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    Firbolg in the Playground
     
    Admiral Squish's Avatar

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    Default Call to Brew! [Crossroads]

    So, the crossroads project just recently had its first anniversary, and it has occurred to me that we really havent made all that many monsters for the setting, and were really gonna need em if were gonna try to be ready to take this project to print by the beginning of next year. And since the task of creating this massive list of wholly new monsters for the setting is a bit daunting, were looking for a little outside help. So, since this forum has never let me down before, I had the idea to enlist the help of the gitp homebrewing community. In exchange for all your hard work, any brewer who submits a complete monster will get their name in the credits of the Crossroads: the New World bestiary!

    Below, theres a list of monsters that need to be made, with brief descriptions. I would recommend googling the monsters to get a more detailed mental image. To note, were using the pathfinder system for this setting, so monsters should be designed for pathfinder, though we will accept 3.5e submissions. If you want to create a monster, just mention that youre starting to work on it here, so we can mark it off as under construction. If you have any questions regarding the setting or mythology of the area, just ask away, well be glad to help out however we can. When youre finished, post it here, or post it in its own thread and post a link here. If you find a monster you think would fit into the setting but isnt listed, just mention it and well add it to the list. You can post a monster that youve already created if you want.

    Spoiler: Additional Rules
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    Credit will generally be given under your real name, unless you do not wish to share it, or we can't reach you to get it. Credit will be given in order of the number of monsters submitted, and alphabetical in case of equal numbers. Submitted monsters may be modified for balance, system compliance, spelling/grammar, or setting compliance reasons. If we end up not using a monster in the final edition for some reason, credit will not be given.


    Top Contributors:
    Rank Name # of Creations
    1st Bhu 21
    2nd Perturbulent 12
    3rd Superdave 11
    4th LOTRfan 6
    5th Dracomortis 3

    Pathfinder Stat Block/cheat Sheet
    Spoiler: Pathfinder Stat Block/cheat Sheet
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    HTML Code:
    [SIZE=4][b]Creature Name[/b] CR ??[/SIZE]
    [b]XP ???[/b] (see [url]http://www.d20pfsrd.com/classes/character-advancement[/url]
    Alignment Size Type (Subtype)
    [b]Init[/b] +? (equals Dex mod); [b]Senses[/b] blindsight, darkvision ?? ft., low-light vision, etc.; [b]Perception[/b] +?
    ____________
    [U][SIZE=4][b]DEFENSES[/b][/SIZE][/U]
    
    [b]AC[/b] ??, touch ?? (ignore armor bonus, shield bonus, and natural armor bonus), flat-footed ?? (ignore Dex bonus); (+? Armor, +? Shield, +? Size, +? Dex, +? Dodge, +? Misc.)
    [b]HP[/b] XdY+(Con mod x Hit Dice) (average hp)
    - d4 = 2.5
    - d6 = 3.5
    - d8 = 4.5
    - d10 = 5.5
    - d12 = 6.5
    [b]Fort[/b] +?, [b]Ref[/b] +?, [b]Will[/b] +? (Fighters have good" progression for Fort, and poor" progression for Ref and Will)
    [B]Immune [/B]???; [B]Resist [/B]???; [B]Vulnerable [/B]???; [B]SR [/B]???
    [B]DR[/B] ???/(what DR is overcome by; if nothing overcomes its DR, use "")
    ___________
    [U][size=4][b]OFFENSES[/b][/size][/U]
    
    [b]Speed[/b] ?? ft.; fly ?? ft. (maneuverability) (Note: 1 square/turn equals ~0.5 mph, or more accurately 0.568 mph)
    [b]Melee[/b] type +? (XdY+Str mod or Dex mod)
    [b]Ranged[/b] type +? (XdY+Dex mod)
    [b]Space[/b] ?? ft.; [b]Reach[/b] ?? ft. (for space, reach, and size-modifiers, see [url]http://www.d20pfsrd.com/gamemastering/combat/space-reach-threatened-area-templates[/url])
    [b]Spell-like Abilities[/b] (CL ?; concentration +? (these usually equal HD, for monsters)) (see [url]http://paizo.com/pathfinderRPG/prd/spellIndex.html[/url])
    [LIST][*]Constant  [I]???[/I][*]At will  [I]???[/I][*]5/day  [I]???[/I][*]3/day  [I]???[/I][*]1/day  [I]???[/I][/LIST]
    ____________
    [U][SIZE=4][b]STATISTICS[/b][/SIZE][/U]
    
    [b]Str[/b] ?? (+?), [b]Dex[/b] ?? (+?), [b]Con[/b] ?? (+?), [b]Int[/b] ?? (+?), [b]Wis[/b] ?? (+?), [b]Cha[/b] ?? (+?)
    [b]Base Atk[/b] (Total BAB from HD + Levels, see creature types); [b]CMB[/b] (BAB + Str mod + special size modifier); [b]CMD[/b] (10 + BAB + Str mod + Dex mod + special size modifier + misc. modifiers)
    [B]Attack [/B]: +(BAB+Str mod) type (XdY+Str mod)
    [B]Full Attack [/B]: +(BAB+Str mod) type (XdY+Str mod)
    - Primary attacks are made using the creature's full base attack bonus and add the creature's full Strength bonus on damage rolls.
    - Secondary attacks are made using the creature's base attack bonus 5 and add only 1/2 the creature's Strength bonus on damage rolls.
    - To find out which natural attacks are primary or secondary, see "Table: Natural Attacks by Size" at [url]http://paizo.com/prd/monsters/universalMonsterRules.html[/url])
    [b]Feats [/b] (one feat at first HD or level, plus one for every 2nd HD or level thereafter; at 1st, 3rd, 5th, 7th, etc.), Bonus Feat[SUP]B[/SUP]
    [b]Skills [/b]
    [b]Languages [/b]
    [B]SQ [/B]
    ____________________
    [U][size=4][b]SPECIAL ABILITIES[/b][/size][/U]
    
    (see Paizo Universal Monster Rules, [url]http://paizo.com/prd/monsters/universalMonsterRules.html[/url])
    _________
    [U][SIZE=4][b]ECOLOGY[/b][/SIZE][/U]
    
    [b]Environment [/b] (warm/temperate/cold) (bogs/marshes/swamps, cities, deserts, forests, hills, mountains, oceans, plains, rivers/lakes/streams, etc. or any)
    [b]Organization [/b] 
    [b]Treasure [/b] (none, incidental, half-standard, standard, double-standard, etc.)
    [b]Advancement [/b]("by class", "by HD"; the easiest way to advance creatures is to have them increase in size when they double their HD.)
    [B]Level Adjustment [/B]: (if N/A, use "")
    
    Details about the creature's behaviors, habitat, diet, range, intelligence, etc. If sentient, describe its worldview, ethics, language, and religion. If social, what is their culture like? Do they live in family groups, or are they solitary? How big are their settlements? How do they feed and clothe themselves? How do they interact with other beings and cultures they encounter?


    Spoiler: Native Monsters
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    Name Status Creator Description CR Type
    Acheri Done LOTRfan The spirit of a child who died in some gruesome and untimely fashion, coming back to attack other children. 3 Undead
    Agloolik Done Perturbulent A friendly water spirit that lives under the ice and gives aid to fishermen and hunters. Protects seals and seal cubs. 5 Fey
    Alebrijes Done Perturbulent Chaotic animal-like beings native to the spirit world, brightly colored and varied in form. +1 Magical Beast
    A-Mi-Kuk Done Perturbulent Large, slimy-skinned monster with four human arms and hands for legs. Lives in the bering sea, but can burrow into inland lakes and walk on land. 7 Magical Beast
    Anaye Claimed Amechra A group of extremely powerful beings born to virgins who partook of unnatural practices. Most were destroyed. Remaining anaye include Hunger, Poverty, Old Age, and Cold. - -
    Auvekoejak Claimed LOTRfan Mermaid-like creature with polar bear fur instead of scales. - -
    Auvvik Done Dracomortis A monstrous, blood-sucking caterpillar, actually rather friendly. 1/2 Magical Beast
    Az-I-Wu-Gum-Ki-Mukh-'Ti Done Debihuman A giant walrus with the front legs and head of a dog, black scales covering its body, and a huge fish tail that can kill a man with one blow. 4 Magical Beast
    Binaye Ahani Evil, limbless twins that can kill with a glance.
    Chenoo Done Perturbulent Humans turned into man-eating giants after committing a crime terrible enough to freeze their heart. 7 Humanoid (Giant)
    Cihuateotl Done Debihuman The spirits of women who died in childbirth, with skeletal faces and eagle claws. 12 Undead
    Cipactli Done Superdave Horrible creatures that are part crocodile, part fish, and part frog, with fanged mouths on every joint of their bodies. 5-8-12-17 Abberation
    Disemboweler Done Perturbulent A female monster who kills people walking alone at night, and sometimes makes victims laugh until their stomach bursts. 6 Monstrous Humanoid
    Dust Devil Dead human spirits who temporarily return to the mortal world. If it spins clockwise, its a good spirit, if it spins counterclockwise, it is evil.
    Emogoalekc Once human, turned partially into a sea monster when he threw himself into the sea to drown.
    Ewah A demon that drives anyone who sees it insane, so there are no reports of what it looks like
    Fsti Capcaki Done Bhu Tall, hairy, extremely strong humanoid. Carries a tree trunk as a weapon, and is known to tear trees in half. 7 Humanoid (Giant)
    Flying Head Done Superdave After a particularly violent demise, the decapitated head of a victim becomes an enormous, flying head with long, shaggy hair and fangs. 2 Undead
    Gaasyendietha Done Perturbulent A large, aquatic dragon that can fly on a trail of fire and breathe fire. Also known as meteor dragon. 7-10-15 Dragon
    Geldegwsets Done KitsuneBoxing Giants that live in rivers and eat fish, living in harmony with humans 5 Humanoid (Giant)
    Haakapaizizi Done Bhu A giant that takes the form of a grasshopper. 15 Humanoid (Giant)
    Haietlik Flying serpents of electricity that often travel with thunderbirds.
    Hakulaq A female monster that controls the weather. Her infant looks human and she sets him to float in a basket, such that kind-hearted people will rescue him. When they take him to shore, she appears and wipes out their village, claiming they stole her child.
    Harvestmen Done Perturbulent Monstrous daddy-long-legs. 1/4-11 Vermin
    Hayicanako A colossal woman who lives deep underground and supports the earth (somewhat like atlas). Earthquakes happen when she gets weak from hunger, and can be stopped by throwing meat into deep holes.
    Hinqumemen A living lake that drowns victims, particularly when they try to take buckets of it away.
    Hoga An enormous fish-like monster with pig ears, thick whiskers, and large tusks. It can change colors.
    Horned Alligator Done KitsuneBoxing Alligators with magical horns, horns can be removed from the body and used for various potions and rituals. 4 Magical Beast
    Hvcko Capko Done Perturbulent Creature with the head of a wolf, large eyes, and a horses tail. It stinks horribly and carries diseases, infecting everyone who touches it. 9 Magical Beast
    Ikuutayuq A female monster who kills victims at a ritual circle by drilling holes in them until they die.
    Imap Umassoursa An enormous monster that looks like a floating island, and hunts by flipping boats and eating the drowned sailors.
    Indacinga Done Bhu Forest giants strong enough to rip up trees or rip up peoples houses. 20 Humanoid (Giant)
    Inung A spirit pest that enters the body of a living creature and lives there until they die. After death, it emerges as a flickering light.
    Inupasugjuk Done Bhu Great arctic giants that live on the sea ice at the north pole and visit the mainland during winter when the sea ice is thick enough to support their weight. RUN Humanoid (Giant)
    Ishigaq Done LOTRfan Tiny humanoids only a foot tall that leave no footprints in snow. 1/2 Humanoid
    Jackalope claimed Dayaz A rabbit with deer antlers and a pheasants tail.
    Jogah, Ga-hon-ga CDone Debihuman A tiny fairy-like being with power over rocks and rivers. 3 Fey
    Jogah, Gandayah Done Debihuman A tiny fairy-like being with with the power to make earth fertile. 3 Fey
    Jogah, Oh-do-wa Done Debihuman A tiny fairy-like being that keeps spirits on the spirit world from returning to the mortal world. 4 Fey
    Jokao/Stonecoats Done Bhu Giants with stone skin and magical flint weapons. 11 Humanoid (Giant)
    Kachina Highly varied spirits representing embodiments of various things in the world, such as stones or insects or stars.
    Kaitorak A powerful forest spirit. Twigs cut from the spirit still have much of its power.
    Katutajuk/Katyutayuuq/Katyn Tayuuq A large head with stubby legs and arms. Devours everything, and is strong enough to burst through the walls of an igloo.
    Kaneakeluh A great cosmic bird that first brought fire to men.
    Kashehotapolo A man-deer that dwells in the forest, that runs so fast nobody has seen it clearly.
    Kawatilikalla Wolves that can take off their skins and become humans.
    Kelok A winged beast whose body explodes in flames.
    Kitzinackas A friendly water serpent with supernatural power that can be invoked in rituals.
    Kiwahkw Done Bhu Intelligent, cold undead that grow as they eat humans. +X Undead
    Koguhpuk Huge mammalian creatures that live underground because the sun will kill them. They only come to the surface during the long night in the depth of winter.
    Kolowisi A horned water serpent with sharp fangs that can take the form of a baby.
    Kushtaka Were-otters. Some stories paint them as cruel tricksters, other paint them as friendly and helpful. They may turn humans into kushtaka to save them from drowning.
    La Llorona Claimed Amechra An ancient ghost that drowned her children before drowning herself. Appears around rivers and lakes all through mexico and drowns children that come too close.
    Lenapizka An amphibious creature that lives in lakes.
    Mamagwasewug Forest-dwelling fairy-like creatures that are two feet tall with fur on their faces. They sail stone canoes.
    Matlose done Bhu A humanoid monster covered in black fur. Paralyzes its victims with a terrifying scream. 5 Outsider
    Mi-Ni-Wa-Tu A large mammalian creature with red fur, one eye, one forehead horn, and a spiked beavers tail that lives in rivers and swims very fast.
    Moogie A lizard-like creature that lives in the Ozarks.
    Nagual Humans with the power to shape shift into an animal related to their day of birth.
    Naked Bear Done Bhu A hairless, stiff-legged bear only vulnerable on the soles of its feet. 8 Magical Beast
    Nalusa Falaya A small shadow-creature that consumes the souls of the depressed.
    N-dam-keno-wet Done Bhu A hybrid of fish and human (not a merman) who loves to molest women in the bath. 1/2 Monstrous Humanoid
    Neglected Ancestral Spirit The spirits of ancestors that chose to remain on the spirit world to guide their progeny and have since been neglected and twisted to evil.
    Nunyenunc A giant predatory bird that grabs people and flies them off to its nest to be consumed.
    Obsidian Butterfly Swarm Done Superdave A swarm of obsidian butterflies that leave bleeding wounds and shred objects in their wake. 4 Construct
    Ogopogo 40-50 foot sea serpent that dwells in Okanagan lake.
    Old Man of the Mountain An enormous stone giant slumbering, buried in a mountain.
    Onnoint A giant horned snake that uses its magic horns to control the earth and crush enemies.
    Oshadagea A great eagle that carries water through the air in a hollow on its back. Puts out fires and spreads dew.
    Paija Done Bhu Extremely grotesque cannibalistic female. Covered in hair, with only one leg which emerges from her lady parts. Gaze may petrify. 5 Outsider
    Paiyuk A highly aggressive aquatic elk that hunts humans as its prey.
    Pal-Rai-Yuk Bizzare creature with six pawed legs, two fox heads, three stomachs, three dorsal fins, Thick fur, a froglike tongue, a fish/whale like tail and a serrated ridge on its back.
    Palulukon A powerful water serpent that can stop the earths spin and stop springs from flowing if people stop living in harmony with nature.
    Piasa A huge, scaled, catlike creature with deerlike horns, a very long tail with a fish tail on the end, and red eyes.
    Pskegdemus Done Bhu A female ghost that dwells in swamps. In some stories, its malevolent being, luring children to their demise. In others, its a tragic figure, having lost her own children she call out to children from loneliness. 9/9/9 Monstrous Humanoid/Undead/Outsider
    Pukwudgie Done Bhu A small humanoid with great magical power. It can transform into a walking porcupine, and those it kills rise as Tei-Pai-Wanka. 8 Fey
    Quailertetang A seal-man hybrid that serves Sedna, the sea goddess. It observes humans and reports on their wrongdoings.
    Quinametzin The former residents of the world, extinguished by the god for failure to worship them. Giants large enough to move great blocks of stone by themselves.
    Raw Gums A fearsome magician and cannibal, raw guns is a human transformed through his own evil magic and his diet of eating chiefs. He raises the bodies of the chiefs he eats as undead servants.
    Sa-Yin A water monster that resembles a centaur.
    Siat (male) / Bapet (female) Done Bhu Males kidnap children, females suckle them on their poisonous milk, killing them. Only killable with an obsidian arrow. 5 Humanoid (Giant)
    Sio Humis Happy and friendly rain spirits.
    Sisuitl Done Superdave A two-headed sea serpent with a human-like head in the middle of its body. 16 Magical Beast
    Skatene Done Bhu An ogre-like female who can turn into an owl and cuts the head off her victims. 4 Humanoid (Giant)
    Skunk, Dire Done Kopout A dire skunk with a foul spray. 1 Animal
    Snawfus A pure white deer with plants and flowers gowing from its antlers. Its hooves split into fingerlike digits, allowing it to climb and swing through the trees. It creates thunder, and blue clouds in autumn.
    Spearfinger Done Bhu An old woman covered on stone armor, with one long, spearlike finger that she uses to pick out a victim's liver. 12 outsider
    Stcemqestcint Humanlike creatures that wear nothing but buffalo skin and can turn into trees to hide. If you stare at one thats hiding as a tree for a long time, it may become stuck as a tree.
    Stikini A race of people able to turn into horned owls. At night they regurgitate their organs and turn into owls to enter the homes of their victims and steal their still-beating hearts. Once they turn back into humans, they re-swallow their organs. Owl-feathered arrows deal extra damage to them.
    Stoneclad Done Bhu An old man covered in stony armor, wielding a magic cane. Injured by the presence of menstruating women. 12 Outsider
    Sundew, Giant A giant predatory plant.
    Tah-Tah-Kle-Ah Done Bhu Evil ogre women who kidnap children in baskets lined with pitch they carry on their backs. Theyre also known to capture hunters to be their husbands. Or dinner. 10 Outsider
    Tammatuyuq Done Bhu Male cannibal monster, who turns human to gain the trust of a mother with a young child, then kidnaps said child and kills them by piercing its head with a needle/straw and drinking its life. 4 Humanoid (Giant)
    Tcipitckaam A crocodile-like sea serpent with a yellow horn projecting out of its forehead. It can turn into a handsome young man to lure women close to drown them.
    Teehooltsoodi A massive otter with bull-like horns. It can control water and create floods.
    Teyu-Yagua A reptile monster with seven dog heads that breath fire, and shiny skin. Very powerful, but calm and harmless.
    Thelgeth Claimed Bhu Hairy, headless, man-eating creatures. Members of the Anaye family of monsters.
    Tizheruk Done Perturbulent Huge, serpentine aquatic mammal with a seven-foot head 10 Magical Beast
    Tlahuelpuchi A human who develops the power to shape shift during puberty. They must suck the blood of infants. Females are more common, and more powerful, than males.
    Tlanuhwa Great red-tailed hawks with great mystical power.
    Tsanahale Resembling harpies, they have human female torsos with eagle-like wings and taloned legs.
    Tsiatko Done Bhu Extremely tall and thin people that live in the rockies, and speak in whistles. They live like animals and steal human food and children.
    Ugjuknarpak Enormous rodent with a prehensile tail and extremely hard-to-break skin. Capable of swimming.
    Uncegila Done Perturbulent A huge serpent with almost-unbreakable scales as black as shadow, with sharp claws and fangs. Swallows victims whole, but its vulnerable from within. 21 Magical Beast
    Wakandagi Pezi A water serpent with deer antlers and hooves on its feet. It gets jealous when people swim in its waters, and shoots bombs of water to blow up canoes.
    Wasgo Sea wolves, a sort of seal with a longer, more wolfish snout. They hunt in large packs to take down small whales, and may attack swimmers.
    White Buffalo Done Perturbulent Sacred animals and messengers, the white buffalo can speak like men and have great magical powers. 15 Outsider
    Witch of November Done Admiral Squish Malevolent wind-spirits from the great lakes that attack ships with hurricane-force winds. 10 Outsider
    Xiuhcoatl Done Perturbulent A massive flying turquoise serpent. Ic can breathe lightning and its body burns with blue flames. The great serpent is believed to be the weapon of the gods, wielded against those who displease them. 6-22 Dragon
    Yagim A fearsome sharklike creature, with a bright red body. Its extremely bloodthirsty.
    Yumilekax Done LOTRfan forest spirits in the form of deer with wooden antlers. Some carry beehives in their antlers. They play tricks on and even attack hunters who kill for sport rather than need. Immune to arrows. 3 Magical Beast


    Spoiler: European Imported
    Show

    Name Status Creator Decription CR Type
    Baba Yaga An evil old woman who flies in a cauldron and lives in a cottage that walks on chicken legs. A powerful witch.
    Black Shuck Done Amechra A large, black, supernatural canine that appears mysteriously at night, and is often considered a portent of death. 15 Undead
    Clurichaun Done LOTRfan A cousin of leprechauns, these small, fairy-like men are constantly drunk and can be quite surly if mistreated, but theyll guard ones cellar if they are well-treated. 2 Fey
    Gwyllion A terrifyingly ugly female elf. You must be polite and kind or it will bring destruction on your home. Known to cause travelers to become lost.
    Jersey Devil Human babies cursed while in the womb or during birth, they become horrible demonic creatures upon birth, with batlike wings, hooved feet, a goats head, and a forked tail.
    Le Nain Rouge A French dwarf-spirit that came from Europe and now lives near Fort Detroit.
    Lutin Done LOTRfan House-spirits that can take the forms of animals and move through the air, earth, water, and walls, and turn invisible. 2 Fey
    Pixie, Feral Done Superdave Garden pixies that have escaped and spread into the wild, becoming much wilder than their more tame cousins. 7? Fey
    Pixie, Garden Done Superdave Pixies that live in gardens and tend flowers, and serve as living decorations and security. 2 Fey
    Rhinemaiden Done Debihuman Seductive water spirits that hoard treasures of shiny materials at the bottom of their pools and rivers. 6 Fey
    Sinterklaas Claimed The_Doctor Saint Nickolas, who has recently added a new world leg to his journey.
    Wittewijven Undead spirits of wise women that haunt burial sites and sacred places, offering either help or harm to those who approach, depending on the nature of the spirit in question.


    Spoiler: Chinese Imported
    Show

    Name Status Creator Decription CR Type
    B Xi Done Amechra A winged lion creature whose presence repels evil. 9 Magical Beast
    Feng Huang Done Dracomortis Mystical birds. The males are known as Feng, and the females as Huang. Their presence is a sign of extreme fortune and harmony. 12 Magical Beast
    Gui WIP Bhu A broad group of chinese ghosts. Varies Undead
    Hsigo Claimed Zzuxon Noisy beasts, resembling monkeys with feathered arms that can unfold into wings. Good at throwing things.
    Jīn Chn Claimed Superdave A red-eyed bullfrog with only one back leg and seven spots on its back. Its attracted to gold and valuable materials.
    Nin Shu Done LOTRfan A large, lion-like creature that sleeps in the ocean, coming out once a year around the Chinese new year to eat people, particularly children. Can be repelled by the color red and loud noises. 16 Magical Beast
    Png An enormous creature that transforms from a fish to a bird and back.
    Penghou A forest spirit with the body of a black dog with no tail, and the face of a man. Dwells in trees and escapes when the tree is cut down.
    Sin-you Done Baniff A large creature with a body that looks like a hybrid of lion and a bull, with a single straight horn. Its eyes see the truth, and it can sense guilt and lies. It attacks liars and guilty people. 6 Magical Beast
    Zhnniǎo Done Dracomortis Poisonous birds with green and purple feathers. Touching a feather results in numbness, but being pricked, pecked, or scratched by the bird or the feather is highly lethal. 5 Magical Beast
    Last edited by Admiral Squish; 2015-07-19 at 10:23 AM.
    My Homebrew
    Five-time champion of the GITP monster competition!

    Current Projects:
    Crossroads: the New World: A pathfinder campaign setting about an alternate history of North America, where five empire collide in a magical land full of potential. On the road to publication!

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  2. - Top - End - #2
    Ogre in the Playground
     
    LOTRfan's Avatar

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    Oct 2009

    Default Re: Call to Brew! [Crossroads]

    I have Clurichaun 3.5 stats somewhere. It shouldn't be too hard to convert them to Pathfinder, right? I'll see if I can find it and adapt it to the Pathfinder statblock.

    I'll claim the Lutin too, while I'm at it.
    Extended Homebrew Signature

    Let's Read the Monster Manual II!

    Dwarf Cleric avatar by azuyomi244. Thanks!

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  3. - Top - End - #3
    Firbolg in the Playground
     
    Admiral Squish's Avatar

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    Default Re: Call to Brew! [Crossroads]

    My, that was fast! Your request have been added in, and I look forward to seeing what you've got!
    My Homebrew
    Five-time champion of the GITP monster competition!

    Current Projects:
    Crossroads: the New World: A pathfinder campaign setting about an alternate history of North America, where five empire collide in a magical land full of potential. On the road to publication!

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  4. - Top - End - #4
    Ogre in the Playground
     
    Amechra's Avatar

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    Where I live.

    Default Re: Call to Brew! [Crossroads]

    OK, how was I supposed to resist the Winged, Antlered Lions that turn demons into coins, eat gold and spirits, and are totally auspicious? Your description didn't do them justice

    Oh, and also: Yes, they have the ultimate MURDERHOBO BITE.

    B Xi (辟邪)
    Large Magical Beast [Good]
    Hit Dice: 11d10+33 (93 hp)
    Initiative: +5
    Speed: 40 ft., Fly 60 ft. (Good)
    Armor Class: 18 (1 size, +5 Dex, +4 natural), touch 14, flat-footed 13
    Base Attack/CMD/CMB: +11 / 32 / +17
    Attack: Bite +16 melee (1d8+6) or Gore +15 melee (1d8+5)
    Full Attack: Bite +16 melee (1d8 + 6) and Gore +15 melee (1d8+2) and 2 Claws +13 melee (1d4+2)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Pounce, improved grab, rake 1d6 + 2, sacred fangs
    Special Qualities: Low-light vision, scent, auspicious senses, auspicious presence, darkvision 60'
    Saves: Fort +10, Ref +12, Will +7
    Abilities: Str 21, Dex 21, Con 17, Int 8, Wis 19, Cha 8
    Skills: Acrobatics +9, Appraise +11, Fly +12 Perception +8, Sense Motive +10, Stealth +8*, Survival +7
    Feats: Track, Run, Multiattack, Rapidstrike, Improved Natural Attack (Claws)
    Environment: Warm Plains
    Organization: Solitary, pair, or pride (610)
    Challenge Rating: 9
    Treasure: Standard, coins only.
    Alignment: NG
    Advancement: 12-17 (Large)
    Level Adjustment: -

    A B Xi is a potent guardian against evil, as well as an auspicious symbol of good fortune and a sign of wealth to come. They appear to be winged lions with whitish grey fur; male B Xi have a single antler, while females have two.

    A B Xi natural weapons are considered to be Good aligned weapons.

    Special Attacks
    Pounce (Ex): A B Xi may make a full attack at the end of a charge, including a pair of Rake attacks.

    Improved Grab (Ex): To use this ability, a B Xi must hit with its bite attack. It can then 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 can rake.

    Rake: Attack bonus +13, damage 1d4 +2.

    Sacred Fangs (Su): A B Xi's bite attack is considered a +1 Holy weapon; in addition, it is considered to be a Ghost Touch weapon against incorporeal creatures with the [Evil] subtype. Finally, if the B Xi slays a creature with the [Evil] subtype, their bodies are transformed into 50 gp worth of coins per HD.

    Special Qualities:
    Auspicious Senses (Su): A B Xi considers gold and silver to have a strong scent for the purposes of their Scent ability; in addition, they consider any creature with a Strong aura of Evil to have a strong scent, and any creature with an Overpowering aura of Evil to have an overpowering scent. Finally, they may smell incorporeal creatures that have the [Evil] subtype as if they weren't incorporeal.

    If a creature is either carrying at least 100gp worth of gold and silver or has the [Evil] subtype, the B Xi gains a +4 racial bonus to Survival checks made to track them; if a creature qualifies for both these criteria, this bonus increases to +8.

    Auspicious Presence (Su): Every creature within 30' of the B Xi gains the benefits of a Protection from Evil spell and a +2 sacred bonus on all saves against disease;. In addition, creatures with the [Evil] subtype whose spell resistance is 25 or lower may not come within the B Xi's Auspicious Presence.

    Finally, if a B Xi chooses to live in a place for at least 8 days, their Auspicious Presence expands to fill their entire home, which may not be larger than a small village, for as long as they choose to live there. While their Auspicious Presence is so expanded, the amount of money made through Profession checks is doubled.

    Skills: A B Xi has a +4 racial bonus to Acrobatics, Appraise, Fly, and Stealth checks; when in tall grass or a marketplace, their Hide bonus is increase to +14

    Special: A B Xi may be summoned by a Good spellcaster with the Summon Monster VII spell.
    Last edited by Amechra; 2014-01-28 at 10:37 PM.
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    Default Re: Call to Brew! [Crossroads]

    I'd like to do the Sin-You, if that's alright. Do you guys have a general idea of the CR you want for each creature, or are you leaving that up to us to decide?

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    Default Re: Call to Brew! [Crossroads]

    My major complaint with the B Xi is that it has too few HD to justify all its attacks, special attacks, and special qualities. It should have more like 11 HD.

    The stat block is a bit of mess but I don't have time to go thru it today. You obviously changed it from Large to Medium but haven't updated the stat block so a lot of numbers are off.

    I think I have a Rhinemaiden already.... Let me see if I can find it.

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    Last edited by Debihuman; 2014-01-28 at 08:59 PM.
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    Default Re: Call to Brew! [Crossroads]

    Whoops, that is a copypasta error! I'll adjust it up to 11 HD, and Large size. In increasing it to 11 HD, I put 4 skill points towards Appraise and 1 skill point towards Hide, as well as giving them the INA (Claws) feat. Oh, wait, Pathfinder... yeah, fixing skills and writing up their CMB/CMD.
    Last edited by Amechra; 2014-01-28 at 09:13 PM.
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    Default Re: Call to Brew! [Crossroads]

    Sorry it didn't do it justice, honestly, I only looked at the Wiki article. Which is pretty bare-bones.

    A bit of review:
    Keep in mind this is a PF monster. you can use the 3.5 template because honestly, I'm better at reading that, but you do have to add some stuff like CMB/CMD instead of grapple. And keep in mind skill stuff like hide -> stealth, spot/listen -> perception.
    The math on the grapple line is off, like debi said, it was probably a large creature before.
    With all those effect attached to it's bite attack, I think you may want to make that an option for the standard attack.
    Why does the gore's attack/damage bonus decrease in the full attack?
    I think the attack lines are supposed to look like this:
    Attack: Bite +12 melee (1d8+6) or Gore +11 melee (1d8+5)
    Full Attack: Bite +12 melee (1d8+6) and Gore +9 melee (1d8+2) and 2 Claws +9 melee (1d4+2)
    Edit: And the whole review needs rewriting with the update to 11 HD.

    Sin-you has been updated! There is no idea of required CR, it's at your discretion.

    I'll mark of rhinemaiden for now, looking forward to hearing from ya!
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    Default Re: Call to Brew! [Crossroads]

    All the math has been fixed; they are of Large size.

    Any opinions on the power level of Auspicious Presence and Auspicious Senses? Too strong, too weak, just right?

    EDIT: Oh, and I'm claiming Grims; Death's hunting hounds, indeed.
    Last edited by Amechra; 2014-01-28 at 09:30 PM.
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    Default Re: Call to Brew! [Crossroads]

    New round o' review:
    Better, but the CMD/CMB aren't quite right. CMD is a static number with 10+bab+str+dex+size mod (+1). For this, it's 32. CMB is BaB+str+size mod (+1), or +17 for this.
    May want to put any spare ranks you can dig up into the fly skill.
    Auspicious senses seems fine to me. Auspicious presence seems fine as well. Are the nine days needed to attune an area something sourced in the myth?
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    Default Re: Call to Brew! [Crossroads]

    Alright, back to fix numbers!

    The 9 days is me looking up auspicious numbers in Chinese culture... Looking again, it should be 8 (the number associated with gaining wealth.)

    And I'll swap the Sense Motive ranks out to Fly ranks. Do wings give you a racial bonus to Athletics/Fly checks in Pathfinder?

    EDIT: Answere my own question, and fixed everythin up all neat and tidy. On to the Black Hounds!
    Last edited by Amechra; 2014-01-28 at 09:56 PM.
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    Default Re: Call to Brew! [Crossroads]

    Quote Originally Posted by Amechra View Post
    Alright, back to fix numbers!

    The 9 days is me looking up auspicious numbers in Chinese culture... Looking again, it should be 8 (the number associated with gaining wealth.)

    And I'll swap the Sense Motive ranks out to Fly ranks. Do wings give you a racial bonus to Athletics/Fly checks in Pathfinder?
    Good maneuverability grants a +4 on fly checks IIRC. Having wings makes it a class skill, but doesn't grant a bonus inherently, but putting ranks in a class skill confers a +3 bonus. This compensates for PF's lower max ranks.
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    Default Re: Call to Brew! [Crossroads]

    Just realized I hadn't picked class skills; their class skills are Appraise, Fly, Sense Motive, and Survival.

    EDIT: OK, the Grim has been posted. I got a little carried away...

    Seriously, though, how else was I supposed to make a monster that kills people that so much as look at him? I took some liberties with the abilities (there are a lot of Black Dog legends, after all).
    Last edited by Amechra; 2014-01-29 at 02:15 AM.
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    Default Re: Call to Brew! [Crossroads]

    I have the Lutin down as a 3.5 monster. It's here if you want to review it; I'll convert it to Pathfinder's rules/statblock as soon as I'm sure it's okay.

    Since the Nain Rouge seems to be a type of lutin, do you want me to make that too? And if so, should it be a unique creature or a type of faerie?

    As for the Clurichaun, I'm thinking about using the one I have already and just advancing it a couple of HD to fit more with the Pathfinder leprechaun.
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    Default Re: Call to Brew! [Crossroads]

    This is great!
    I've linked the two new monsters in the list, and I'll stop by both threads to review them momentarily.

    I think le Nain Rouge could be a specific, evil lutin. I'm just fond of him 'cause I'm from the Detroit area.
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    Default Re: Call to Brew! [Crossroads]

    Ok, here's one. I hope it's not too diffrent from what you imagined.

    Horned Alligator

    N Medium Magical Beast
    Init +2; Senses: Darkvision 60 ft., Low-Light Vision, Perception +10

    Defense:
    Ac 18, Touch 12, Flat Footed 16 (+2 dex, +6 natural)
    Hp: 41 (5d10+15)
    Fort +6, Ref +5, Will +5

    Offense:
    Speed 20 ft., Swim 30 ft.
    Melee: Gore +10 (1d6+5), Bite +10 (1d6+5+grab), Tail Slap +5 (1d4+2)
    Special Attacks: Death Roll (1d6+5+Trip)
    Spell Like Abilities: (CL 5)

    1/Week: Divination (See below)
    1/day: Augury (75% correctness)
    2/day: Command dc 15, Bull's Strength (Affecting Reptiles Only)
    At Will: Detect Magic, Dominate Animal (Reptiles Only) dc 17, Mage Hand, Speak to animals (Reptiles only)

    Str 20, Dex 14, Con 17, Int 7, Wis 14, Cha 18
    Base Atk. +5, Cmb +10, Cmd 22 (26 vs trip)
    Feats: Skill Focus (Perception), Iron Will, Improved Natural Armor
    Skills: Perception +10, Sense Motive +6, Stealth +7 (+15 while in water); Racial Modifiers: +8 stealth in water, +8 swim
    Languages: Common
    SQ: Hold Breath

    Special Abilities:


    Alligator Horn (Su): Damage from the horned alligator's gore attack is counted as magic.

    Death Roll (Ex): When grappling a foe of its size or smaller, a horned alligator can perform a death roll upon making a successful grapple check. As it clings to its foe, it tucks in its legs and rolls rapidly, twisting and wrenching its victim. The horned alligator inflicts its bite damage and knocks the creature prone. If successful, the horned alligator maintains its grapple.

    Seer (Spell like ability): Once per week, a horned alligator can cast divination as a spell like ability, except with a 100% chance of being correct and concerning something that will happen as far as a year into the future.

    Wild Empathy (Ex): This works as the druid ability of the same name, except the horned alligator can only use it against reptiles. A horned alligator's wild empathy check has a +9 bonus.

    Description:

    Horned alligators look much like regular alligators, except they are slightly bigger, their scales have a faint nacreous shimmer and portruding from their head is a long, sharp, similarly coloured horn. These creatures consider themselves to be the ultimate reptiles, fit to rule their lesser relatives as king or queen. They often claim a portion of a swamp as their kingdom and command all of the alligators and other reptiles living there, taking some of them as mates and raising the children as their own (though these critters are rarely born with horns of their own). They are vary of outsiders, but also suseptible to flattery and expensive gifts, especially magical items. Often a horned alligator will hold a small treasury in a hollow tree or similar where it keeps its' gold, yewelry, minor magical items and sometimes even the horn of a dead ancestor.

    There are two main reasons to seek out a horned alligator. One is to slay it and steal its' horn, since this holds very powerful magic and is necessary to perform certain rituals. The other is to seek its' help and advice. While these creatures are not the wisest or most knowledgable they are powerful seers, and can answer important questions about the future that few others know the answer to. Many horned alligators will answer a question in exchange for payment, while others will do it only if it aids the swamp or the balance of nature in some way. No horned alligator will answer the question of someone who has been rude to them or treated them like common animals without apologizing profoundly.

    Alligator Horn

    Aura: faint divination
    Slot: None
    Weight: 1 lbs

    This is the shimmering, cut off horn of a horned alligator. It is surprisingly light, yet strong as steel. An alligator horn can be crafted into one of several magical items, or it can be used by itself.
    By itself, an alligator horn can be used as a focus when casting a divination spell, replacing any focus needed with a value of 50 gp or less, and any material components needed with a value of 25 gp or less. Also, two times per day, it can be used to cast detect magic as a spell like ability.

    The following magic items require an alligator horn to build:

    Alligator Spear:

    Aura: faint divination; CL 7
    Slot: None; Price: 6000 gp
    Weight: 1 lbs

    This works as a +1 mithral short spear, but with a range increment of 30 feet. Once per day, it can be used by the weilder to cast true strike as a spell like ability as a move action. Also, when rolling a miss chance roll for an attack made with an alligator spear, the wielder rolls twice and takes the best result.

    Construction Requirements:
    Craft Magical arms and armor, true strike; Cost 2000 gp (and one alligator horn)

    Dice of Prediction:
    Aura Faint divination; CL 4
    Slot: None; Price: 2000 gp
    Weight: -

    These seven light, shimmering dice are carved from an alligator horn, and have strange, squiggly, quite ugly symbols on their sides. They can be used as an extra material focus when casting augury or divination, in which case the chance that the information is correct increases by 5% and the time within which the spell can predict things is doubled (augury increases to 1 hour, divination to 2 weeks). Also, once per week, the dice can be used to cast augury as a spell like ability, with a 90% chance of being correct.

    Construction Requirements:
    Craft Wondrous Items, Augury; Price: 500 gp (and one alligator horn)

    Potion of Reptilian Vision:
    Aura: Moderate divination and necromancy; CL 10
    Slot: None; Price: 3000
    Weight: 1 lbs

    This cloudy liquid contains the dust of a ground down alligator horn. It shimmers and swivels within the bottle and gives off a putrid odour. When consumed, the drinker traps part of the soul of the alligator inside of him/herself. Whenever the drinker wants, he/she can spend 1 minute in meditation to communicate with the alligator and ask it questions about the future. This works as the spell commune, except the alligator despices the drinker and knowingly tries to give him/her misleading answers, although it must answer correctly. The alligator takes one minute to answer one question. When it has answered a total of 20 questions it is released from the drinker. All questions must not be answered at once, they are ansked and answered seperately. The alligator can stay within the drinker indefinately until all questions are answered. While the alligator is within the drinker, all reptiles are unfriendly towards him/her. If the drinker decides to release the alligator early he/she can do so, and the alligator will pay him/her by giving him/her the ability to speak to reptiles at will for a number of weeks equal to the number of questions that where left unanswered.

    Construction Requirements:
    Craft Wondrous Items, Magic Jar; Price: 1000 gp (and one alligator horn)
    Last edited by KitsuneBoxing; 2014-01-29 at 06:10 PM.

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    Default Re: Call to Brew! [Crossroads]

    I think I updated it properly. Let me know if I did something wrong.




    A small, dwarf-like creature seems to manifest out of nowhere. Although he is plainly dressed, atop his head is a bright red hat with two pigeon feathers sticking out. He is carefully brushing one of the horses in the stable.

    Lutin CR 2
    XP 600
    NG Small Fey
    Init +3; Senses Darkvision 60 ft. Lowlight vision; Perception +10
    ____________
    Defenses

    AC 16, Touch 15, flatfooted 12; (+1 size, +3 Dex, +1 Dodge, +1 padded)
    hp 18 (4d6+4)
    Fort +2, Ref +7, Will +7
    ___________
    Offenses

    Speed 30 ft.
    Melee Club +6 (1d4-1)
    Space 5 ft.; Reach 5 ft.
    Spell-like Abilities: (CL 7th; concentration +1)

    At will- Invisibility, Prestidigitation.
    3/day Air Walk, Magic Fang, Water Breathing.
    1/day Entangle.
    ____________
    Statistics

    Str 9, Dex 16, Con 13, Int 12, Wis 17, Cha 15
    Base Atk +2; CMB +0; CMD 14
    Feats Dodge, Stealthy, Weapon Finesse(B)
    Skills Acrobatics +10, Escape Artist +12, Handle Animal +5, Knowledge (Local) +8, Stealth +12, Swim +14
    Languages Sylvan, French, English
    ____________________
    Special Abilities

    Change Shape (Su): As a standard action, a lutin may take the form of a furred animal of 1 HD or less that is Small or smaller. A lutin may remain in this animal form until he decides to take another or return to his natural form.

    Earth Glide (Su): A lutin can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing lutin flings the fey back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
    _________
    Ecology

    Environment: Temperate Plains
    Organization: Solitary
    Treasure: Standard

    Lutins are small fey thought to be related to brownies. Much like brownies, lutins tend to make homes for themselves in households, where they may perform services for the original inhabitants. Lutins seem to be mildly connected to the elements, and though their mastery is nowhere near that of some of the more elementally-focused fey, lutins are said to be able to wander through stone, air, and water with little difficulty.

    While lutins often become connected to the people with whom they share their home, lutins are also notoriously shy. Lutins spend most of their time invisible when in the presence of humanoids, but during times where they desire companionship they have been known to take on the form of benign animals. The animal forms of most lutins have white fur, but the more sinister among them occasionally appear as black furred instead.

    Lutins are not fond of combat at all, but when forced into such a situation their first response is usually to try to entangle their opponents. If the other inhabitants of its household are unaware of the assault, it may take the form of a small animal and begin to shriek in order to get their attention.

    Lutins stand about 3 ft. tall.
    Last edited by LOTRfan; 2014-01-30 at 05:14 PM.
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    Default Re: Call to Brew! [Crossroads]

    I am not sure how to update from 3.5 to Pathfinder. I didn't have a Rhine Maiden that I could find, so I decided to throw one together:

    Rhine Maiden
    Medium Fey (Aquatic, Shapechanger)
    Hit Dice: 9d6+9 (40 hp)
    Initiative: +2
    Speed: 30 ft., Swim 60 ft.
    Armor Class: 15 (+2 Dex, +3 Deflection), touch 15, flat-footed 13
    Base Attack/Grapple: +4/+6
    Attack: Rapier +6 melee (1d8+2/18-20)
    Full Attack: Rapier +6 melee (1d8+2/18-20)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Death Throes
    Special Qualities: Alternate Form, Amphibious, Break Enchantment, Guardian of the Rhine Gold, Low-light Vision, Immunity to Cold, Unearthly Grace, Transparent, Vulnerable to Desiccation Damage, Water Dependent
    Saves: Fort +7, Ref +11, Will +8
    Abilities: Str 14, Dex 15, Con 12, Int 13, Wis 8, Cha 16
    Skills: Diplomacy +5, Gather Information +15, Knowledge (Local) +13, Listen +11, Move Silently +14, Sense Motive +11 , Spot +11, Swim +14
    Feats: Ability Focus (Wrath of the Rhine Maiden), Combat Reflexes, Dodge, Weapon Finesse
    Environment: Temperate Rivers
    Organization: Solitary
    Challenge Rating: 6
    Treasure: Standard (50% uncut gems and gold nuggets)
    Alignment: Usually Neutral
    Advancement: By character class
    Level Adjustment:

    In their natural form, Rhine maidens are indistinguishable from the water they inhabit; only the faint outline of a titillating female figure gives away their presence. When they choose, they look like pale, water-drenched human women with long flowing hair. Rhine maidens are graceful, beautiful, and passionate. They are also quick to anger. They prefer short, intense dalliances with a variety of suitors, often instigating jealousy between them.

    In sharp contrast to their wanton behavior, Rhine maidens take stewardship of their Rhine gold very seriously, abandoning even the most ardent partner at a moment's notice if need be.

    The rivers inhabited by Rhine maidens are noted for their gold deposits. Anyone wishing to pan for gold in a Rhine maiden's river must first receive her permission or risk her wrath.

    Rhine maidens stand 5 feet tall and weigh 120 lbs. They speak Common and Sylvan.

    Combat

    Rhine maidens are loathe to fight unless their Rhine gold is threatened, in which case they do not hesitate to battle to the death.

    Alternate Form (Su): A Rhine maiden can shift between its humanoid and water forms as a standard action without provoking an attack of opportunity. Only a specific female human form can be assumed.

    Amphibious: Rhine maidens breathe both air and water.

    Break Enchantment (Sp): Once a day, as a standard action, a Rhine maiden may cast break enchantment as an 18th level sorcerer.

    Death Throes (Ex): When slain, a Rhine maiden bursts into a geyser of water causing 1d4 points of damage to anyone within 20-foot radius.

    Guardian of the Rhine Gold (Su): Rhine maidens are tasked with guarding a magical lump of gold that that can be turned into a magic ring but only by someone who first renounces love. Anyone who steals the Rhine gold becomes cursed, taking a -4 penalty on attack rolls, saves, ability checks, and skill checks until the gold is returned or until the curse is broken. The curse cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell. Removing the curse renders any ring made from the Rhine gold non-magical unless a Rhine maiden breaks the enchantment.

    Transparent (Ex): While in the water, a Rhine maiden is difficult to see, and it takes a DC 15 Spot check to notice one.

    Unearthly Grace (Su): A Rhine maiden adds her Charisma modifier as a bonus on all her saving throws and as deflection bonus to her Armor Class. (The statistics block already reflects these bonuses).

    Vulnerable to Desiccation Damage: Rhine maidens take 50% more damage from any spell, spell-like or supernatural ability that causes desiccation damage.

    Water Dependent (Su): A Rhine maiden is mystically bound to a single river and must never stray more than 300 yards from it. Any who do become ill and die within 4d6 hours. A Rhine maiden's river does not radiate magic.

    Wrath of the Rhine Maiden (Su): At will as a standard action, a Rhine maiden may focus her anger against any foe she can see, gaining a +1 morale bonus to attack rolls and weapon damage rolls against that foe. These effects last for as long as the foe remains in line of sight of the Rhine maiden or until she chooses, whichever comes first. In addition, that foe must succeed on DC 19 Will save or be shaken for 1 hour. A successful save negates. The save DC is Charisma-based and includes a +2 feat bonus.

    Edits: Added Transparent and made it clear that wrath lasts as long as she has line of sight of her foe or until she chooses, whichever comes first.

    In Pathfinder it seems she'd be CR 5.


    Debby
    Last edited by Debihuman; 2014-01-30 at 04:57 AM.
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    Default Re: Call to Brew! [Crossroads]

    I shall create some of these creature stats.

    Also, isn't a Cavern Knocker also called a kobald?
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    Default Re: Call to Brew! [Crossroads]

    My God, do I hate this Pathfinder statblock. I'll come back to finish this later.

    This creature looks like a cross between a pixie and a halfling. Its stained red and blue clothing reeks of beer, and it walks around on a walking stick.

    Clurichaun CR 2
    XP 600
    CN Small Fey
    Init +1; Senses Lowlight vision; Perception +7
    ____________
    Defenses

    AC 13, Touch 13, flatfooted 11; (+1 size, +1 Dex, +1 Dodge)
    hp 22 (4d6+8)
    Fort +3, Ref +5, Will +4
    DR 5/Cold Iron
    ___________
    Offenses

    Speed 20 ft.
    Melee Shillelagh +5 (1d8+2)
    Space 5 ft.; Reach 5 ft.
    Spell-like Abilities: (CL 4th; concentration +9)

    Constant- Shillelagh
    At will- Invisibility, Prestidigitation.
    3/day - Create Alcohol*, Lesser Confusion
    1/day Charm Animal, Charm Person.
    *As Create Water, except it makes whiskey instead
    ____________
    Statistics

    Str 12, Dex 13, Con 15, Int 8, Wis 11, Cha 18
    Base Atk +2; CMB +2; CMD 14
    Feats Deceitful, Dodge, Taunt
    Skills Bluff +13, Disguise +6, Sense Motive +7, Slight of Hand +8, Stealth +8
    Languages Sylvan, English
    ____________________
    Special Abilities

    Aura of Intoxication (Su): After consuming at least one pint of alcohol, Clurichauns exude a strong scent of intoxicating whiskey for one hour. Creatures coming within 15 ft. of it must succeed on a Fortitude save (DC 14), or be sickened for 1d4+1 rounds. Fort save DC is Constitution based.
    _________
    Ecology

    Environment: Temperate Hills
    Organization: Solitary, or Drinking party (1-4)
    Treasure: None

    The Clurichaun is a small creature similar in appearance to Leprechauns. In fact, more often than not they are described as lazy versions of their cousins. While, indeed, their main difference does seem to be a difference in work ethics (Clurichauns dont have one), Clurichauns have a bunch of nasty surprises up their sleeves. Clurichauns spend the majority of their lives in urban environments, drunkenly stumbling from cellar to cellar, drinking alcohol and eating food. If that wasnt bad enough, they love to pull pranks on the owners of the establishments they visit. They often times destroy expensive items, and kidnap pets, only to return them days later. They remain as long as the cellars owners are stocked with food. After the food is gone, they perform one more trick (often times releasing all live stock from their pens) before moving on to the next house.

    Clurichauns love to ride animals, their favored mounts being riding dogs and sheep. They steal these animals in the middle of the night, and return them to maddened owners in an exhausted state. Clurichauns get along well with Leprechauns as long as they are fun loving after work. Clurichauns even occasionally live with families of Leprechauns, despite both creatures being mainly loners. Unlike the Leprechauns, Clurichauns do meet with others of their kind once a month, stealing enough ale to ruin bars financially.

    Clurichauns never work for a living. They just feel that they shouldnt have to earn money to support their drinking habits. As a result, their clothing (always blue, red, or mixture of both in color) is often under kept and old. Clurichauns rarely enter combat, but it does happen more often than when Leprechauns enter combat. Most of these incidents are simple bar fights, but they do fight back viciously if caught trying to sneak into a sheep pen.

    Clurichauns speak both Sylvan and English, and are about 3 feet in height.
    Last edited by LOTRfan; 2014-01-30 at 05:15 PM.
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    Default Re: Call to Brew! [Crossroads]

    Holy crap, this is way more productive than I was expecting. I'll review each monster posted in a second, I just wanna say it's amazing how much has gotten done.

    Quote Originally Posted by Thunderfist12 View Post
    I shall create some of these creature stats.

    Also, isn't a Cavern Knocker also called a kobald?
    Great! I'd be glad to see what you come up with.
    They're distinct creatures, from what I can tell. They may have a common ancestor-beleif, though.
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    Default Re: Call to Brew! [Crossroads]

    I call La Llorona. I call La Llorona so hard.

    Mainly because syncretic beliefs + Miami.
    I finally broke down and got a homebrewer's signature.

    This signature is currently so far out of date that it will loop around to being in date... never.

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    Default Re: Call to Brew! [Crossroads]

    Since it seems that a lot of people are calling monsters, I'm going to take a second and call the Nin Shu.

    I would start calling some native monsters, but I want the things I make to be as close to the original source material as possible- and I don't know the source material. I'll have to do some research when I am done with the Clurichaun and the Nin Shu
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    Default Re: Call to Brew! [Crossroads]

    Horned Alligator:
    I like what you've got here! I'd love to see an added section about the uses of the horn. Maybe you can powder it and use it for a value of XP in magic item crafting, Or maybe you can carve it to a spear tip and you can use it for a true strike effect x/day. Or maybe using the horn as a focus in a divination ritual of some sort makes it more powerful or more accurate. It's up to you.

    Lutin
    Okay, lutins are just dandy, looks like you fixed the skills and the change shape.

    Rhine Maiden
    To critique the impeccable debihuman may just be impossible, but I'll give it a shot.

    Well, there are the standard 3.5-t-PF conversions that need to be done, but they're relatively simple. Just change the BAB/grapple line to read BAB/CMB/CMD. For this lady, CMB is +6, and CMD is 18. The skills get a bit compressed too, with gather information becoming a part of diplomacy, spot and listen becoming perception, and move silently and hide becoming stealth.

    Alternate form doesn't exist in PF, we've only got change shape now. Also, maybe they should have a transparent ability when in the watery form, like gelatinous cubes? You have to make a spot check to pick one in water form out of the river.
    How long does the attack/damage bonus from wrath of the rhine maiden last? Is it one hour like the shaken effect? Or is it until cancelled?
    The abilities seems kinda weak for a CR 6. I think it would be fine if you added on some SLAs, or maybe some spellcasting ability, though.

    Clurichuan
    Yeah, I'm not fond of it either. I generally just use the tweaked 3.5 statblock for most of my builds. But then, all of it's gonna have to be converted to PF blocks sooner or later.

    Well, I know it's not done, so I'm not gonna touch on the stat-block yet.
    Illiteracy is the default state in the crossroads setting, because reading's not all that common in the world at that time.
    And there's no long-distance teleportation, except through the link system. Teleport spells would change WAY too much of human history.
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    Default Re: Call to Brew! [Crossroads]

    I figured it wouldn't be a problem given it's rather limited usefulness (the clurichaun -and only the clurichaun- must end up in a place submersed in alcohol, and you must no where this alcohol is in advance), but I'll remove that and the illiteracy.

    Quick question; I have stats for the acheri (little children who died of plague and now return to further infect their villages) and the mapinguari (big one-eyed sloth monster) somewhere. Would they be useful to you? I'm thinking the mapinguari might not, seeing as how that's Brazilian.
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    Default Re: Call to Brew! [Crossroads]

    I would also like to say, there's absolutely no shame in not knowing the source material. North america has an area almost three times the size of europe, and the native populations were every bit as dynamic and distinct as europeans, with unique myths, legends, pantheons, and belief structures. And how much time in school is devoted to learning about native american history and culture? Practically none. Honestly, it's quite annoying to realize how much cool stuff I missed out on learning.

    But I digress.

    I am tempted to say it's alright, honestly, but introducing the ability to the setting at all puts forth issues. If the chulichuan can do it, with only 4 HD, why can't a level 20 spellcaster? why wouldn't they study such a creature's ability?

    I do beleive we could use acheri, but hold onto the mapinguari for now.
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    Default Re: Call to Brew! [Crossroads]

    I think I'm done with the Clurichaun. I'll do the Nin Shu next, and then see if I can find that Acheri.

    EDIT: actually, do you think the Clurichaun should remain CR 2, or should I downgrade it to 1?
    Last edited by LOTRfan; 2014-01-29 at 05:03 PM.
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    Default Re: Call to Brew! [Crossroads]

    if someone wants to give me a crash course in monster creation, I'd be happy to pick up a couple of the monsters :3
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    Default Re: Call to Brew! [Crossroads]

    I would be glad to give you the course normally, but I've been pretty dang busy lately. I think there's a thread that goes over the general process.

    Edit; found it! Guide to Homebrewing
    Last edited by Admiral Squish; 2014-01-29 at 06:14 PM.
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    Default Re: Call to Brew! [Crossroads]

    I'd love to see an added section about the uses of the horn. Maybe you can powder it and use it for a value of XP in magic item crafting, Or maybe you can carve it to a spear tip and you can use it for a true strike effect x/day. Or maybe using the horn as a focus in a divination ritual of some sort makes it more powerful or more accurate. It's up to you.
    Ok, i added som stuff about the horn. It has some magical properties and it's needed to craft some magical items. Also, i have some vague idea of creating a more ritual-like divination spell that uses it as either a focus or material component, but i haven't come up with anything yet.

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