Narmy
2009-12-15, 09:57 AM
So, I went and created some creatures, although the concepts of which were not my own. I took them, and altered them in some ways, fixed them up, balanced them, and then converted them to pathfinder. Thank you to all the people who worked on and came up with the concepts and original stats and stories for these creatures. Thank you for anyone that helped them. Lets hope I did justice to these creatures.
I would like to get opinions on them, as to if their CR's are at the right number, and if there are any mistakes in the stat blocks. If you're not familiar with the pathfinder system, then you can find the SRD here.
http://paizo.com/pathfinderRPG/prd/index.html
The monster creation section is here
http://paizo.com/pathfinderRPG/prd/monsters/monsterCreation.html
In order to convert these creatures to 3.5 Here are a list of the conversion changes Pathfinder makes from 3.5 - > Pathfinder.
• Monster Hit Dice types are linked to their base attack
progression, just as with characters.
This means that monstrous humanoids and outsiders receive +1 hit point per Hit Die they possess.
Oozes, which dropped down to d8 Hit Dice, lose 1 hit point per Hit Die.
Undead, which dropped down to d8 Hit Dice, lose 2 hit points per Hit Die, but they now use their
Charisma modifier in place of their Constitution modifier when calculating hit points and Fortitude saves.
Mindless undead typically have a Charisma score of 10, whereas intelligent undead tend to have a higher Charisma score.
===============================================
• Instead of altering the Hit Dice of constructs, their base attack bonuses have been increased from the medium
progression to the fast progression. This means that all constructs receive a +1 bonus on attack rolls, and to
their CMB and CMD. This bonus increases by +2 at 5 Hit Dice and by an additional +1 for every 4 Hit Dice they
possess beyond 5.
Undead, which increase from a slow progression to a medium progression, receive a +1 bonus
on attack rolls and to their CMB and CMD at 3 Hit Dice, the bonus increasing by +1 for every 4 Hit Dice after 3 that
they possess.
===============================================
• Calculate the monster’s CMB and CMD using the same method used for characters. Note that if a monster has
improved grab, or a similar ability, it receives a +4 bonus on CMB checks made to grapple.
Creatures that drained levels now bestow permanent negative levels. The DC to resist or remove these levels
is unchanged.
===============================================
• Constructs, plants, and most undead are no longer immune to sneak attacks or critical hits. Elementals, incorporeal
undead, and oozes are still immune to such attacks.
The creatures as listed
Icy Prisoner
Crimson Breather
Green Coin
Green Coin Stack
Steaming Soldier
Arctic Diamond
Aye Aye
Icy Prisoner CR 6
XP 2,400
CE, Medium, Undead (Cold)
Init +2 Senses Darkvision 60 ft.; Perception +8
Aura Cold
Defense
AC 19, touch 12, flat-footed 17 (+2 Dex, +7 Natural)
hp 54 (7d8+14+9)
Fort +4, Ref +4, Will +6
Defensive Abilities Immunity to Cold, Vulnerability to Fire
Offense
Space 5 ft. Reach 5 ft.
Speed 30 ft. Swim 30 ft. Burrow 30 ft.
Melee Two Claws +10 (1d4+4 plus 1d6 cold plus Paralysis, and Frostbite) and Bite +7 (1d4+4 plus 1d6 cold plus Paralysis, and Frostbite)
Special Attacks Frostbite (DC 15), Paralysis (1d4+1 rounds; DC 17), Create Spawn
Str 18, Dex 14, Con --, Int 10, Wis 13, Cha 15
Base Atk +5; CMB +9; CMD 21
Feats Power Attack, Athletic, Toughness, Contagious Paralysis, Ability Focus (Paralysis)
Skills Climb +11, Stealth +8, Perception +7, Swim +15
Languages Common
Ecology
Environment Any Cold
Organization Solitary, pair, gang (3–5), or pack (6–11)
Treasure None
Advancement: 8–11 HD (Medium)
Special Abilities
Cold (Ex): An icy prisoner generates intense cold, causing opponents to take an extra 1d6 points of cold damage every time the creature succeeds on a claw attack. Creatures attacking an icy prisoner unarmed or with natural weapons take this same cold damage each time one of their attacks hit.
Create Spawn (Su): Any humanoid drowned by an icy prisoner becomes an icy prisoner in 1d4 rounds. Spawn are not under the control of the icy prisoner that created them. They do not possess any of the abilities they had in life.
Frostbite (Ex): A creature that sustains cold damage from an Icy Prisoner's melee attacks must make a DC 15 Fortitude save or become frostbitten. Creatures suffering from frostbite are fatigued (cannot run or charge, suffer a -2 penalty to Strength and Dexterity). These penalties end when the cold damage is healed. The save DC is Charisma-based.
Paralysis (Ex): Creatures that suffer cold damage from a steaming soldier's melee attacks must make a DC 17 Fortitude save or be covered in a skin of frost that paralyzes them for 1d4+1 rounds. The save DC is Charisma-based. Anyone who comes in contact with a creature paralyzed in this fashion must also succeed a DC 19 Fortitude Save or become paralyzed themselves as the supernatural ice spreads to its new victim.
Erupting in an explosion of ice and snow, a slick, frostbitten body burst from the frozen waters below. It glares at you with cold eyes and hefts its ice-encrusted corpse in your direction.
Icy prisoners are undead creatures created from the bodies of those drowned in icy lakes, ponds, or streams. These creatures spend most of the existences morbidly bobbing below the ice of their watery tombs, waiting to ambush and drown passerby who come too near.
Icy prisoners appear as grotesque, humanoid forms entombed in ice-covered bodies of water. The dead, frostbitten skin of these horrors lies pallid beneath the useless tatters of their remaining winter clothing. From a face sickly discolored by extreme cold, an icy prisoner's eyes glow with pale, watery blue illumination, and their lingering hair hands down frozen to their sallow faces
Combat: An icy prisoner lies in wait until it sees a target, then pounds on the ice above it in mock-death throes, hoping to draw the target closer to investigate. It then bursts through the ice and attempts to grapple the unfortunate soul. If successful, the icy prisoner tries to pull the victim into the freezing water and holds him until he drowns.
An icy prisoner can burrow only through ice and snow.
Crimson Breather CR 5
XP 1,600
CE, Small, Undead
Init +3; Senses Darkvision 60 ft., Scent; Perception +7
Defense
AC 18, touch 14, flat-footed 15 (+1 size, +3 Dex, +4 natural)
hp 60 (8d8+24)
Fort +5, Ref +5, Will +5
Defensive Abilities
Offense
Space 5 ft. Reach 5 ft. (10 ft. with tongue)
Speed 20 ft. Fly 15 ft. (Poor Maneuverability)
Melee Bite +10 (1d4+2 plus blood drain) or Tongue +11 (blood drain)
Special Attacks Blood Drain (DC 19), Create Spawn, Poison Breath (DC 19)
Str 12, Dex 16, Con --, Int 10, Wis 8, Cha 16
Base Atk +6; CMB +6; CMD 19
Feats Weapon Finesse, Ability focus (blood drain), Ability focus (poison breath), Weapon Focus (Tongue)
Skills Fly +11, Climb +9, Stealth +11 (+15 in shadow), Perception +7
Languages
Ecology
Environment Any Land
Organization Solitary, or Troup (1 plus 3d4 zombies)
Treasure Standard
Advancement: 9-15 HD (Small); 16-22 HD (Medium)
Special Abilities
Blood Drain (Ex): A crimson breather can suck blood from a living victim with its fangs by making a successful bite or tongue attack. The target must make a Fortitude save DC 19 or lose 1d4 points of Constitution damage. On a successful save, the drain is negated. On each such successful attack, the crimson breather gains 5 temporary hit points. The save is Charisma-based.
Create Spawn (Su): Any creature who dies from the crimson breather’s blood drain or poison breath turns into a zombie within 1d4 minutes after its death. A creature whose blood has been drained automatically turns into a zombie. Those who die from the poison have a 50% chance of becoming a zombie. All zombies are compelled to obey the crimson breather, as a cleric’ ability to command undead. A crimson breather can't control more than twice its hit dice worth of zombies.
Poison Breath (Su): Once every 2d4 rounds, a crimson breather can belch a smoky-red poisonous cloud at its foes. The cloud is 10 feet wide, 10 feet high and 20 feet long. The poison deals 1d6 Con as initial damage and 1d6 Con as secondary damage. A Fortitude save DC 19 negates the poison. The save is Charisma-based.
Racial Modifiers: A crimson breather gains a +4 to Stealth checks when concealed in shadows and in darkness.
A pale figure sprouts from the shadow of the night. It looks like a hairless toad-headed chubby halfling with pale watery eyes and sharp fangs. Two small leathery wings protrude from its back. As it pulls out its tongue, blood drips from its large mouth and a crimson vapor comes out of it.
A crimson breather is a vicious undead that crave blood and transforms its victims into zombies. Said to be a daring halfling who fell victim to a crimson death, its origin is still shrouded in mystery.
Fortunately, few of these undead exist, but they are rarely encountered alone. Many zombies who died from drained blood or poison follow its creator on its trek. This undead is not stupid; being mistaken for a vampire, it often uses this fear to feed on innocent victims.
Crimson breathers are about 3 feet tall and weighs around 50 lbs. They speak Common with their raspy and slurred voices.
Combat
A crimson breather strikes from ambush, letting its zombie horde to soften the targets. It slaps its target with its tongue and goes into a biting frenzy to quicken drain the target of its blood. Against multiple opponents, its breathe out its poison into a cloud.
Greed Coin - CR 1/8
XP 50
N, Diminutive Construct
Init +4; Senses Blindsight 60 ft., Darkvision 60 ft., Tremorsense 60ft, Low-light vision; Perception +0
Defense
AC 18, touch 18, flat-footed 14 (+4 Size, +4 Dex)
hp 5 (1d10)
Fort +0, Ref +4, Will +0
Defensive Abilities Construct Traits
Offense
Speed 5 ft. (1 Square)
Melee Bite +5 (1)
Space 1 ft.; Reach 0 ft.
Special Attacks Coin healing, Consume Coins, Replicate
Str 1, Dex 18, Con --, Int --, Wis 11, Cha 1
Base Atk +1; CMB -8; CMD 6 (Cannot be Tripped)
Feats Weapon FinesseB
Skills Disguise +0 (+30 when attempting to appear as a Coin)
Ecology
Environment Any
Organization Solitary, Purse (2-10), or Swarm (See Below)
Treasure None
Special Abilities
Coin Healing (Su) If the greed coin is damaged, it can use its Consume Coins ability to healing 1 point of damage.
Consume Coins (Ex) A greed coin can eat a Fine coin-shaped object within 2 rounds. It either allows the greed coin to create other greed coins or to heal itself.
Replicate (Su) After consuming a coin, the greed coin can spit out another greed coin, fully healed and ready. The process takes 2 rounds.
Combat
A greed coin does not attack alone. It prefers to produce its breed and then starts swarming on its foes.
Greed coins are the creation of a wizard who got tired of having his finances stolen or taken for taxes and payments. One day, he transformed a gold coin into an automaton that feeds on money. He then slipped the coin into a little pile of coins and got it stolen by a thief. Weeks later, the authorities found the corpse of the thief, eviscerated to the bones.
A greed coin looks like an ordinary coin, except its side can open like a mouth revealing sharp teeth. It does not speak nor make any vocal noise.
Construct Traits (Ex) Constructs are immune to
death effects, disease, mind-affecting effects (charms,
compulsions, phantasms, patterns, and morale effects),
necromancy effects, paralysis, poison, sleep, stun, and
any effect that requires a Fortitude save (unless the effect
also works on objects, or is harmless). Constructs are
not subject to nonlethal damage, ability damage, ability
drain, fatigue, exhaustion, or energy drain. Constructs
are not at risk of death from massive damage.
Format: construct traits; Location: Immune.
Greed Coin Stack - CR 1
XP 400
N, Diminutive Construct (Swarm)
Init +4; Senses Blindsight 60 ft., Darkvision 60 ft., Tremorsense 60ft, Low-light vision; Perception +0
Defense
AC 18, touch 18, flat-footed 14 (+4 Size, +4 Dex)
hp 11 (d10)
Fort +0, Ref +4, Will +0
Defensive Abilities Construct Traits, Swarm Traits Immune Weapon Damage
Offense
Speed 5 ft. (1 Square)
Melee Swarm (1d6 plus Distraction)
Space 5 ft.; Reach 0 ft.
Special Attacks Coin healing, Consume Coins, Replicate, Distraction (DC 11)
Str 1, Dex 18, Con --, Int --, Wis 11, Cha 1
Base Atk +2; CMB -7; CMD 7 (Cannot be Tripped)
Feats Weapon FinesseB
Skills Disguise +0 (+30 when attempting to appear as a Coin)
Ecology
Environment Any
Organization Solitary, or Vault (2-4 Swarms)
Treasure None
Special Abilities
Coin Healing (Su) If the greed coin is damaged, it can use its Consume Coins ability to healing 1 point of damage.
Consume Coins (Ex) A greed coin can eat a Fine coin-shaped object within 2 rounds. It either allows the greed coin to create other greed coins or to heal itself.
Replicate (Su) After consuming a coin, the greed coin can spit out another greed coin, fully healed and ready. The process takes 2 rounds.
Construct Traits (Ex) Constructs are immune to
death effects, disease, mind-affecting effects (charms,
compulsions, phantasms, patterns, and morale effects),
necromancy effects, paralysis, poison, sleep, stun, and
any effect that requires a Fortitude save (unless the effect
also works on objects, or is harmless). Constructs are
not subject to nonlethal damage, ability damage, ability
drain, fatigue, exhaustion, or energy drain. Constructs
are not at risk of death from massive damage.
Format: construct traits; Location: Immune.
Swarm Traits: A swarm has no clear front or back and no discernable anatomy, so it is not subject to critical hits or flanking. A swarm made up of Tiny creatures takes half damage from slashing and piercing weapons. A swarm composed of Fine or Diminutive creatures is immune to all weapon damage. Reducing a swarm to 0 hit points or less causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent.
A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms) if the swarm has an Intelligence score and a hive mind. A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells.
Swarms made up of Diminutive or Fine creatures are susceptible to high winds, such as those created by a gust of wind spell. For purposes of determining the effects of wind on a swarm, treat the swarm as a creature of the same size as its constituent creatures. A swarm rendered unconscious by means of nonlethal damage becomes disorganized and dispersed, and does not reform until its hit points exceed its nonlethal damage.
Distraction (Ex) A creature with this ability can nauseate the creatures that it damages. Any living creature that takes damage from a creature with the distraction ability is nauseated for 1 round; a Fortitude save (DC 10 + 1/2 creature's HD + creature's Con modifier) negates the effect.
You see a coin stack that rolls and bounces toward you, just as if someone was controlling the coins.
A greed coin stack is created when a gathering of greed coins has reached the number of 1,500 coins.
Construction
A greed coin’s body must be made from a single gold coin, and then treated in oils and powders worth 1,000 gp. Creating the body requires a DC 20 Craft (Metalworking) check.
CL 9th; Craft Construct, animate objects, fabricate, alarm, caster must be at least 9th level; Price 2,500 gp; Cost 1,750 gp.
Steaming Soldier CR 5
XP 1,600
CE, Medium, Undead (Cold)
Init +2; Senses Darkvision 60 ft.; Perception +12
Aura Cold
Defense
AC 17, touch 12, flat-footed 15 (+2 Dex, +5 Natural)
hp 61 (7d8+21+9)
Fort +5, Ref +4, Will +7
Defensive Abilities Turn Resistance +4, Immunity to Cold, Undead Traits, Vulnerability to Fire
Offense
Space 5 ft. Reach 5 ft.
Speed 30 ft. (6 squares)
Melee Two Claws +8 (1d6+3 plus 1d6 Cold) and Slam +6 (1d6+3 plus 1d6 Cold)
Special Attacks Improved Grab, Create spawn, Drain Heat, Steam Cloud
Str 16, Dex 15, Con --, Int 11, Wis 14, Cha 16
Base Atk +5; CMB +8 (+12 for Grapples); CMD 20
Feats Combat Reflexes, Toughness, Improved Natural Attack (Claw), Multiattack, Improved Turn Resistance
Skills Stealth +13, Perception +12, Climb +10
Languages Common
Ecology
Environment Any
Organization Solitary, pair, gang (3–5), or pack (6–11)
Treasure None
Advancement: 8–14 HD (Medium)
Special Abilities
A ghostly shape appears through the dense fog, awkwardly ambling in your direction. As it nears, you can see that it is a shambling humanoid body, riddled with wicked lesions. These gory wounds perpetually steam the fog that surrounds you.
Steaming soldiers are undead born of battles on frigid tundra and unforgiving ice fields. These monstrosities arise when wounded warriors are left to die on the battlefield, and the icy landscape drains their warmth. Their name comes from their open wounds that fill the areas around them with clouds of steam. These creatures seek the natural warmth drained from them in death, and they terrorize travelers and small settlements in cold areas.
Steaming soldier are difficult to see due to the roiling mists that surrounds them, and they are usually only glimpsed as indistinct shapes in the fog. Behind their grim veil of fog, they are horrible creatures to behold, their undead nature evident from their deathly blue skin, luminous red eyes, and great gaping wounds that seep billowing clouds of steam.
Combat:
Steaming soldiers prefer to attack from surprise, using their ever-present mists for concealment. They close to melee as quickly as possible in order to claw and paralyze foes. Once a target is paralyzed, steaming soldiers use their drain heat ability to finish off the target and create a new steaming soldier.
Cold (Ex): A steaming soldier generates intense cold, causing opponents to take an extra 1d6 points of cold damage on an attack. Creatures attacking a steaming soldier unarmed or with natural weapons take this same cold damage each time one of their attacks hit.
Create Spawn (Su): Any humanoid that is slain by a Steaming Soldier's Drain Heat ability becomes a Steaming Soldier in 1d4 rounds. Spawn are not under the control of the Steaming Soldier that created them. They do not possess any of the abilities they had in life.
Drain Heat (Ex): A steaming soldier can drain heat from a victim by pulling it into a horrific kiss. A steaming soldier that makes a successful grapple check and pins its foe drains heat. The victim suffers 1d4 points of Constitution damage each round the pin is maintained.
Improved Grab (Ex): To use this ability, a Steaming Soldier must hit a creature of its size or smaller with both claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. In addition the Steaming Soldier gets a +4 bonus to CMB for grappling.
Steam Cloud (Su): A steaming soldier is always surrounded by a billowing cloud of mist that functions as the spell fog cloud, except that it always remains centered on the steaming soldier. Steaming soldiers can see through this mist and natural fog, suffering no miss chance. Magic fog affects visibility for them as normal.
Arctic Diamond CR 7
XP 3,200
N Large Magical Beast (Cold)
Init +5; Senses low-light vision, darkvision 60 ft, Scent.; Perception +9
Defense
AC 20, touch 14, flat-footed 15 (-1 Size, +5 Dex, +6 natural)
hp 59 (7d10+21)
Fort +5, Ref +10, Will +7
DR 10/magic
Offense
Speed 20 ft., fly 100 ft. (Good Maneuverability)
Melee Beak +13 melee (1d6+3 plus 1d6 cold), Two Talons +13 (+7 Full attack) (1d4+1 plus 1d6 cold), or Polar Ray +11 ranged touch (7d6 cold)
Space 10 ft.; Reach 5 ft.
Special Attacks Freezing touch, Polar ray
Spell-Like Abilities
At Will-- Fog cloud, mirror image; caster level 10th
Statistics
Str 16, Dex 20, Con 16, Int 12, Wis 14, Cha 12
Base Atk +7; CMB +11; CMD 26
Feats Point-blank Shot, Flyby attack, Weapon Finesse, Hover
Skills Fly +13, Perception +9, Survival +9, Stealth +7 (+13 in Stony Environs)
Languages Auran, Aquan, Common and Sylvan.
SQ Freezing Touch, Immunity to Cold, Vulnerability to Fire.
Ecology
Environment Cold Mountains
Organization solitary, pair
Treasure None, except diamond
Special Abilities
Polar Ray (Ex) An arctic diamond can fire a ice ray from its diamond once every 1d4 rounds. It has a maximum range of 40 ft., deals 7d6 of cold damage. This ability works like the polar ray spell. The caster level is equal to the arctic diamond’s HD and the range is equal to 25 ft + 5/2 HD. An arctic diamond’s polar ray may be used once every 1d4 rounds
Freezing Touch (Su) A mere touch from an arctic diamond is icy cold. Its natural weapons deals an additional 1d6 points of cold damage.
Racial Modifiers +2 Stealth (+6 in stony environs)
This creature has the appearance of a large peacock, with blue and white feathers and a majestic head crest of dark blue feathers. Its eyes are deep blue with pearl-sized white pupils. Its most significant feature, however, is the diamond lodged in its forehead and it shines with a faint blue-white light.
This creature has the word “confusion” written all over it. Many are easily confused by the name “Arctic Diamond”, thinking it is a great treasure worth thousand of gold, and many faced the wrath a real arctic diamond, a fiercely territorial and protective avian with similar habits that match birds of prey. Its appearance also confuses explorers, since a normal peacock is not a threat to humanoids, and again many perished frozen solid due to overconfidence.
An arctic diamond behaves like any other birds. It seeks a place to nest, a mountain by preference, then it searches for a mate and raises chicks. An arctic diamond is very protective and territorial when it covers the eggs and raises its chicks. Both parents take turns taking care of their young and hunting and defending their domains. So generally, a arctic diamond’s domain is littered with frozen statues of unfortunate creatures who dared to enter.
An arctic diamond is omnivorous and can eat just about anything it can kill. Hares, fishes, snow spiders and even white dragon wyrmlings, which make those dragons the greatest predators to an arctic diamond, either for vengeance or simply for the diamond it possesses. Winter wolves are also a common threat.
An arctic diamond can be friendly to creatures who mean no harm to it or its chicks, and can help them in need, regardless of motives. This bird can be seen as a protector for an uldra village as well as a battle mount for a frostfolk barbarian.
Combat
An arctic diamond prefers to stay in the air, firing its chilling polar ray from above. When its prey looks weak it dives toward and finishes off with its beak and talons. If its polar ray does not seem to affect the creature, then it flies off and search of another meal. The diamond of a killed arctic diamond is no longer magical, but keeps its value in gp.
Aye Aye (Nocturnal Lemur) CR 1/6
XP 65
N, Tiny, Animal
Init +3; Senses Darkvision 60 ft.; Perception +5
Defense
AC 15, touch 15, flat-footed 12 (+2 Size, +3 Dex)
hp 4 (1d8)
Fort +1, Ref +5, Will +1
Defensive Abilities
Offense
Space 2 1/2 ft.; Reach 0 ft.
Speed 20 ft. Climb 20 ft.
Melee Bite +3 (1d4-3)
Special Attacks
Str 4, Dex 16, Con 10, Int 2, Wis 14, Cha 2
Base Atk +0; CMB +1; CMD 8 (12 vs Trip)
Feats Weapon Finesse (Bite), Alertness
Skills Acrobatics +11, Climb +11, Stealth +7, Perception +5
Languages
Ecology
Environment Thick Forests or Jungles
Organization Solitary
Special Abilities
Light Vulnerability (Ex): The eyes and bodies of nocturne lemurs are vulnerable to normal sunlight and anything above a dim light source. Illumination equal to the light spell or brighter imposes a -1 penalty to the lemur's attack rolls. Additionally, exposure to full sunlight causes 1 hit point of damage per minute to any unprotected ones.
Racial Modifiers: +8 racial bonus to Climb and Acrobatics checks, and a +4 on Stealth checks when in darkness. The Nocturne's use their Dexterity modifier instead of their strength modifier on Climb checks.
Familiar Bonus: The owner of the familiar gains Darkvision 30 ft.
Nocturne lemurs live in very thick forests or jungles, where they can stay in deep shade even during the day.
The creature sitting on the wizards shoulder appears to be a sort of lemur, a very dark furred animal curled up on behind his right ear. It's ears perk up when you move, and it looks over at you with almost disconcerting glowing yellow eyes. As the wizard steps out of the shade, it hisses slightly and climbs down over his shoulder onto his back, still shaded at the angle he is standing.
Nocturne Lemurs are often used by wizards as familiars, as they grant +30 ft. darkvision as a familiar. (If the owner of the familiar already has darkvision, it gets an additional 30 ft added to what they already have.)
I would like to get opinions on them, as to if their CR's are at the right number, and if there are any mistakes in the stat blocks. If you're not familiar with the pathfinder system, then you can find the SRD here.
http://paizo.com/pathfinderRPG/prd/index.html
The monster creation section is here
http://paizo.com/pathfinderRPG/prd/monsters/monsterCreation.html
In order to convert these creatures to 3.5 Here are a list of the conversion changes Pathfinder makes from 3.5 - > Pathfinder.
• Monster Hit Dice types are linked to their base attack
progression, just as with characters.
This means that monstrous humanoids and outsiders receive +1 hit point per Hit Die they possess.
Oozes, which dropped down to d8 Hit Dice, lose 1 hit point per Hit Die.
Undead, which dropped down to d8 Hit Dice, lose 2 hit points per Hit Die, but they now use their
Charisma modifier in place of their Constitution modifier when calculating hit points and Fortitude saves.
Mindless undead typically have a Charisma score of 10, whereas intelligent undead tend to have a higher Charisma score.
===============================================
• Instead of altering the Hit Dice of constructs, their base attack bonuses have been increased from the medium
progression to the fast progression. This means that all constructs receive a +1 bonus on attack rolls, and to
their CMB and CMD. This bonus increases by +2 at 5 Hit Dice and by an additional +1 for every 4 Hit Dice they
possess beyond 5.
Undead, which increase from a slow progression to a medium progression, receive a +1 bonus
on attack rolls and to their CMB and CMD at 3 Hit Dice, the bonus increasing by +1 for every 4 Hit Dice after 3 that
they possess.
===============================================
• Calculate the monster’s CMB and CMD using the same method used for characters. Note that if a monster has
improved grab, or a similar ability, it receives a +4 bonus on CMB checks made to grapple.
Creatures that drained levels now bestow permanent negative levels. The DC to resist or remove these levels
is unchanged.
===============================================
• Constructs, plants, and most undead are no longer immune to sneak attacks or critical hits. Elementals, incorporeal
undead, and oozes are still immune to such attacks.
The creatures as listed
Icy Prisoner
Crimson Breather
Green Coin
Green Coin Stack
Steaming Soldier
Arctic Diamond
Aye Aye
Icy Prisoner CR 6
XP 2,400
CE, Medium, Undead (Cold)
Init +2 Senses Darkvision 60 ft.; Perception +8
Aura Cold
Defense
AC 19, touch 12, flat-footed 17 (+2 Dex, +7 Natural)
hp 54 (7d8+14+9)
Fort +4, Ref +4, Will +6
Defensive Abilities Immunity to Cold, Vulnerability to Fire
Offense
Space 5 ft. Reach 5 ft.
Speed 30 ft. Swim 30 ft. Burrow 30 ft.
Melee Two Claws +10 (1d4+4 plus 1d6 cold plus Paralysis, and Frostbite) and Bite +7 (1d4+4 plus 1d6 cold plus Paralysis, and Frostbite)
Special Attacks Frostbite (DC 15), Paralysis (1d4+1 rounds; DC 17), Create Spawn
Str 18, Dex 14, Con --, Int 10, Wis 13, Cha 15
Base Atk +5; CMB +9; CMD 21
Feats Power Attack, Athletic, Toughness, Contagious Paralysis, Ability Focus (Paralysis)
Skills Climb +11, Stealth +8, Perception +7, Swim +15
Languages Common
Ecology
Environment Any Cold
Organization Solitary, pair, gang (3–5), or pack (6–11)
Treasure None
Advancement: 8–11 HD (Medium)
Special Abilities
Cold (Ex): An icy prisoner generates intense cold, causing opponents to take an extra 1d6 points of cold damage every time the creature succeeds on a claw attack. Creatures attacking an icy prisoner unarmed or with natural weapons take this same cold damage each time one of their attacks hit.
Create Spawn (Su): Any humanoid drowned by an icy prisoner becomes an icy prisoner in 1d4 rounds. Spawn are not under the control of the icy prisoner that created them. They do not possess any of the abilities they had in life.
Frostbite (Ex): A creature that sustains cold damage from an Icy Prisoner's melee attacks must make a DC 15 Fortitude save or become frostbitten. Creatures suffering from frostbite are fatigued (cannot run or charge, suffer a -2 penalty to Strength and Dexterity). These penalties end when the cold damage is healed. The save DC is Charisma-based.
Paralysis (Ex): Creatures that suffer cold damage from a steaming soldier's melee attacks must make a DC 17 Fortitude save or be covered in a skin of frost that paralyzes them for 1d4+1 rounds. The save DC is Charisma-based. Anyone who comes in contact with a creature paralyzed in this fashion must also succeed a DC 19 Fortitude Save or become paralyzed themselves as the supernatural ice spreads to its new victim.
Erupting in an explosion of ice and snow, a slick, frostbitten body burst from the frozen waters below. It glares at you with cold eyes and hefts its ice-encrusted corpse in your direction.
Icy prisoners are undead creatures created from the bodies of those drowned in icy lakes, ponds, or streams. These creatures spend most of the existences morbidly bobbing below the ice of their watery tombs, waiting to ambush and drown passerby who come too near.
Icy prisoners appear as grotesque, humanoid forms entombed in ice-covered bodies of water. The dead, frostbitten skin of these horrors lies pallid beneath the useless tatters of their remaining winter clothing. From a face sickly discolored by extreme cold, an icy prisoner's eyes glow with pale, watery blue illumination, and their lingering hair hands down frozen to their sallow faces
Combat: An icy prisoner lies in wait until it sees a target, then pounds on the ice above it in mock-death throes, hoping to draw the target closer to investigate. It then bursts through the ice and attempts to grapple the unfortunate soul. If successful, the icy prisoner tries to pull the victim into the freezing water and holds him until he drowns.
An icy prisoner can burrow only through ice and snow.
Crimson Breather CR 5
XP 1,600
CE, Small, Undead
Init +3; Senses Darkvision 60 ft., Scent; Perception +7
Defense
AC 18, touch 14, flat-footed 15 (+1 size, +3 Dex, +4 natural)
hp 60 (8d8+24)
Fort +5, Ref +5, Will +5
Defensive Abilities
Offense
Space 5 ft. Reach 5 ft. (10 ft. with tongue)
Speed 20 ft. Fly 15 ft. (Poor Maneuverability)
Melee Bite +10 (1d4+2 plus blood drain) or Tongue +11 (blood drain)
Special Attacks Blood Drain (DC 19), Create Spawn, Poison Breath (DC 19)
Str 12, Dex 16, Con --, Int 10, Wis 8, Cha 16
Base Atk +6; CMB +6; CMD 19
Feats Weapon Finesse, Ability focus (blood drain), Ability focus (poison breath), Weapon Focus (Tongue)
Skills Fly +11, Climb +9, Stealth +11 (+15 in shadow), Perception +7
Languages
Ecology
Environment Any Land
Organization Solitary, or Troup (1 plus 3d4 zombies)
Treasure Standard
Advancement: 9-15 HD (Small); 16-22 HD (Medium)
Special Abilities
Blood Drain (Ex): A crimson breather can suck blood from a living victim with its fangs by making a successful bite or tongue attack. The target must make a Fortitude save DC 19 or lose 1d4 points of Constitution damage. On a successful save, the drain is negated. On each such successful attack, the crimson breather gains 5 temporary hit points. The save is Charisma-based.
Create Spawn (Su): Any creature who dies from the crimson breather’s blood drain or poison breath turns into a zombie within 1d4 minutes after its death. A creature whose blood has been drained automatically turns into a zombie. Those who die from the poison have a 50% chance of becoming a zombie. All zombies are compelled to obey the crimson breather, as a cleric’ ability to command undead. A crimson breather can't control more than twice its hit dice worth of zombies.
Poison Breath (Su): Once every 2d4 rounds, a crimson breather can belch a smoky-red poisonous cloud at its foes. The cloud is 10 feet wide, 10 feet high and 20 feet long. The poison deals 1d6 Con as initial damage and 1d6 Con as secondary damage. A Fortitude save DC 19 negates the poison. The save is Charisma-based.
Racial Modifiers: A crimson breather gains a +4 to Stealth checks when concealed in shadows and in darkness.
A pale figure sprouts from the shadow of the night. It looks like a hairless toad-headed chubby halfling with pale watery eyes and sharp fangs. Two small leathery wings protrude from its back. As it pulls out its tongue, blood drips from its large mouth and a crimson vapor comes out of it.
A crimson breather is a vicious undead that crave blood and transforms its victims into zombies. Said to be a daring halfling who fell victim to a crimson death, its origin is still shrouded in mystery.
Fortunately, few of these undead exist, but they are rarely encountered alone. Many zombies who died from drained blood or poison follow its creator on its trek. This undead is not stupid; being mistaken for a vampire, it often uses this fear to feed on innocent victims.
Crimson breathers are about 3 feet tall and weighs around 50 lbs. They speak Common with their raspy and slurred voices.
Combat
A crimson breather strikes from ambush, letting its zombie horde to soften the targets. It slaps its target with its tongue and goes into a biting frenzy to quicken drain the target of its blood. Against multiple opponents, its breathe out its poison into a cloud.
Greed Coin - CR 1/8
XP 50
N, Diminutive Construct
Init +4; Senses Blindsight 60 ft., Darkvision 60 ft., Tremorsense 60ft, Low-light vision; Perception +0
Defense
AC 18, touch 18, flat-footed 14 (+4 Size, +4 Dex)
hp 5 (1d10)
Fort +0, Ref +4, Will +0
Defensive Abilities Construct Traits
Offense
Speed 5 ft. (1 Square)
Melee Bite +5 (1)
Space 1 ft.; Reach 0 ft.
Special Attacks Coin healing, Consume Coins, Replicate
Str 1, Dex 18, Con --, Int --, Wis 11, Cha 1
Base Atk +1; CMB -8; CMD 6 (Cannot be Tripped)
Feats Weapon FinesseB
Skills Disguise +0 (+30 when attempting to appear as a Coin)
Ecology
Environment Any
Organization Solitary, Purse (2-10), or Swarm (See Below)
Treasure None
Special Abilities
Coin Healing (Su) If the greed coin is damaged, it can use its Consume Coins ability to healing 1 point of damage.
Consume Coins (Ex) A greed coin can eat a Fine coin-shaped object within 2 rounds. It either allows the greed coin to create other greed coins or to heal itself.
Replicate (Su) After consuming a coin, the greed coin can spit out another greed coin, fully healed and ready. The process takes 2 rounds.
Combat
A greed coin does not attack alone. It prefers to produce its breed and then starts swarming on its foes.
Greed coins are the creation of a wizard who got tired of having his finances stolen or taken for taxes and payments. One day, he transformed a gold coin into an automaton that feeds on money. He then slipped the coin into a little pile of coins and got it stolen by a thief. Weeks later, the authorities found the corpse of the thief, eviscerated to the bones.
A greed coin looks like an ordinary coin, except its side can open like a mouth revealing sharp teeth. It does not speak nor make any vocal noise.
Construct Traits (Ex) Constructs are immune to
death effects, disease, mind-affecting effects (charms,
compulsions, phantasms, patterns, and morale effects),
necromancy effects, paralysis, poison, sleep, stun, and
any effect that requires a Fortitude save (unless the effect
also works on objects, or is harmless). Constructs are
not subject to nonlethal damage, ability damage, ability
drain, fatigue, exhaustion, or energy drain. Constructs
are not at risk of death from massive damage.
Format: construct traits; Location: Immune.
Greed Coin Stack - CR 1
XP 400
N, Diminutive Construct (Swarm)
Init +4; Senses Blindsight 60 ft., Darkvision 60 ft., Tremorsense 60ft, Low-light vision; Perception +0
Defense
AC 18, touch 18, flat-footed 14 (+4 Size, +4 Dex)
hp 11 (d10)
Fort +0, Ref +4, Will +0
Defensive Abilities Construct Traits, Swarm Traits Immune Weapon Damage
Offense
Speed 5 ft. (1 Square)
Melee Swarm (1d6 plus Distraction)
Space 5 ft.; Reach 0 ft.
Special Attacks Coin healing, Consume Coins, Replicate, Distraction (DC 11)
Str 1, Dex 18, Con --, Int --, Wis 11, Cha 1
Base Atk +2; CMB -7; CMD 7 (Cannot be Tripped)
Feats Weapon FinesseB
Skills Disguise +0 (+30 when attempting to appear as a Coin)
Ecology
Environment Any
Organization Solitary, or Vault (2-4 Swarms)
Treasure None
Special Abilities
Coin Healing (Su) If the greed coin is damaged, it can use its Consume Coins ability to healing 1 point of damage.
Consume Coins (Ex) A greed coin can eat a Fine coin-shaped object within 2 rounds. It either allows the greed coin to create other greed coins or to heal itself.
Replicate (Su) After consuming a coin, the greed coin can spit out another greed coin, fully healed and ready. The process takes 2 rounds.
Construct Traits (Ex) Constructs are immune to
death effects, disease, mind-affecting effects (charms,
compulsions, phantasms, patterns, and morale effects),
necromancy effects, paralysis, poison, sleep, stun, and
any effect that requires a Fortitude save (unless the effect
also works on objects, or is harmless). Constructs are
not subject to nonlethal damage, ability damage, ability
drain, fatigue, exhaustion, or energy drain. Constructs
are not at risk of death from massive damage.
Format: construct traits; Location: Immune.
Swarm Traits: A swarm has no clear front or back and no discernable anatomy, so it is not subject to critical hits or flanking. A swarm made up of Tiny creatures takes half damage from slashing and piercing weapons. A swarm composed of Fine or Diminutive creatures is immune to all weapon damage. Reducing a swarm to 0 hit points or less causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent.
A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms) if the swarm has an Intelligence score and a hive mind. A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells.
Swarms made up of Diminutive or Fine creatures are susceptible to high winds, such as those created by a gust of wind spell. For purposes of determining the effects of wind on a swarm, treat the swarm as a creature of the same size as its constituent creatures. A swarm rendered unconscious by means of nonlethal damage becomes disorganized and dispersed, and does not reform until its hit points exceed its nonlethal damage.
Distraction (Ex) A creature with this ability can nauseate the creatures that it damages. Any living creature that takes damage from a creature with the distraction ability is nauseated for 1 round; a Fortitude save (DC 10 + 1/2 creature's HD + creature's Con modifier) negates the effect.
You see a coin stack that rolls and bounces toward you, just as if someone was controlling the coins.
A greed coin stack is created when a gathering of greed coins has reached the number of 1,500 coins.
Construction
A greed coin’s body must be made from a single gold coin, and then treated in oils and powders worth 1,000 gp. Creating the body requires a DC 20 Craft (Metalworking) check.
CL 9th; Craft Construct, animate objects, fabricate, alarm, caster must be at least 9th level; Price 2,500 gp; Cost 1,750 gp.
Steaming Soldier CR 5
XP 1,600
CE, Medium, Undead (Cold)
Init +2; Senses Darkvision 60 ft.; Perception +12
Aura Cold
Defense
AC 17, touch 12, flat-footed 15 (+2 Dex, +5 Natural)
hp 61 (7d8+21+9)
Fort +5, Ref +4, Will +7
Defensive Abilities Turn Resistance +4, Immunity to Cold, Undead Traits, Vulnerability to Fire
Offense
Space 5 ft. Reach 5 ft.
Speed 30 ft. (6 squares)
Melee Two Claws +8 (1d6+3 plus 1d6 Cold) and Slam +6 (1d6+3 plus 1d6 Cold)
Special Attacks Improved Grab, Create spawn, Drain Heat, Steam Cloud
Str 16, Dex 15, Con --, Int 11, Wis 14, Cha 16
Base Atk +5; CMB +8 (+12 for Grapples); CMD 20
Feats Combat Reflexes, Toughness, Improved Natural Attack (Claw), Multiattack, Improved Turn Resistance
Skills Stealth +13, Perception +12, Climb +10
Languages Common
Ecology
Environment Any
Organization Solitary, pair, gang (3–5), or pack (6–11)
Treasure None
Advancement: 8–14 HD (Medium)
Special Abilities
A ghostly shape appears through the dense fog, awkwardly ambling in your direction. As it nears, you can see that it is a shambling humanoid body, riddled with wicked lesions. These gory wounds perpetually steam the fog that surrounds you.
Steaming soldiers are undead born of battles on frigid tundra and unforgiving ice fields. These monstrosities arise when wounded warriors are left to die on the battlefield, and the icy landscape drains their warmth. Their name comes from their open wounds that fill the areas around them with clouds of steam. These creatures seek the natural warmth drained from them in death, and they terrorize travelers and small settlements in cold areas.
Steaming soldier are difficult to see due to the roiling mists that surrounds them, and they are usually only glimpsed as indistinct shapes in the fog. Behind their grim veil of fog, they are horrible creatures to behold, their undead nature evident from their deathly blue skin, luminous red eyes, and great gaping wounds that seep billowing clouds of steam.
Combat:
Steaming soldiers prefer to attack from surprise, using their ever-present mists for concealment. They close to melee as quickly as possible in order to claw and paralyze foes. Once a target is paralyzed, steaming soldiers use their drain heat ability to finish off the target and create a new steaming soldier.
Cold (Ex): A steaming soldier generates intense cold, causing opponents to take an extra 1d6 points of cold damage on an attack. Creatures attacking a steaming soldier unarmed or with natural weapons take this same cold damage each time one of their attacks hit.
Create Spawn (Su): Any humanoid that is slain by a Steaming Soldier's Drain Heat ability becomes a Steaming Soldier in 1d4 rounds. Spawn are not under the control of the Steaming Soldier that created them. They do not possess any of the abilities they had in life.
Drain Heat (Ex): A steaming soldier can drain heat from a victim by pulling it into a horrific kiss. A steaming soldier that makes a successful grapple check and pins its foe drains heat. The victim suffers 1d4 points of Constitution damage each round the pin is maintained.
Improved Grab (Ex): To use this ability, a Steaming Soldier must hit a creature of its size or smaller with both claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. In addition the Steaming Soldier gets a +4 bonus to CMB for grappling.
Steam Cloud (Su): A steaming soldier is always surrounded by a billowing cloud of mist that functions as the spell fog cloud, except that it always remains centered on the steaming soldier. Steaming soldiers can see through this mist and natural fog, suffering no miss chance. Magic fog affects visibility for them as normal.
Arctic Diamond CR 7
XP 3,200
N Large Magical Beast (Cold)
Init +5; Senses low-light vision, darkvision 60 ft, Scent.; Perception +9
Defense
AC 20, touch 14, flat-footed 15 (-1 Size, +5 Dex, +6 natural)
hp 59 (7d10+21)
Fort +5, Ref +10, Will +7
DR 10/magic
Offense
Speed 20 ft., fly 100 ft. (Good Maneuverability)
Melee Beak +13 melee (1d6+3 plus 1d6 cold), Two Talons +13 (+7 Full attack) (1d4+1 plus 1d6 cold), or Polar Ray +11 ranged touch (7d6 cold)
Space 10 ft.; Reach 5 ft.
Special Attacks Freezing touch, Polar ray
Spell-Like Abilities
At Will-- Fog cloud, mirror image; caster level 10th
Statistics
Str 16, Dex 20, Con 16, Int 12, Wis 14, Cha 12
Base Atk +7; CMB +11; CMD 26
Feats Point-blank Shot, Flyby attack, Weapon Finesse, Hover
Skills Fly +13, Perception +9, Survival +9, Stealth +7 (+13 in Stony Environs)
Languages Auran, Aquan, Common and Sylvan.
SQ Freezing Touch, Immunity to Cold, Vulnerability to Fire.
Ecology
Environment Cold Mountains
Organization solitary, pair
Treasure None, except diamond
Special Abilities
Polar Ray (Ex) An arctic diamond can fire a ice ray from its diamond once every 1d4 rounds. It has a maximum range of 40 ft., deals 7d6 of cold damage. This ability works like the polar ray spell. The caster level is equal to the arctic diamond’s HD and the range is equal to 25 ft + 5/2 HD. An arctic diamond’s polar ray may be used once every 1d4 rounds
Freezing Touch (Su) A mere touch from an arctic diamond is icy cold. Its natural weapons deals an additional 1d6 points of cold damage.
Racial Modifiers +2 Stealth (+6 in stony environs)
This creature has the appearance of a large peacock, with blue and white feathers and a majestic head crest of dark blue feathers. Its eyes are deep blue with pearl-sized white pupils. Its most significant feature, however, is the diamond lodged in its forehead and it shines with a faint blue-white light.
This creature has the word “confusion” written all over it. Many are easily confused by the name “Arctic Diamond”, thinking it is a great treasure worth thousand of gold, and many faced the wrath a real arctic diamond, a fiercely territorial and protective avian with similar habits that match birds of prey. Its appearance also confuses explorers, since a normal peacock is not a threat to humanoids, and again many perished frozen solid due to overconfidence.
An arctic diamond behaves like any other birds. It seeks a place to nest, a mountain by preference, then it searches for a mate and raises chicks. An arctic diamond is very protective and territorial when it covers the eggs and raises its chicks. Both parents take turns taking care of their young and hunting and defending their domains. So generally, a arctic diamond’s domain is littered with frozen statues of unfortunate creatures who dared to enter.
An arctic diamond is omnivorous and can eat just about anything it can kill. Hares, fishes, snow spiders and even white dragon wyrmlings, which make those dragons the greatest predators to an arctic diamond, either for vengeance or simply for the diamond it possesses. Winter wolves are also a common threat.
An arctic diamond can be friendly to creatures who mean no harm to it or its chicks, and can help them in need, regardless of motives. This bird can be seen as a protector for an uldra village as well as a battle mount for a frostfolk barbarian.
Combat
An arctic diamond prefers to stay in the air, firing its chilling polar ray from above. When its prey looks weak it dives toward and finishes off with its beak and talons. If its polar ray does not seem to affect the creature, then it flies off and search of another meal. The diamond of a killed arctic diamond is no longer magical, but keeps its value in gp.
Aye Aye (Nocturnal Lemur) CR 1/6
XP 65
N, Tiny, Animal
Init +3; Senses Darkvision 60 ft.; Perception +5
Defense
AC 15, touch 15, flat-footed 12 (+2 Size, +3 Dex)
hp 4 (1d8)
Fort +1, Ref +5, Will +1
Defensive Abilities
Offense
Space 2 1/2 ft.; Reach 0 ft.
Speed 20 ft. Climb 20 ft.
Melee Bite +3 (1d4-3)
Special Attacks
Str 4, Dex 16, Con 10, Int 2, Wis 14, Cha 2
Base Atk +0; CMB +1; CMD 8 (12 vs Trip)
Feats Weapon Finesse (Bite), Alertness
Skills Acrobatics +11, Climb +11, Stealth +7, Perception +5
Languages
Ecology
Environment Thick Forests or Jungles
Organization Solitary
Special Abilities
Light Vulnerability (Ex): The eyes and bodies of nocturne lemurs are vulnerable to normal sunlight and anything above a dim light source. Illumination equal to the light spell or brighter imposes a -1 penalty to the lemur's attack rolls. Additionally, exposure to full sunlight causes 1 hit point of damage per minute to any unprotected ones.
Racial Modifiers: +8 racial bonus to Climb and Acrobatics checks, and a +4 on Stealth checks when in darkness. The Nocturne's use their Dexterity modifier instead of their strength modifier on Climb checks.
Familiar Bonus: The owner of the familiar gains Darkvision 30 ft.
Nocturne lemurs live in very thick forests or jungles, where they can stay in deep shade even during the day.
The creature sitting on the wizards shoulder appears to be a sort of lemur, a very dark furred animal curled up on behind his right ear. It's ears perk up when you move, and it looks over at you with almost disconcerting glowing yellow eyes. As the wizard steps out of the shade, it hisses slightly and climbs down over his shoulder onto his back, still shaded at the angle he is standing.
Nocturne Lemurs are often used by wizards as familiars, as they grant +30 ft. darkvision as a familiar. (If the owner of the familiar already has darkvision, it gets an additional 30 ft added to what they already have.)