Pathfinder Monsters from the Pathfinder Database

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Pathfinder Monsters from the Pathfinder Database

Postby dfryer36 » Fri Jan 03, 2014 4:12 am

As rumors swirl of the impending demise of the Pathfinder Database I thought it might be a good time for me to import the material I posted there to here. That way if the site does die, my material can still be accessed. Anyone else who posted stuff over there is welcome to use this thread to save their work as well.
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Re: Pathfinder Monsters from the Pathfinder Database

Postby dfryer36 » Fri Jan 03, 2014 4:14 am

Sagittary
This creature has the upper body of well built tribal warrior with long black hair, and the lower body of a powerful lion.

CR 3 (800 xp)
N large monstrous humanoid
Init +1; Senses Darkvision 60 ft; Perception -2

DEFENSE
AC 15, touch 10, flat-footed 14 (-1 size, +1 Dex, +5 natural)
hp 32 (5d10+5)
Fort +3, Ref +5, Will +4

OFFENSE
Speed 40 ft.
Melee Claws +9 (1d6+4)
Ranged Masterwork Longbow +7 (1d8/x3)
Special Attacks Rend (2 claws, 1d8+8)

BASE STATISTICS
Str 15, Dex 12, Con 12, Int 11, Wis 11, Cha 9
Base Atk +5, CMB +10, CMD 21
Feats Point Blank Shot, Precise Shot, Stealthy
Skills Climb +12, Escape Artist +3, Perception +8, Stealth +11, Survival +8
Languages Common, Feline
Special Qualities Undersize weapons

ECOLOGY
Environment Temperate and warm plains
Organization Solitary, pride (2–16), or tribe (20–200, including 2–8 sub chiefs of 2nd–5th level, an adept of 4th–7th level, and a chief of 5th–8th level)
Treasure Standard (masterwork longbow w/20 arrows, other gear and treasure)

SPECIAL ABILITIES
Undersized Weapon (Ex): Although a sagittary is Large, its upper torso is the same size as that of a Medium humanoid. As a result, they wield weapons as if they were one size category smaller than their actual size (Medium for most sagittary).


Sagittary are masterful hunters and warriors of the plains. They are known as masters of ambush and strategy. They have the body of a lion with a humanoid torso extending from where the lion’s head should be. They are typically found wandering the plains and grasslands of the world where civilization has not penetrated yet. They occasionally will hire themselves out as scouts and guides to outsiders in exchange for tools and magical items, typically weapons.

Author's Note: The sagittary is a heraldic creature from Medieval England. As presented here it is intended to be an OGL replacement for the Wemic.
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Re: Pathfinder Monsters from the Pathfinder Database

Postby dfryer36 » Fri Jan 03, 2014 4:16 am

Dire Troll
The troll like beast towers above any you have ever encountered before. It looks like a giant troll, but it has large mammoth like tusks.

CR 12 (19,200 xp)
CE huge monstrous humanoid
Init -1; Senses Low-light vision, scent; Perception -2

DEFENSE
AC 21, touch 7, flat-footed 22 (-2 size, -1 Dex, +14 natural)
hp 136 (16d10+48) regeneration 10 (fire or acid)
Fort +8, Ref +9, Will +8

OFFENSE
Speed 30 ft.
Melee Bite +30 (2d6+16), 2 claws +27 (1d8+16)
Special Attacks Rend (2 claws, 1d8+8)

BASE STATISTICS
Str 32, Dex 8, Con 16, Int 7, Wis 6, Cha 10
Base Atk +16, CMB +34, CMD 42
Feats Awesome Blow, Bleeding Critical, Bull Rush Strike, Cleave, Combat Expertise, Critical Focus, Improved Bull Rush, Power Attack
Skills Intimidate: +20, Survival +18
Languages Giant

ECOLOGY
Environment Cold mountains and forests
Organization Solitary or pair
Treasure Standard


Dire trolls are not actually trolls at all. However they share many of the same traits as the smaller and more well known humanoids. As a result the average person equates the two and so the monster has become known as a breed of troll. They are just as fearsome as the normal troll and are even more deadly. They are almost always encountered on their own, and they only come together to mate and then they separate again. They have a taste for sapient flesh and often attack isolated villages looking for their favorite treats.
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Re: Pathfinder Monsters from the Pathfinder Database

Postby dfryer36 » Fri Jan 03, 2014 4:21 am

Actaeon
This regal looking creature has the upper body of a majestic looking elf and the lower body of a powerful elk. A massive rack of antlers crown it's head.

CR 7 (3,200 xp)
N large fey
Init +0, Senses low-light vision, Perception +19

DEFENSE
AC 20, touch 9, flat-footed 20 (+3 armor, +8 natural, -1 size)
hp 78 (12d6+36)
Fort +7, Ref +8, Will +12
Defensive Abilities Immunity to Posion

OFFENSE
Speed 40 ft.
Melee +1 longspear +14 (1d8+10/x3) or gore +8 (1d8+3)
Special Attacks Breath Weapon (30 ft cloud, DC 20 Will or suffer the effects of a Baleful Polymorph spell)
Spells Prepared (CL12th)
6th - Greater Dispel Magic (x2)(DC20)
5th - Atonement, Call Lightning Storm (x2)(DC 19)
4th - Dispel Magic (x2), Ice Storm, Scrying (DC 18)
3rd - Call Lightning (x2), Daylight, Spike Growth (x2)(DC 17)
2nd - Barkskin, Flaming Sphere (x2), Fog Cloud (x2) (DC 16)
1st - Calm Animals (x2), Entangle (x3) (DC 15)
0 - Create Water, Flare, Light, Stabilize (DC 14)
Spell-like Abilities (CL 12th)
At-Will - Pass Without Trace, Speak With Animals

BASE STATISTICS
Str 24, Dex 10, Con 16, Int 12, Wis 19, Cha 16
Base Atk +6, CMB +20, CMD 30
Feats Blind Fight, Combat Casting, Defensive Combat Training, Diehard, Endurance, Step Up
Skills Athletics +22, Diplomacy +18, Knowledge (Geography) +16, Knowledge (Local) +16, Perception +19, Sense Motive +19, Stealth +11
Languages Common, Elven, Sylvan
Special Qualities Undersized Weapons

ECOLOGY
Environment temperate forests
Organization Solitary, Family (3-12), Tribe (5-50)
Treasure Standard (Mwk studded leather, +1 longsword, other treasure)

SPECIAL ABILITIES
Undersized Weapons (Ex): Although an actaeon is Large, it's upper torso is the same size as a Medium humanoid. As a result they weild weapons as if they were one size catagory smaller.



Actaeon are legendary fey warriors, protectors of the forests and servants of immortals. They are the heroes of fey culture, and often they are met while on a quest to further fey causes within the forest. Both males and females have majestic antlers and most wear very simple clothing, if they wear any at all. Actaeon are powerful spellcasters and prepare spells as if they were a druid who's level equals their hit dice.

Author's Note: This interputation of the actaeon was inspired by the dryads and keepers of the grove from World of Warcraft.
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Re: Pathfinder Monsters from the Pathfinder Database

Postby dfryer36 » Fri Jan 03, 2014 4:23 am

Brain Collector
This creature is truly hideous. It has a bloated body covered in rubbery oil-covered yellow-orange skin. Dozens of tentacles writhe from around the body's perimeter. It scuttles along on six crab-like legs, and four hideous yellow eyes peer out from above a tooth filled maw.

CR 6 (2,400 xp)
NE large aberattion
Init +4, Senses Darkvision 60 ft; Perception +14

DEFENSE
AC 19, touch 9, flat-footed 19 (-1 size, +10 natural)
hp 65 (10d8+20)
Fort +5, Ref +3, Will +9
Defensive Abilities DR 5/Magic; Immune Electricity

OFFENSE
Speed 50 ft.
Melee Bite +12 (1d8+4) or 3 tentacles +7 (1d6+2)
Special Attacks Spells (see below)

BASE STATISTICS
Str 18, Dex 10, Con 14, Int 13, Wis 12, Cha 8
Base Atk +7, CMB +12, CMD 22
Feats Combat Casting, Improved Initiative, Spell Penetration
Skills Climb +17, Knowledge (Arcana) +14, Perception +14, Spellcraft +14, Stealth +9
Languages Common, Neh-thalggu

ECOLOGY
Environment any
Organization solitary
Treasure double magic

SPECIAL ABILITIES
Spells (Su): Brain collectors are able to cast one spell of 0-3rd level for each brain that they have absorbed. When the brain collector is first encountered roll 1d12 to determine how many brains it has absorbed and then roll 1d4-1 for each brain to determine the spell level. The spells are drawn from the sorcerer/wizard spell list and the caster level is the brain collector's hit dice.


Brain collectors are a race of interdimensional travelers that occasionally cross the barriers between their universe and ours. They do not act or think like any know creature but while on the Material Plane they seem driven to collect the brains of sentient creatures. When they slay a sentient being they cut away the top of the skull with surgical tools and swallow the brain which is then shunted into a pocket within the brain collector's body. This brain is then visible as a lump on the brain collector's body. The brain collector can absorb up to twelve brains at one time in this manner.
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Re: Pathfinder Monsters from the Pathfinder Database

Postby dfryer36 » Fri Jan 03, 2014 4:26 am

Spelleater
This creature looks like a large monkey. However, it has an otherworldly look in it's eye and is approaching you with serious intent.

CR 7 (3,200 xp)
NE Small Magical Beast
Init +3, Senses Darkvision 60 ft, Low-light Vision, Perception +16

DEFENSE
AC 22, touch: 15, flat-footed: 19 (+3 Dex, +1 Dodge, +1 size, +7 natural)
hp 93 (11d10+33)
Fort +8, Ref +8, Will +6

OFFENSE
Speed 30 ft
Melee Bite +11 (1d4), 2 claws +11 (1d3)
Spell-like Abilities (CL 11)
At-will - Detect magic
3/day - Dispel Magic, Hallucinatory Terrain, Invisibility
2/Day - Antimagic Shell, Blink, Displacement
1/Day - Greater Dispel Magic

BASE STATISTICS
Str 10, Dex 17, Con 16, Int 10, Wis 14, Cha 12
Base Atk +11, CMB +13, CMD 23
Feats Agile Maneuvers, Dodge, Iron Will, Nimble Moves
Skills Perception +16, Stealth +21

ECOLOGY
Environment Temperate and warm forests
Organization Solitary, Pair, Troop (3-12)
Treasure Normal


Spelleaters are primates that hunt humanoids for food. They have earned the name spelleaters as they favor arcane spellcasters over other humanoids. In particular they enjoy chewing on the magic rich bones of sorcerers. They consider this a treat above all others.

The spelleaters descended from a troop of monkeys that were kept as pets by an ancient wizard. He found their antics amusing and soothing as he studied his spells daily. However, the monkeys often drank cast off potions and began to develop a taste for magic. Eventually they turned on their owner and after feasting on him began to hunt other spellcasters as well.

Spelleaters attack in a mob, using their Dispel Magic abilities to prevent spellcasters from using their abilities. Then they swarm in, trying to overwhelm their opponents. They target spellcasters first, but will attempt to overwhelm anyone that provides significate opposition. However, they are not suicidal and will not attack opponents that seem sufficiently powerful or retreat from those that put up a difficult fight.
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Re: Pathfinder Monsters from the Pathfinder Database

Postby dfryer36 » Fri Jan 03, 2014 4:32 am

Deathtouched Gnoll
This gnoll seems strange, almost as if life and death don't matter to him. Strange patches on it's fur almost appear to form a skull like pattern.

CR 4 (1,200 xp)
LE Medium Humanoid (gnoll)
Init +3, Senses Darkvision 60 ft, Perception +10

DEFENSE
AC 17, touch 13, flat-footed 15 (+3 armor, +2 Dex, +1 dodge, +1 natural)
hp 39 (6d8+12)
Fort +3, Ref +5, Will +1

OFFENSE
Speed 30 ft.
Melee tekko-kagi (UE) +5 (1d3+2/19-20)

BASE STATISTICS
Str 15, Dex 15, Con 14, Int 10, Wis 11, Cha 8
Base Atk +3, CMB +5, CMD 17
Feats Alertness, Dodge, Two Weapon Fighting
Skills Handle Animal +6, Perception +2, Sense Motive +2, Survival +7
Languages Gnoll
Special Qualities Deathtouched

ECOLOGY
Environment Warm Plains and deserts
Organization Solitary, Pair, Group (3-10)
Treasure NPC Gear (Studded leather armor, two tekko-kagi, other treasure)

SPECIAL ABILITIES
Deathtouched (Su): When a deathtouched gnoll is reduced to below zero hit points it automatically dies and is raised as a 5 HD zombie on the next turn.


Although gnolls are creations and servants of Lamashtu, a few have been touched by the power of Urthaga. Whether these gnolls are born this way or are created in some obscure ritual is something that only gnolls themselves know. Such creatures are embraced by the tribe and are treated with great respect for every gnoll knows that should one of these deathtouched die, they will rise again to continue to fight for their tribe.
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Re: Pathfinder Monsters from the Pathfinder Database

Postby dfryer36 » Fri Jan 03, 2014 4:35 am

Gnoll Slaver
This gnoll is followed closely by a heyena. It looks at you with greed in its eyes, as it grips the manacles on its belt.


CR 6 (2,400 xp)
Gnoll Ranger 5
CE Medium Humanoid (gnoll)
Init +2, Senses Darkvision 60 ft, Perception +9

DEFENSE
AC 19, touch 12, flat-footed 17 (+5 armor, +2 Dex, +1 dodge, +1 natural)
hp 57 (7d8+26)
Fort +9, Ref +6, Will +1

OFFENSE
Speed 20 ft, 30 ft unarmored
Melee Shortsword +7 (1d6+1/19-20) or Handaxe +7 (1d6+1/x3)
Ranged Masterwork longbow +10 (1d8/x3)

BASE STATISTICS
Str 13, Dex 14, Con 17, Int 10, Wis 11, Cha 10
Base Atk +5, CMB +6, CMD 18
Feats Blind Fight, Combat Reflexes, Endurance, Point Blank Shot, Precise Shot, Toughness
Skills Climb +11, Handle Animal +10, Knowledge (Geography) +10, Knowledge (Nature)+10, Perception +10, Survival +10
Languages Gnoll
Special Qualities Favored Enemy (Humanoid (Human)) +4, Favored Enemy (Humanoid (Elf)) +2, Favored Terrain (Desert)

ECOLOGY
Environment Warm Plains and deserts
Organization Solitary, Pair, Gang (3-6)
Treasure NPC Gear (Scale mail, masterwork longbow with 20 arrows, shortsword, hand axe, three potion of Stabilize, other treasure)


Gnolls are known for taking slaves, both to serve them and to trade with other races. Some gnolls specialize in hunting down other humanoids to enslave. Working together with trained heyenas, they search their homelands for those who might fetch a decent price.
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Re: Pathfinder Monsters from the Pathfinder Database

Postby dfryer36 » Fri Jan 03, 2014 4:36 am

Gnoll War Priest
This gnoll stands tall and proudly displays the unholy symbol of Lamashtu as he rushes forward, howling prayers to the Mother of Monsters and waving a falchon as he does.

CR 6 (2,400 xp)
Gnoll Cleric 5 of Lamashtu
CE Medium Humanoid (gnoll)
Init +0, Senses Darkvision 60 ft, Perception +2
Auras Chaos, Evil, Madness

DEFENSE
AC 20, touch 10, flat-footed 20 (+9 armor, +1 natural)
hp 49 (7d8+21)
Fort +11, Ref +1, Will +6

OFFENSE
Speed 20 ft, 30 ft unarmored
Melee Masterwork falchion +8 (2d4+1/18-20) or dagger +0 (1d4+1/19-20)
Ranged Light crossbow +4 (1d8/19-20) or dagger +4 (1d4+1/19-20)
Special Attacks Channel Negative Energy (3d6, DC 13 for half, 4/day), Visions of Madness (4/day)
Spells Prepared (CL 5th)
3rd - Animate Dead, Rage (domain)
2nd - Bull's Strength (x2)(domain), Deathknell, Sonic Burst (DC 14)
1st - Cause Fear (x2) (DC 13), Doom (DC 13), Lesser Confusion (DC 13)(domain), Magic Weapon

BASE STATISTICS
Str 12, Dex 10, Con 17, Int 10, Wis 14, Cha 12
Base Atk +4, CMB +5, CMD 15
Feats Command Undead, Heavy Armor Proficency, Selective Channeling, Weapon Focus (Falchion)
Skills Knowledge (Religion) +10, Sense Motive +12
Languages Gnoll
Special Qualities Orisons, Strength Surge

ECOLOGY
Environment Warm Plains and deserts
Organization Solitary
Treasure NPC Gear (Half plate, masterwork falchion, four daggers, light crossbow w/10 bolts, silver unhoy symbol, other treasure)


Chosen by Lamashtu to lead her faithful into battle, gnoll war priests are the most fanatic and driven members of their tribes. Although some have abitions to rule, most prefer the roll of advisor to the chief, a position with power, but not as much risk of losing ones head if things go badly. In battle they use their divine powers to both weaken their enemies and strengthen their allies, all while claiming a share of the glory for themselves.
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Re: Pathfinder Monsters from the Pathfinder Database

Postby dfryer36 » Fri Jan 03, 2014 4:38 am

Gnoll Claw Fighter
This gnoll seems more disciplined that the rest, but only by a little. He seems eager to rip you apart with his bare hands.

CR 4 (1,200 xp)
Gnoll Monk 3
LE Medium Humanoid (gnoll)
Init +3, Senses Darkvision 60 ft, Perception +10

DEFENSE
AC 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 Wis)
hp 32 (5d8+10)
Fort +8, Ref +6, Will +5 (+7 vs. enchantments)

OFFENSE
Speed 40 ft.
Melee Unarmed strike +7 (1d6+2) or Kukri +6 (1d4+2/18-20)
Special Attacks Furry of Blows

BASE STATISTICS
Str 15, Dex 17, Con 14, Int 13, Wis 14, Cha 8
Base Atk +4, CMB +6, CMD 19
Feats Combat Expertise, Combat Reflexes, Dodge, Stunning Fist, Two Weapon Fighting, Weapon Finesse (Unarmed Strike)
Skills Acrobatics +11, Intimidate +7, Perception+10, Sense Motive +10, Stealth +11
Languages Common Gnoll
Special Qualities Evasion, Fast Movement, Maneuver Training, Still Mind

ECOLOGY
Environment Warm Plains and deserts
Organization Solitary
Treasure NPC Gear (Two kukri, other treasure)


Very few gnolls ever display the discipline needed to learn the skills to become a claw fighter, but those that do are both respected and despised by their more chaotic brethren. Because they are so rare there a seldom more than one or two in a tribe, but they are always at the forefront of any gnoll attack, using their skills to aid their tribe. Among their own kind their are loners, preferring solitude to the disorder that is a gnoll camp. They are also the most likely of all gnolls to be encountered on their own.
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Re: Pathfinder Monsters from the Pathfinder Database

Postby dfryer36 » Fri Jan 03, 2014 4:41 am

Gnoll Berserker
This massive gnoll looks even more feral than usual.

CR 5 (1,600 xp)
Gnoll Barbarian 4
CE Medium Humanoid (gnoll)
Init +1, Senses Darkvision 60 ft, Perception +10

DEFENSE
AC 17, touch 11, flat-footed 16 (+4 armor, +1 Dex, +1 dodge, +1 natural)
hp 58 (2d8 plus 4d12+18)
Fort +6, Ref +4, Will +2

OFFENSE
Speed 40 ft.
Melee +1 greatsword +10 (2d6+7/19-20) or greataxe +9 (1d12+6) and bite +3 (1d4+2)
Ranged Masterwork longbow +7 (1d8/x3)
Special Attacks Animal Fury, Rage (21 rounds/day)

BASE STATISTICS
Str 19, Dex 12, Con 17, Int 8, Wis 13, Cha 10
Base Atk +5, CMB +9, CMD 20
Feats Combat Reflexes, Dodge, Extra Rage, Mobility
Skills Climb +13, Knowledge (Nature) +8, Perception +10
Languages Gnoll
Special Qualities Fast Movement, Knockback, Trap Sense +1, Ucanny Dodge

ECOLOGY
Environment Warm plains or deserts
Organization Solitary, Pair, Raiding Party (3-6)
Treasure NPC Gear (Chain shirt, +1 greatsword, greataxe, masterwork longbow w/20 arrows, other treasure.)


Gnolls are fierce warriors when aroused and none is more destructive than a gnoll berserker. They have mastered the art of pure mayhem and have even learned to put themselves in a trance like state that allows them the maximize their destructive potential. They often rise to leadership in their tribes, although their rule tends to be short and bloody.
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Re: Pathfinder Monsters from the Pathfinder Database

Postby dfryer36 » Fri Jan 03, 2014 4:43 am

Urgal
This savage looking humanoid looms over you with wicked looking claws and sharp curving ram-like horns on it head. Despite it's formidable natural weapons, it is the sword in it's hands that worries you most.

CR 4 (1,200 xp)
Usually LN Medium Monstrous Humanoid
Init: +2, Senses: Darkvision 60 ft, Scent, Perception +1

DEFENSE
AC 17, touch: 12, flat-footed: 15 (+3 armor, +2 Dex, +2 natural)
hp 42 (5d10+15)
Fort +4, Ref +7, Will +6

OFFENSE
Speed 40 ft.
Melee Shortsword +7 (1d6+2/19-20) or Spear +7 (1d8+3/x3) or Gore +2 (1d6+2) and Claw +2 (1d4+2)
Ranged Spear +7 (1d8+2) or Sling +7 (1d4)

BASE STATISTICS
Str 15, Dex 14, Con 17, Int 10, Wis 12, Cha 8
Base Atk +5, CMB +7, CMD 19
Feats Combat Reflexes, Power Attack, Run
Skills Climb +10, Intimidate +7, Stealth +10, Survival +9
Languages Urgal


ECOLOGY
Environment Temperate forest
Organization Solitary, Pair, Tribe (3-100)
Treasure NPC Gear (Studded leather, shortsword, spear, sling, other treasure)


Urgal are a race that is distantly related to orcs. Some even believe that they may have ogre blood as well or that at some point in the past they were created by melding orcs and minotaurs using unknown magic. The urgal are a warlike species, but one that is also bound by a strict honor code. Female urgal will not even consider a ram as a mate until they have killed at least three opponents in battle. Status among urgal is also determined based on strength and prowess at war. They have long been at war with humans, with atrocities being commited on both sides. However, some urgal have begin looking for ways to ally with humans, realizing that their race may face extermination if they can't change their own behavior and humans attitudes towards them.

Author's Note: This is an adaptation from a race that appears in the Inheritance saga by Christopher Paolini.
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Re: Pathfinder Monsters from the Pathfinder Database

Postby dfryer36 » Fri Jan 03, 2014 4:46 am

Mind Ripper
The tall figure in front of you could be an elf, except for the tentacles that surround it's mouth.

CR 6 (2,400 xp)
LE Medium Abberation
Init: +3, Senses: Darkvision 60 ft, Low-light Vision, Perception +1

DEFENSE
AC 19, touch: 13, flat-footed: 16 (+3 Dex, +6 natural)
hp 52 (8d8+16)
Fort +8, Ref +9, Will +10

OFFENSE
Speed 30 ft.
Melee Shortsword +7 (1d6+1/19-20) or tentacles +2 (1d4+1)
Ranged Masterwork light crossbow +10
Special Attacks Mind Blast (60 ft cone, Will DC 17 or stunned for 3d4 rounds)
Sorcerer Spells Known (CL 6)
3rd - (4/day) Fireball
2nd - (6/day) False Life, Summon Monster II
1st - (7/day) Burning Hands, Charm Person (DC 14), Mage Armor, Summon Monster I

BASE STATISTICS
Str 12, Dex 17, Con 14, Int 12, Wis 12, Cha 16
Base Atk +6, CMB +9, CMD 20
Feats Agile Maneuvers, Combat Casting, Combat Reflexes, Eschew Materials, Spell Focus (Evocation)
Skills Diplomacy +15, Knowledge (Arcana) +12, Spellcraft +12
Languages Common, Undercommon

ECOLOGY
Environment Underground
Organization Solitary, Pair, Coven (3-12)
Treasure Standard


Drow legends tell of an early tribe that delved too deep into places where even drow fear to go. These drow were captured by the neothelid and experimented on, twisting them in body and mind. The most successful of these experiments became known as mind rippers, because of their ability to freeze groups of people using just the power of their mind. Some say that the neothelids granted the mind rippers a portion of the essence of their own dark maters. For some reason, know only to them, the neothelids turned the mind rippers loose and they now haunt the hidden grottoes and dark caverns of the Darklands.
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Re: Pathfinder Monsters from the Pathfinder Database

Postby dfryer36 » Fri Jan 03, 2014 4:48 am

Grue
It is pitch black. You are unlikely to see the creature which attacked you.

CR 7 (3,200 xp)
NE Small Abberation
Init: +8, Senses: Darkvision 120 ft, Perception +13

DEFENSE
AC 22, touch 14, flat-footed 17 (+4 Dex, +1 size, +7 natural)
hp 63 (9d8+27)
Fort +8, Ref +12, Will +8

OFFENSE
Speed 20 ft.
Melee Claw +8 (1d4-1)
Special Attacks Mind Worm, Whispers of Madness
Spell-like Abilities (CL 9)
At Will: Darkness

BASE STATISTICS
Str 8, Dex 19, Con 16, Int 11, Wis 10, Cha 16
Base Atk +9, CMB +7, CMD 21
Feats Blind Fight, Improved Initative
Skills Perception +13, Stealth +18
Languages Common, Undercommon

ECOLOGY
Environment Underground
Organization Solitary, Pair, Gang (3-12)
Treasure Standard

SPECIAL ABILITIES
Mindworm (Su): 50 ft range, Will DC 20 or stunned for 1d6 rounds
Whispers of Madness (Su): 25 ft range, Will DC 17 or 1d6 Wisdom damage


Grue are strange humanoid abberations that dwell in the dark underbelly of the world. Some think they are an offshoot of dark creepers and dark stalkers, while others think they were once gnomes or halfling that delved too deep and discovered things better left buried. What ever they once were they have turned into killers with incredible abilities to warp people's minds. They prowl the dark tunnels of the Darklands searching for prey. Sometimes they even prowl the sewers of humanoid cities. Anytime you head into the darkness underground be prepared, for you are likely to be eaten by a grue.
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Re: Pathfinder Monsters from the Pathfinder Database

Postby dfryer36 » Fri Jan 03, 2014 4:53 am

Dreamborn, Lustspawn
Approaching you from the alleyway is a beautiful woman. She has an unearthly quality to her and something about the way she moves and looks seems familiar. It is almost as though all your dreams have come true.

CR 5 (1,600 xp)
NE Medium Outsider
Init: +2, Senses: Low-light Vision, Perception +1

DEFENSE
AC 18, touch: 12, flat-footed: 16 (+2 Dex, +6 natural)
hp 52 (7d10+14)
Fort +6, Ref +7, Will +7

OFFENSE
Speed 30 ft.
Melee Slam +8 (1d6+1)
Special Attacks Energy Drain, Inspire Lust

BASE STATISTICS
Str 12, Dex 14, Con 15, Int 10, Wis 12, Cha 19
Base Atk +7, CMB +8, CMD 19
Feats Decietful, Great Fortitude, Improved Great Fortitude, Persuasive
Skills Bluff +19, Diplomacy +19, Disguise +19, Intimidate +7, Knowledge (Local) +10, Sense Motive +11, Stealth +12
Languages Common
Special Qualities Minor Shape Change, Telepathy

ECOLOGY
Environment Any urban
Organization Solitary
Treasure Standard

SPECIAL ABILITIES
Energy Drain (Su): By making flesh to flesh contact, the lustspawn can drain a person's vital essence. If they succeed on a touch attack they force the target of the attack to make a DC 18 Fortitude save or be drained of 1d6 Con. This ability is usable at will. Each week that they go without draining energy from someone, their Constitution score, and all attributes tied to it, drop by 1 point.

Inspire Lust (Su): The lustspawn has the ability to inspire feelings of lust and desire in other beings. Three times per day they can use this ability to force anyone within a 60 ft radius to make a DC 20 Will save. Anyone who fails this save is effect as though they had been affected by a Charm Person spell. The lustspawn can choose who is effected by this ability, regardless of gender or preference.

Minor Shape Change (Sp): The lustspawn can change their apperance in an effect similar to the Disguise Self Spell, save that the effect is permenant until the lustspawn desires a new shape.

Telepathy (Sp): Lustspawn can read the surface thought and erotic desires of any being within a 1/2 mile of it, even if they do not share a common language.


Born from the ethereal essence of dreams, Dreamborn represent the deepest desires and fears of all humanoid creatures. Lustspawn, as their name implies, are born from the erotic desires that most beings are afraid to express. They live only to take advantage of the weak willed, tempting them with their deepest fantasies and then draining them of their vital energy. Generally they target deviants, not because of any sense of morality but because deviants are less like to report an attack or where they are going. Lustspawn do not gather together and have no culture of their own.
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Re: Pathfinder Monsters from the Pathfinder Database

Postby dfryer36 » Fri Jan 03, 2014 4:54 am

Weren
Looming over nine feet tall, the monster in front of you looks like a mix of human and wolf. Suddenly it drops to all four and rushes forward with unbelievable speed.

CR 7 (3,200 xp)
CE Large Monstrous Humanoid
Init: +2, Senses: Low-light Vision, Scent, Perception +12

DEFENSE
AC 21, touch 11, flat-footed 20 (+2 Dex, +1 dodge, +9 natural, -1 size)
hp 58 (9d8+18)
Fort +8, Ref +11, Will +10
DR DR 5/silver

OFFENSE
Speed 30 ft.
Melee Claw +11 (1d8+2) and bite +11 (1d6+2)

BASE STATISTICS
Str 15, Dex 14, Con 14, Int 8, Wis 12, Cha 10
Base Atk +9, CMB +11, CMD 23
Feats Critical Focus, Dodge, Intimidating Prowess, Mobility
Skills Intimidate +11, Perception +12, Stealth +10, Survival +9
Languages Common (Understand only), Weren
Special Qualities Quadrupedal Movement

ECOLOGY
Environment Mountains and forests
Organization Solitary, Pair, Family (3-6)
Treasure Incidental

SPECIAL ABILITIES
Quadrupedal Movement (Ex): By dropping to all fours, the weren can move at +10 ft per round. Doing so causes them to lose their claw attack.


Weren are humanoids that have many of the characteristics of wolves. It may be that they are related to lycanthropes, but unlike werewolves, they cannot change their shape. They are also incapable of humanoid speech, instead communicating with a series of howls and barks. Weren live in mountains and forests on the outskirts of humanoid settlements. They usually prey on cattle and other livestock but will attack lone humanoids or small groups if they believe they can overpower them. They are solitary creatures who only come together to mate and raise children.

Author's Note: This is based on the Romanian werewolf myth.
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Re: Pathfinder Monsters from the Pathfinder Database

Postby dfryer36 » Fri Jan 03, 2014 4:56 am

Thunderbird
The large bird looks like a strange mix between an eagle and a dragon. Lightning crackles around it as it soars overhead.

CR 13 (25,600 xp)
N Large Magical Beast
Init: +3, Senses: Low-light Vision, Perception +12

DEFENSE
AC 29, touch 12, flat footed 27 (+3 Dex, +17 natural, -1 size)
hp 120 (16d10+32)
Fort +18, Ref +19, Will +13
Cold Resistance 10, Immunity to Electricity

OFFENSE
Speed 20 ft, fly 80 ft (Average)
Melee Bite +21 (6d8+5)
Special Attacks Lightning Bolt (60 foot line, 13d6 damage, Reflex DC 21 for half)

BASE STATISTICS
Str 20, Dex 16, Con 14, Int 3, Wis 12, Cha 6
Base Atk +16, CMB +20, CMD 30
Feats Cleave, Endurance, Flyby Attack, Improved Bullrush, Power Attack, Self Sufficient, Vital Strike, Wingover
Skills Perception +12, Survival +14

ECOLOGY
Environment Cold forests and plains
Organization Solitary
Treasure None


In the northern regions of the world the thunderbird is one of the dominate predators. It soars through the sky looking for prey, which usually consists of elk or moose. Many tribes of northern barbarians adopt the thunderbird as a totem animal and it's appearance is considered to be an auspicious omen.
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Re: Pathfinder Monsters from the Pathfinder Database

Postby dfryer36 » Fri Jan 03, 2014 4:58 am

Chullachaqui
The strange creature wandering the forest ahead of you looks like an emaciated goblin, wearing little more than a loin cloth. It turns and stares straight at you, with feral gleam in it's eye.

CR 1/4 (100 xp)
CN Small Monstrous Humanoid
Init: +3; Senses: Darkvision 60 ft, scent, Perception +6

DEFENSE
AC 16, touch 14, flat footed 13 (+3 Dex, +2 natural, +1 size)
hp 6 (1d10+1)
Fort +1, Ref +5, Will +2

OFFENSE
Speed 40 ft
Melee claw +3 (1d4+1) or bite +3 (1d6+1)
Special Attacks Rend (two claws, 1d4+2)

BASE STATISTICS
Str 12, Dex 16, Con 13, Int 10, Wis 14, Cha 10
Base Atk +1; CMB +1; CMD 14
Feats Track
Skills Perception +6, Survival +6
Languages Goblin

ECOLOGY
Environment Warm forest
Organization Solitary, pair, or pack (3-12)
Treasure Half (gems or coins only)


Chullachaqui are feral humanoids that live in the jungles of the Mwangi Expanse and in some of the warmer forests of Taldor and Andorian. Some speculate that the are related to goblins or maybe even gnomes, but the savage chullachaqui aren't giving any answers and gnomes and goblins both deny this fact, goblins usually violently. Chullachaqui usually stand no taller then two and a half feet tall an have tangled, stringy black hair. Most of them walk with a slouch so they appear even smaller than they are. They have a feral gleam in their red eyes and are constantly sniffing the air searching for prey or enemies.
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