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ArotaAlehthrra
2014-05-31, 11:43 AM
So my intrepid party has decided to let the dwarf lead them into the Deep Roads Underdark Darklands, and I want part of their underground journey to take them through an area similar to Deepholm in World of Warcraft. Only monster I found that fits the theme is the Crysmal, so I used this monster generator (http://sourceforge.net/projects/monstergenerato/) to convert three monsters from WoW into Pathfinder. I wanted to stay true to the feel of the original mobs, so they have no spell-like abilities, only melee brutality. This is my first time making monsters for Pathfinder though, so - PEACH please?

Colossi - CR 8
N Huge Outsider (Earth, Elemental, Native)
Init -1; Senses Darkvision 60ft, Tremorsense 30ft; Perception +18

DEFENSE
AC 23, touch 7, flat-footed 23 (-2 size, -1 Dex, +16 natural)
hp 114 (12d10+48)
Fort +8, Ref +7, Will +11
DR 5/Magic
Immunities Bleed, Paralysis, Poison, Stun, Critical Hit, Flanking, Sneak Attack, Aging
Resist Cold 10, Electricity 10, Fire 10
Weaknesses Sonic Vulnerability

OFFENSE
Speed 40 ft.
Melee 2 slams +18 (2d6+8)
Space 15 ft.; Reach 15 ft.
Special Attacks Grab (slam), Crush (2d6+12, DC 20)

STATISTICS
Str 26, Dex 8, Con 18, Int 8, Wis 16, Cha 10
Base Atk +12; CMB +22 (+26 grapple); CMD 31
Feats Awesome Blow, Improved Bull Rush, Improved Natural Attack (slam), Improved Overrun, Power Attack, Throw Anything
Skills: Diplomacy +12, Knowledge (geology) +11, Perception +18, Sense Motive +18, Survival +15
Languages Undercommon, Terran
SQ Outsider Traits

SPECIAL ABILITIES
Grab (Ex): If a Colossi hits with its slam attack(s), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Grab can only be used against targets of a size Huge or smaller.
The Colossi has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself.
A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text).
Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.
Crush (Ex): A Colossi can fall down upon enemies of three size categories smaller than itself, using its whole body to crush them. Crush effects all creatures that the monster can fit inside it's square after moving. Creatures in the affected area suffer 2d6+12 damage, and must succeed on a DC 20 reflex save or be pinned, automatically taking bludgeoning damage during the next round unless the Colossi moves off of them. If the Colossi chooses to maintain the pin, it must succeed at a combat maneuver check as normal. Pinned foes take damage from the crush each round if they don't escape. The save DC is constitution-based.
Outsider Traits: Unlike most living creatures, an outsider does not have a dual nature—its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don't work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.

ECOLOGY
Environment: underground
Organization: solitary, cluster (2-6), or clan (10-30)
Treasure: standard (mineral-based, non-organic)

Made of stone and crystal, this colossus glows with the phospherecense of life deep underground.


Rockwyrm - CR 6
CN Large Outsider (Earth, Elemental, Native)
Init +2; Senses Blindsight 30ft; Perception +11

DEFENSE
AC 20, touch 12, flat-footed 17 (-1 size, +2 Dex, +1 dodge, +8 natural)
hp 68 (8d10+24)
Fort +7, Ref +8, Will +6
DR 5/Bludgeoning
Immunities Blind, Bleed, Paralysis, Poison, Stun, Critical Hit, Flanking, Sneak Attack, Aging
Resist Cold 10, Electricity 10, Fire 10
Weaknesses Sonic Vulnerability

OFFENSE
Speed 40 ft., burrow 40 ft.
Melee bite +12 (1d8+5) , slam +7 (1d6+5)
Space 10 ft.; Reach 10 ft.
Special Attacks Breath Weapon (40ft. cone, 6d6 piercing damage, Reflex DC 17 for half, usable every 1d4 rounds)

STATISTICS
Str 20, Dex 14, Con 16, Int 2, Wis 10, Cha 10
Base Atk +8; CMB +14; CMD 26 (can't be tripped)
Feats Dodge, Great Fortitude, Mobility, Power Attack
Skills: Perception +11, Survival +8
SQ Blind, Outsider Traits, Does not Breathe, Does not Eat, Does not Sleep, Blindsight 30ft

SPECIAL ABILITIES
Blind: A Rockwyrm is blind, and is thus immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
Breath Weapon (Su) A Rockwyrm can exhale a 40ft. cone of crystal shards as a breath weapon. This attack causes 6d6 piercing damage and allows a DC 17 reflex save for half damage. A Rockwyrm can use its breath weapon once every 1d6 rounds.
Outsider Traits: Unlike most living creatures, an outsider does not have a dual nature—its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don't work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.

ECOLOGY
Environment: underground
Organization: solitary, knot (3-6), or tangle (10-15)
Treasure: negligible

This great worm is comprised of spinning rings of stone and crystal, growing larger from tail to head, where a great maw of spiked crystals grinds dangerously.


Rock Spider - CR 4
CN Small Outsider (Earth, Elemental, Native)
Init +8; Senses Darkvision 60ft; Perception +10

DEFENSE
AC 17, touch 15, flat-footed 13 (+1 size, +4 Dex, +2 natural)
hp 39 (6d10+6)
Fort +3, Ref +9, Will +6
DR 5/Bludgeoning
Immunities Bleed, Paralysis, Poison, Stun, Critical Hit, Flanking, Sneak Attack

OFFENSE
Speed 40 ft., burrow 40 ft.
Melee 2 claws +9 (1d4+2) , bite +7 (1d4+2)
Special Attacks Web (+11 Ranged, DC 14, 6 hp)

STATISTICS
Str 14, Dex 18, Con 13, Int 2, Wis 12, Cha 8
Base Atk +6; CMB +7; CMD 21 (25 vs. trip)
Feats Improved Initiative, Improved Natural Attack (claw), Multiattack
Skills: Perception +10, Stealth +13
SQ Outsider Traits, Does not Breathe, Does not Eat, Does not Sleep

SPECIAL ABILITIES
Web (Ex) A Rock Spider can use webs to support itself and up to one additional creature of Small. In addition, a Rock Spider can throw a web up to eight times per day with +11 to hit. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the web spinner. An entangled creature can escape with a successful Escape Artist check or burst the web with a Strength check. Both are standard actions with a DC of 14. Attempts to burst a web by those caught in it take a –4 penalty. The break DC is constitution-based.
Rock Spiders can create sheets of sticky webbing up to three times their size. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Perception check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot-square section of web has 6 hit points and DR 5/—. A creature can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

Outsider Traits: Unlike most living creatures, an outsider does not have a dual nature—its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don't work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.

ECOLOGY
Environment: underground
Organization: cluster (2-5), tide (15-30)
Treasure: negligible

Four glowing, crystalline eyes watch you curiously from a body comprised entirely of shifting pieces of spiky rocks.


I'm not quite sure I correctly handled the Rockwyrm being blind and serpentine (I think the program might have been a hindrance there). I'd also like to find a way to have the Rock Spider go into a brief, one- or two-round 'frenzy' where it could make 4 claw attacks without upping the CR much (The party is level 5-6).