opportunity.  If it wins the grapple check, it establishes a hold, and the next round it can make a bite attack with a concentrated dose of venom sing a full-round action.
Title: Re: Masterwork Monsters for Pathfinder
Post by: Sister Fracture on February 11, 2011, 09:42:40 PM
Built from the bottom up, instead of scaled from the top down.  :ECH:
Title: Re: Masterwork Monsters for Pathfinder
Post by: Requia ☣ on February 11, 2011, 09:57:50 PM
What exactly is that thing?  Not statwise, whats it look like and act and so forth?
Title: Re: Masterwork Monsters for Pathfinder
Post by: The Good Reverend Roger on February 11, 2011, 09:59:45 PM
Yep.  Needs a description, and possibly a pic.
Title: Re: Masterwork Monsters for Pathfinder
Post by: Sister Fracture on February 11, 2011, 10:02:13 PM
Venom-shaped thralls have heads and torsos of humanoids, though covered in chitinous exoskeleton, and four insect legs, two long arm-claw things, and a few appendages coming out its back.  They're made when injected with askara poison. Their very existence is torture, and death is a welcome relief, but they aren't allowed to commit suicide by the chaotic evil clerics that they must obey, so they always fight to the death.

(http://i5.photobucket.com/albums/y153/Meiintas/Picture0192.jpg)
Title: Re: Masterwork Monsters for Pathfinder
Post by: President Television on February 12, 2011, 12:17:57 AM
Oh, I see now. They're shaped by venom, not shaped like venom.  :lulz:
Title: Re: Masterwork Monsters for Pathfinder
Post by: Sister Fracture on February 12, 2011, 12:42:25 AM
Quote from: Unqualified on February 12, 2011, 12:17:57 AM
Oh, I see now. They're shaped by venom, not shaped like venom.  :lulz:
:lulz: Yes.
Title: Re: Masterwork Monsters for Pathfinder
Post by: Sister Fracture on February 28, 2011, 12:23:08 AM
Non-templated or anything, but this monster didn't make it into either Bestiary for Pathfinder, so if that's what you're running, here for your entertainment is a PHASM.

Phasm      CR 10
XP 9,600

CN Medium aberration (shapechanger)
Initiative +7 ; Senses tremorsense 60 ft., telepathy 100 ft.;  Perception +20

Defense
AC 18, touch 13, flat-footed 15; (+1 Dodge, +2 Dex, +5 natural)
hp  127 (15d8+60)
Fort +11, Ref +8, Will  +11
Immune poison, sleep spells, paralysis, polymorph spells, stunning effects, precision based damage, flanking  

Offense
Speed 30 ft.
Melee Slam +16/+11 (1d6+4) or vital strike +16 (2d6+4)
Space 5 ft.; Reach 5 ft.

Statistics
Str 18, Dex 16, Con 18, Int 16, Wis 15, Cha 14  
Base Atk  +11/+6;  CMB  +13;  CMD  24
Feats   Dodge, Improved Initiative, Combat Reflexes, Mobility, Spring Attack, Improved Natural Attack, Vital Strike, Weapon Focus (slam)
Skills  Perception +20, Stealth +21, Escape Artist +21, Acrobatics +21, Survival +20, Knowledge (chaositech) +21, Swim +22;  Racial Modifiers  when using shapechange, +10 to checks made to disguising itself.
Languages   common, telepathy 100 ft.
Special Qualities   amorphous, change shape, tremorsense

Treasure standard

Special Abilities

Amorphous (Ex) - A phasm in its natural for has no clear front or back, and thus cannot be flanked. Due to it having no obvious sensitive or critical bits, it is not subject to sneak attack damage.

Change Shape (Su) - A phasm can turn into a Small, Medium, or Large humanoid as a standard action, as the polymorph spell (CL 15). It can stay in this alternate form until it decides to change shape again.  Using this ability does not provoke attacks of opportunity.
Title: Re: Masterwork Monsters for Pathfinder
Post by: Sister Fracture on February 28, 2011, 10:45:21 PM
Oooo, I can't wait until after my group runs into this next creature I wrote out. It took me two hours to make sure I had it done properly. But I can't post it yet, because I want it to be a sooper dooper surprise.
Title: Re: Masterwork Monsters for Pathfinder
Post by: Don Coyote on February 28, 2011, 10:48:05 PM
Quote from: Sister Fracture on February 28, 2011, 10:45:21 PM
Oooo, I can't wait until after my group runs into this next creature I wrote out. It took me two hours to make sure I had it done properly. But I can't post it yet, because I want it to be a sooper dooper surprise.

For some reason I am happy in the pance. :fap:
Title: Re: Masterwork Monsters for Pathfinder
Post by: Sister Fracture on February 28, 2011, 10:51:53 PM
Quote from: Canis latrans eques on February 28, 2011, 10:48:05 PM
Quote from: Sister Fracture on February 28, 2011, 10:45:21 PM
Oooo, I can't wait until after my group runs into this next creature I wrote out. It took me two hours to make sure I had it done properly. But I can't post it yet, because I want it to be a sooper dooper surprise.

For some reason I am happy in the pance. :fap:

Would you like a preview?
Title: Re: Masterwork Monsters for Pathfinder
Post by: Don Coyote on March 01, 2011, 01:40:32 AM
Quote from: Sister Fracture on February 28, 2011, 10:51:53 PM
Quote from: Canis latrans eques on February 28, 2011, 10:48:05 PM
Quote from: Sister Fracture on February 28, 2011, 10:45:21 PM
Oooo, I can't wait until after my group runs into this next creature I wrote out. It took me two hours to make sure I had it done properly. But I can't post it yet, because I want it to be a sooper dooper surprise.

For some reason I am happy in the pance. :fap:

Would you like a preview?

I can wait until you unveil it for those what deserve the horror. :D
Title: Re: Masterwork Monsters for Pathfinder
Post by: Sister Fracture on March 01, 2011, 03:12:12 AM
 :D
Title: Re: Masterwork Monsters for Pathfinder
Post by: Luna on March 01, 2011, 10:59:30 AM
Webcam of player faces, plz.
Title: Re: Masterwork Monsters for Pathfinder
Post by: Sister Fracture on March 02, 2011, 05:09:36 AM
Well, they already have an inkling (and Roger has read through it before I had it) of how scary it is in its original format. I won't say any more at all, because I really do want them to be surprised if they get to it.
Title: Re: Masterwork Monsters for Pathfinder
Post by: Sister Fracture on March 06, 2011, 12:14:07 AM
Zaug      CR 13
XP 25,600

CE Large Outsider (Chaotic evil extraplanar)
Initiative -1 ; Senses darkvision 60 ft.;  Perception +25

Defense
AC 26, touch 11, flat-footed 26; (+15 natural, +3 defleciton, -1 size, -1 Dex)
hp  171 (18d10+72)
Fort +17, Ref +7, Will  +14
DR 10/lawful, 5/- SR 24  Immune fear, stun, daze effects Resist fire, acid, electricity, cold 15 
Weaknesses force effects, positive energy

Offense
Speed 20 ft., fly 30 ft (clumsy)
Melee 2 claws +22 (1d6+4 plus disease Fort DC 16) and bite +17 (1d8+4 plus disease Fort DC 16)
+ 4 on rolls to confirm critical hits

Space 10 ft.; Reach 10 ft.
Special Attacks  Corruption spew (Reflex DC 19, Will 18, Fort 16), disease
Spell-like Abilities (CL 15th, DC 13 + spell level, Concentration +21)
At will: detect chaositech, detect good, detect law, chaositech enslavement
3/day:  contagion (Fort DC 16), greater teleport, stinking cloud (Fort DC 16), summon swarm
1/day: chaos hammer (Will 17, 5d8+%50)

Statistics

Str 18, Dex 8, Con 18, Int 8, Wis 14, Cha 16 
Base Atk  +18;  CMB  +22;  CMD  31
Feats Abililty Focus (disease), Great Fortitude, Iron Will, Lightning Reflexes, Alertness, Combat Reflexes, Empowered Spell-Like Ability (chaos hammer), Combat Casting, Critical Focus
Skills Perception +27, Sense Motive +27, Spellcraft +20, Knowledge (arcana) +20, Knowledge (planes) +20 

Languages   telepathy
Special Qualities   chaotic nature, revulsion (DC 15), dire contact, corrupt healing, vulnerabilities

Treasure standard

Special Abilities

Chaotic Nature (Su) - The forces of chaos so surround and fill this creature that it affects others who attack it. It gives the zaug damage resistance 5 that cannot be bypassed (and stacks with its 10/lawful DR), and a deflection bonus of +3.

Dire Contact (Su) - A creature that attempts to speak telepathically with a zaug or read its mind must make a Will save (DC 15) or go permanently insane--normally becoming catatonic, as though feebleminded, but sometimes becoming homicidal.  The creature must make a save each time it tries to use telepathy on the zaug, but it does not need to make the save if the zaug is the one communicating. In other words, this is an in-only defense.  The save DC is Charisma based.

Revulsion (Su) - Non-outsiders who look upon the zaug must make a Will saving throw (DC 15) or become either nausteated (1-10 d20) or sickened (11-20 d20). Whether or not a character saves, they are only affected once every 24- hours. The save DC is Charisma based.

Disease (Ex)­ - The claws, bite, and spew of a zaug carry devil chills (as per Core Rulebook 557, but the save is Fort 16 instead of 14).

Corruption Spew (Su) - Five times per day, a zaug can breathe a sixty foot cone of horrific, corrosive spew filled with rotting flesh, disease, poison, and even disgusting vermin such as maggots, worms, and flies.  The spew inflicts 10d6 points of acid damage (Refex DC 19 for half).  Further, anyone failing the save must make an additonal Fortitude save to avoid devil chills, as well as a Will save to avoid revulsion, regardless of if the character has made or failed the initial save against revulsion.

Vulnerabilities A zaug takes %50 again as much damage from force effects such as magic missile. It also takes %50 again as much damage from positive channeling and cure spells if it is targeted. Further, it does not need to be targeted during a positive burst to take damage from damage from it, though it only takes half damage. (example: Kit bursts to heal her party. The zaug still takes damage, even though creatures would normally need to be targeted to take damage.)
Title: Re: Masterwork Monsters for Pathfinder
Post by: Don Coyote on March 06, 2011, 12:23:00 AM
What the fuck? :eek:

What does this horror look like? Is it best I don't know for fear of losing sanity?
Title: Re: Masterwork Monsters for Pathfinder
Post by: President Television on March 06, 2011, 12:29:47 AM
Quote from: Sister Fracture on March 06, 2011, 12:14:07 AM
Zaug      CR 13
XP 25,600

CE Large Outsider (Chaotic evil extraplanar)
Initiative -1 ; Senses darkvision 60 ft.;  Perception +25

Defense
AC 26, touch 11, flat-footed 26; (+15 natural, +3 defleciton, -1 size, -1 Dex)
hp  171 (18d10+72)
Fort +17, Ref +7, Will  +14
DR 10/lawful, 5/- SR 24  Immune fear, stun, daze effects Resist fire, acid, electricity, cold 15 
Weaknesses force effects, positive energy

Offense
Speed 20 ft., fly 30 ft (clumsy)
Melee 2 claws +22 (1d6+4 plus disease Fort DC 16) and bite +17 (1d8+4 plus disease Fort DC 16)
+ 4 on rolls to confirm critical hits

Space 10 ft.; Reach 10 ft.
Special Attacks  Corruption spew (Reflex DC 19, Will 18, Fort 16), disease
Spell-like Abilities (CL 15th, DC 13 + spell level, Concentration +21)
At will: detect chaositech, detect good, detect law, chaositech enslavement
3/day:  contagion (Fort DC 16), greater teleport, stinking cloud (Fort DC 16), summon swarm
1/day: chaos hammer (Will 17, 5d8+%50)

Statistics

Str 18, Dex 8, Con 18, Int 8, Wis 14, Cha 16 
Base Atk  +18;  CMB  +22;  CMD  31
Feats Abililty Focus (disease), Great Fortitude, Iron Will, Lightning Reflexes, Alertness, Combat Reflexes, Empowered Spell-Like Ability (chaos hammer), Combat Casting, Critical Focus
Skills Perception +27, Sense Motive +27, Spellcraft +20, Knowledge (arcana) +20, Knowledge (planes) +20 

Languages   telepathy
Special Qualities   chaotic nature, revulsion (DC 15), dire contact, corrupt healing, vulnerabilities

Treasure standard

Special Abilities

Chaotic Nature (Su) - The forces of chaos so surround and fill this creature that it affects others who attack it. It gives the zaug damage resistance 5 that cannot be bypassed (and stacks with its 10/lawful DR), and a deflection bonus of +3.

Dire Contact (Su) - A creature that attempts to speak telepathically with a zaug or read its mind must make a Will save (DC 15) or go permanently insane--normally becoming catatonic, as though feebleminded, but sometimes becoming homicidal.  The creature must make a save each time it tries to use telepathy on the zaug, but it does not need to make the save if the zaug is the one communicating. In other words, this is an in-only defense.  The save DC is Charisma based.

Revulsion (Su) - Non-outsiders who look upon the zaug must make a Will saving throw (DC 15) or become either nausteated (1-10 d20) or sickened (11-20 d20). Whether or not a character saves, they are only affected once every 24- hours. The save DC is Charisma based.

Disease (Ex)­ - The claws, bite, and spew of a zaug carry devil chills (as per Core Rulebook 557, but the save is Fort 16 instead of 14).

Corruption Spew (Su) - Five times per day, a zaug can breathe a sixty foot cone of horrific, corrosive spew filled with rotting flesh, disease, poison, and even disgusting vermin such as maggots, worms, and flies.  The spew inflicts 10d6 points of acid damage (Refex DC 19 for half).  Further, anyone failing the save must make an additonal Fortitude save to avoid devil chills, as well as a Will save to avoid revulsion, regardless of if the character has made or failed the initial save against revulsion.

Vulnerabilities A zaug takes %50 again as much damage from force effects such as magic missile. It also takes %50 again as much damage from positive channeling and cure spells if it is targeted. Further, it does not need to be targeted during a positive burst to take damage from damage from it, though it only takes half damage. (example: Kit bursts to heal her party. The zaug still takes damage, even though creatures would normally need to be targeted to take damage.)

:lulz: :x :fap:
Title: Re: Masterwork Monsters for Pathfinder
Post by: Don Coyote on March 06, 2011, 12:30:50 AM
Cross post from my campaign thread.
http://www.principiadiscordia.com/forum/index.php?topic=28482.msg1014194#msg1014194
Title: Re: Masterwork Monsters for Pathfinder
Post by: The Good Reverend Roger on March 06, 2011, 12:41:34 AM
Quote from: Canis latrans eques on March 06, 2011, 12:23:00 AM
What the fuck? :eek:

What does this horror look like? Is it best I don't know for fear of losing sanity?

We'll scan it an upload it.
Title: Re: Masterwork Monsters for Pathfinder
Post by: The Good Reverend Roger on April 10, 2011, 08:47:26 PM
Giant cockroach (Bestiary 2, pg 58) with the advanced, fiendish, and giant templates on it.  Keep in mind the diehard feat makes it damn near unkillable, and vermin traits keep it from being braingrabbed.

Advanced Giant Fiendish Cockroach   CR 3
XP 800
N medium vermin
Init +1; Senses darkvision 60 ft, tremorsense 60 ft; Perception +12 

Defense
AC 19; touch 12; flat-footed 17;  (+2 dex, +7 natural)
HP 54 (4d8+36)
Fort +14, Ref +4, Will +4
Immune vermin traits; Resist cold 5, fire 5; SR 8
Weaknesses Light sensitivity (dazzled in areas of bright light)

Offense
Spd 30 ft, climb 30 ft, fly 40, ft (poor)
Melee bite +8 (1d6+4)
Space  5 ft; Reach 5 t
Special Attacks Smite good 1/day as a swift action (adds Cha bonus if any to attack rolls, adds hit dice to damage rolls), lasts until target is dead or the fiendish creature rests.

Tactics
During Combat Run up and bite.

Morale giant cockroaches fight to the death unless in bright light or facing foes two sizes larger than them.


Statistics
Str 19, Dex 14, Con 27, Int -, Wis 15, Cha 7
Base Attack +4; CMB +8; CMD 20
Feats diehard, endurance, toughness
Skills Climb +14, Fly +4, Perception +12, Stealth +11
   Racial Bonuses +4 Perception, +4 Stealth
SQ hold breath

Ecology
Environment any land
Organization solitary or intrusion (2-20)
Treasure  none

Special Abilities
Diehard feat, core rulebook page 122
Title: Re: Masterwork Monsters for Pathfinder
Post by: Don Coyote on April 10, 2011, 08:51:10 PM
 :eek:

Just what the world needs. MORE giant bugs.


The giant centipede scared the crap out of my party, especially since they were rushing themselves through without resting, and being loud in every room.  The barbarian opened the door to "OMG SOMETHING JUST NARROWLY MISSED ME AND IT HAS GIANT MANDIBLES!!!!!"

Unfortunately the fuckers got lucky and no one died.
Title: Re: Masterwork Monsters for Pathfinder
Post by: The Good Reverend Roger on April 10, 2011, 09:54:18 PM
You can NEVER have too many big Goddamn bugs.   :lulz:
Title: Re: Masterwork Monsters for Pathfinder
Post by: Freeky on May 11, 2011, 04:33:37 AM
I'd consider the following a Masterworked Monster.



Francisca the Fabulous   CR 8
XP 4800

Kobold Sorc 5 (red dragon boodline)/Dragon Disciple 4
LN Small humanoid (reptilian)
Initiative +8; Senses darkvision 60 ft;  Perception +14

Defense
AC 21, touch 16, flat-footed 20; (+1 size, +1 Dodge, +5 natural, +4 mage armor [always cast in the morning, and again if the slots are available once the first casting is worn off])
hp  45 (5d6+4d12+9)
Fort +5, Ref +4, Will +7 (+9 vs fear)
Resist fire 10
Weaknesses light sensitivity

Offense
Speed
30 ft.
Melee 2 claws +6 (1d4+1) and bite +6
Ranged +5 ray
Space 2 1/2 ft.; Reach 2 1/2 ft.
Special Attacks breath weapon 2/day (30 ft cone of fire, DC 17)

Spells Known/Prepared  
0 - level: detect magic, read magic, touch of fatigue (DC 13), open/close, message, mage hand, ray of frost, acid splash
1st level (7 per day): shield, mage armor*, burning hands (5d4+5, DC 16), magic missile (5d4+5), grease (DC 14)
2nd level (7 per day): touch of idiocy (DC 15), scorching ray (4d6+4, 2 rays), pyrotechnics (DC 15), resist energy*
3rd level (6 per day): fireball (9d6+9, DC 18), fly*, explosive runes (DC 16)
4th level (3 per day): fear* (DC 17), greater invisibility

Statistics
Str 12, Dex 10, Con 12, Int 13, Wis 10, Cha 17
Base Atk +5;  CMB  +5;  CMD 15
Feats Eschew Materials, Additional Traits, Combat Casting, Lightning Reflexes, Dodge, Scribe Scroll, Improved Initiative, Great Fortitude, Magical Knack, Adopted (Warrior of Old [elf]), Reactionary, Indomitable Will

Skills Knowledge (arcana) +9, Spellcraft +13, Perception +14, Stealth +9;  Racial Modifiers +2 Perception, +2 Stealth
Languages   Draconic, Common

Special Qualities   Blood of Dragons, Bloodline Arcana, Bloodline Powers, Bloodline Feats, kobold variant (red)(Classic Monsters Revisited)

Treasure 10,507 total, 3,500 weapons, 3,000 protection, 2,000 magic, 1,050 limited use, 500 gear

Smoked lenses (10 gold. These glasses have been smoked black to protect the wearer's eyes from bright light. Creatures wearing the lenses are not dazzled in bright light such as a daylight spell and provide a +3 bonus to saves vs visual attacks (gaze attacks, spells like flare and pyrotechincs (fireworks),  but take a -5 penalty on attack rolls if in normal light, and a -10 in lower light.  Equipping the glasses is a free action which does provoke attacks of opportunity.  Francisca and her buddies have special pockets (5 silver) for them so they are always in handy reach, making taking them out a move action.)

Special Abilities

Eschew Materials: A sorcerer gains Eschew Materials as a bonus feat at first level.

Blood of Dragons: A dragon disciple adds his level to his sorcerer levels when determining the powers gained from his bloodline.  If the dragon disciple does not have levels of sorverer, he instead gains bloodline powers of the draconic bloodline, using his dragon disciple level as his sorcerer level to determine the bonuses gained.  He must choose a dragon type upon gaining his first level in this class and that type must be the same as his sorcerer type.  This ability does not grant bonus spells to a sorverer unless he possesses spell slots of an appropriate level.  Such bonus spells are automatically granted if the sorcerer gains spell slots of the spell's level.

Bloodline Arcana:  Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type, that spell deals +1 points of damage per die rolled.

Bloodline Powers:

Claws (Ex):  Starting at first level, you can grow caws as a free action.  These claws are treated as natural weapons, alowing you to make two claw attacks as a full attack action using your full base attack bonus.  Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small).  At 5th level, these claws are considered magic weapons for the purpose of overcoming DR.  At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small.)  At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit.  This is a supernatural ability.  You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier.

Dragon Bite (Ex):  At 2nd level, whenever the dragon disciple uses his bloodline to grow claws, he also gains a bite attack.  This natural attack is made at the dragon disciple's full base attack bonus.  The dragon disciple adds 1-1/2 times his Strength modifier on damage rolls made with his bite.  Upon reachiing 6th level, this bite also deals 1d6 points of energy damage.  The type of damage dealt is determined by his chosen bloodline.

Dragon Resistances (Ex):  At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus.  At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2.  At 15th level, your natural armor bonus increases to +4.

Natural Armor Increase (Ex):  As his skin thickens, a dragon disciple takes on more and more of his progenitor's physical aspect.  At 1st, 4th, and 7th level, a dragon disciple gains an increase to the character's existing natural armor (if any), as indicated on Table 11-4 (pg 380, Core Rulebook.) These bonuses stack.

Breath Weapon (Su): At 2nd level, a dragon disciple gains the breath weapon bloodline power, even if his level does not yet grant this power.  Once his level is high enough to grant this ability through the bloodline, the dragon disciple gains an additional use of his breath weapon each day.  The type and shape of the breath weapon depends on the the type of dragon selected by the dragon disciple, as detailed under the Draconic sorcerer bloodline description (see page 75).

(shortened version of Breath Weapon entry on pg 75)

At 9th level, you gain a breath weapon.  This wepaon deals 1d6 points of your energy type per sorcerer level.  Those caught in the area of the breath weapon recieve a Refex save for half damage.  The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier (17).  The shape of the breath weapon depends on your dragon type (30-foot cone of fire).  

Francisca can use this ability 2 times per day, once for 2nd level dragon disciple, once for a cumulative 9 sorcerer levels.
Title: Re: Masterwork Monsters for Pathfinder
Post by: Don Coyote on May 11, 2011, 04:48:55 AM
 :lulz:
The kobold mafia with sunglasses.
I love it.
Title: Re: Masterwork Monsters for Pathfinder
Post by: Freeky on May 11, 2011, 05:09:03 AM
With an emphasis on blowing shit up. :lulz:
Title: Re: Masterwork Monsters for Pathfinder
Post by: The Good Reverend Roger on September 15, 2013, 05:04:29 AM
Newest offerings (by request in PM, because my players are reading this page now):

Clockwork Monkeys - Windup theft and harassment.
Painted Creation Fighter - Nice little ambush creature.
Mana Waste Advanced Minotaur - Because nothing says "I love you guys" like a mutant fucking minotaur.  With two horseshoes of speed.
Monkeybee swarm - MONKEY BEES!  FUCK'S SAKE!  Like a hornet swarm, only instead of poison, THEFT!  AND poison!
Title: Re: Masterwork Monsters for Pathfinder
Post by: Junkenstein on September 16, 2013, 08:46:33 PM
Quote from: Dirty Old Uncle Roger on September 15, 2013, 05:04:29 AM

Monkeybee swarm - MONKEY BEES!  FUCK'S SAKE!  Like a hornet swarm, only instead of poison, THEFT!  AND poison!

:lulz:
Title: Re: Masterwork Monsters for Pathfinder
Post by: The Good Reverend Roger on September 16, 2013, 08:49:15 PM
Quote from: Junkenstein on September 16, 2013, 08:46:33 PM
Quote from: Dirty Old Uncle Roger on September 15, 2013, 05:04:29 AM

Monkeybee swarm - MONKEY BEES!  FUCK'S SAKE!  Like a hornet swarm, only instead of poison, THEFT!  AND poison!

:lulz:

My players expect this sort of shit, after the whole piranhakeet thing.
Title: Re: Masterwork Monsters for Pathfinder
Post by: The Good Reverend Roger on September 16, 2013, 09:02:17 PM
Last night, added:

Lurking Strangler - Homebrewed from scratch, think of it as the Arnold Swartznegger of the smaller "chokers" (Bestiary I).  Ambush predator designed to be able to grapple and run, choking out one party member as it runs up a wall, etc, to its lair for dinner time.  I didn't modify a choker, I built from the ground up, CR6 aberration.  Completely solitary, and very smart.
Title: Re: Masterwork Monsters for Pathfinder
Post by: Junkenstein on September 16, 2013, 09:18:08 PM
Quote from: Dirty Old Uncle Roger on September 16, 2013, 08:49:15 PM
Quote from: Junkenstein on September 16, 2013, 08:46:33 PM
Quote from: Dirty Old Uncle Roger on September 15, 2013, 05:04:29 AM

Monkeybee swarm - MONKEY BEES!  FUCK'S SAKE!  Like a hornet swarm, only instead of poison, THEFT!  AND poison!

:lulz:

My players expect this sort of shit, after the whole piranhakeet thing.

Right, one story please. Side of torture, no mercy.
Title: Re: Masterwork Monsters for Pathfinder
Post by: The Good Reverend Roger on September 16, 2013, 09:23:03 PM
Quote from: Junkenstein on September 16, 2013, 09:18:08 PM
Quote from: Dirty Old Uncle Roger on September 16, 2013, 08:49:15 PM
Quote from: Junkenstein on September 16, 2013, 08:46:33 PM
Quote from: Dirty Old Uncle Roger on September 15, 2013, 05:04:29 AM

Monkeybee swarm - MONKEY BEES!  FUCK'S SAKE!  Like a hornet swarm, only instead of poison, THEFT!  AND poison!

:lulz:

My players expect this sort of shit, after the whole piranhakeet thing.

Right, one story please. Side of torture, no mercy.

Once, a long time ago, your Dirty Old Uncle Roger worked in the gaming industry.  The last monster he created before being EJECTED from the company AT ALTITUDE was the "piranhakeet".  It has been through many incarnations, and is now a swarm creature in Pathfinder.  It is also why the party unloads the artillery whenver they see a songbird.  It is also the only reason I am remembered, when I am remembered at all, in the gaming industry.  For some reason, it struck a chord.

For what it's worth, I was fired for slapping the dogsnot out of my editor at Origins, on account of the bastard kept touching my dice.
Title: Re: Masterwork Monsters for Pathfinder
Post by: Don Coyote on September 17, 2013, 05:53:39 PM
Quote from: Junkenstein on September 16, 2013, 08:46:33 PM
Quote from: Dirty Old Uncle Roger on September 15, 2013, 05:04:29 AM

Monkeybee swarm - MONKEY BEES!  FUCK'S SAKE!  Like a hornet swarm, only instead of poison, THEFT!  AND poison!

:lulz:

WHY WOULD YOU DO THAT??????
Title: Re: Masterwork Monsters for Pathfinder
Post by: Junkenstein on September 17, 2013, 06:22:18 PM
Quote from: Don Coyote on September 17, 2013, 05:53:39 PM
Quote from: Junkenstein on September 16, 2013, 08:46:33 PM
Quote from: Dirty Old Uncle Roger on September 15, 2013, 05:04:29 AM

Monkeybee swarm - MONKEY BEES!  FUCK'S SAKE!  Like a hornet swarm, only instead of poison, THEFT!  AND poison!

:lulz:

WHY WOULD YOU DO THAT??????

Why WOULDN'T you?

Is there anything in the makings involving suicide bombing? It's one way to protect some kind of nest maybe? Acid splash damage?
Title: Re: Masterwork Monsters for Pathfinder
Post by: The Good Reverend Roger on September 17, 2013, 06:50:46 PM
Quote from: Don Coyote on September 17, 2013, 05:53:39 PM
Quote from: Junkenstein on September 16, 2013, 08:46:33 PM
Quote from: Dirty Old Uncle Roger on September 15, 2013, 05:04:29 AM

Monkeybee swarm - MONKEY BEES!  FUCK'S SAKE!  Like a hornet swarm, only instead of poison, THEFT!  AND poison!

:lulz:

WHY WOULD YOU DO THAT??????

This is why I don't bother with super weird settings or genre anachronisms. 

I have the back of the Bestiary and a very skewed mind.
Title: Re: Masterwork Monsters for Pathfinder
Post by: President Television on September 23, 2013, 05:14:55 AM
I kinda want to try writing up some monsters, but none of my games have gotten past level 2. At least half of that's because I can't find anything interesting to throw in encounters at that level, though. At about what CR do you find you start having fun with monster creation?
Title: Re: Masterwork Monsters for Pathfinder
Post by: The Good Reverend Roger on September 23, 2013, 04:59:47 PM
Quote from: President Television on September 23, 2013, 05:14:55 AM
I kinda want to try writing up some monsters, but none of my games have gotten past level 2. At least half of that's because I can't find anything interesting to throw in encounters at that level, though. At about what CR do you find you start having fun with monster creation?

1/4.  No shit.

The most fun monsters are between CR 5 & 10.  But there's nothing saying you can't make a fun CR 1/4 monster, then throw 4 of them in for a CR2.
Title: Re: Masterwork Monsters for Pathfinder
Post by: The Good Reverend Roger on September 23, 2013, 05:00:14 PM
I will provide examples tomorrow morning, if you like.
Title: Re: Masterwork Monsters for Pathfinder
Post by: Junkenstein on September 23, 2013, 05:51:39 PM
Quote from: Dirty Old Uncle Roger on September 23, 2013, 05:00:14 PM
I will provide examples tomorrow morning, if you like.

Please do. I sense comedy afoot.
Title: Re: Masterwork Monsters for Pathfinder
Post by: President Television on September 23, 2013, 05:56:58 PM
Quote from: Dirty Old Uncle Roger on September 23, 2013, 05:00:14 PM
I will provide examples tomorrow morning, if you like.

Oh, yes.

And I figured that was probably the case, I just thought I'd ask because fuck it, I am too damn quiet. Need to get in the habit of talking.
Title: Re: Masterwork Monsters for Pathfinder
Post by: The Good Reverend Roger on September 23, 2013, 06:14:32 PM
Quote from: President Television on September 23, 2013, 05:56:58 PM
Quote from: Dirty Old Uncle Roger on September 23, 2013, 05:00:14 PM
I will provide examples tomorrow morning, if you like.

Oh, yes.

And I figured that was probably the case, I just thought I'd ask because fuck it, I am too damn quiet. Need to get in the habit of talking.

Okay, will do.  But the important thing to remember is that even though surprise monsters are cool, it's all about the encounter set up.

I'm working on a interim encounter for my group, using some fairly bog-standard undead, and turning it into some Ravenloft shit involving a 50 year old crime, and revenge by the living using the dead as a weapon.

If you like, I'll cut and paste the synopsis this evening.
Title: Re: Masterwork Monsters for Pathfinder
Post by: President Television on September 23, 2013, 07:05:06 PM
Quote from: Dirty Old Uncle Roger on September 23, 2013, 06:14:32 PM
Quote from: President Television on September 23, 2013, 05:56:58 PM
Quote from: Dirty Old Uncle Roger on September 23, 2013, 05:00:14 PM
I will provide examples tomorrow morning, if you like.

Oh, yes.

And I figured that was probably the case, I just thought I'd ask because fuck it, I am too damn quiet. Need to get in the habit of talking.

Okay, will do.  But the important thing to remember is that even though surprise monsters are cool, it's all about the encounter set up.

I'm working on a interim encounter for my group, using some fairly bog-standard undead, and turning it into some Ravenloft shit involving a 50 year old crime, and revenge by the living using the dead as a weapon.

If you like, I'll cut and paste the synopsis this evening.

Neat. The best idea I've come up with is a village where a nonevil inhabitant dies every month or so, apparently by a wild animal attack. The clues point to a werewolf, but the truth is that it's a barghest and there's a local cult of goblins systematically raising them to maturity.

EDIT: And sure, I'm interested.
Title: Re: Masterwork Monsters for Pathfinder
Post by: The Good Reverend Roger on September 23, 2013, 07:09:11 PM
Quote from: President Television on September 23, 2013, 07:05:06 PM
Quote from: Dirty Old Uncle Roger on September 23, 2013, 06:14:32 PM
Quote from: President Television on September 23, 2013, 05:56:58 PM
Quote from: Dirty Old Uncle Roger on September 23, 2013, 05:00:14 PM
I will provide examples tomorrow morning, if you like.

Oh, yes.

And I figured that was probably the case, I just thought I'd ask because fuck it, I am too damn quiet. Need to get in the habit of talking.

Okay, will do.  But the important thing to remember is that even though surprise monsters are cool, it's all about the encounter set up.

I'm working on a interim encounter for my group, using some fairly bog-standard undead, and turning it into some Ravenloft shit involving a 50 year old crime, and revenge by the living using the dead as a weapon.

If you like, I'll cut and paste the synopsis this evening.

Neat. The best idea I've come up with is a village where a nonevil inhabitant dies every month or so, apparently by a wild animal attack. The clues point to a werewolf, but the truth is that it's a barghest and there's a local cult of goblins systematically raising them to maturity.

Oh, that's GOOD.  I think I'll steal it.

Anyway, I'll post the known history and the secret history tonight, in a new thread in this subforum, alongside the timeline and cast o' monsters & npcs.  I haven't put it in finished form yet.
Title: Re: Masterwork Monsters for Pathfinder
Post by: The Good Reverend Roger on March 03, 2017, 11:38:27 PM
Some low CR monsters:

Ghost Chicken         CR 1/2
XP 200
N Tiny undead (ghost, chicken, incorporeal)
Init +4; Senses low-light vision; Perception +13
Aura supernatural dread 30 ft

Defense
AC 15, touch 15, flat-footed 15  (+3 deflection+2 size)
HP 7 (1d8+3)
Fort +2, Ref +2, Will +1
Defensive Abilities channel resist +4, incorporeal, rejuvenation  Immune undead traits 

Offense
Spd 30 ft, fly 20 ft (clumsy); drift
Melee corrupting touch +0 (1d6/DC 13 for half)
Space 2-1/2 ft ; Reach 0 ft

Statistics
Str -, Dex 11, Con -, Int 2, Wis 12, Cha 17
Base Attack +0; CMB -2; CMD 4
Feats Improved Initiative
Skills Fly -4, Perception +13, Stealth +8
   Racial Bonuses Perception +8, Stealth +8
Treasure Standard

Special Abilities
Drift (Ex) A chicken flies in short bursts, and can't use it's fly speed to hover.  When it flies, a chicken must end it's move action by landing or perching on a solid surface.
Supernatural Dread (Su)  Animals will not come within 30 ft of the ghost chicken.  Familiars and companions may if they succeed at a Will save DC 12, but gain the shaken condition as long as they are in the aura.  The save is Charisma-based.
Rejuvenation (Su) If killed, the ghost chicken reforms in 2d4 days unless its bones are given a proper burial.  The bones are in the kitchen midden.

(Note:  The ghost chicken loses the fly 30 (perfect) movement of a ghost, and gains supernatural dread in exchange.)


Title: Re: Masterwork Monsters for Pathfinder
Post by: The Good Reverend Roger on March 03, 2017, 11:39:05 PM
Elephant of Despair   CR 2
XP 600
LE Small Magical Beast (elephant)
Init +1; Senses Darkvision 60 ft, Low-Light Vision; Perception +1 
Aura Despair 30 ft (DC12)

Defense
AC  14, touch 12, flat-footed 13 (+1 Dex, +2 Natural, +1 Size)
HP 19 (3d10+3)
Fort +3, Ref +4, Will +2

Offense
Spd 20
Melee tusks +5 (1d6)

Statistics
Str 10, Dex 12, Con 10, Int 2, Wis 12, Cha 12
Base Attack +3; CMB +3; CMD 14
Feats Toughness, weapon focus (tusks)
Skills Perception +7, Stealth +7
Treasure  ivory tusks worth 250 GP

Special Abilities
Despair Aura (Su) The elephant of despair gives of an aura of despair with a radius of 30 ft.  Those failing the save are paralyzed with dread for 1d4 rounds.  The save is Charisma-based.


(Needless to say, the elephant is in the living room)
Title: Re: Masterwork Monsters for Pathfinder
Post by: The Good Reverend Roger on March 03, 2017, 11:39:43 PM
Those of you who read Little Orange will like this:

Red Tape Dude      CR 3
XP 800
LN medium Aberration
Init +0; Senses Darkvision 60 ft; Perception +7 

Defense
AC  15, touch 11, flat-footed 14  (+1 Dodge, +4 Natural)
HP  30 (4d8+12)
Fort +4, Ref +2, Will +6
Defensive Abilities Evasion

Offense
Spd 30 ft, climb 30 ft
Melee Bite +5 (1d6+2), 2 claws +5 (1d6+1)
Spell-Like Abilities CL 4, Concentration +6)
At will - Forbiddance (DC13), Minor Confusion (DC13)

Tactics
Before Combat Opens combat with minor confusion.
During Combat Uses forbiddance to try to get environmental hazards (falling, etc) to injure or kill characters (while lecturing them about safe practices), using his bite and claws only in extremis or if he thinks his victims may escape.
Morale Will flee or surrender (if retreat is impossible) if brought below 10 HP.

Statistics
Str 14, Dex 10, Con 14, Int 10, Wis 10, Cha 14
Base Attack +3; CMB 5; CMD 15
Feats Dodge, Toughness
Skills Acrobatics +7, Climb +17, Perception +7, Stealth +7
   Racial Bonuses +8 Climb
SQ Cling
Languages Taldane

Ecology
Environment Sophie's mansion
Organization Unique
Treasure Standard

Special Abilities
Cling (Ex): Red Tape Dude can climb upside down as easily as vertically.  He only has to have 3 limbs free to climb, and 2 limbs free to maintain a position on a wall or ceiling.  He does not become flat-footed while climbing.

Red tape dude looks like a human wrapped in red cloth tape, with limbs distorted like a lizard.  He is obsessed with eliminating unsafe practices, even if this means killing the people he is trying to "protect".  While not actually evil, he just doesn't value lives over regulations.  In this case, he is bothered by ladder safety, and will cause the rungs to retract above and below the first person climbing down from room 28 to 27 in the mansion.   He keeps to the walls and ceilings to avoid attacks by unruly creatures, and forbids them from doing anything unsafe (especially to him). 
Title: Re: Masterwork Monsters for Pathfinder
Post by: The Good Reverend Roger on March 03, 2017, 11:40:32 PM
Stanley      CR 1
XP 400
Male Human Fighter 2
LE Medium humanoid (human)
Init +0; Senses; Perception +0

Defense
AC 19, touch 11, flat-footed 18 (+5 armor, +3 shield, +1 dodge)
HP 14 (2d10+5)
Fort +4, Ref +0, Will +0, +1 vs fear

Offense
Spd 20 ft
Melee mw longsword +4 (1d8+2/19-20)

Statistics
Str 15, Dex 11, Con 13, Int 9, Wis 10, Cha 8
Base Attack +2; CMB +4; CMD 14
Feats Weapon Focus (longsword), Shield Focus, Toughness, Dodge
Skills Climb+6, Intimidate +3
   Racial Bonuses
SQ Bravery +1
Languages Taldane
Gear Masterwork longsword, scale mail, heavy steel shield, other gear

Special Abilities
Bling (Ex)  Stanley can as a swift action glint light off of his perfect teeth, dazzling one creature for one round.  If light conditions are dim or worse, this does not function.
Title: Re: Masterwork Monsters for Pathfinder
Post by: The Good Reverend Roger on March 03, 2017, 11:41:27 PM
This one is going to be scalable.  The armored hulk has several life stages.  This is the juvenile:

Armored Hulk      CR 1
XP 400
N Medium aberration (crustacean)
Init  +0; Senses darkvision 60 ft; Perception +4

Defense
AC  18, touch 10, flat-footed 18  (+8 natural)
HP  14 (2d8+5)
Fort 3, Ref 1, Will 4

Offense
Spd 20 ft
Melee +3 slam (1d6+2)

Statistics
Str 14, Dex 10, Con 14, Int 8, Wis 10, Cha 8
Base Attack +1; CMB +3; CMD 13
Feats Toughness
Skills Climb +7, Perception +4, Stealth +4
Languages Taldane (cannot speak)

Ecology
Environment Underground and mountains
Organization solitary, pair, or cluster (3-12)
Treasure  standard
Title: Re: Masterwork Monsters for Pathfinder
Post by: Cain on March 04, 2017, 12:01:21 AM
Is the ghost chicken evil manifest (http://www.goodreads.com/quotes/287107-but-this-was-no-ordinary-chicken-this-chicken-was-evil)?
Title: Re: Masterwork Monsters for Pathfinder
Post by: The Good Reverend Roger on March 04, 2017, 12:04:52 AM
Quote from: Cain on March 04, 2017, 12:01:21 AM
Is the ghost chicken evil manifest (http://www.goodreads.com/quotes/287107-but-this-was-no-ordinary-chicken-this-chicken-was-evil)?

:lulz:

No, I was just trying to make the most pathetic ghost possible.  One that a first level party could take out easily.

Sadly, I don't think Stanley is going to be a recurring villain.
Title: Re: Masterwork Monsters for Pathfinder
Post by: Don Coyote on March 04, 2017, 12:06:13 AM
Quote from: The Good Reverend Roger on March 03, 2017, 11:38:27 PM
Some low CR monsters:

Ghost Chicken         CR 1/2
XP 200
N Tiny undead (ghost, chicken, incorporeal)
Init +4; Senses low-light vision; Perception +13
Aura supernatural dread 30 ft

Defense
AC 15, touch 15, flat-footed 15  (+3 deflection+2 size)
HP 7 (1d8+3)
Fort +2, Ref +2, Will +1
Defensive Abilities channel resist +4, incorporeal, rejuvenation  Immune undead traits 

Offense
Spd 30 ft, fly 20 ft (clumsy); drift
Melee corrupting touch +0 (1d6/DC 13 for half)
Space 2-1/2 ft ; Reach 0 ft

Statistics
Str -, Dex 11, Con -, Int 2, Wis 12, Cha 17
Base Attack +0; CMB -2; CMD 4
Feats Improved Initiative
Skills Fly -4, Perception +13, Stealth +8
   Racial Bonuses Perception +8, Stealth +8
Treasure Standard

Special Abilities
Drift (Ex) A chicken flies in short bursts, and can't use it's fly speed to hover.  When it flies, a chicken must end it's move action by landing or perching on a solid surface.
Supernatural Dread (Su)  Animals will not come within 30 ft of the ghost chicken.  Familiars and companions may if they succeed at a Will save DC 12, but gain the shaken condition as long as they are in the aura.  The save is Charisma-based.
Rejuvenation (Su) If killed, the ghost chicken reforms in 2d4 days unless its bones are given a proper burial.  The bones are in the kitchen midden.

(Note:  The ghost chicken loses the fly 30 (perfect) movement of a ghost, and gains supernatural dread in exchange.)




BUT IT'S NOT FAIR TO HAVE MONSTERS WITH DEFENSE WE NEED MAGIC WEAPONS FOR!!!!
\
:showus:
Title: Re: Masterwork Monsters for Pathfinder
Post by: Don Coyote on March 04, 2017, 12:07:34 AM
Quote from: The Good Reverend Roger on March 04, 2017, 12:04:52 AM
Quote from: Cain on March 04, 2017, 12:01:21 AM
Is the ghost chicken evil manifest (http://www.goodreads.com/quotes/287107-but-this-was-no-ordinary-chicken-this-chicken-was-evil)?

:lulz:

No, I was just trying to make the most pathetic ghost possible.  One that a first level party could take out easily.

Sadly, I don't think Stanley is going to be a recurring villain.

I love the GHOST CHICKEN
Title: Re: Masterwork Monsters for Pathfinder
Post by: The Good Reverend Roger on March 04, 2017, 12:09:15 AM
Quote from: Don Coyote on March 04, 2017, 12:07:34 AM
Quote from: The Good Reverend Roger on March 04, 2017, 12:04:52 AM
Quote from: Cain on March 04, 2017, 12:01:21 AM
Is the ghost chicken evil manifest (http://www.goodreads.com/quotes/287107-but-this-was-no-ordinary-chicken-this-chicken-was-evil)?

:lulz:

No, I was just trying to make the most pathetic ghost possible.  One that a first level party could take out easily.

Sadly, I don't think Stanley is going to be a recurring villain.

I love the GHOST CHICKEN

The best DMs are magpies (I know I am).  Steal the bastard.
Title: Re: Masterwork Monsters for Pathfinder
Post by: The Good Reverend Roger on March 05, 2017, 02:36:25 AM
Ghost chicken didn't even get an action.  The elephant of despair did well, but now his bits are on the ivory market.  Smiley went out like a punk, and red tape dude to a long fall.  Stanley also didn't get a shot off.

The PCs rolled nothing less than a 17 all night.  :tgrr:
Title: Re: Masterwork Monsters for Pathfinder
Post by: The Wizard Joseph on March 05, 2017, 07:34:06 AM
Quote from: The Good Reverend Roger on March 05, 2017, 02:36:25 AM
Ghost chicken didn't even get an action.  The elephant of despair did well, but now his bits are on the ivory market.  Smiley went out like a punk, and red tape dude to a long fall.  Stanley also didn't get a shot off.

The PCs rolled nothing less than a 17 all night.  :tgrr:

And this is why God does not play dice and uses a +12 DM screen of impenetrability.
Title: Re: Masterwork Monsters for Pathfinder
Post by: Don Coyote on March 05, 2017, 06:51:59 PM
Quote from: The Wizard Joseph on March 05, 2017, 07:34:06 AM
Quote from: The Good Reverend Roger on March 05, 2017, 02:36:25 AM
Ghost chicken didn't even get an action.  The elephant of despair did well, but now his bits are on the ivory market.  Smiley went out like a punk, and red tape dude to a long fall.  Stanley also didn't get a shot off.

The PCs rolled nothing less than a 17 all night.  :tgrr:

And this is why God does not play dice and uses a +12 DM screen of impenetrability.

Are you suggesting that Roger, or any GM, should CHEAT?  :ffs:
Title: Re: Masterwork Monsters for Pathfinder
Post by: Don Coyote on March 05, 2017, 09:47:07 PM
Quote from: The Good Reverend Roger on March 04, 2017, 12:09:15 AM
Quote from: Don Coyote on March 04, 2017, 12:07:34 AM
Quote from: The Good Reverend Roger on March 04, 2017, 12:04:52 AM
Quote from: Cain on March 04, 2017, 12:01:21 AM
Is the ghost chicken evil manifest (http://www.goodreads.com/quotes/287107-but-this-was-no-ordinary-chicken-this-chicken-was-evil)?

:lulz:

No, I was just trying to make the most pathetic ghost possible.  One that a first level party could take out easily.

Sadly, I don't think Stanley is going to be a recurring villain.

I love the GHOST CHICKEN

The best DMs are magpies (I know I am).  Steal the bastard.

Did I ever share some of the bullshit monsters I made to repopulate the Emerald Spire?
Title: Re: Masterwork Monsters for Pathfinder
Post by: The Good Reverend Roger on March 05, 2017, 11:31:28 PM
Quote from: Don Coyote on March 05, 2017, 09:47:07 PM
Quote from: The Good Reverend Roger on March 04, 2017, 12:09:15 AM
Quote from: Don Coyote on March 04, 2017, 12:07:34 AM
Quote from: The Good Reverend Roger on March 04, 2017, 12:04:52 AM
Quote from: Cain on March 04, 2017, 12:01:21 AM
Is the ghost chicken evil manifest (http://www.goodreads.com/quotes/287107-but-this-was-no-ordinary-chicken-this-chicken-was-evil)?

:lulz:

No, I was just trying to make the most pathetic ghost possible.  One that a first level party could take out easily.

Sadly, I don't think Stanley is going to be a recurring villain.

I love the GHOST CHICKEN

The best DMs are magpies (I know I am).  Steal the bastard.

Did I ever share some of the bullshit monsters I made to repopulate the Emerald Spire?

No.  Please do.
Title: Re: Masterwork Monsters for Pathfinder
Post by: The Good Reverend Roger on March 05, 2017, 11:31:52 PM
Quote from: The Wizard Joseph on March 05, 2017, 07:34:06 AM
Quote from: The Good Reverend Roger on March 05, 2017, 02:36:25 AM
Ghost chicken didn't even get an action.  The elephant of despair did well, but now his bits are on the ivory market.  Smiley went out like a punk, and red tape dude to a long fall.  Stanley also didn't get a shot off.

The PCs rolled nothing less than a 17 all night.  :tgrr:

And this is why God does not play dice and uses a +12 DM screen of impenetrability.

This is how you lose your players, though.
Title: Re: Masterwork Monsters for Pathfinder
Post by: Don Coyote on March 06, 2017, 12:32:26 AM
Ok, these were intended to be random encounters in the forest surrounding the Emerald Spire, which in my campaign also had some other weird shit like at least two buried interstellar craft.

Bramble Bear Leshy                                CR/HD 4

Init +1; Perception +9 (darkvision 60 ft., low-light vision)
Size Large; Speed 40 ft.
DEFENSES
AC 19 (touch 11, flat-footed 15); Fort +7, Ref +5, Will +3; CMD 21 (25 vs. grapple)
hp 44; Immune plant immunities, electricity, sonic
ATTACKS
Melee 2 claws +8 (1d6+7)
Attack Options improved combat maneuver (grapple), constrict (2d6+7)
CMB +10 (+14 grapple)
STATISTICS
Utility Spell-Like Abilities constant- pass without trace
Utility Options plantspeech, change shape (large blackberry bush), verdant burst (30 ft., 1d8+4)
Str +4, Dex +1, Con +3; Climb +12, Survival +9
XP 1,200 N plant (leshy, shapechanger)

Advanced Bramble Bear Leshy                                         CR/HD 5

Init +2; Perception +10 (darkvision 60 ft., low-light vision)
Size Large; Speed 40 ft.
DEFENSES
AC 20 (touch 11, flat-footed 16); Fort +8, Ref +6, Will +4; CMD 22 (26 vs. grapple)
hp 60; Immune plant immunities, electricity, sonic
ATTACKS
Melee 2 claws +10 (1d6+7)
Attack Options improved combat maneuver (grapple), constrict (2d6+7)
CMB +12 (+16 grapple)
STATISTICS
Utility Spell-Like Abilities constant- pass without trace
Utility Options plantspeech, change shape (large blackberry bush), verdant burst (30 ft., 1d8+5)
Str +5, Dex +2, Con +3; Climb +13, Survival +10
XP 1,600 N plant (leshy, shapechanger)

The Wandering Warden, Variant Wood Golem Druid CR 8
   
XP 4,800
N Medium construct (robot)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +13
Defense
AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
hp 64 (8d10+20)
Fort +2, Ref +5, Will +7
Defensive Abilities DR 5/adamantine; Immune construct traits, magic
Weaknesses vulnerable to critical hits, vulnerable to electricity, vulnerable to fire
Offense
Speed 30 ft.
Melee 2 slams +12 (2d6+4)
Special Attacks splintering, wild shape 1/day
Druid Spells Prepared (CL 8th; concentration +13)
3rd—call lightning (DC 18)
2nd—binding earth (DC 17), euphoric cloud (DC17)
1st—entangle (DC 16), goodberry
Statistics
Str 18, Dex 17, Con —, Int 10, Wis 21, Cha 1
Base Atk +8; CMB +12; CMD 25
Feats Fleet x2, Natural Spell, Wild Speech
Skills Knowledge (nature) +8, Perception +13
Ecology
Environment Echo Woods
Organization solitary or with 1 bramble bear
Treasure none
Special Abilities
Immunity to Magic (Ex) A wood golem is immune to any spell or spell-like ability that allows spell resistance, with the exception of spells and spell-like abilities that have the Fire descriptor, which affect it normally. In addition, certain spells and effects function differently against the creature, as noted below.
•   Warp wood or wood shape slows a wood golem (as the slow spell) for 2d6 rounds (no save).
•   Repel wood drives the golem back 60 feet and deals 2d12 points of damage to it (no save).
•   A magical attack that deals cold damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A wood golem gets no saving throw against attacks that deal cold damage.
Splintering (Su) As a free action once every 1d4+1 rounds, a wood golem can launch a barrage of razor-sharp wooden splinters from its body in a 20-foot-radius burst. All creatures caught within this area take 6d6 points of slashing damage (Reflex DC 14 halves). The save DC is Constitution-based.

Elk Court Faerie Knight, Faerie samurai 4 CR 4

XP 1,200
CN Medium fey (augmented elf)
Init +4; Senses darkvision 120 ft., low-light vision; Perception +5
Defense
AC 20, touch 14, flat-footed 16 (+5 armor, +4 Dexterity)
hp 30 (4d10+8)
Fort +6, Ref +6, Will +3; +2 vs. enchantments, +4 vs. mind-affecting effects
Defensive Abilities DR 5/cold iron, resolve 3/day; Immune sleep; Resist cold 10, electricity 10; SR 15
Weaknesses light blindness
Offense
Speed 30 ft., fly 45 ft. (good)
Melee mwk bronze hanger +6 (1d8+1/18-20)
Ranged darkwood and elk horn composite longbow +9 (1d8+2/x3, plus poison 110 ft.)
Special Attacks challenge (+4, +2 damage, 2/day), Dazzling Display
Spell-Like Abilities (CL 4th; concentration +5)
1/day—darkness, entangle (DC 12), glitterdust (DC 13)
2/day—faerie fire
4/day—dancing lights
Statistics
Str 13, Dex 19, Con 12, Int 12, Wis 12, Cha 12
Base Atk +4; CMB +5; CMD 23
Feats Dazzling DisplayB, Precise Shot, Point-blank Shot
Skills Acrobatics +10, Fly +14, Intimidate +1 Nature +8, Ride +11
Languages Common, Sylvan, Elf
SQ mount (horse), mounted archer, order of the cockatrice (braggart, +2 to hit demoralized opponents), weapon expertise (longbow), poison use
Organization solitary or hunting party (1 knight plus 1d6 animal headed goblin warriors 1)
Combat Gear berry of cure light wounds, mushroom of enlarge person, mushroom of reduce person; Other Gear mwk bronze chain shirt, darkwood and elk horn composite longbow, mwk bronze hanger, 4d6 gp in faerie monies (tokens of favors), faerie poison (treat as drow poison)

Court of Feathers Faerie Knight CR 4

XP 1,200
CN Medium fey (augmented pyn-gok)
Init +4; Senses low-light vision; Perception +1
Defense
AC 18, touch 14, flat-footed 14 (+4 Dex, +3 natural, +1 shield)
hp 22 (4d8+4)
Fort +2, Ref +8, Will +2; +4 vs. mind-affecting effects
Defensive Abilities DR 5/cold iron; Resist cold 10, electricity 10; evasion, whirling polearm defense
Offense
Speed 30 ft., fly 45 ft. (good)
Melee mwk bronze halberd +6 (1d8+3/x3)
Ranged mwk bronze shuriken +8 (1d2+1, 10 ft.)
Special Attacks Dazzling plumage
Spell-Like Abilities (CL 4th; concentration +7)
   At will—id insinuation (1 creature, DC 15)
1/day—entangle (DC 14), faerie fire, glitterdust (DC 15)
3/day—dancing lights
Statistics
Str 13, Dex 19, Con 13, Int 14, Wis 13, Cha 16
Base Atk +3; CMB +4; CMD 18
Feats Psionic Weapon, Weapon Focus (halberd)
Skills Acrobatics +11, Fly +15, Intimidate +7, Nature +9
Languages Common, Sylvan, Feather Court
Organization solitary or hunting party (1 knight plus 1d6 mocking fey)
Combat Gear berry of cure light wounds, mushroom of enlarge person, mushroom of reduce person; Other Gear mwk bronze halberd, mwk bronze shuriken (10), 4d6 gp in faerie monies (tokens of favors)
Special Abilities
Dazzling Plumage (Su) as a standard action dazzle all creatures within 20 ft. (DC 14)

Reynardine Court Faerie Knight, Faerie swashbuckler 4 CR 4

XP 1,200
CN Medium fey (augmented kitsune)
Init +7; Senses low-light vision; Perception +0
Defense
AC 20, touch 16, flat-footed 14 (+5 Dex, +1 dodge, +3 natural, +1 shield)
hp 22 (4d8+4)
Fort +2, Ref +9, Will +1; +4 vs. mind-affecting effects; charmed life 3/day
Defensive Abilities DR 5/cold iron; Resist cold 10, electricity 10;
Offense
Speed 30 ft., fly 45 ft. (good)
Melee mwk fang rapier +6 (1d6+6/18-20)
Ranged mwk fang daggers +5 (1d4/19-20, 10 ft.)
Spell-Like Abilities (CL 4th; concentration +5)
1/day—entangle (DC 14), faerie fire, glitterdust (DC 15)
6/day—dancing lights
Statistics
Str 10, Dex 21, Con 14, Int 10, Wis 10, Cha 14
Base Atk +4; CMB +4; CMD 19
Feats Combat Expertise, Fencing Grace, Fox Shape
Skills Acrobatics +14, Fly +18, Influence +9
Languages Common, Sylvan, Fox
SQ change shape (fox, human), deeds, panache (2)
Organization solitary or hunting party (1 knight plus 3d6 sprites)
Combat Gear berry of cure light wounds, mushroom of enlarge person, mushroom of reduce person; Other Gear mwk fang rapier, mwk fang daggers (10), mwk buckler, 4d6 gp in faerie monies (tokens of favors)
Special Abilities
Change Shape (Su): A fox fairie can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores. A fox fairie can also assume the form of a specific tiny fox as if using beast shape II.

Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).
Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.
Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach.
Kip-Up (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she can kip-up from prone as a move action without provoking an attack of opportunity. She can kip-up as a swift action instead by spending 1 panache point.
Menacing Swordplay (Ex): At 3rd level, while she has at least 1 panache point, when a swashbuckler hits an opponent with a light or one-handed piercing melee weapon, she can choose to use Intimidate to demoralize that opponent as a swift action instead of a standard action.
Precise Strike (Ex): At 3rd level, while she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not natural weapon attacks), adding her swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler. She can even use this ability with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn't multiplied on a critical hit.
As a swift action, a swashbuckler can spend 1 panache point to double her precise strike's damage bonus on the next attack. This benefit must be used before the end of her turn, or it is lost. This deed's cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).
Swashbuckler Initiative (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and she has any single light or one-handed piercing melee weapon that isn't hidden, she can draw that weapon as part of the initiative check.



Title: Re: Masterwork Monsters for Pathfinder
Post by: The Good Reverend Roger on March 06, 2017, 03:37:38 AM
Very nice.  I am thinking of taking that Leshy idea and making a sewer moss variant of it.
Title: Re: Masterwork Monsters for Pathfinder
Post by: Don Coyote on March 06, 2017, 06:09:09 AM
Quote from: The Good Reverend Roger on March 06, 2017, 03:37:38 AM
Very nice.  I am thinking of taking that Leshy idea and making a sewer moss variant of it.

Oh yes. I like that.

I need to type up the rest of my custom monsters, and maybe find their stat blocks so I can type them up. I got a potentially nasty CR3 Nightmare that got me accusations of not know how to balance monsters, when no one died.
Title: Re: Masterwork Monsters for Pathfinder
Post by: The Good Reverend Roger on March 06, 2017, 04:57:46 PM
Quote from: Don Coyote on March 06, 2017, 06:09:09 AM
Quote from: The Good Reverend Roger on March 06, 2017, 03:37:38 AM
Very nice.  I am thinking of taking that Leshy idea and making a sewer moss variant of it.

Oh yes. I like that.

I need to type up the rest of my custom monsters, and maybe find their stat blocks so I can type them up. I got a potentially nasty CR3 Nightmare that got me accusations of not know how to balance monsters, when no one died.

If it's a "boss" monster - I don't use them any more - that sounds perfect.  Scare the shit out of them, but nobody croaks unless they're dumb.  Or supremely unlucky.

"The kobold hits you with his spear for 128 HPs.  What can I say?  He got lucky."
- The Slayer's Guide to DMs.
Title: Re: Masterwork Monsters for Pathfinder
Post by: Don Coyote on March 06, 2017, 05:59:06 PM
This was a CR +1 or 2 encounter in a room with doors smaller than the monster. It was in an already cleared room that only had some minor abandoned gear, that the party had booked it from after dicking around thinking they were safe and meeting a lower level boss. They left the Spire and went to another easier dungeon for a month in game and got upset that a powerful wizard, that they knew about, had made a new horror for them to deal with, that they didn't even need to deal with. By the by, the party defeated the monster with no casualties but a lot of whinging from the rogue who charged in first because he had the scout template and wanted his sneak attack dice. I mean, sure go ahead and charge into combat with an aware enemy two size categories larger than you obviously made of bones with your short swords.

The Dunsali Horror (Necrocraft) CR 7

XP 1,200
N Huge Undead
Init +0; Senses darkvision 60ft; Perception +0
Defense
AC 19, touch 9, flat-footed 18
hp 65 (10d8+20)
Fort +3, Ref +3, Will +7
Defensive Abilities DR 5/bludgeoning; Resist cold 5, undead immunities
Offense
Speed 40 ft., climb 40 ft.
Melee 4 claws +15 (1d8+10)
Statistics
Base Atk +7; CMB +19; CMD 29
Feats Toughness
Skills Climb +18, Stealth -8
SQ Construction Points 4 (2 extra attacks, climb speed, mostly skeleton)
Organization solitary
Treasure: 500 gp Onyx, Bracers of Armor +1, Amulet of Natural Armor +1, 125 lbs of brass wire

This monstrosity is a medley of fallen friends and foes. Its legs and four arms are bones and spider limbs held together by spider silk and brass wire. Its torso is an unholy amalgamation of moon spider thoraxes and bronze solder. Its lower jaw is the upper half of the fallen summoner Dun'sali meeting a collection of smaller goblin skulls. The ends of its four arms are clawed with spider mandibles. Black and green fire glow in the dozens of empty eye sockets.
Title: Re: Masterwork Monsters for Pathfinder
Post by: Don Coyote on March 06, 2017, 06:07:52 PM
Quote from: The Good Reverend Roger on March 06, 2017, 04:57:46 PM
Quote from: Don Coyote on March 06, 2017, 06:09:09 AM
Quote from: The Good Reverend Roger on March 06, 2017, 03:37:38 AM
Very nice.  I am thinking of taking that Leshy idea and making a sewer moss variant of it.

Oh yes. I like that.

I need to type up the rest of my custom monsters, and maybe find their stat blocks so I can type them up. I got a potentially nasty CR3 Nightmare that got me accusations of not know how to balance monsters, when no one died.

If it's a "boss" monster - I don't use them any more - that sounds perfect.  Scare the shit out of them, but nobody croaks unless they're dumb.  Or supremely unlucky.

"The kobold hits you with his spear for 128 HPs.  What can I say?  He got lucky."
- The Slayer's Guide to DMs.

My plan with this CR 3 Nightmare Unfettered Eidolon was to harass members of the party who felt guilt over letting a summoner die in the first session, weeks prior. The nightmare wasn't going to kill anyone, but it was going to make it hard for certain members, the rogue and the oracle, to rest while within the vicinity of the Spire, while draining small amounts of charisma. This was an evil and malicious entity that wanted the people it held responsible for the death of its master to suffer, not die. This also followed them having pissed off a 6th level evoker, leading to the death of a tribe of goblins they had befriended, the slaughter of a thief cult.

I felt it was both fair and logical that a powerful evil wizard would take out his anger on the nearest living things and make new defenses, like the necrocraft.
Title: Re: Masterwork Monsters for Pathfinder
Post by: The Good Reverend Roger on March 06, 2017, 06:44:16 PM
Quote from: Don Coyote on March 06, 2017, 06:07:52 PM
Quote from: The Good Reverend Roger on March 06, 2017, 04:57:46 PM
Quote from: Don Coyote on March 06, 2017, 06:09:09 AM
Quote from: The Good Reverend Roger on March 06, 2017, 03:37:38 AM
Very nice.  I am thinking of taking that Leshy idea and making a sewer moss variant of it.

Oh yes. I like that.

I need to type up the rest of my custom monsters, and maybe find their stat blocks so I can type them up. I got a potentially nasty CR3 Nightmare that got me accusations of not know how to balance monsters, when no one died.

If it's a "boss" monster - I don't use them any more - that sounds perfect.  Scare the shit out of them, but nobody croaks unless they're dumb.  Or supremely unlucky.

"The kobold hits you with his spear for 128 HPs.  What can I say?  He got lucky."
- The Slayer's Guide to DMs.

My plan with this CR 3 Nightmare Unfettered Eidolon was to harass members of the party who felt guilt over letting a summoner die in the first session, weeks prior. The nightmare wasn't going to kill anyone, but it was going to make it hard for certain members, the rogue and the oracle, to rest while within the vicinity of the Spire, while draining small amounts of charisma. This was an evil and malicious entity that wanted the people it held responsible for the death of its master to suffer, not die. This also followed them having pissed off a 6th level evoker, leading to the death of a tribe of goblins they had befriended, the slaughter of a thief cult.

I felt it was both fair and logical that a powerful evil wizard would take out his anger on the nearest living things and make new defenses, like the necrocraft.

NICE.  The druid croaked in my Sunday game, and his velociraptor companion ran off into the swamp next to the city.

You can believe that's going to come back to haunt the party.

And yes, wizards are supposed to be smart.  They're going to react to the PCs and improve defenses.  Probably also hire some mercenaries as bodyguards.  And the Spire area is crawling with mercenary bands, mostly over a few miles in Thornkeep.
Title: Re: Masterwork Monsters for Pathfinder
Post by: Don Coyote on March 06, 2017, 07:29:36 PM
Quote from: The Good Reverend Roger on March 06, 2017, 06:44:16 PM
Quote from: Don Coyote on March 06, 2017, 06:07:52 PM
Quote from: The Good Reverend Roger on March 06, 2017, 04:57:46 PM
Quote from: Don Coyote on March 06, 2017, 06:09:09 AM
Quote from: The Good Reverend Roger on March 06, 2017, 03:37:38 AM
Very nice.  I am thinking of taking that Leshy idea and making a sewer moss variant of it.

Oh yes. I like that.

I need to type up the rest of my custom monsters, and maybe find their stat blocks so I can type them up. I got a potentially nasty CR3 Nightmare that got me accusations of not know how to balance monsters, when no one died.

If it's a "boss" monster - I don't use them any more - that sounds perfect.  Scare the shit out of them, but nobody croaks unless they're dumb.  Or supremely unlucky.

"The kobold hits you with his spear for 128 HPs.  What can I say?  He got lucky."
- The Slayer's Guide to DMs.

My plan with this CR 3 Nightmare Unfettered Eidolon was to harass members of the party who felt guilt over letting a summoner die in the first session, weeks prior. The nightmare wasn't going to kill anyone, but it was going to make it hard for certain members, the rogue and the oracle, to rest while within the vicinity of the Spire, while draining small amounts of charisma. This was an evil and malicious entity that wanted the people it held responsible for the death of its master to suffer, not die. This also followed them having pissed off a 6th level evoker, leading to the death of a tribe of goblins they had befriended, the slaughter of a thief cult.

I felt it was both fair and logical that a powerful evil wizard would take out his anger on the nearest living things and make new defenses, like the necrocraft.

NICE.  The druid croaked in my Sunday game, and his velociraptor companion ran off into the swamp next to the city.

You can believe that's going to come back to haunt the party.

And yes, wizards are supposed to be smart.  They're going to react to the PCs and improve defenses.  Probably also hire some mercenaries as bodyguards.  And the Spire area is crawling with mercenary bands, mostly over a few miles in Thornkeep.

If shitty GM and his wife hadn't mentioned in character and out, that they felt bad, guilty even, about the death of the summoner, it would never had occurred to me to make that nightmare critter.  :argh!:

The Echo Woods and specifically the clearing around the Spire is explicitly described as being a place of weird ass planar shit. I had encounter tables with WW1 era Russian troops, to include a wandering tank w/ crew. There is a friggen CR 6 green dragon lairing. The default encounter tables for the Echo Woods was no joke, same with the intra-level table for the Spire.

There was weird shit, that I just added to, and yet they had the gall to complain about not having appropriate WBL or that I had improperly stocked the available magic items in Ft Inevitable and Thornkeep shops.

I'm still pissed about this campaign and group.

Title: Re: Masterwork Monsters for Pathfinder
Post by: The Good Reverend Roger on March 06, 2017, 08:16:53 PM
Quote from: Don Coyote on March 06, 2017, 07:29:36 PM
Quote from: The Good Reverend Roger on March 06, 2017, 06:44:16 PM
Quote from: Don Coyote on March 06, 2017, 06:07:52 PM
Quote from: The Good Reverend Roger on March 06, 2017, 04:57:46 PM
Quote from: Don Coyote on March 06, 2017, 06:09:09 AM
Quote from: The Good Reverend Roger on March 06, 2017, 03:37:38 AM
Very nice.  I am thinking of taking that Leshy idea and making a sewer moss variant of it.

Oh yes. I like that.

I need to type up the rest of my custom monsters, and maybe find their stat blocks so I can type them up. I got a potentially nasty CR3 Nightmare that got me accusations of not know how to balance monsters, when no one died.

If it's a "boss" monster - I don't use them any more - that sounds perfect.  Scare the shit out of them, but nobody croaks unless they're dumb.  Or supremely unlucky.

"The kobold hits you with his spear for 128 HPs.  What can I say?  He got lucky."
- The Slayer's Guide to DMs.

My plan with this CR 3 Nightmare Unfettered Eidolon was to harass members of the party who felt guilt over letting a summoner die in the first session, weeks prior. The nightmare wasn't going to kill anyone, but it was going to make it hard for certain members, the rogue and the oracle, to rest while within the vicinity of the Spire, while draining small amounts of charisma. This was an evil and malicious entity that wanted the people it held responsible for the death of its master to suffer, not die. This also followed them having pissed off a 6th level evoker, leading to the death of a tribe of goblins they had befriended, the slaughter of a thief cult.

I felt it was both fair and logical that a powerful evil wizard would take out his anger on the nearest living things and make new defenses, like the necrocraft.

NICE.  The druid croaked in my Sunday game, and his velociraptor companion ran off into the swamp next to the city.

You can believe that's going to come back to haunt the party.

And yes, wizards are supposed to be smart.  They're going to react to the PCs and improve defenses.  Probably also hire some mercenaries as bodyguards.  And the Spire area is crawling with mercenary bands, mostly over a few miles in Thornkeep.

If shitty GM and his wife hadn't mentioned in character and out, that they felt bad, guilty even, about the death of the summoner, it would never had occurred to me to make that nightmare critter.  :argh!:

The Echo Woods and specifically the clearing around the Spire is explicitly described as being a place of weird ass planar shit. I had encounter tables with WW1 era Russian troops, to include a wandering tank w/ crew. There is a friggen CR 6 green dragon lairing. The default encounter tables for the Echo Woods was no joke, same with the intra-level table for the Spire.

There was weird shit, that I just added to, and yet they had the gall to complain about not having appropriate WBL or that I had improperly stocked the available magic items in Ft Inevitable and Thornkeep shops.

I'm still pissed about this campaign and group.

So put the screws to them.  The summoner had political connections with the Hellknights, and now they're wanted for murder.
Title: Re: Masterwork Monsters for Pathfinder
Post by: Don Coyote on March 07, 2017, 12:22:26 AM
I quit that group because shitty GM/player decided he couldn't talk directly to me and told my wife that I was being unreasonable about not wanting to deal with an asshole that joined the group.
Title: Re: Masterwork Monsters for Pathfinder
Post by: The Good Reverend Roger on March 07, 2017, 01:29:51 AM
Quote from: Don Coyote on March 07, 2017, 12:22:26 AM
I quit that group because shitty GM/player decided he couldn't talk directly to me and told my wife that I was being unreasonable about not wanting to deal with an asshole that joined the group.

Yeah, the whole point is "fun", and if you aren't having fun, find another group.

Right now, I'm at an all-time low for players (4 in one group, 5 in another), because one of my players deployed and the other had another kid and is sort of preoccupied.  I'm used to 6 player/1 DM groups.

Problem is, I have to go through 3-4 players to find one that won't make Monty Python references while chewing with his mouth open.
Title: Re: Masterwork Monsters for Pathfinder
Post by: Don Coyote on March 07, 2017, 01:56:13 AM
Quote from: The Good Reverend Roger on March 07, 2017, 01:29:51 AM
Quote from: Don Coyote on March 07, 2017, 12:22:26 AM
I quit that group because shitty GM/player decided he couldn't talk directly to me and told my wife that I was being unreasonable about not wanting to deal with an asshole that joined the group.

Yeah, the whole point is "fun", and if you aren't having fun, find another group.

Right now, I'm at an all-time low for players (4 in one group, 5 in another), because one of my players deployed and the other had another kid and is sort of preoccupied.  I'm used to 6 player/1 DM groups.

Problem is, I have to go through 3-4 players to find one that won't make Monty Python references while chewing with his mouth open.

My wife had actually wrangled some people together for a test run. I decided that after everyone was 6 hours late, neither of the hosts were actually going to play, and two of the apes felt that "rape - rapier" jokes were the height of humor, that I would be recusing myself. The only reason we stuck around for 6 hours to start is because one of the hosts is my wife's coworker.
Title: Re: Masterwork Monsters for Pathfinder
Post by: LMNO on March 08, 2017, 02:08:16 PM
Six hours late?

I'm trying to get my head around that.
Title: Re: Masterwork Monsters for Pathfinder
Post by: The Good Reverend Roger on March 09, 2017, 02:35:03 AM
Quote from: LMNO on March 08, 2017, 02:08:16 PM
Six hours late?

I'm trying to get my head around that.

Yeah, that's when you dump the group and start over.
Title: Re: Masterwork Monsters for Pathfinder
Post by: hooplala on March 09, 2017, 06:19:05 AM
I would cut a motherfucker over that shit. 
Title: Re: Masterwork Monsters for Pathfinder
Post by: Cain on March 09, 2017, 06:25:48 AM
I don't think I've ever been 6 hours late for anything.
Title: Re: Masterwork Monsters for Pathfinder
Post by: The Good Reverend Roger on March 10, 2017, 04:11:05 AM
Because there aren't enough golems:

Infested Paper Golem   CR 5
XP 1,600
N Medium Construct (infested)
Init  +0; Senses darkvision 60 ft, low-light vision; Perception +1

Defense
AC 14, touch 10, flat-footed 14  (+4 natural)
HP 47 (5d10+20)
Fort +1, Refc+1, Will +2
Defensive Abilities DR 5/adamantine ; Immune construct traits; SR 9 
Weaknesses fire vulnerability

Offense
Spd 20 ft
Melee 2 Slams +5 (1d4/20)

Tactics
During Combat The paper golem mindlessly attacks the nearest creature.
Morale The paper golem fights until destroyed.

Statistics
Str 10, Dex 10, Con -, Int -, Wis 12, Cha 4
Base Attack +5; CMB +5; CMD 15
SQ infested
Languages Taldane (cannot speak, will only listen to it's master)

Ecology
Environment Deschaine Manor
Organization solitary

Special Abilities
Infested (Ex) The paper golem houses a wasp's nest.  Upon the first successful melee attack (a hit, whether it gets through DR or not is irrelevant), a wasp swarm appears, and attacks the closest person(s).  If the golem takes fire damage, the wasp swarm also takes area of effect damage, but with a +4 to its save.  The wasp swarm is calculated into the DC of the golem.
Title: Re: Masterwork Monsters for Pathfinder
Post by: The Good Reverend Roger on March 10, 2017, 04:13:59 AM
Cursed Duck      CR 4
XP 1,200
N Tiny animal
Init  +2; Senses Perception +1

Defense
AC 12, touch 12, flat-footed 12 (+2 Dex)
HP 4 (1d8)
Fort +3, Ref +5, Will +1

Offense
Spd 10 ft, fly 40 (clumsy)
Melee peck -9 (1d2-4)
Space 2-1/2 ft; Reach 0 ft

Tactics
Before Combat The duck will walk toward the PCs, looking for a handout.  It will follow them around, quacking (-5 Stealth)
During Combat The duck will peck at characters.
Morale The duck will fight until it takes damage.

Statistics
Str 2, Dex 14, Con 10, Int 2, Wis 12, Cha 10
Base Attack +0; CMB; CMD
Skills Fly +8, swim +4
   Racial Bonuses Swim +8
SQ Cursed

Ecology
Environment temperate wetlands
Organization single, pair, flock (3-9)
Treasure none

Special Abilities
Curse of the Duck (Su) Anyone who picks up, grapples, or attacks the duck with a melee weapon must make a Will save DC 16 or be cursed with the duck.  A ghostly duck will appear  perched on the victim's head, and will quack loudly whenever the victim attempts to be quiet, inflicting a -20 on the victim's Stealth skill checks, and doubling the chance of a random encounter.  The victim can neither see nor hear the duck, but anyone else can.  The save is Charisma-based, with a +6 hoodoo modifier.  The curse can only affect one person; once a person is cursed, the duck becomes a normal duck.  This is a curse effect, and can be removed by any spell that affects curses, with the normal chance of success.  You should know better than to pick up a duck in a dungeon.


(Obviously, if you've played Munchkin, you'll recognize this.)
Title: Re: Masterwork Monsters for Pathfinder
Post by: The Good Reverend Roger on March 10, 2017, 04:16:03 AM
Dadaists      CR 2
XP 600
CN Medium monstrous humanoid (dadist)
Init +2; Senses darkvision 60 ft; Perception 
Aura confusion 20 ft (DC 13, special) 

Defense
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
HP 22 (3d10+6)
Fort +7 , Ref +7, Will +2

Offense
Spd 30 ft
Melee dagger +6 (1d4/19-20)

Tactics
Before Combat The dadaists will make no preparations aside from drawing their weapons, and will make comments that make no sense for the situation, usually art-related.
During Combat The dadaists will attempt to flank.
Morale Dadaists fight to the death.

Statistics
Str 10, Dex 14, Con 14, Int 10, Wis 12, Cha 14
Base Attack +3; CMB +3; CMD 15
Feats Weapon Focus (dagger), Weapon Finesse
Skills Climb +6, Perception +7, Stealth +8, Survival +7
Languages Taldane

Ecology
Environment any
Organization solitary, pair, parliament (3-12)
Treasure  standard
Gear dagger, leather armor

Special Abilities
Confusion Aura (Su) The dadaists' strange appearace (both eyes on the side of their head, etc) radiates a c
Title: Re: Masterwork Monsters for Pathfinder
Post by: Cain on March 11, 2017, 08:24:26 AM
I think I've read too many of your monsters.  Even without reading the description of your Paper Golem I was like "I'm not going near that thing, I'm setting it on fire, from range, and running."  Because seriously, no-one would make a golem out of paper unless they wanted something terrifying to emerge from its body, and nothing is more terrifying than wasps.  Except maybe a jar of bees.
Title: Re: Masterwork Monsters for Pathfinder
Post by: Vanadium Gryllz on March 11, 2017, 10:11:35 AM
Quote from: The Good Reverend Roger on March 10, 2017, 04:16:03 AM


Special Abilities
Confusion Aura (Su) The dadaists' strange appearace (both eyes on the side of their head, etc) radiates a c

(http://imgur.com/WLdz4lV.jpg)
Title: Re: Masterwork Monsters for Pathfinder
Post by: The Good Reverend Roger on March 11, 2017, 03:41:24 PM
Quote from: Cain on March 11, 2017, 08:24:26 AM
I think I've read too many of your monsters.  Even without reading the description of your Paper Golem I was like "I'm not going near that thing, I'm setting it on fire, from range, and running."  Because seriously, no-one would make a golem out of paper unless they wanted something terrifying to emerge from its body, and nothing is more terrifying than wasps.  Except maybe a jar of bees.

See?  You've adapted.

It's like a pinata of FUN!
Title: Re: Masterwork Monsters for Pathfinder
Post by: The Good Reverend Roger on March 11, 2017, 03:42:06 PM
Quote from: Xaz on March 11, 2017, 10:11:35 AM
Quote from: The Good Reverend Roger on March 10, 2017, 04:16:03 AM


Special Abilities
Confusion Aura (Su) The dadaists' strange appearace (both eyes on the side of their head, etc) radiates a c

(http://imgur.com/WLdz4lV.jpg)

That cut off the last paragraph and SNUGGLES.  :tgrr:
Title: Re: Masterwork Monsters for Pathfinder
Post by: The Good Reverend Roger on March 12, 2017, 12:55:10 AM
So my son will be running a Saturday campaign.

We all set up characters, all of whom are worshipers of Ragatheil, empyrial lord of Lawful Good smitings, vengeance, and "the end justifies the means."

So basically we're going to act like regular adventurers, but we have an EXCUSE!  In fact, we're REQUIRED to be horribly violent assholes.  And call ourselves the good guys.
Title: Re: Masterwork Monsters for Pathfinder
Post by: Don Coyote on March 13, 2017, 07:52:01 AM
Golem - you're a monster
Duck - YES
dad AUSTRALIA
Title: Re: Masterwork Monsters for Pathfinder
Post by: The Good Reverend Roger on March 13, 2017, 06:38:06 PM
Quote from: Don Coyote on March 13, 2017, 07:52:01 AM
Golem - you're a monster
Duck - YES
dad AUSTRALIA

:lulz:

Feel free to use it.  It's a bugger.  AND I can't crow about it around here, because we had to take a break from the game for two weeks and it's fucking KILLING ME.
Title: Re: Masterwork Monsters for Pathfinder
Post by: Don Coyote on May 26, 2017, 12:26:34 AM
Hopefully my head isn't full of holes and I didn't forget about ever posting this thing that I did for some contest at Paizo in 2015. I'm going through my folders clearing out redundant or useless files and rediscovered it.

Numerian Smart Sword
Aura moderate transmutation; CL 9th
Slot none; Price 21,100 gp; Weight 16 lbs.

Description
Inspired by Androffan smart armor, the Technic League developed a multi-function smart weapon. This +1 adamantine greatsword has active and inactive modes. While inactive it functions as a medium greatsword; however due to its great weight applies a -2 penalty, in addition to any other penalties to melee attack rolls, to any medium creature wielding it two-handed or any large creature wielding it one-handed. It can activated as a swift action, expending one charge, expanding to a large greatsword negating any penalties related to the size, allowing a medium creature to wield it as a two-handed weapon with no additional penalties. While active it consumes one charge per round, and its form can be changed as a swift action like a transformative weapon, consuming one charge, choosing from glaive, greataxe, spiked chain, or two-bladed sword, all large-sized.
Like smart armor, it has 60 charges. As a hybrid weapon only the enhancement bonus to attack and damage rolls, and the negation of the size penalty are affected by areas of antimagic or similar effects.

Construction
Requirements Craft Magic Arms and Armor, Craft Technological Arms and Armor (DC 30), bull's strength, lead blades, righteous might or giant form I, military lab; Cost 11,635 gp
Title: Re: Masterwork Monsters for Pathfinder
Post by: Don Coyote on June 06, 2017, 11:04:51 PM
Found out that I written this out on a notecard in my style for notecards.

Brico (Unfettered Eidolon Nightmare) CR 3

Init +4; Darkvision 120ft; Perception +2, Stealth +10
AC 16, Touch 14, Flat-footed 12
hp 7 (1d8); regeneration 5 (good or silver)
Fort +3 Ref +6 Will +0; DR 5/good or silver; Illusion resistance +4; Feign Death DC 12
Speed 40ft, fly 10ft perfect
2 bite +3 (1d6+3) or 2 power attack bites +2 (1d6+6)
CMB +3 CMD 17 (21 vs trip)
Specials: Night Terrors DC 12 1d4 CHA damage every hour for 8 hours; Constant Protection from Good (+2 AC and Saves vs good)

This tortured soul is the twisted remains of the summoner Dunsali's eidolon, unfettered by her sudden death, warped by hatred for those it feels caused her death, and strengthened by the weird magics of the Spire.
Title: Re: Masterwork Monsters for Pathfinder
Post by: The Good Reverend Roger on June 14, 2017, 03:10:31 AM
Bad guy for the next step of the campaign is a cheap thug named Shags McNasty, who stole the thing.

Party has to recover the thing, they've been looking for the thing since they were 2nd level.

Twist:  Shags McNasty are actually two people.  Shags, an 8th level bard maxed out for disguise, and McNasty, his twin, who is an Oracle with the street Mystery.  Both are capable of disappearing/turning invisible as a ready action, and both are capable of turning each other invisible/stealthed as a ready action.

Cue chase scene.
Title: Re: Masterwork Monsters for Pathfinder
Post by: Cain on June 15, 2017, 04:09:45 PM
Has the party been slacking on their Divination spells?
Title: Re: Masterwork Monsters for Pathfinder
Post by: Don Coyote on June 15, 2017, 06:54:01 PM
Quote from: The Good Reverend Roger on June 14, 2017, 03:10:31 AM
Bad guy for the next step of the campaign is a cheap thug named Shags McNasty, who stole the thing.

Party has to recover the thing, they've been looking for the thing since they were 2nd level.

Twist:  Shags McNasty are actually two people.  Shags, an 8th level bard maxed out for disguise, and McNasty, his twin, who is an Oracle with the street Mystery.  Both are capable of disappearing/turning invisible as a ready action, and both are capable of turning each other invisible/stealthed as a ready action.

Cue chase scene.

:lulz:

https://www.youtube.com/watch?v=Nm77s5FbkoQ
Title: Re: Masterwork Monsters for Pathfinder
Post by: LMNO on June 15, 2017, 07:24:31 PM
Please note that guy did not get shot on sight.

Also please notice the melatonin level.
Title: Re: Masterwork Monsters for Pathfinder
Post by: The Good Reverend Roger on June 16, 2017, 03:17:58 AM
Quote from: Cain on June 15, 2017, 04:09:45 PM
Has the party been slacking on their Divination spells?

They have a more hands-on approach.

:lulz:
Title: Re: Masterwork Monsters for Pathfinder
Post by: The Good Reverend Roger on June 16, 2017, 03:19:23 AM
Quote from: LMNO on June 15, 2017, 07:24:31 PM
Please note that guy did not get shot on sight.

Also please notice the melatonin level.

Yes.  Welcome to all of Western history.  Nothing has changed, only we wring our hands a bit before we fuck over murder brown people.
Title: Re: Masterwork Monsters for Pathfinder
Post by: Cain on June 16, 2017, 08:57:31 AM
Quote from: The Good Reverend Roger on June 16, 2017, 03:17:58 AM
Quote from: Cain on June 15, 2017, 04:09:45 PM
Has the party been slacking on their Divination spells?

They have a more hands-on approach.

:lulz:

Have Shags and McNasty flee to the Tomb of Horrors.
Title: Re: Masterwork Monsters for Pathfinder
Post by: The Good Reverend Roger on June 16, 2017, 09:26:39 AM
Quote from: Cain on June 16, 2017, 08:57:31 AM
Quote from: The Good Reverend Roger on June 16, 2017, 03:17:58 AM
Quote from: Cain on June 15, 2017, 04:09:45 PM
Has the party been slacking on their Divination spells?

They have a more hands-on approach.

:lulz:

Have Shags and McNasty flee to the Tomb of Horrors.

:lulz:

No, but they're getting a gang of halfling knee-cappers with improved called shot.

No need to ask the target.
Title: Re: Masterwork Monsters for Pathfinder
Post by: Cain on June 16, 2017, 09:50:43 AM
I hope your group is willing to take up a second career as a guard in Skyrim (https://www.youtube.com/watch?v=vncIBREXCwU).
Title: Re: Masterwork Monsters for Pathfinder
Post by: Don Coyote on March 12, 2018, 02:13:46 AM
QuoteWarning: this topic has not been posted in for at least 120 days.
Unless you're sure you want to reply, please consider starting a new topic.

FUCK YOU YOU AIN'T THE BOSS OF ME

I FUCKING FOUND THIS SHIT HIDING IN A DOC WITH ONLY SLIGHTLY RELATED MONSTERS  :argh!: :argh!: :argh!:

The Dunsali Horror (Necrocraft) CR 7

XP 1,200
N Huge Undead
......

Quote from: Don Coyote on March 06, 2017, 05:59:06 PM
This was a CR +1 or 2 encounter in a room with doors smaller than the monster. It was in an already cleared room that only had some minor abandoned gear, that the party had booked it from after dicking around thinking they were safe and meeting a lower level boss. They left the Spire and went to another easier dungeon for a month in game and got upset that a powerful wizard, that they knew about, had made a new horror for them to deal with, that they didn't even need to deal with. By the by, the party defeated the monster with no casualties but a lot of whinging from the rogue who charged in first because he had the scout template and wanted his sneak attack dice. I mean, sure go ahead and charge into combat with an aware enemy two size categories larger than you obviously made of bones with your short swords.

The Dunsali Horror (Necrocraft) CR 7

XP 1,200
N Huge Undead
Init +0; Senses darkvision 60ft; Perception +0
Defense
AC 19, touch 9, flat-footed 18
hp 65 (10d8+20)
Fort +3, Ref +3, Will +7
Defensive Abilities DR 5/bludgeoning; Resist cold 5, undead immunities
Offense
Speed 40 ft., climb 40 ft.
Melee 4 claws +15 (1d8+10)
Statistics
Base Atk +7; CMB +19; CMD 29
Feats Toughness
Skills Climb +18, Stealth -8
SQ Construction Points 4 (2 extra attacks, climb speed, mostly skeleton)
Organization solitary
Treasure: 500 gp Onyx, Bracers of Armor +1, Amulet of Natural Armor +1, 125 lbs of brass wire

This monstrosity is a medley of fallen friends and foes. Its legs and four arms are bones and spider limbs held together by spider silk and brass wire. Its torso is an unholy amalgamation of moon spider thoraxes and bronze solder. Its lower jaw is the upper half of the fallen summoner Dun'sali meeting a collection of smaller goblin skulls. The ends of its four arms are clawed with spider mandibles. Black and green fire glow in the dozens of empty eye sockets.


OH WHAT THE FUCK?!?!?!?!?! REALLY???

THIS IS COCKFICKINGASS
Title: Re: Masterwork Monsters for Pathfinder
Post by: Bu🤠ns on March 17, 2018, 04:46:22 AM
In the spirit of this thread I found https://www.reddit.com/r/monsteraday/ may prompt some inspiration