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Admiral Squish
2014-01-28, 03:21 PM
So, the crossroads project (http://www.giantitp.com/forums/showthread.php?345327-Crossroads-II-I-m-on-a-Mammoth) just recently had its first anniversary, and it has occurred to me that we really haven’t made all that many monsters for the setting, and we‘re really gonna need ‘em if we‘re 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, we’re 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, there’s 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, we’re 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 you’re 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, we’ll be glad to help out however we can. When you’re finished, post it here, or post it in it’s own thread and post a link here. If you find a monster you think would fit into the setting but isn’t listed, just mention it and we’ll add it to the list. You can post a monster that you’ve already created if you want.

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


Creature Name CR ??
XP ??? (see http://www.d20pfsrd.com/classes/character-advancement
Alignment Size Type (Subtype)
Init +? (equals Dex mod); Senses blindsight, darkvision ?? ft., low-light vision, etc.; Perception +?
____________
DEFENSES

AC ??, touch ?? (ignore armor bonus, shield bonus, and natural armor bonus), flat-footed ?? (ignore Dex bonus); (+? Armor, +? Shield, +? Size, +? Dex, +? Dodge, +? Misc.)
HP XdY+(Con mod x Hit Dice) (average hp)
- d4 = 2.5
- d6 = 3.5
- d8 = 4.5
- d10 = 5.5
- d12 = 6.5
Fort +?, Ref +?, Will +? (Fighters have “good" progression for Fort, and “poor" progression for Ref and Will)
Immune ???; Resist ???; Vulnerable ???; SR ???
DR ???/(what DR is overcome by; if nothing overcomes its DR, use "—")
___________
OFFENSES

Speed ?? ft.; fly ?? ft. (maneuverability) (Note: 1 square/turn equals ~0.5 mph, or more accurately 0.568 mph)
Melee type +? (XdY+Str mod or Dex mod)
Ranged type +? (XdY+Dex mod)
Space ?? ft.; Reach ?? ft. (for space, reach, and size-modifiers, see http://www.d20pfsrd.com/gamemastering/combat/space-reach-threatened-area-templates)
Spell-like Abilities (CL ?; concentration +? (these usually equal HD, for monsters)) (see http://paizo.com/pathfinderRPG/prd/spellIndex.html)

Constant – ???
At will – ???
5/day – ???
3/day – ???
1/day – ???

____________
STATISTICS

Str ?? (+?), Dex ?? (+?), Con ?? (+?), Int ?? (+?), Wis ?? (+?), Cha ?? (+?)
Base Atk (Total BAB from HD + Levels, see creature types); CMB (BAB + Str mod + special size modifier); CMD (10 + BAB + Str mod + Dex mod + special size modifier + misc. modifiers)
Attack : +(BAB+Str mod) type (XdY+Str mod)
Full Attack : +(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 http://paizo.com/prd/monsters/universalMonsterRules.html)
Feats (one feat at first HD or level, plus one for every 2nd HD or level thereafter; at 1st, 3rd, 5th, 7th, etc.), Bonus FeatB
Skills
Languages
SQ
____________________
SPECIAL ABILITIES

(see Paizo Universal Monster Rules, http://paizo.com/prd/monsters/universalMonsterRules.html)
_________
ECOLOGY

Environment (warm/temperate/cold) (bogs/marshes/swamps, cities, deserts, forests, hills, mountains, oceans, plains, rivers/lakes/streams, etc. or any)
Organization
Treasure (none, incidental, half-standard, standard, double-standard, etc.)
Advancement ("by class", "by HD"; the easiest way to advance creatures is to have them increase in size when they double their HD.)
Level Adjustment : (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?



NameStatusCreatorDescriptionCRType
Acheri (http://www.giantitp.com/forums/showpost.php?p=16892242&postcount=31)DoneLOTRfanThe spirit of a child who died in some gruesome and untimely fashion, coming back to attack other children.3Undead
Agloolik (http://www.giantitp.com/forums/showpost.php?p=16998207&postcount=107)DonePerturbulentA friendly water spirit that lives under the ice and gives aid to fishermen and hunters. Protects seals and seal cubs.5Fey
Alebrijes (http://www.giantitp.com/forums/showpost.php?p=17035317&postcount=113)DonePerturbulentChaotic animal-like beings native to the spirit world, brightly colored and varied in form.+1Magical Beast
A-Mi-Kuk (http://www.giantitp.com/forums/showpost.php?p=17043243&postcount=123)DonePerturbulentLarge, 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.7Magical Beast
AnayeClaimedAmechraA 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.--
AuvekoejakClaimedLOTRfanMermaid-like creature with polar bear fur instead of scales.--
Auvvik (http://www.giantitp.com/forums/showpost.php?p=17085249&postcount=144)DoneDracomortisA monstrous, blood-sucking caterpillar, actually rather friendly.1/2Magical Beast
Az-I-Wu-Gum-Ki-Mukh-'Ti (http://www.giantitp.com/forums/showpost.php?p=17041615&postcount=119)DoneDebihumanA giant walrus with the front legs and head of a dog, black scales covering it’s body, and a huge fish tail that can kill a man with one blow.4Magical Beast
Binaye Ahani Evil, limbless twins that can kill with a glance.
Chenoo (http://www.giantitp.com/forums/showpost.php?p=17065819&postcount=133)DonePerturbulentHumans turned into man-eating giants after committing a crime terrible enough to freeze their heart.7Humanoid (Giant)
Cihuateotl (http://www.giantitp.com/forums/showpost.php?p=17094748&postcount=154)DoneDebihumanThe spirits of women who died in childbirth, with skeletal faces and eagle claws.12Undead
Cipactli (http://www.giantitp.com/forums/showpost.php?p=16949580&postcount=92)DoneSuperdaveHorrible creatures that are part crocodile, part fish, and part frog, with fanged mouths on every joint of their bodies.5-8-12-17Abberation
Disemboweler (http://www.giantitp.com/forums/showpost.php?p=17086022&postcount=145)DonePerturbulentA female monster who kills people walking alone at night, and sometimes makes victims laugh until their stomach bursts.6Monstrous Humanoid
Dust DevilDead human spirits who temporarily return to the mortal world. If it spins clockwise, it’s a good spirit, if it spins counterclockwise, it is evil.
EmogoalekcOnce human, turned partially into a sea monster when he threw himself into the sea to drown.
EwahA demon that drives anyone who sees it insane, so there are no reports of what it looks like
Fsti Capcaki (http://www.giantitp.com/forums/showthread.php?170253-Critters-II!&p=17206908&viewfull=1#post17206908)DoneBhuTall, hairy, extremely strong humanoid. Carries a tree trunk as a weapon, and is known to tear trees in half.7Humanoid (Giant)
Flying Head (http://www.giantitp.com/forums/showsinglepost.php?p=17487399&postcount=267)DoneSuperdaveAfter a particularly violent demise, the decapitated head of a victim becomes an enormous, flying head with long, shaggy hair and fangs.2Undead
Gaasyendietha (http://www.giantitp.com/forums/showpost.php?p=17166476&postcount=191)DonePerturbulentA large, aquatic dragon that can fly on a trail of fire and breathe fire. Also known as ‘meteor dragon’. 7-10-15Dragon
Geldegwsets (http://www.giantitp.com/forums/showpost.php?p=16892928&postcount=38)DoneKitsuneBoxingGiants that live in rivers and eat fish, living in harmony with humans5Humanoid (Giant)
Haakapaizizi (http://www.giantitp.com/forums/showpost.php?p=16947044&postcount=937)DoneBhuA giant that takes the form of a grasshopper.15Humanoid (Giant)
HaietlikFlying serpents of electricity that often travel with thunderbirds.
HakulaqA 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 (http://www.giantitp.com/forums/showthread.php?328094-Call-to-Brew!-Crossroads&p=17229662&viewfull=1#post17229662)DonePerturbulentMonstrous daddy-long-legs.1/4-11Vermin
HayicanakoA 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.
HinqumemenA living lake that drowns victims, particularly when they try to take buckets of it away.
HogaAn enormous fish-like monster with pig ears, thick whiskers, and large tusks. It can change colors.
Horned Alligator (http://www.giantitp.com/forums/showpost.php?p=16890001&postcount=16)DoneKitsuneBoxingAlligators with magical horns, horns can be removed from the body and used for various potions and rituals.4Magical Beast
Hvcko Capko (http://www.giantitp.com/forums/showpost.php?p=17137433&postcount=176)DonePerturbulentCreature with the head of a wolf, large eyes, and a horse’s tail. It stinks horribly and carries diseases, infecting everyone who touches it.9Magical Beast
IkuutayuqA female monster who kills victims at a ritual circle by drilling holes in them until they die.
Imap UmassoursaAn enormous monster that looks like a floating island, and hunts by flipping boats and eating the drowned sailors.
Indacinga (http://www.giantitp.com/forums/showpost.php?p=17206833&postcount=949)DoneBhuForest giants strong enough to rip up trees or rip up people’s houses.20Humanoid (Giant)
InungA 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 (http://www.giantitp.com/forums/showsinglepost.php?p=17772285&postcount=994)DoneBhuGreat 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.RUNHumanoid (Giant)
Ishigaq (http://www.giantitp.com/forums/showpost.php?p=16899686&postcount=64)DoneLOTRfanTiny humanoids only a foot tall that leave no footprints in snow.1/2Humanoid
JackalopeclaimedDayazA rabbit with deer antlers and a pheasant’s tail.
Jogah, Ga-hon-ga (http://www.giantitp.com/forums/showsinglepost.php?p=19127355&postcount=414)CDoneDebihumanA tiny fairy-like being with power over rocks and rivers.3Fey
Jogah, Gandayah (http://www.giantitp.com/forums/showsinglepost.php?p=18868683&postcount=398)DoneDebihumanA tiny fairy-like being with with the power to make earth fertile.3Fey
Jogah, Oh-do-wa (http://www.giantitp.com/forums/showsinglepost.php?p=19459260&postcount=425)DoneDebihumanA tiny fairy-like being that keeps spirits on the spirit world from returning to the mortal world.4Fey
Jokao/Stonecoats (http://www.giantitp.com/forums/showsinglepost.php?p=17839551&postcount=995)DoneBhuGiants with stone skin and magical flint weapons.11Humanoid (Giant)
KachinaHighly varied spirits representing embodiments of various things in the world, such as stones or insects or stars.
KaitorakA powerful forest spirit. Twigs cut from the spirit still have much of it’s power.
Katutajuk/Katyutayuuq/Katyn TayuuqA large head with stubby legs and arms. Devours everything, and is strong enough to burst through the walls of an igloo.
KaneakeluhA great cosmic bird that first brought fire to men.
KashehotapoloA man-deer that dwells in the forest, that runs so fast nobody has seen it clearly.
KawatilikallaWolves that can take off their skins and become humans.
KelokA winged beast whose body explodes in flames.
KitzinackasA friendly water serpent with supernatural power that can be invoked in rituals.
Kiwahkw (http://www.giantitp.com/forums/showsinglepost.php?p=17469744&postcount=980)DoneBhuIntelligent, cold undead that grow as they eat humans.+XUndead
KoguhpukHuge 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.
KolowisiA horned water serpent with sharp fangs that can take the form of a baby.
KushtakaWere-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 LloronaClaimedAmechraAn ancient ghost that drowned her children before drowning herself. Appears around rivers and lakes all through mexico and drowns children that come too close.
LenapizkaAn amphibious creature that lives in lakes.
MamagwasewugForest-dwelling fairy-like creatures that are two feet tall with fur on their faces. They sail stone canoes.
Matlose (http://www.giantitp.com/forums/showsinglepost.php?p=17281197&postcount=955)doneBhuA humanoid monster covered in black fur. Paralyzes it’s victims with a terrifying scream.5Outsider
Mi-Ni-Wa-TuA large mammalian creature with red fur, one eye, one forehead horn, and a spiked beaver’s tail that lives in rivers and swims very fast.
MoogieA lizard-like creature that lives in the Ozarks.
NagualHumans with the power to shape shift into an animal related to their day of birth.
Naked Bear (http://www.giantitp.com/forums/showsinglepost.php?p=18464608&postcount=1036)DoneBhuA hairless, stiff-legged bear only vulnerable on the soles of its feet.8Magical Beast
Nalusa FalayaA small shadow-creature that consumes the souls of the depressed.
N-dam-keno-wet (http://www.giantitp.com/forums/showsinglepost.php?p=18179079&postcount=1022)DoneBhuA hybrid of fish and human (not a merman) who loves to molest women in the bath.1/2Monstrous Humanoid
Neglected Ancestral SpiritThe spirits of ancestors that chose to remain on the spirit world to guide their progeny and have since been neglected and twisted to evil.
NunyenuncA giant predatory bird that grabs people and flies them off to it’s nest to be consumed.
Obsidian Butterfly Swarm (http://www.giantitp.com/forums/showsinglepost.php?p=17283841&postcount=213)DoneSuperdaveA swarm of obsidian butterflies that leave bleeding wounds and shred objects in their wake.4Construct
Ogopogo40-50 foot sea serpent that dwells in Okanagan lake.
Old Man of the MountainAn enormous stone giant slumbering, buried in a mountain.
OnnointA giant horned snake that uses its magic horns to control the earth and crush enemies.
OshadageaA great eagle that carries water through the air in a hollow on it’s back. Puts out fires and spreads dew.
Paija (http://www.giantitp.com/forums/showsinglepost.php?p=17281197&postcount=955)DoneBhuExtremely grotesque cannibalistic female. Covered in hair, with only one leg which emerges from her… lady parts. Gaze may petrify.5Outsider
PaiyukA highly aggressive aquatic elk that hunts humans as it’s prey.
Pal-Rai-YukBizzare 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 it’s back.
PalulukonA powerful water serpent that can stop the earth’s spin and stop springs from flowing if people stop living in harmony with nature.
PiasaA huge, scaled, catlike creature with deerlike horns, a very long tail with a fish tail on the end, and red eyes.
Pskegdemus (http://www.giantitp.com/forums/showsinglepost.php?p=18464609&postcount=1037)DoneBhuA female ghost that dwells in swamps. In some stories, it’s malevolent being, luring children to their demise. In others, it’s a tragic figure, having lost her own children she call out to children from loneliness.9/9/9Monstrous Humanoid/Undead/Outsider
Pukwudgie (http://www.giantitp.com/forums/showsinglepost.php?p=18179079&postcount=1022)DoneBhuA small humanoid with great magical power. It can transform into a walking porcupine, and those it kills rise as Tei-Pai-Wanka.8Fey
QuailertetangA seal-man hybrid that serves Sedna, the sea goddess. It observes humans and reports on their wrongdoings.
QuinametzinThe 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 GumsA 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-YinA water monster that resembles a centaur.
Siat (male) / Bapet (female) (http://www.giantitp.com/forums/showthread.php?170253-Critters-II!&p=17407828&viewfull=1#post17407828)DoneBhu Males kidnap children, females suckle them on their poisonous milk, killing them. Only killable with an obsidian arrow.5Humanoid (Giant)
Sio HumisHappy and friendly rain spirits.
Sisuitl (http://www.giantitp.com/forums/showthread.php?359449-Sisiutl-two-headed-sea-serpent-from-the-Pacific-Northwest-P-E-A-C-H)DoneSuperdaveA two-headed sea serpent with a human-like head in the middle of its body.16Magical Beast
Skatene (http://www.giantitp.com/forums/showthread.php?170253-Critters-II!&p=17352082&viewfull=1#post17352082)DoneBhuAn ogre-like female who can turn into an owl and cuts the head off her victims.4Humanoid (Giant)
Skunk, Dire (http://www.giantitp.com/forums/showsinglepost.php?p=18877915&postcount=399)DoneKopoutA dire skunk with a foul spray.1Animal
SnawfusA pure white deer with plants and flowers gowing from it’s antlers. It’s hooves split into fingerlike digits, allowing it to climb and swing through the trees. It creates thunder, and blue clouds in autumn.
Spearfinger (http://www.giantitp.com/forums/showsinglepost.php?p=18464632&postcount=1039)DoneBhuAn old woman covered on stone armor, with one long, spearlike finger that she uses to pick out a victim's liver.12outsider
StcemqestcintHumanlike creatures that wear nothing but buffalo skin and can turn into trees to hide. If you stare at one that’s hiding as a tree for a long time, it may become stuck as a tree.
StikiniA 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 (http://www.giantitp.com/forums/showsinglepost.php?p=18464615&postcount=1038)DoneBhuAn old man covered in stony armor, wielding a magic cane. Injured by the presence of menstruating women.12Outsider
Sundew, GiantA giant predatory plant.
Tah-Tah-Kle‘-Ah (http://www.giantitp.com/forums/showthread.php?170253-Critters-II!&p=17407820&viewfull=1#post17407820)DoneBhuEvil ogre women who kidnap children in baskets lined with pitch they carry on their backs. They’re also known to capture hunters to be their husbands. Or dinner. 10Outsider
Tammatuyuq (http://www.giantitp.com/forums/showthread.php?170253-Critters-II!&p=17370341&viewfull=1#post17370341)DoneBhuMale 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 it’s head with a needle/straw and drinking it’s life.4Humanoid (Giant)
TcipitckaamA crocodile-like sea serpent with a yellow horn projecting out of it’s forehead. It can turn into a handsome young man to lure women close to drown them.
TeehooltsoodiA massive otter with bull-like horns. It can control water and create floods.
Teyu-YaguaA reptile monster with seven dog heads that breath fire, and shiny skin. Very powerful, but calm and harmless.
ThelgethClaimedBhuHairy, headless, man-eating creatures. Members of the Anaye family of monsters.
Tizheruk (http://www.giantitp.com/forums/showsinglepost.php?p=17289479&postcount=214)DonePerturbulentHuge, serpentine aquatic mammal with a ‘seven-foot head‘10Magical Beast
TlahuelpuchiA 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.
TlanuhwaGreat red-tailed hawks with great mystical power.
TsanahaleResembling harpies, they have human female torsos with eagle-like wings and taloned legs.
Tsiatko (http://www.giantitp.com/forums/showpost.php?p=17053896&postcount=943)DoneBhuExtremely tall and thin people that live in the rockies, and speak in whistles. They live like animals and steal human food and children.
UgjuknarpakEnormous rodent with a prehensile tail and extremely hard-to-break skin. Capable of swimming.
Uncegila (http://www.giantitp.com/forums/showpost.php?p=17208507&postcount=197)DonePerturbulentA huge serpent with almost-unbreakable scales as black as shadow, with sharp claws and fangs. Swallows victims whole, but it’s vulnerable from within.21Magical Beast
Wakandagi PeziA water serpent with deer antlers and hooves on it’s feet. It gets jealous when people swim in its waters, and shoots bombs of water to blow up canoes.
WasgoSea 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 (http://www.giantitp.com/forums/showpost.php?p=17113967&postcount=166)DonePerturbulentSacred animals and messengers, the white buffalo can speak like men and have great magical powers.15Outsider
Witch of November (http://www.giantitp.com/forums/showthread.php?385266-Witch-of-November-Monster-Crossroads)DoneAdmiral SquishMalevolent wind-spirits from the great lakes that attack ships with hurricane-force winds.10Outsider
Xiuhcoatl (http://www.giantitp.com/forums/showpost.php?p=17094958&postcount=155)DonePerturbulentA massive flying turquoise serpent. Ic can breathe lightning and it’s body burns with blue flames. The great serpent is believed to be the weapon of the gods, wielded against those who displease them.6-22Dragon
YagimA fearsome sharklike creature, with a bright red body. It’s extremely bloodthirsty.
Yumilekax (http://www.giantitp.com/forums/showpost.php?p=16905495&postcount=76)DoneLOTRfanforest 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.3Magical Beast





NameStatusCreatorDecriptionCRType
Baba YagaAn evil old woman who flies in a cauldron and lives in a cottage that walks on chicken legs. A powerful witch.
Black Shuck (http://www.giantitp.com/forums/showthread.php?t=328175)DoneAmechraA large, black, supernatural canine that appears mysteriously at night, and is often considered a portent of death.15Undead
Clurichaun (http://www.giantitp.com/forums/showpost.php?p=16890763&postcount=20)DoneLOTRfanA cousin of leprechauns, these small, fairy-like men are constantly drunk and can be quite surly if mistreated, but they’ll guard one’s cellar if they are well-treated.2Fey
GwyllionA 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 DevilHuman babies cursed while in the womb or during birth, they become horrible demonic creatures upon birth, with batlike wings, hooved feet, a goat’s head, and a forked tail.
Le Nain RougeA French dwarf-spirit that came from Europe and now lives near Fort Detroit.
Lutin (http://www.giantitp.com/forums/showpost.php?p=16890624&postcount=17)DoneLOTRfanHouse-spirits that can take the forms of animals and move through the air, earth, water, and walls, and turn invisible.2Fey
Pixie, Feral (http://www.giantitp.com/forums/showsinglepost.php?p=18443469&postcount=372)DoneSuperdaveGarden pixies that have escaped and spread into the wild, becoming much wilder than their more tame cousins.7?Fey
Pixie, Garden (http://www.giantitp.com/forums/showthread.php?359254-The-Common-Garden-Pixie-decorative-(and-highly-invasive)-Old-World-fey)DoneSuperdave Pixies that live in gardens and tend flowers, and serve as living decorations and security.2Fey
Rhinemaiden (http://www.giantitp.com/forums/showpost.php?p=16892549&postcount=36)DoneDebihumanSeductive water spirits that hoard treasures of shiny materials at the bottom of their pools and rivers.6Fey
SinterklaasClaimedThe_DoctorSaint Nickolas, who has recently added a new world leg to his journey.
WittewijvenUndead 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.




NameStatusCreatorDecriptionCRType
Bì Xié (http://www.giantitp.com/forums/showpost.php?p=16885597&postcount=4)DoneAmechraA winged lion creature whose presence repels evil. 9Magical Beast
Feng Huang (http://www.giantitp.com/forums/showpost.php?p=16902164&postcount=70)DoneDracomortisMystical birds. The males are known as Feng, and the females as Huang. Their presence is a sign of extreme fortune and harmony.12Magical Beast
Gui (http://www.giantitp.com/forums/showsinglepost.php?p=18857869&postcount=1048)WIPBhuA broad group of chinese ghosts.VariesUndead
HsigoClaimedZzuxonNoisy beasts, resembling monkeys with feathered arms that can unfold into wings. Good at throwing things.
Jīn ChánClaimedSuperdaveA red-eyed bullfrog with only one back leg and seven spots on it’s back. It’s attracted to gold and valuable materials.
Nián Shòu (http://www.giantitp.com/forums/showpost.php?p=16894585&postcount=46)DoneLOTRfanA 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.16Magical Beast
PéngAn enormous creature that transforms from a fish to a bird and back.
PenghouA 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 (http://www.giantitp.com/forums/showpost.php?p=16900338&postcount=65)DoneBaniffA large creature with a body that looks like a hybrid of lion and a bull, with a single straight horn. It’s eyes see the truth, and it can sense guilt and lies. It attacks liars and guilty people.6Magical Beast
Zhènniǎo (http://www.giantitp.com/forums/showpost.php?p=16896743&postcount=52)DoneDracomortisPoisonous 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.5Magical Beast

LOTRfan
2014-01-28, 04:40 PM
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.

Admiral Squish
2014-01-28, 05:32 PM
My, that was fast! Your request have been added in, and I look forward to seeing what you've got!

Amechra
2014-01-28, 07:47 PM
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 :smalltongue:

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

Bì Xié (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 (6–10)
Challenge Rating: 9
Treasure: Standard, coins only.
Alignment: NG
Advancement: 12-17 (Large)
Level Adjustment: -

A Bì Xié 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 Bì Xié have a single antler, while females have two.

A Bì Xié natural weapons are considered to be Good aligned weapons.

Special Attacks

Pounce (Ex): A Bì Xié 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 Bì Xié 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 Bì Xié'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 Bì Xié 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 Bì Xié 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 Bì Xié 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 Bì Xié 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 Bì Xié's Auspicious Presence.

Finally, if a Bì Xié 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 Bì Xié 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 Bì Xié may be summoned by a Good spellcaster with the Summon Monster VII spell.

Baniff
2014-01-28, 08:41 PM
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?

Debihuman
2014-01-28, 08:55 PM
My major complaint with the Bì Xié 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.

Debby

Amechra
2014-01-28, 09:04 PM
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.

Admiral Squish
2014-01-28, 09:11 PM
Sorry it didn't do it justice, honestly, I only looked at the Wiki article. (http://en.wikipedia.org/wiki/Bixie) 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!

Amechra
2014-01-28, 09:25 PM
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.

Admiral Squish
2014-01-28, 09:45 PM
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?

Amechra
2014-01-28, 09:51 PM
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!

Admiral Squish
2014-01-28, 10:06 PM
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.

Amechra
2014-01-28, 10:27 PM
Just realized I hadn't picked class skills; their class skills are Appraise, Fly, Sense Motive, and Survival.

EDIT: OK, the Grim (http://www.giantitp.com/forums/showthread.php?p=16887730#post16887730) 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).

LOTRfan
2014-01-29, 11:14 AM
I have the Lutin down as a 3.5 monster. It's here (http://www.giantitp.com/forums/showthread.php?p=16889384#post16889384) 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.

Admiral Squish
2014-01-29, 12:15 PM
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.

KitsuneBoxing
2014-01-29, 01:10 PM
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)

LOTRfan
2014-01-29, 02:51 PM
I think I updated it properly. Let me know if I did something wrong.


http://0.tqn.com/h/webclipart/1/H/1/A/6/Lutin.jpg

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.

Debihuman
2014-01-29, 03:00 PM
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

Thunderfist12
2014-01-29, 03:10 PM
I shall create some of these creature stats.

Also, isn't a Cavern Knocker also called a kobald?

LOTRfan
2014-01-29, 03:12 PM
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. It’s 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 don’t 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 wasn’t 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 cellar’s 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 shouldn’t 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 ½ feet in height.

Admiral Squish
2014-01-29, 03:28 PM
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.


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.

Amechra
2014-01-29, 03:35 PM
I call La Llorona. I call La Llorona so hard.

Mainly because syncretic beliefs + Miami. (http://www.miaminewtimes.com/1997-06-05/news/myths-over-miami/)

LOTRfan
2014-01-29, 03:38 PM
Since it seems that a lot of people are calling monsters, I'm going to take a second and call the Nián Shòu.

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 Nián Shòu

Admiral Squish
2014-01-29, 04:20 PM
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.

LOTRfan
2014-01-29, 04:25 PM
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.

Admiral Squish
2014-01-29, 04:40 PM
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.

LOTRfan
2014-01-29, 05:02 PM
I think I'm done with the Clurichaun. I'll do the Nián Shòu 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?

Dayaz
2014-01-29, 05:27 PM
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

Admiral Squish
2014-01-29, 06:12 PM
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 (http://www.giantitp.com/forums/showthread.php?t=10313)

KitsuneBoxing
2014-01-29, 06:13 PM
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.

LOTRfan
2014-01-29, 06:14 PM
In the darkness ahead of you, you can see a small girl floating between two trees. Her face is hazy, and a ghostly cough seems to be emanating from behind her. She holds up her clawed hand, and you feel a sudden cold in your lungs.

Acheri CR 3
XP 800
NE Small Undead (Incorporeal)
Init +6; Senses Darkvision 60 ft. ; Perception +7
____________
Defenses

AC 16, Touch 16, flatfooted 14; (+3 Deflection, +2 Dex, +1 size)
hp 22 (3d8+9)
Fort +1, Ref +3, Will +6
___________
Offenses

Speed Fly 30 ft. (perfect)
Melee Incorporeal Touch +5 melee (1d4 plus cursed disease)
Space 5 ft.; Reach 5 ft.
____________
Statistics

Str ---, Dex 15, Con ---, Int 11, Wis 12, Cha 16
Base Atk +2; CMB +2; CMD 16
Feats Improved Initiative, Iron Will
Skills Fly +8, Perform (Dance) +5, Sense Motive +3
Languages Culture-dependent (often Ojibwe)
____________________
Special Abilities

Cursed Disease (Su): If an acheri uses its claw attacks on a living victim, the creature must make a Fortitude save (DC 14), or come into contact with the disease that killed the acheri in life. Different acheris have different diseases, but common ones include dysentery (http://www.d20pfsrd.com/gamemastering/afflictions/diseases/dysentery), cholera (http://www.d20pfsrd.com/gamemastering/afflictions/diseases/cholera), filth fever (http://www.d20pfsrd.com/gamemastering/afflictions/diseases/filth-fever), tuberculosis (http://www.d20pfsrd.com/gamemastering/afflictions/diseases/urgathoa-s-breath), or typhoid fever (http://www.d20pfsrd.com/gamemastering/afflictions/diseases/typhoid-fever). In addition, once per day may curse a victim within 60 ft. of itself, forcing the target to make the save even if they have not been hit with the acheri's claw attacks. Regardless of whether or not they succeed on the save, all victims of this ability are immune to this ability for 24 hours. After becoming infected, the victim must beat the disease's normal DC rather than the DC of the acheri's ability in order to be cured. The save DC of this ability is Charisma-based.

Rejuvenation (Su): In most cases, it’s difficult to destroy an acheri through simple combat: The "destroyed" spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. An acheri that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + acheri’s HD) against DC 13. If someone were to cast remove disease on the acheri and then kill it within an hour of performing the spell, the acheri cannot rejuvenate. Otherwise, the only way to reliably kill an acheri is to find its corpse and wrap red ribbons around its neck and ankles (at which point the spirit ceases to exist immediately).
_________
Ecology

Environment: Temperate Forests
Organization: Solitary
Treasure: Incidental

Life is not always easy at the farthest reaches of civilization, and death is something that must be accepted. Of course, the death of a child is never easy, but it can become a hundred times worse when the child angrily lashes out from beyond the grave. Those children who are killed by disease sometimes return to this world as violent spirits known as acheris. These incorporeal undead, taking the form of floating gray-skinned children, wish to inflict their fate upon others.

It is said that acheri visit nearby towns in the dead of night, dancing in the center and inviting other children to leave their beds and dance with them. It is only then that the spirits reveal their true nature, digging their shadowy claws into the tender flesh of their victims and infecting them with a plague. Acheris often let their victims live, allowing them to run bleeding and crying back to their parents. They delight in watching these children inadvertently spread the disease, becoming engrossed in the resulting misery with an appropriately child-like glee.

Acheri are very strongly tied to this world, and as a result it can be very difficult to finally put such creatures to rest. The most reliable way to do so is to find out who the acheri was in life, and tying red ribbons around their necks and ankles. Red is a symbol of purity, and it is said that by purifying the corpse you cut the link that keeps the monstrous spirit here.

Debihuman
2014-01-29, 06:16 PM
Since I am one of those old dogs who doesn't learn new tricks easily, I'm gonna ask that someone else convert the Rhine maiden's actual stat block. I've made the requested changes as far as 3.5 goes. Pathfinder's stat block might be good for DM's but it's painful for monster creation.

Debby

Dayaz
2014-01-29, 06:44 PM
alrighty, I think I got a decent idea on how this works. Just as a test, I'll start on something small and simple(ish): The Jackalope

Admiral Squish
2014-01-29, 06:55 PM
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.

Looks great to me! I always think monster-based items and equipment add great depth to a setting.


Since I am one of those old dogs who doesn't learn new tricks easily, I'm gonna ask that someone else convert the Rhine maiden's actual stat block. I've made the requested changes as far as 3.5 goes. Pathfinder's stat block might be good for DM's but it's painful for monster creation.

Debby

Well, like I've said, we don't have to use the PF statblock. I still build from the 3.5 block because I'm so much more used to it. All you have to do is pay attention to skills and change the bab line.

But if you want me to, I'll edit it to PF and repost.

LOTRfan
2014-01-29, 06:55 PM
Since I am one of those old dogs who doesn't learn new tricks easily, I'm gonna ask that someone else convert the Rhine maiden's actual stat block. I've made the requested changes as far as 3.5 goes. Pathfinder's stat block might be good for DM's but it's painful for monster creation.

Debby

I absolutely hate the new statblock. I hate, hate, hate it. But then again, I too am someone who doesn't like new configurations when the old one is perfectly fine. I'll convert it for you, though.

Admiral Squish, do you think the Lutin needs shillelagh?

EDIT: Looks like a posted too late. No matter, I find the process very tedious anyway.

Admiral Squish
2014-01-29, 07:06 PM
By Debihuman

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/CMB/CMD: +4/+6/18
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: Amphibious, Break Enchantment, Change Shape (human), 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 +15, Knowledge (Local) +13, Perception +11, Sense Motive +11, Stealth +14, Swim +14
Feats: Ability Focus (Wrath of the Rhine Maiden), Combat Reflexes, Dodge, Weapon Finesse, Power Attack
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.

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

Change Shape (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.

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 perception 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.

Admiral Squish
2014-01-29, 07:43 PM
I absolutely hate the new statblock. I hate, hate, hate it. But then again, I too am someone who doesn't like new configurations when the old one is perfectly fine. I'll convert it for you, though.

Admiral Squish, do you think the Lutin needs shillelagh?

EDIT: Looks like a posted too late. No matter, I find the process very tedious anyway.

Honestly, I think the PF stat block is equal, if not a little better than the 3.5 one, it's just that we know how to work the 3.5 block better. It's all a matter of practice.
I think I'm gonna post the modified 3.5 stat block in the first post to make it easier on the homebrewers. Maybe add a few things to keep in mind about pathfinder, like the changes to skills.

I don't know, it could probably use a little more offensive punch. Also, I just noticed the attack line of the Pf version says 'weapon'.

KitsuneBoxing
2014-01-29, 07:59 PM
Here's another one! What a fun thread.

Geldegwsets (CR 5)

NG Large Humanoid (Giant, Aquatic)
Init +1; Senses: Low-Light vision, Perception +8

Defense:
Ac 17, Touch 10, Flat-footed 16 (+1 dex, +7 natural, -1 size)
Hp 73 (7d8+31)
Fort +11, Ref +3, Will +5

Offense:
Speed 30 ft., Swim 50 ft.
Melee: Unarmed Strike +10* (1d8+11*)
Ranged: Rock +7 (1d8+10)
Space: 10 ft. Reach: 15 ft.
Special Attacks: Rock Throwing, Water Blast (3d6 nonleathal, dc 19)

*These numbers include penalties and bonuses from power attack.

Str 25, Dex 13, Con 22, int 8, wis 16, cha 12
Base Atk +5, cmb +13 (+15 to grapple), cmd 24 (28 vs bull rush and trip)
Feats: Improved Unarmed Strike, Power Attack, Improved Grapple, Skill focus (survival)
Skills: Knowledge Local +3, Perception +8, Sense motive +7, Survival +11, Swim +19; Racial Modifiers: Swim +8
Languages: Common, Geldegwsets
SQ: Amphibious

Special Abilities:

Heavy Body (Ex): Geldegwsets have an unusually heavy lower body. They gain a +4 bonus to their cmd vs bull rush and trip attempts. However, because of their short, stumpy legs, they have a base land speed as if they where one size category smaller than they are.

Long Arms (Ex): The Geldegwsets long arms deal unarmed strike damage as if it was two size categories larger than it is, and has reach as if it was one size category larger than it is.

Water Blast (Ex): When the geldegwsets' water pouches are full, it can empty them all at once in a 20 ft cone. All creatures in the cone take 3d6 nonleathal damage and are knocked prone. A dc 19 fortitude save divides the damage by half and negates the prone condition (the save dc is constitution based). All non-magical fires in the cone are extinguished. To use this ability, the geldegwsets must first fill its' water pouches. This is a standard action that provokes an attack of opportunity when the geldegwsets is standing in water, and a move action that does not provoke an attack of opportunity when the geldegwsets is swimming. If the geldegwsets is on land, it cannot fill its' pouches at all. It is quite common for a geldegwsets to walk around with its' pouches allready filled.

Description:

A geldegwsets has thick, blue grey skin, a broad and heavy lower body with short, stubby legs and long, powerful arms equipped with flat hands seemingly more suitable for a creature three times its' size. The head is small in comparison to the body and on the side of the neck there are thin gills. A geldegwsets can breathe both over and under water, but prefers the water, and is rarely seen far from the river. Its' heavy body is designed to stand in a flowing river without being affected by the stream and to easily sink to the bottom, where it can sleep half buried in the river bed. It does not sleep after any schedual set by nature, but whenever it wants to, often for weeks at a time, to then stay awake for a similar amout of time. The geldegwsets fishes by standing in the river and using its' enormous hands as a basin, lifting up gallons of water at a time and drinking it, along with any fish caught within the water. Below its' neck are large skin pouches where excess water from these drinkings are stored. The geldegwsets can blow this water out through its' mouth, making them an excellent help when putting out forest fires.

Geldegwsets are usually very friendly, and in fact loves to have conversations with humans, listening with awe and exitement at tales of adventure, big cities and the like. When not eating, they will often stay under and beside bridges or at river crossings, waiting for someone to talk to. It is considered quite rude to cross a river with a geldegwsets beside it and not stay to talk with it for at least a minute or two. Since they have excellent memories, they are often used to pass messenges along to wanderers passing through later. They do not have a great sense of secrecy though, so messages that are private are passed along at the speakers own risk.

They rarely become violent, except when their life or the life or their family or loved ones are threatened. If somebody pollutes the river the geldegwsets will be very angry, but is more likely to yell at them than strike out at them. Relationships between geldegwsets are very private and intimate and takes place almost entirely under water. Their children live completely submerged until they are grown up. Because of this, not much is known about the geldegwsets family life, except that it is very private, and quite alien to humans.

LOTRfan
2014-01-29, 08:02 PM
Yeah, I copied the template from the Grab Bag contest and forgot to specify the weapon. I'll fix that. I have a reservation about giving the Lutin shillelagh because that was an ability I was going to exclusively give the clurichaun and (my version of) the leprechaun. What if I were to give them magic fang, for their animal form?

Acheri is done, I think.

Admiral Squish
2014-01-29, 10:50 PM
Geldegwset
Man, now that's an interesting monster. All the information I could find was very vague about the appearance and lifestyle of the monster. Did you find some source of more myths somewhere, or is the detail from artistic liberty?

I think the damage mod on your attacks is off. Unarmed strikes are light weapons, my math says it should be +7. The thrown rocks aren't normally two-handed weapons, so they should be +7 as well. The melee attack should be +12 as far as I know.
You misspelled nonlethal a few times in there.

Acheri
The Acheri looks good!
Init should be +6, if my math is right.
I think the attack mod on the claws should be +4. I think incorporeal undead use their dex for attack automatically.
CMB should be +2. CMD has no +, it's a static number and I think it's supposed to be 14.
Other than that, I see no problems. certainly a creepy monster, and I like that there's a specific way to kill it for good, like a vampire or a lich.
I could see a low-level party having to go out to the graveyard to put one down for good.

LOTRfan
2014-01-29, 11:01 PM
Sorry, still a little new to the whole CMB/CMD thing. I'll fix the Acheri's CMB, and I'll fix the CMD for all my monsters.

EDIT: Yeah, I messed up the Dexterity score, I thought it was higher. I'll fix Initiative as well.

About the Lutin, do you think that magic fang would be enough?

Admiral Squish
2014-01-29, 11:07 PM
Sorry, still a little new to the whole CMB/CMD thing. I'll fix the Acheri's CMB, and I'll fix the CMD for all my monsters.

EDIT: Yeah, I messed up the Dexterity score, I thought it was higher. I'll fix Initiative as well.

About the Lutin, do you think that magic fang would be enough?

Alright, I think that's everything.

Oh, yeah, forgot about the lutin for a sec. Yes, I suspect it would be enough.

KitsuneBoxing
2014-01-29, 11:10 PM
Geldegwset
Man, now that's an interesting monster. All the information I could find was very vague about the appearance and lifestyle of the monster. Did you find some source of more myths somewhere, or is the detail from artistic liberty?

I think the damage mod on your attacks is off. Unarmed strikes are light weapons, my math says it should be +7. The thrown rocks aren't normally two-handed weapons, so they should be +7 as well. The melee attack should be +12 as far as I know.
You misspelled nonlethal a few times in there.

I made up all the information, hope that's ok, or that my ideas can be combined with any existing lore.

The unarmed damage is with power attack included, since i figure that's how they would fight, with wild swings. With only one attack that's pretty much always your best option anyway, so it should be written as standard, as far as i'm concerned. But i can write a note of it, of course.

Many giants (including this one) have an ability called rock throwing where you get to throw larger stones and do it two handed. It specifically says in the ability that they usually add 1 1/2 times on these attacks.

I'll change the spelling, of course.

Amechra
2014-01-29, 11:18 PM
I'll do the Anaye too, by the way.

LOTRfan
2014-01-29, 11:28 PM
Alright, fixed everything. I'll start working on the Nián Shòu next. In the meantime, I think I'll claim the Ishigaq.

LOTRfan
2014-01-30, 12:20 AM
I'll get around to finishing this soon. I want to add some unique abilities, so this may take a while longer.

Out from the ocean arises a great beast, its leonine orange face contrasting with its green, heavily muscled tauric body. As it roars, its fiery mane rises up into the air like a garden of spikes. Lightning strikes the side of its horns, though the creature doesn't seem to notice.

Nián Shòu CR 16
XP 76,800
NE Huge Magical Beast (Aquatic)
Init +0; Senses Blindsense 60 ft., Darkvision 60 ft., Lowlight vision; Perception +33
____________
Defenses

AC 20, Touch 8, flatfooted 20; (+12 natural, -2 size)
hp 299 (26d10+156); fast healing 10
Fort +22, Ref +17, Will +14
DR 15/Red SR 37
Immunity Electricity
Weaknesses Fear of Sound, Vulnerability to Sonic
___________
Offenses

Speed 40 ft., Swim 40 ft.
Melee Gore +34 (2d8+15/19-20), Bite +32 melee (2d6+10), 2 Claws +33 melee (1d8+10)
Space 15 ft.; Reach 10 ft.
____________
Statistics

Str 31, Dex 10, Con 21, Int 14, Wis 19, Cha 16
Base Atk +26; CMB +38; CMD 48
Feats Ability Focus (Frightful Presence), Awesome Blow, Bleeding Critical, Combat Expertise, Critical Focus, Great Fortitude, Improved Critical (Gore), Iron Will, Lightning Reflexes, Multiattack, Power Attack, Toughness, Weapon Focus (Claw)
Skills Intimidate +32, Knowledge (History) + 31, Survival +33
Languages Mandarin
SQ Amphibious
____________________
Special Abilities

Blindsense (Ex): A nián shòu can locate creatures within 120 feet by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues). Opponents the nián shòu can’t actually see still have total concealment against it.

Damage Reduction: Nián Shòu have near-impenetrable armor, but for reasons unknown these creatures have a strange aversion to the color red. Weapons that are dipped in red powder or covered in red paint or dried blood bypass this damage reduction. Covering a weapon in the nián shòu's own blood does not bypass thisdamage reduction.

Fear of Sound: Every time a nián shòu suffers more than 30 points of sonic damage in a single strike, the nián shòu must make a DC 18 Will save, or become shaken for 3d4 rounds. If a nián shòu suffers more than 50 points of sonic damage in a single hit, the creature must make a DC 20 save or become frightened for 2d6 rounds. Should the nián shòu take more than 100 points of sonic damage, the creature is panicked for a full minute and will attempt to flee to the nearest large body of water as quickly as possible.

Frightful Presence (Su): A nián shòu can inspire terror by charging or attacking. Affected creatures must succeed on a DC 28 Will save or become shaken, remaining in that condition as long as they remain with 60 feet of the nián shòu. The save DC is Charisma-based. Every time another creature is affected by this ability, the nián shòu gains a number of bonus hit points equal to one-half the victim's total number of HD (minimum 1).

Swallow Whole (Ex): A nián shòu can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 4d10+15 points of bludgeoning damage and 12 points of acid damage per round from the nián shòu’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 40 points of damage to the gizzard (AC 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Huge nián shòu’s gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.
_________
Ecology

Environment: Warm Ocean
Organization: Solitary
Treasure: Double Standard

It is said that, many hundreds of years ago, there was a village that was attacked annually by a great beast. This monster, a chimerical creature with the worst features of ox and lion, was said to rise out of the seas and attack the villagers who lived in the mountain. There was nothing they could do to stop its rampage, for its very presence sent even the stoutest of warriors running back from whence they came. The beast would savagely assault men and women in the very hearts of their villages, only to disappear at the end of each New Year. The creature would hibernate until the next New Year, where the cycle would begin all over again.

This continued for many a year, until a few brave heroes decided that enough was enough. Together, they rallied themselves and the rest of the village in order to fight back against the seemingly unstoppable foe. They gathered gongs and explosives, and as the beast came forward towards the mountains they unleashed their attacks. The monster, which seemed to feed off of the fear that it usually created, was distraught to find that these tiny people would act so courageously against it. Their red weapons hurt the monster, and their loud noises frightened it. It lashed out, before trying to flee back into the water from whence it came. The creature was ultimately killed before it could flee, however, and the villagers were quite happy to be rid of the Nián Shòu.

Yearly celebrations are still held in honor of the creature's defeat, with people using gongs and firecrackers and dressing in red. There are those that say that the beast was not one of a kind, though; these vigilant souls are convinced that there are other nián shòu living deep under the ocean. The appearance of just one, it is said, would be enough to throw civilization into chaos. Whether there are any more remains to be seen.

LOTRfan
2014-01-30, 01:25 AM
Finished the nián shòu. I was thinking about adding the dragon-blooded subtype, but that's only 3.5e, right?

Debihuman
2014-01-30, 03:11 AM
Honestly, I think the PF stat block is equal, if not a little better than the 3.5 one, it's just that we know how to work the 3.5 block better. It's all a matter of practice.
I think I'm gonna post the modified 3.5 stat block in the first post to make it easier on the homebrewers. Maybe add a few things to keep in mind about pathfinder, like the changes to skills.

I don't know, it could probably use a little more offensive punch. Also, I just noticed the attack line of the Pf version says 'weapon'.

It's not just the skills. When you change to PF, you have to add feats since they give them out at every odd level.

Rhine Maiden: still needs Alternate Form changed to Change Shape in Statblock and an additional feat. I recommend Power Attack for the additional feat.

Debby


I'd also like credit in the updated Rhine Maiden please.

LOTRfan
2014-01-30, 03:25 AM
When you change to PF, you have to add feats since they give them out at every odd level.

Oh, shoot. Well, it looks like I'll have to go back and add some feats. :smallannoyed:

On the bright side, we've more or less completed nine monsters in twelve hours. Pretty good, no?

Amechra
2014-01-30, 06:00 AM
agjknsfdfdlkgfdslgfkjga;hk!

That is how I feel about the fact that I forgot they have more feats.

But yeah, 9 monsters wooh! I'll probably be able to get 5 more monsters in today (due to quirk in my schedule, I have no classes, and it is currently 6 AM. No regrets.)

Debihuman
2014-01-30, 08:27 AM
As much as I love homebrewing monsters, I wonder if we really need to homebrew Baba Yaga. She's been done to death. For example here: http://www.d20pfsrd.com/extras/community-creations/sowhereaminow-s-lab/baba-yaga

Here's the link to her Dancing Hut: http://www.d20pfsrd.com/magic-items/artifacts/major-artifacts/dancing-hut-of-baba-yaga

She is a HUGE beastie and I don't think I could do it any better.

Debby

Dracomortis
2014-01-30, 10:59 AM
I actually had this one on my to-do list already, and no one seems to have claimed it yet, so here we go.

This small bird vaguely resembles a cross between an eagle and a goose. Its feathers are deep purple with green tips, and its beak is a bright crimson.

Zhenniao CR 5
XP 1,600
N Small magical beast
Init +3; Senses low-light vision, darkvision 60 ft.; Perception +11
________________________________________
DEFENSE
________________________________________
AC 16, touch 14, flat-footed 13 (+3 Dex, +2 natural, +1 size)
hp 57 (6d10+24)
Fort +9, Ref +8, Will +5
Defensive Abilities poison feathers; Immune poison
________________________________________
OFFENSE
________________________________________
Speed 20 ft., fly 40 ft. (average)
Melee bite +10 (1d4 plus poison), 2 talons +10 (1d3 plus poison), 2 wings +5 (1d3 plus poison)
Space 5 ft.; Reach 5 ft.
Special Attacks poison, talon or wing
________________________________________
STATISTICS
________________________________________
Str 10, Dex 17, Con 18, Int 2, Wis 17, Cha 9
Base Atk +6; CMB +5; CMD 18
Feats Flyby Attack, Nimble Moves, Weapon Finesse
Skills Fly +9, Perception +11
________________________________________
ECOLOGY
________________________________________
Environment temperate hills and mountains
Organization solitary, pair, or flock (3-10)
Treasure incidental
________________________________________
SPECIAL ABILITIES
________________________________________
Poison (Ex): Bite, talon, or wing—injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d2 Con; cure 2 consecutive saves.

Poison Feathers (Ex): A creature that strikes a zhenniao with an unarmed strike or natural weapon exposes itself to the bird’s poisonous feathers.
Feathers—contact; save Fort DC 17; frequency 1/round for 4 rounds; effect 1d3 Dex; cure 1 save.

Talon or Wing (Ex): A zhenniao cannot use its wing attacks while flying, and it cannot use its talon attacks while not flying.


The zhenniao is a feared but relatively docile creature best known for its highly toxic feathers, which have earned it the nickname “poisonfeather bird” in some regions of the world. Ironically, zhenniao are not naturally poisonous, but instead gain their toxicity through their diet. They feed almost exclusively on venomous animals (particularly vipers) and then secrete the poison from their food through specialized pores in their skin. Unharmed by this process, the zhenniao then acquires a potent defense against would-be predators and will even use this poison to prey upon creatures that would normally be too large or too dangerous for it to take on normally.

Curiously, the poison coating a zhenniao’s feathers seems to produce two completely different reactions depending on how it is delivered. A creature that merely touches a zhenniao experiences an unpleasant tingling that eventually leads to numbness, but isn’t at risk of death. Those pecked or clawed by the bird, on the other hand, experience a rapid weakening of the body that most often proves fatal. A grounded zhenniao can also slash at opponents with its wings, whose feathers are surprisingly sharp, to deliver the more lethal version of the toxin.

Thunderfist12
2014-01-30, 11:11 AM
http://astarlite.com/heathfieldcastle/KnockerBWsm.jpg

Introducing Cavern Knockers. I'll work on them when I get home, but here's a template.

Common Cavern Knocker
Level: 1 (Rogue)
Medium Fey (Lesser)
Hit Dice: 1d6 (6 hp)
Initiative: +6
Speed: 30 ft., Burrow 20 ft., Climb 10 ft.
Armor Class: 13 (+2 Dex, +1 Natural), touch 12, flat-footed 11
Base Attack/CMB/CMD: +0/-1/12
Attack: Claw +2 melee (1d4+2)
Full Attack: Claw +2 melee (1d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Shriek
Special Qualities: Darkvision 60 ft., Deep Dweller, Low-Light Vision, Light Blindness, sonic resistance 5
Saves: Fort +0, Ref +4, Will +0
Abilities: Str 8, Dex 15, Con 11, Int 12, Wis 10, Cha 8
Skills: Climb +3 (+11 to maneuver), Hide +6, Intimidate +5, Listen +4, Move Silently +6, Spot +4, Swim +2.
Feats: Improved Initiative.
Environment: Underground
Organization: Solitary, Mated Pair, Family (1d4 combatants with 2d6 noncombatants), or Clan (4d6 combatants with 8d8 noncombatants)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually Neutral
Advancement: By character class
Level Adjustment: +0

Description

Combat

Sum up tactics

Shriek (Ex): Description (1 sentence). Effect.

Racial Traits
Abilities: -2 Strength, +4 Dexterity, +2 Intelligence, -2 Charisma: although weak and repulsive, the common cavern knocker is cunning and swift of claw.
Size: As Medium creatures, the common cavern knocker gains no bonuses or penalties due to size.
Speed: Common cavern knocker base land speed is 30 feet. However, they also gain a burrow speed of 20 feet and a climb speed of 10 feet. They get a +8 bonus on Climb checks made to maneuver while climbing, and their Climb skill is based on Dexterity rather than Strength.
Senses: The common cavern knocker has Darkvision out to 60 feet and Low-Light Vision.
Light Blindness: Like all cavern knockers, the common cavern knocker gains Light Blindness. This disadvantage is detailed in the Bestiary.
Natural Armor: The common cavern knocker has a natural armor bonus of +1.
Claws: Common cavern knockers gain a claw attack that deals 1d4 damage. Unlike most claw attacks, theirs is based on Dexterity for attack rolls and damage.
Shriek (Ex): ???
Energy Resistance: The common cavern knocker gains sonic resistance 5.
Deep Dweller: The common cavern knocker, like all of its kind, is vulnerable to fire. They also take a -4 penalty on saving throws while in hot or arid environments, as well as a -2 penalty to attack rolls and armor class. Cavern knockers undergo the effects of thirst twice as quickly as normal, and must take in twice the amount of water each day that a human would.
Skill Bonuses: The common cavern knocker gains a +2 bonus to Swim checks and a +2 bonus to Intimidate checks.
Languages: Cavernspeak is the native language of all cavern knockers. An intelligent cavern knocker has access to the following bonus languages: Common, Goblin, Sylvan, Terran, and Undercommon.

Deep Cavern Knocker
Medium Fey
Hit Dice: Xd6+X (X hp)
Initiative: +X
Speed: 30 ft., Burrow 20 ft., Climb 10 ft.
Armor Class: X (+X Dex, +X Natural), touch X, flat-footed X
Base Attack/CMB/CMD: +X/+X/X
Attack: Claw +X melee (XdX+X)
Full Attack: Claw +X melee (XdX+X)
Space/Reach: 5 ft./5 ft.
Special Attacks: Shriek, Quake, Vengeful Strike
Special Qualities: Darkvision 120 ft., immunity to sonic, Improved Low-Light Vision, Light Blindness, vulnerability to fire
Saves: Fort +X, Ref +X, Will +X
Abilities: Str X, Dex X, Con X, Int X, Wis X, Cha X
Skills: ???
Feats: ???
Environment: Underground
Organization: Solitary, Mated Pair, Family (1d4 combatants with 2d6 noncombatants), or Clan (4d6 combatants with 8d8 noncombatants)
Challenge Rating: 10
Treasure: Standard
Alignment: Usually Neutral
Advancement: By character class
Level Adjustment: -

Description

Combat

Sum up tactics

Ability (Type): Description (1 sentence). Effect.

Admiral Squish
2014-01-30, 12:35 PM
KitsuneBoxing
Oh, no, it's fine with me. It reads like a proper legend. I just wanted to know if you had a more detailed source somewhere that I could start mining for details.

I thought rock throwing just allowed you to throw rocks. I know some giants have a more detailed description that can specify using one or two hands.

LOTRfan
Marvelous! I shall review momentarily.
Well, you certainly accomplished a unique creature, and the difficult goal of making such a powerful beast threatened by red and loud noises.
I would suggest adding a thing to the DR saying the creature's own blood is a different color or something, because otherwise it could be argued that as soon as you deal damage through the DR, the blood would make it so it no longer applied.
But yeah, with the reminder about feats, it needs to have... 13, I think.

Debihuman
Righto, I shall fix things and add your credit.

As for baba yaga, I'm surprised we didn't find that already...

Amechra
5?! Impressive! Let's see if you can live up to your word. :smallamused:

Dracomortis
Very nice! Glad to have new people contributing.
I went through the block and all the math looks right, no complaints here.

Thunderfist12
I know your critters aren't done, but that picture is CREEPY AS HELL.

Amechra
2014-01-30, 12:46 PM
Sadly, I might not; I've been up for 27 hours, so I'll probably crash instead.

zabbarot
2014-01-30, 12:51 PM
Sadly, I might not; I've been up for 27 hours, so I'll probably crash instead.

Unless you are a robot or some other AI, you should definitely crash instead. Even if you are it might be time for a defrag.

KitsuneBoxing
2014-01-30, 12:55 PM
I call dibs on the Kaitorak!

Amechra
2014-01-30, 02:04 PM
Unless you are a robot or some other AI, you should definitely crash instead. Even if you are it might be time for a defrag.

I've done 40 hour days before. I'm an insomniac, it's what I do!

Admiral Squish
2014-01-30, 02:58 PM
Psh, 40 hours, I once stayed up for four days. I'd just gotten City of Heroes and had a bulk bag of lucky charms next to me. I only got up to drink or use the bathroom.
It might have been less that four days, but my memory gets kinda fuzzy toward the end of it.

LOTRfan
2014-01-30, 05:22 PM
Added a clause in for the Damage Reduction, and I added more feats. I'll start the little people shortly, but first I want to do some more research.

I've noticed that a couple of monsters on the list are already statted in the pfsrd, and that several of these monsters are only different from some more "standard" fantasy monsters in terms of a few minor fluff details; could we use those statistics, or do you want to create them all from scratch?

EDIT: Also, I'd like to claim the Yumilekax.

Admiral Squish
2014-01-30, 05:46 PM
Added a clause in for the Damage Reduction, and I added more feats. I'll start the little people shortly, but first I want to do some more research.

I've noticed that a couple of monsters on the list are already statted in the pfsrd, and that several of these monsters are only different from some more "standard" fantasy monsters in terms of a few minor fluff details; could we use those statistics, or do you want to create them all from scratch?

EDIT: Also, I'd like to claim the Yumilekax.

Really? I'll have to double-check. My brother came up with the lists of monsters, including finding all the pfsrd links. I'll cross off whatever i can. I know we ignored a few premade versions because they didn't mesh up with the setting, or diverged way too far from the original mythologies.

LOTRfan
2014-01-30, 05:48 PM
The one that caught my eye immediately was the Puckwudgie, whose Pathfinder stats I was very happy with. But then again, I'm not familiar with the original myths, so maybe there is something wrong with it....

Admiral Squish
2014-01-30, 06:00 PM
The one that caught my eye immediately was the Puckwudgie, whose Pathfinder stats I was very happy with. But then again, I'm not familiar with the original myths, so maybe there is something wrong with it....

Hmm... The only problem is that the PF pukwudgie raises zombies and the myth pukwudgie raises will-o-wisp-like-things. Still, it's not terrible.

LOTRfan
2014-01-30, 06:45 PM
A small cluster of tiny humanoids, no more than a foot in height, and quietly running across the ice-laden fields. The leading ones are chasing after a small deer, harpoons in their hands.

Ishigaq CR 1/2
XP 200
Ishigaq ranger 1
N Tiny Humanoid
Init +4; Senses Lowlight vision; Perception +6
____________
Defenses

AC 20, Touch 17, flatfooted 15; (+2 size, +4 Dexterity, +3 Hide armor, +1 Dodge)
hp 5 (1d8+1)
Fort +3, Ref +6, Will +2
___________
Offenses

Speed 20 ft.
Melee Harpoon +3 melee (1d4)
Ranged Bola +7 ranged (1d2)
Space 2 1/2 ft.; Reach 0 ft.
____________
Statistics

Str 10, Dex 19, Con 13, Int 10, Wis 14, Cha 8
Base Atk +1; CMB +1; CMD 10
Feats Dodge
Skills Climb +4, Knowledge (Nature) +4, Stealth +8, Survival +6, Swim +4
Languages Inukitut
____________________
Special Abilities

Favored Enemy (Ex): Ishigaq have a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks, as well as a +2 bonus to attack and damage rolls, made against creatures with the Animal type.

Ice Walker (Su): Ishigaq are not slowed by ice and snow, treating icy terrain as normal ground when it comes to movement and making acrobatics checks. Additionally, ishigaq do not leave behind tracks when walking on snowy terrain, as if under the effects of a pass without a trace spell.

Wild Empathy (Ex): Ishigaq can make a special check similar to a diplomacy check to influence the mood of an animal within 30 ft. of themselves, adding their ranger level to the check. A ranger can do this to magical beasts as well, but they take a -4 penalty when doing so.

Skills: Ishigaq gain a +2 racial bonus to Stealth and Survival checks made in snowy or icy terrain. This is not included in the statblock above.
_________
Ecology

Environment: Cold Tundras
Organization: Solitary, Pair, or Village (15-75 plus 40% noncombatants, with a 3rd level Ishigaq for every 20 and a 5th level for every 50)
Treasure: Standard

Legends say that there are little people in the far north that are even smaller than the Awwakkule; these beings, known as the ishigaq, are miniature men sometimes said to have spirit in their ancestry. The ishigaq do seem to travel across the frozen wastes with a supernatural grace. Ishigaq travel in small, nomadic tribes that follow a specific herd of animals. It is said that once these beings leave your sight, you will never find them again, for they do not leave tracks behind. This has even led some to claim that these men are lighter than air, floating inches off the ground as they go.

Occassionally ishigaq enter the settlements of other humanoids, offering to sell the meat of some of the animlmals they hunt (for even medium animals have more meat than most ishigaq tribes need). They never stay too long, however, for they are distrustful of outsiders. As a result, it can be difficult to learn much about this race. Some say that ishigaq are very rare, but their ability to stay hidden makes it difficult to confirm how true that statement is. Their appearance is usually seen as a good omen, however.

Ishigaq are often compared to faeries, standing about one to one and a half feet tall. They often wear parkas made of fur.

This creature's ability scores were Str 14, Dex 15, Con 13, Int 10, Wis 12, Cha 8 before racial modifiers were added.


Ishigaq Racial Traits
Ability Score Racial Traits: Ishigaq are extremely swift and perceptive hunters, but their small size means that they are not in the least bit strong. They gain -4 Strength, +4 Dexterity, +2 Wisdom.
Size: As Tiny creatures, ishigaq have a +2 bonus to attack rolls and armor class, a -8 penalty to grapple checks, a +8 bonus to Hide checks, and a carrying capacity that is half that of a Medium creature.
Base Speed (Slow Speed): Ishigaq have a base speed of 20 ft.
Languages: Ishigaq speak Inukituk, one of several languages spoken by the Inuit. Ishigaq with a high Intelligence score may also learn French, English, Mikmaw, and the other Inuit languages.
________________________________
Feat and Skill Racial Traits

Artic Nomad: Ishigaq gain a +2 racial bonus to Stealth and Survival checks made in snowy or icy terrain.
_________________________
Magical Racial Traits

Ice Walker (Su): Ishigaq are not slowed by ice and snow, treating icy terrain as normal ground when it comes to movement and making acrobatics checks. Additionally, ishigaq do not leave behind tracks when walking on snowy terrain, as if under the effects of a pass without a trace spell.
____________________________
Offensive Racial Traits

Weapon Familiarity: Ishigaq treat harpoons and bolas as martial weapons rather than exotic weapons.
_________________________
Senses Racial Traits

Lowlight Vision: Ishigaq can see twice as far as humans in conditions of dim light.

Baniff
2014-01-30, 08:27 PM
SIN-YU CR 6

LN Large Magical Beast

Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +5

DEFENSE
AC 19, touch 12, flat-footed 16 (+3 Dex, +7 natural, –1 size)
hp 68 (8d10+24)
Fort +9, Ref +9, Will +5

OFFENSE
Speed 40 ft.
Melee gore +13 (1d8+5), 2 hooves +8 (1d6+5)
Space 10 ft.; Reach 5 ft.
Special Attacks powerful charge (gore, 2d8+10), gaze

STATISTICS
Str 20, Dex 17,Con 17, Int 5, Wis 16, Cha 10
Base Atk +8; CMB +14; CMD 27 (31 vs. trip)
Feats Impaling Charge, Combat Reflexes, Weapon Focus (horn), Ability focus (gaze)
Skills Acrobatics +2, Climb +5, Perception +7, Stealth +2, Sense Motive +19
Racial Modifiers +4 Perception, +8 Sense Motive
Languages Common

ECOLOGY
Environment -
Organization -
Treasure standard

SPECIAL ABILITIES
Lawful Strike (Ex) A Sin-Yu's natural attacks are treated as lawful for the purposes of overcoming damage reduction.

Truthbearer's Gaze (Su) Detect Lies (as the spell), 30 feet, Will DC 19 negates. The save DC is Wisdom-based.

----------------------------------------------------------------------------------

Here's the first draft, criticism is always welcome

Admiral Squish
2014-01-30, 10:13 PM
Ishigaq
I do like the ishigaq. I imagine them hunting rabbits the way humans hunt deer.
I don't know about the combat reflexes feat, considering that they don't actually have any reach. Maybe dodge, leading to mobility?

As for them as a race, I don't know if tiny size is enough to warrant them having no other abilities. They should at least have the ice walking, it's kinda their one defining ability.

Sin-Yu
Looks like a solid stat block, can't comment on much more than that since the rest's not done.
I think the hooves should be +7 attack instead of +8.
Truthbearer's gaze is supposed to use discern lies I believe. Also, I don't think it's technically a gaze attack, the critter would just be able to use it at-will.

LOTRfan
2014-01-30, 10:27 PM
I'll switch the feats out now.

As for the "Ishigaq as Characters" section, that isn't actually done yet. I started doing it, and then I realized that Pathfinder has its own configuration for the "As Characters" section that is nearly as annoying as the statblock.

Admiral Squish
2014-01-30, 11:11 PM
I'll switch the feats out now.

As for the "Ishigaq as Characters" section, that isn't actually done yet. I started doing it, and then I realized that Pathfinder has its own configuration for the "As Characters" section that is nearly as annoying as the statblock.
Okay, THAT format I hate. I just use the format presented in the PF PHB. It's basically the exact same as the 3.5 one, just with more bolding and a little more specific language. It's the format I use in for the races for the setting.

LOTRfan
2014-01-30, 11:28 PM
I do find it rather frustrating. Also, I switched the sample ishigaq's class from rogue to ranger.

Dracomortis
2014-01-31, 03:16 AM
Version 1.1: Replaced the female's lunar veil spell-like ability with polar midnight. Reduced the damage of the fenghuang's bite/talon/rend by two steps each.


This vibrant bird appears to combine the traits of multiple avians: the tail of a peacock, the beak of a parrot, the wings of a swallow, and the head of a pheasant. Its tail shines brightly in many hues of black, white, red, blue, and yellow.

Fenghuang CR 12
XP 19,200
NG Small magical beast
Init +8; Senses low-light vision, darkvision 60 ft.; Perception +20
________________________________________
DEFENSE
________________________________________
AC 27, touch 22, flat-footed 23 (+7 deflection, +4 Dex, +5 natural, +1 size)
hp 152 (16d10+64)
Fort +13, Ref +14, Will +10
________________________________________
OFFENSE
________________________________________
Speed 20 ft., fly 60 ft. (perfect)
Melee bite +20 (1d6+3), 2 talons +20 (1d4+3)
Space 5 ft.; Reach 5 ft.
Special Attacks calming melody, rend (2 talons, 1d4+4)
Spell-Like Abilities (CL 13th; concentration +20)
At will—daylight (male only), deeper darkness (female only)
5/day—flame strike (male only, DC 22), true seeing (female only)
1/day—polar midnight (http://www.d20pfsrd.com/magic/all-spells/p/polar-midnight) (female only, DC 24), sunbeam (male only, DC 24)
________________________________________
STATISTICS
________________________________________
Str 16, Dex 18, Con 16, Int 10, Wis 21, Cha 25
Base Atk +16; CMB +18; CMD 32
Feats Ability Focus (calming melody), Acrobatic Steps, Dodge, Flyby Attack, Improved Initiative, Mobility, Nimble Moves, Toughness
Skills Fly +23, Perception +20, Perform (sing)+24
Languages Common
SQ bird empathy, divert aggression
________________________________________
ECOLOGY
________________________________________
Environment any land
Organization solitary or pair
Treasure standard
________________________________________
SPECIAL ABILITIES
________________________________________
Bird Empathy (Ex): This ability functions as a druid’s wild empathy, save that a fenghuang can only use this ability on birds. A fenghuang gains a +4 racial bonus on this check.

Calming Melody (Sp): A fenghuang can begin singing a beautiful, calming tune as a standard action that does not provoke attacks of opportunity; once it has begun singing, a fenghuang can maintain the melody as a free action. Any creature that can hear a fenghuang’s melody must make a DC 27 Will save or be affected as though by a calm emotions spell for as long as the fenghuang continues to sing. A creature that successfully saves cannot be affected again by the same fenghuang’s calming melody ability for 24 hours. The save DC is Charisma-based.

Divert Aggression (Su): A fenghuang has a deflection bonus to its Armor Class equal to its Charisma bonus.


The fenghuang is a marvelous bird that is said to appear during times of peace and prosperity; in some myths it is the bird itself that brings peace, while in other tales it merely ventures to lands where peace is otherwise present. Although the name fenghuang is often used to describe the species as a whole, scholars separate it into a male aspect (feng) and a female aspect (huang), as the two genders have notably different powers. Males are associated with the sun and the season of summer; they possess the ability to create light and to burn the unrighteous with searing flame. Females are associated with the moon and with gentle leadership; they possess the ability to create darkness and to reveal those things which are hidden or obscured.

Fenghuangs are not particularly adept at combat and avoid it if possible; even the more aggressive males attack only to defend themselves or a creature they consider innocent. If it senses that a conflict is about to begin, a fenghuang will start singing a beautiful tune that calms those around it, hoping that a peaceful solution can be found once tempers have cooled off. Both males and females also possess the ability to befriend birds of all varieties, and can often be seen with large flocks of creatures following them through the skies. If a fenghaung needs to defend itself or someone it has decided to protect, it may enlist the help of powerful birds such as giant eagles or rocs; it is careful not to unnecessarily risk those animals under its charge, however, and will convince them to flee if it believes they are close to death.

A fenghuang stands 3 feet tall, with a wingspan of 6 feet, and weighs about 30 pounds. They understand Common, but are not known to speak.

Thunderfist12
2014-01-31, 09:30 AM
Thunderfist12
I know your critters aren't done, but that picture is CREEPY AS HELL.

Thank ye much. It's from the Spiderwick Chronicles field guide, which is an awesome book illustrated by Tony Diterlizzi. It has small bits on the monsters themselves and their habits, which, though they are in modern context, can be adapted to anything, really.

The creatures in the book look amazing. My favorites would be the one I used, the griffin, and the phooka.

http://static1.wikia.nocookie.net/__cb20120413152559/spiderwick/images/f/f1/Griffin.jpg

http://blaine.org/jules/Spiderwick4.jpg

Thunderfist12
2014-01-31, 10:05 AM
Almost done with the common cavern knocker (updated on the original post). I need something for their shriek ability, but I think they're kinda OP at the moment. Thoughts on how to fix that?

Admiral Squish
2014-01-31, 11:24 AM
Dracomortis
Not much to complain on, I checked all the math in the important places and it looks good to me.
The damage on the bite and the talons seems really high, though. It's normally 1d4 and 1d3 at this size.
The abilities all seem fine to me, though I somewhat question lunar veil, as it's a spell that blocks the moonlight.

Thunderfist12
well, honestly, I don't know. I liked the spiderwick chronicles as much as the next fella, but the actual myths don't seem to support that vision of the creatures.
In the myths I can find, they're two feet tall, grizzled but not misshapen, and quite humanoid.
While I think the spiderwick chronicles are just fine, I don't think their take on creatures really fits into this setting.

Thunderfist12
2014-01-31, 03:24 PM
Thunderfist12
well, honestly, I don't know. I liked the spiderwick chronicles as much as the next fella, but the actual myths don't seem to support that vision of the creatures.
In the myths I can find, they're two feet tall, grizzled but not misshapen, and quite humanoid.
While I think the spiderwick chronicles are just fine, I don't think their take on creatures really fits into this setting.

Okay, fine. I'll change it if you want. However, I'll just throw out there that I prefer this interpretation of knockers to the mythical form. Of course, I'm fine with any interpretation the thread needs.

Did that sound harsh or irritated? I hope not.

Admiral Squish
2014-01-31, 03:55 PM
Okay, fine. I'll change it if you want. However, I'll just throw out there that I prefer this interpretation of knockers to the mythical form. Of course, I'm fine with any interpretation the thread needs.

Did that sound harsh or irritated? I hope not.

Honestly, in a classical D&D setting, I'd agree with you. Heck, the whole set of spiderwick monsters would be pretty cool. A dozen of those things crawlin' around the underdark would be pretty terrifying.

LOTRfan
2014-01-31, 05:33 PM
Wandering through the forests, you can see a small group of large deer. Perhaps the most curious thing about these animals are their antlers; rising from butress roots at the top of their heads, these antlers are covered in thorny vines. Some even have small kopak fruits growing.

Yumilekax CR 3 (4 with Bee Swarm)
XP 800
N Medium Magical Beast
Init +6; Senses Darkvision 60 ft., Lowlight vision; Perception +11
____________
Defenses

AC 15, Touch 12, flatfooted 13; (+2 Dex, +3 natural)
hp 39 (6d10+6)
Fort +6, Ref +7, Will +5
DR 5/Cold Iron SR 19
___________
Offenses

Speed 40 ft.
Melee Gore +8 melee (1d6+2), or 2 hooves +3 melee (1d4+1)
Space 5 ft.; Reach 5 ft.
____________
Statistics

Str 14, Dex 15, Con 13, Int 8, Wis 16, Cha 10
Base Atk +6; CMB +8; CMD 20
Feats Alertness, Improved Initiative, Stealthy
Skills Escape Artist +4, Sense Motive +5, Stealth +7
Languages Yucatec (understand only)
____________________
Special Abilities

Invulnerability to Arrows (Su): Any ranged weapons that target a yumilekax automatically miss (phasing right through the deer's form), with the exception of attack rolls that land on a natural 20. These attacks do not threaten a critical, but are instead treated as a normal hit. Thrown weapons and ranged magic attacks are treated as having a 50% miss chance when the target of such attacks is a yumilekax.

Swarm of Bees (Ex): One in every ten yumilekax have a nest of bees in their antlers. Three times per day, the yumilekax may will the bees to leave their nest and attack any creature within 60 ft. (use wasp swarm statistics). These bees attack until this creature flees/dies, or until the swarm is eradicated. In the event of the latter, the bees within the nest will begin to repopulate and the yumilekax regains the use of this ability in 2d10 days.
_________
Ecology

Environment: Warm Forests
Organization: Solitary, Pair, or Herd (6-11)
Treasure: Standard

Yumilekax are a special breed of deer found in the densest of forests. Yumilekax are most widely known for their symbiotic relationship with kapok-like plants that grow from their skulls like antlers. These plants in turn are host to other plants, like the kapok fruits that sprout in the spring and the spiked ivy that seems to wrap itself around them. It is said that yumilekax are ancient forest spirits that incarnated into their current form long ago, and that the first ceiba tees grew from the fruit that fell from them.

Yumilekax are infamous for the level of difficulty involved in hunting them; they are extremely stealthy and perceptive creatures, and it is hard to sneak up close enough to harm them in melee. At the same time, melee is the only reliable way to harm them; all but the truest of shots will find that hitting a yumilekax with a ranged weapon is impossible, and even magical attacks may phase right through the creature. Those who are able to down one usually do so to get the kapok antlers, which are seen as sacred symbols in many cultures that exist in areas populated by these beasts.

It is said that yumilekax do not take kindly to those who hunt for sport. Yumilekax may not be the beast attackers, but their gore attacks can still be quite deadly for those unprepared. A small percentage of yumilekax has a symbiotic relationship with a hive of bees, which nests in their antlers. These yumilekax can compel the bees to assault a being of their choice, after which the bees return to the hive.

Admiral Squish
2014-01-31, 09:18 PM
Well, I really can't comment on the creature thus far. I would say I'd love to see a more powerful version with the bee hive. Just because I want to be able to say 'aura of bees' in a game.

Dracomortis
2014-01-31, 11:30 PM
Dracomortis
Not much to complain on, I checked all the math in the important places and it looks good to me.
The damage on the bite and the talons seems really high, though. It's normally 1d4 and 1d3 at this size.
The abilities all seem fine to me, though I somewhat question lunar veil, as it's a spell that blocks the moonlight.

I bumped the damage up on the natural attacks several times throughout the design process to give the fenghuang a bit of combat ability -- the female in particular is lacking in damage potential, as it has no offensive spell-like abilities. I'm not entirely happy with it; it is quite unusual for such a small creature to have damage die that high, especially when it is described as being a fairly peaceful creature.

Lunar veil was a bit of a stretch (as noted, there are exceedingly few spells related to the moon or the night). Its flavor text describes the spell as being similar to a lunar eclipse, though, which I thought was appropriate for a creature associated with the lunar cycle. The only other suitable spell I found was polar midnight (http://www.d20pfsrd.com/magic/all-spells/p/polar-midnight), which creates an area of darkness that also deals cold and Dexterity damage. It's a fairly powerful 9th-level spell, but it might be an acceptable replacement, given that the fenghuang could only use it once per day. It would also create a nice dichotomy with the male's various fire spells, and could justify reducing the damage on the natural attacks to more standard levels.

LOTRfan
2014-02-01, 12:11 AM
Well, I really can't comment on the creature thus far. I would say I'd love to see a more powerful version with the bee hive. Just because I want to be able to say 'aura of bees' in a game.

Yeah, sorry about that. I started the creature literally moments before I learned that I had to go babysit my cousins. This was all I had time to do. I figured I'd do something along the lines of the Pixie, and say that one in twenty Yumilekax have a beehive and are counted as CR (whatever the normal version will be + 1).

Admiral Squish
2014-02-01, 11:32 AM
I bumped the damage up on the natural attacks several times throughout the design process to give the fenghuang a bit of combat ability -- the female in particular is lacking in damage potential, as it has no offensive spell-like abilities. I'm not entirely happy with it; it is quite unusual for such a small creature to have damage die that high, especially when it is described as being a fairly peaceful creature.

Lunar veil was a bit of a stretch (as noted, there are exceedingly few spells related to the moon or the night). Its flavor text describes the spell as being similar to a lunar eclipse, though, which I thought was appropriate for a creature associated with the lunar cycle. The only other suitable spell I found was polar midnight (http://www.d20pfsrd.com/magic/all-spells/p/polar-midnight), which creates an area of darkness that also deals cold and Dexterity damage. It's a fairly powerful 9th-level spell, but it might be an acceptable replacement, given that the fenghuang could only use it once per day. It would also create a nice dichotomy with the male's various fire spells, and could justify reducing the damage on the natural attacks to more standard levels.

Yeah, I mean, unless it's supposed to have extremely oversized beak/talons, I think it would be wisest to drop the damage down to the usual for the size. It is supposed to be a relatively peaceful bird after all.
I could see polar midnight, certainly.


Yeah, sorry about that. I started the creature literally moments before I learned that I had to go babysit my cousins. This was all I had time to do. I figured I'd do something along the lines of the Pixie, and say that one in twenty Yumilekax have a beehive and are counted as CR (whatever the normal version will be + 1).

It's alright, take your time, quality's more important than speed. (though speed is certainly appreciated).
I wonder if an aura of bees would have the same statistics as a wasp swarm, of if bees are different enough to warrant some different effects...

Bhu
2014-02-02, 03:33 AM
I'm considering taking up the Haakapaizizi if I can find enough info on them. All google turns up is a brief mention of them being a bad omen if seen in a dream (scroll down): http://vredenburgh.org/tehachapi/data/kawaiisu-supernatural.htm

Edit: http://www.mythicalcreatureslist.com/mythical-creature/Haakapainzi It would seem to have multiple names as is usual for myth critters'

Re-Edit: Okay I've found enough to do him.

SuperDave
2014-02-02, 11:23 AM
I think I'm done with the Clurichaun. I'll do the Nián Shòu 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?

I actually had some thoughts about lore for the Nián Shòu, but wasn't sure how to build the actual monster.

My idea was that the Nián Shòus bear an ancient grudge against the Yellow Emperor and his descendants. Every Lunar New Year, they come out of hibernation to actively hunt down anyone who has even a drop of Chinese blood in their veins. The Emperor enacted ancient magic to protect the Middle Kingdom, but those spells do not extend to Fusang, where Nián Shòu attacks are much more frequent and severe.

Anyway, that's my suggestion. I thought I'd leave it here for your consideration.

Thanks for posting the Guide to Homebrewing, Admiral Squish! I've been stuck on the Cipactli for a while now, and the Guide should help a lot. In general, I'm never sure what the Ability Scores should be, because the myths don't generally describe exactly how strong or tough a monster is, only what it looks like and what it can do.

Admiral Squish
2014-02-02, 09:56 PM
Glad to hear you're onboard, Bhu! I reserved the critter for ya, looking forward to what you come up with for it!

Now, on to superdave. I gotta say, I like the idea of nian shou attacks on fusang. I have this image of a fusang member of the party hastily explaining the situation to the rest of the group as the season approaches and the group's out in the middle of nowhere.

as for determining ability scores, there are always some clues in the stories. See what sort of things the monster does in the story. Then compare them to a human average. For example, could an average human wrestle one to submission? Could a bodybuilder do it? Is it intelligent, or just an animal with powers? And if there's no clues, just go with what feels right.

DetectiveFjord
2014-02-02, 11:56 PM
I had this saved somewhere, have never posted it here.

GORILLAPHANT

http://i.imgur.com/ckXqB1T.png

Huge Magical Beast

NN

CR 10-11

Speed: 40' Terrestrial movement

Darkvision out to 60 feet and low-light vision

22 HD, 473 HP (+13 con, Improved Toughness)

AC: 17 (10+DEX:1-SIZE:3+NATURAL:8+DODGE:1)
note: the creature has the Mobility feat.

STR - 32
DEX - 13
CON - 36
INT - 10
WIS - 14
CHA - 10

Fort: 26 Ref:16* Will:11*

BAB/Grapple: 22/41

Space/reach: 15'/15' spear, Claws and Bite 10', Hooves15'

Attack Options: Power Attack, Cleave, Trample

Full Attack: Spear* +33/+28/+23/+18/+13 (3d6+17)
or
2 Claws: +33 (1d8+11), 2 Hooves +31(2d6+11)*, Bite +31 (3d6+11)

Trample: 2d6+17, Reflex Save DC: 32

Ranged: Spear +23 (3d6+17) 60' range*

Special Qualities: Spell Resistance 27, Damage Reduction: 2/- Energy Resistance: 5 Fire, Cold, Lightning, Acid (see: Magical Heritage).

Feats: Power Attack, Improved Natural Attack: Hooves, Cleave, Lightning Reflexes, Iron Will, Improved Toughness, Dodge, Mobility

Skills: Spot: +27, Listen +27, Knowledge: Arcana +7, Spellcraft: +7, Use Magic Device: +7, Survival: +12, Concentration +13, Craft: Arms and Armor +3

Special Abilities: Trample, Magical Heritage, Scrying, Spear , Adaptive Intelligence, Loose Hide

Trample: See table, as per normal rules of trample.

Magical Heritage:
Produced from hybridization experiments of ancient wizards, these creatures are naturally spell and energy resistant. The typical creature of this kind has spell resistance equal to 5+ its HD. This creature possesses energy resistance 5 to Fire, Cold, Lightning, and Acid. This creature's energy resistance never changes with its Hit Dice. This ability also grants the creature a +7 bonus to Knowledge: Arcana, Use Magic Device, and Spellcraft.

Scrying:
Once per week, this creature may use a pool of water as a focus to perform a scrying, as per the spell. This is a supernatural ability.

Spear:
This creature automatically receives Weapon Proficiency: Spear as a bonus feat. Magical Beasts are not normally proficient with any weapons other than natural weapons. In addition, the creature wields it's spear two handed, but may throw the spear and draw another in the same round, as part of the same full round action. This creature's spear has a range increment of 60'.

Adaptive Intelligence:
This creature can, after an hour of careful study, learn to make use of any manufactured tool, weapon, or armor that it can acquire. The creature cannot learn to use exotic weapons or objects that a normal human of average intelligence could not learn to use by use of this ability. (Though it could gain an exotic weapon proficiency feat to do so if it desired).

Loose Hide: The thick skin of this creature in addition to providing a natural armor bonus, hangs somewhat loosely from the flesh. This grants the creature Damage Reduction 2/-, as stated in the statistics block.

Racial skill bonuses:

Survival +8, Craft: Arms and Armor: +3

Ecology:
The Gorillaphant is at a first blush, an awe-inspiring figure, but it's existence is driven by the unfortunate nature of it's design. It is speculated that the wizard involved in the first Gorillaphant's creation was interested in producing a more physically powerful version of the Centaur. This explains the great attention to the creature's size and cunning, but the apparent lack of concern for it's capacity for independent survival. The Gorillaphant possesses all of an elephant's body except the head, and all of the gorilla's body save the legs and waist below the navel. By virtue of its mass alone, the creature has the metabolism and appetite of both creatures combined. It lacks however, the biological adaptations of either creature that are necessary for feeding itself. It cannot climb to reach food in trees, and it cannot use the elephant's trunk to reach grasses on the ground. Indeed, the creature has a very difficult time lowering its front legs and stooping over to reach objects on the ground at all. It still, by virtue of its height, can reach some of the fruit from trees, and perhaps the unfortunate bird's nest, but this very rarely provides enough to satisfy the creature's titanic appetite. Consequently, much of the creature's life is dedicated toward finding more creative solutions for feeding itself.
For this purpose they most readily adopt herding and animal domestication. Gorillaphants frequently maintain a mobile pack of animals, typically herbivores, that are better adapted at feeding themselves than the Gorillaphant itself. These Gorillaphant shepherds fiercely guard their livestock, and adopt a quasi-feral pack mentality.

Gorillaphants are far more intelligent than apes, and all but the most feral understand common. They are also naturally inquisitive, if foul tempered, and some have been coaxed by the lure of civilized tools into trade.
Gorillaphants that come to understand the economic value of their livestock frequently engage traveling merchants for their tools, which the Gorillaphants in turn quickly learn to make use of. These transactions are most commonly handled in the wilds, as Gorillaphants have such flammable tempers that most settlements abhor the idea of such a creature coming to market. Unfortunately for the merchants, Gorillaphants have a rudimentary sense of ethics and occasionally learn that they can simply kill merchants and keep both the livestock and the tools. Most merchants who choose to trade with these creatures, do so with the protection of paid mercenaries, a frequent mode of contact for the Gorillaphant and the questing adventurer.

Admiral Squish
2014-02-03, 01:48 PM
Well, firstly, I do appreciate the submission, but I honestly can't fit it in my setting. The setting is alt-history north america, and the gorrilaphant is a mix of two african animals. And it would have no reason to be brought to the new world. Moving an elephant across an ocean would be immensely expensive and challenging, and without a whole lot of money nobody would do it.
Second, the whole thing about them being unable to feed themselves is unfeasible. Elephants use their trunks to pick food off trees, and the gorrillaphant looks like has just as much, if not more, vertical reach than the elephant, plus the added dexterity of hands and the fact that it has two graspers rather than just the one. Plus, reaching the ground's easy enough to do, the creature just has to kneel down. As for herding, gorillas generally don't eat meat. They're largely herbivores, but they will eat insects from time to time. And elephants can't eat meat, even if they wanted to.

LOTRfan
2014-02-04, 09:08 PM
I'm going to try to have the monster done by tomorrow.

I have another quick question; are you familiar with the Gashadokuro? The giant skeletal famine monster that is made up of the corpses of hundreds of people? It's Japanese in origin, but do you think such a creature could have a space in this campaign?

Admiral Squish
2014-02-05, 06:04 PM
The yumilekax looks great!
shouldn't the HP be 39? (33 avg from 6d10)
By my math, CMB should +8 and the CMD should be 20.
Immunity to arrows is an interesting ability. Certainly would make it a challenge to hunt them.
BEEES. I think you dropped a word or two in there, like 'until'.

I'm not certain about the gashadokuro. It's certainly a terrifying idea. A giant undead monster made of the bones of those who starve to death and is invisible until it attacks. I don't honestly know how much influence japan will have on the setting, just yet.

LOTRfan
2014-02-05, 08:03 PM
Well, it's still not quite done yet (I still have to look through/finish the stats and write out the fluff.

You're right about the hit points, and I'll take your word for the Combat Maneuvers (actually, you might want to double check that with some of the other monsters, too).

I think I'll start the Gashadokuro as a 3.5 monster and post it elsewhere; should you decide to add a bit more Japanese myth to the campaign, I'll convert it to PF. If not, that's alright too.

Debihuman
2014-02-05, 10:33 PM
The Agoolit is simply a variant merfolk that is completely covered in scales, rather than looking more human. I would give them Cold resistance 10 and the ability to hold their breath rather than breathe air. What do you think?

Debby

Admiral Squish
2014-02-06, 03:24 AM
Well, it's still not quite done yet (I still have to look through/finish the stats and write out the fluff.

You're right about the hit points, and I'll take your word for the Combat Maneuvers (actually, you might want to double check that with some of the other monsters, too).

I think I'll start the Gashadokuro as a 3.5 monster and post it elsewhere; should you decide to add a bit more Japanese myth to the campaign, I'll convert it to PF. If not, that's alright too.

I've been double-checking all the CMB/CMD on all the monsters submitted, because I know it's unusual for peoples who don't make PF creatures very often.

Well, I'd be glad to see it, even if it never ends up making it into the setting. There are players I know who I would love to be able to sic such a creature upon.


The Agoolit is simply a variant merfolk that is completely covered in scales, rather than looking more human. I would give them Cold resistance 10 and the ability to hold their breath rather than breathe air. What do you think?

Debby

Well, I can't find anything that says an agloolik is mermaidish in form, or scaled head to toe. It just describes a water spirit who protects seals/seal pups. If you want to describe it as a mermaid, that's fine, feel free. I could just as easily imagine it as a humanoid with webbed feet/hands, or even as a more shapeless sort of spirit.

Bhu
2014-02-07, 02:50 AM
http://www.giantitp.com/forums/showpost.php?p=16947044&postcount=937 mostly done

I also have the Tuttle Bottoms Monster if you want

SuperDave
2014-02-07, 02:46 PM
Cipactli

http://www.incubatorgames.com/wp-content/uploads/2010/02/cipactli_concept_2.jpg

Without warning, a bulky greenish shape bursts from the still water. The dripping, slimy creature which emerges is a bloated mixture of crocodile, fish, and toad; its body is covered with dozens of gnashing, teeth-lined maws, all of which appear to be hungry.

Cipactlis are a race of hermaphroditic aberrations descended from Teocipactli (http://en.wikipedia.org/wiki/Cipactli), the Divine Crocodile. Before the dawn of the First Sun, the gods attempted to build the earth and raise it out of the primordial waters; but each time the gods made a foundation for the world, Teocipactli, in its insatiable hunger, would consume it. Eventually, Tezcatlipoca (http://en.wikipedia.org/wiki/Tezcatlipoca) ("Smoking Mirror", god of fate and sorcery) sacrificed his own right leg by using it as bait for the monster, distracting it long enough for his brothers to kill it. The young gods then cut Teocipactli’s body into many pieces and cast them into the water, but some of those pieces grew into the first of the monster’s many offspring. Like their divine parent, cipactlis are hermaphroditic: they are able to reproduce asexually and can restore whole populations from a single surviving member.




Juvenile
Adult
Elder
Antediluvian


Size/Type
Small Aberration (Aquatic)
Medium Aberration (Aquatic)
Large Aberration (Aquatic)
Huge Aberration (Aquatic)


Hit Dice
4d8+16 (34 hp)
8d8+32 (68 hp)
16d8+96 (168 hp)
32d8+256 (400 hp)


Initiative
+4
+2
+1
+0


Speed
15 ft., swim 25 ft.; sprint
20 ft., swim 30 ft.; sprint
25 ft., swim 35 ft.; sprint
30 ft., swim 40 ft.; sprint


Armor Class
18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
20, touch 10, flat-footed 19 (+1 Dex, +10 natural, -1 size)
22, touch 9, flat-footed 21 (+1 Dex, +13 natural, -2 size)


BAB/CMB/CMD
+3/+7 (11 to grapple)/21 (23 against being grappled)
+6/+13 (+17 to grapple)/25 (27 against being grappled)
+12/+24 (26 to grapple)/ 35 (37 against being grappled)
+24 /+39 (+41 to grapple)/49 (51 against being grappled)


Attack
Bite +8 melee (1d4+5, grab); OR Claw +8 melee (1d3+5); OR Tail Slap +3 melee (1d4+2); OR Tongue +8 ranged touch (grab and pull)
Bite +13 melee (1d8+7, grab); OR Claw +13 melee (1d4+7); OR Tail Slap +11 melee (1d6+7); OR Tongue +13 ranged touch (grab and pull)
Bite +22 melee (2d6+11, grab); OR Claw +22 melee (1d6+5); OR Tail Slap +22 melee (1d8+5); OR tongue +13 ranged touch (grab and pull)
Bite +36 melee (2d8+13); OR Claw +35 melee (1d8+13); OR Tail Slap +33 melee (2d6+7); OR Tongue +22 ranged touch (grab and pull)


Full Attack
1 primary Bite +8 melee (1d4+5, grab) and 2 secondary Bites +3 melee (1d3+2) and 2 Claws +8 melee (1d3+5); OR Tail Slap +3 melee (1d4+2)
1 primary Bite +13 melee (1d8+7, grab) and 2 secondary Bites +11 melee (1d6+3) and 2 Claws +13 melee (1d4+7); OR Tail Slap +11 melee (1d6+7)
1 primary Bite +22 melee (2d6+11, grab) and 2 secondary Bites +20 melee (1d6+5) and 2 Claws +20 melee (1d6+5); OR Tail Slap +22 melee (1d8+5)
1 primary Bite +36 melee (2d8+13) and 2 secondary Bites +34 melee (1d6+7); OR 2 Claws +35 melee (1d8+13); OR Tail Slap +33 melee (2d6+7)


Space/Reach
5 ft./5 ft.
5 ft./5 ft.
10 ft./10 ft.
15 ft./15 ft.


Special Attacks
Death Roll, Rend (1d3+7), Swallow Whole (1d8 acid, AC 12, 3 hp), Tongue
Death Roll, Rend (1d6+11), Swallow Whole (2d8 acid, AC 13, 7 hp), Tongue
Death Roll, Rend (1d6+16), Swallow Whole (3d8 acid, AC 15, 17 hp), Tongue
Death Roll, Rend (1d8+19), Swallow Whole (4d8 acid, AC 17, 40 hp), Tongue


Special Qualities
Amphibious, Aquatic, Darkvision 60 ft.
Amphibious, Aquatic, Darkvision 60 ft.
Amphibious, Aquatic, Darkvision 60 ft.
Amphibious, Aquatic, Darkvision 60 ft.


Saves
Fort +3, Ref +5, Will +5h
Fort +6, Ref +4, Will +7
Fort +11, Ref +6, Will +11
Fort +20, Ref +12, Will +21


Abilities
Str 20 (+5), Dex 19 (+4), Con 14 (+2), Int 5 (-3), Wis 12 (+1), Cha 4 (-3)
Str 24 (+7), Dex 15 (+2), Con 18 (+4), Int 5 (-3), Wis 12 (+1), Cha 4 (-3)
Str 32 (+11), Dex 13 (+1), Con 22 (+6), Int 5 (-3), Wis 12 (+1), Cha 4 (-3)
Str 36 (+13), Dex 11 (+0), Con 26 (+8), Int 5 (-3), Wis 12 (+1), Cha 4 (-3)


Skills
+9 Acrobatics* (+13 horizontal jumping, +17 vertical jumping), +2 Escape Artist, +9 Stealth* (+12 in water), +5 Swim (total ranks: 4)
+9 Acrobatics (+13 horizontal jumping, +17 vertical jumping), +9 Stealth (+17 in water), +7 Swim (total ranks: 8)
+10 Acrobatics* (+14 horizontal jumping, +18 vertical jumping), +3 Escape Artist, +14 Stealth* (+22 in water), +11 Swim (total ranks: 16)
+16 Acrobatics* (+20 horizontal, +24 vertical), +13 Escape Artist, +18 Stealth* (+26 in water), +13 Swim (total ranks: 32)


Feats
Greater Grapple, Improved Grapple
Improved Grapple, Improved Natural Attack (bite)**, Greater Grapple, Multiattack
Greater Grapple, Improved Grapple, Improved Natural Attack (bite)**, Multiattack, Improved Natural Armor, Nightstalker, Stealthy
Beartrap Bite, Blind-Fight, Combat Reflexes, Greater Grapple, Improved Bull Rush, Improved Grapple, Improved Natural Armor, Improved Natural Attack (bite)**, Multiattack, Power Attack, Jaguar Pounce, Nightstalker, Rending Fury, Skill Focus (Acrobatics), Skill Focus (Stealth), Snatch, Stealthy , Weapon Focus (Bite)


Environment
warm swamps, rivers, and lakes
warm swamps, rivers, and lakes
warm swamps, rivers, and lakes
warm swamps, rivers, and lakes


Organization
clutch (3-8)
infestation (3d6)
solitary, or mated pair and brood (1d8 juveniles)
solitary


Challenge Rating
5
8
12
17


Treasure
incidental (odd bits of swallowed junk, some valuables), plus Type I bag of holding (see text)
incidental (inorganic gear and/or coins of previously-swallowed adventurers) plus Type II bag of holding (see text)
standard (inorganic gear and/or coins of previously-swallowed adventurers) plus Type III bag of holding (see text)
double-standard (inorganic gear and/or coins of previously-swallowed adventurers) plus Type IV bag of holding (see text)


Alignment
always chaotic, usually evil
always chaotic, usually evil
always chaotic evil
always chaotic evil


Advancement

9-16 HD (Large), 17-24 (Huge)




Level Adjustment







Skill Bonus

+4 racial bonus on horizontal jumps (+8 on vertical jumps)
+8 racial bonus to Stealth checks in aquatic environments
+6 natural armor


**This feat applies to both primary bite attack and secondary bite attack.

An adult cipactli weighs about 90 to 150 pounds, and stands between four and five feet tall (though they are usually seen crouched-over, in preparation for springing forward).

Death Roll (Ex)
When grappling a foe of its size-category or smaller, a cipactli 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 cipactli inflicts its bite damage and knocks the creature prone. If successful, the cipactli maintains its grapple.

Rend (Ex)
If a cipactli hits with two or more claw attacks in 1 round, it can cause tremendous damage by latching onto the opponent's body and tearing flesh (though it may deal damage in this manner no more than once per round). The additional damage is usually equal to the damage caused by one of the attacks, plus 1-1/2 times the cipactli’s Strength bonus. This damage has not been included in the damage for the cipactli's normal claw attack.

Sprint (Ex)
Once every four rounds, a cipactli may sprint, increasing its land speed to by 10 feet for 1 round.

Swallow Whole (Ex)
A creature that is at least one size category smaller than the cipactli and is currently being grappled by the cipactli can be swallowed whole.
Swallowed creatures take a variable amount of acid damage per turn, based on the cipactli's age-category (included in the stat-block). A swallowed creature can attempt to cut its way free with a light slashing or piercing weapon. The amount of damage needed to cut free is equal to 1/10 the cipactli’s total hit points. The cipactli’s AC against these attacks is equal to 10 + ½ its natural armor bonus. If a swallowed creature cuts its way out, muscular action closes the hole; another swallowed creature must cut its own way out.
A cipactli’s stomach is an extradimensional space which can hold an infinite number of creatures; therefore, there is no limit on how many creatures a cipactli can swallow in a single meal.

Tongue (Ex)
A cipactli’s tongue is a primary attack with reach equal to three times the cipactli’s normal reach. On a hit, the cipactli’s tongue deals no damage, but can be used to pull the opponent into the cipactli's square as a swift action.

Combat
Whenever possible, cipactlis prefer to ambush their prey, in a manner similar to that of crocodilians. However, cipactlis are much more willing than their mundane cousins to give chase to fleeing prey, and over much longer distances.

Typically, a cipactli (or a group of them) will lie in wait for hours, sitting perfectly still, waiting for suitable prey to wander by. Once their prey is within range, the entire brood bursts out of the water, biting anything they can reach, and using their tongues to pull any other potential victims into biting range.

Once it establishes a bite, a cipactli will enter a “death roll”, twisting and shaking its opponent to keep it prone and unable to fight back effectively. If the opponent or its allies pose a significant threat, the cipactli may decide to swallow its opponent whole before the creature is completely dead, and turn its attentions on its other attackers, or attempt to flee with its new meal safely stowed in its stomach.

Special Treasure: Cipactli-Stomach Bag of Holding
The extradimensional nature of a cipactli's stomach makes it easy to fashion into a bag of holding (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/bag-of-holding).

Any character who has the Craft Wondrous Item (http://www.d20pfsrd.com/feats/item-creation-feats/craft-wondrous-item-item-creation---final) feat can convert the stomach into a bag of holding by spending 1 day chanting over it for each 1,000 gp in its price (see item entry for details).

Creating a bag of holding in this manner does not require the crafter to use-up materials equal to half its base price (cipactli stomachs are very valuable, after all), but there is a 5% chance that any bag of holding created in this manner becomes a bag of devouring (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/bag-of-devouring-intelligent) instead.

The type of bag produced depends on the age-category of the cipactli whose stomach is being used: a juvenile's stomach can be used to produce a type I bag of holding; an adult's stomach can be used to produce a type II bag of holding; an elder's stomach can be used to produce a type III bag of holding; and an antediluvian's stomach can be used to produce a type IV bag of holding.

zabbarot
2014-02-07, 03:11 PM
I kind of want death roll to be more terrifying... Since gators and crocs roll to tear chunks off their prey because their teeth are only for holding should it be sort of an improved version of Rend (http://paizo.com/prd/monsters/universalMonsterRules.html#_rend)?

Also regarding that last sentence, I think they should be better at grappling than anything else. Crocs have the strongest bite known. They don't let go. Give it Grab (http://paizo.com/prd/monsters/universalMonsterRules.html#_grab). And maybe even give the tongue Pull (http://paizo.com/prd/monsters/universalMonsterRules.html#_pull).

Admiral Squish
2014-02-07, 11:26 PM
Sorry it's taken me so long to pop in, been busy.

Haakapaizizi looks good! For CR, it should be 20 or greater, since it's got the epic DR. I'm gonna have to rephrase a lot of it for the book, but it's a solid chassis.

Now, to the cipactli.
The HP is off, my math says the average HP for the hit die is 36, and the con bonus should be +32, for a total of 68 HP.
You can consolidate the BAB/CMB/CMD lines into one like, like base attack/grapple on the old block. CMB should be +13, and CMD should be 25.
The bite damage should read (1d6+7 plus grab), rather than the whole appendix you have there. Similarly, the claw line shouldn't have the whole thing about the second claw dealing extra damage, you should express that as a rend special attack, or if it's from that feat just let the DM look up the feats. Also, I don't think the claws should be an or, it looks like the critter could easily enough reach it's face to bring the claws to bear on a guy it's chompin' on.
The critter should have 4 feats, at 1, 3, 5, and 7.
You should probably say they can reproduce asexually. Hermaphroditic creatures typically impregnate other individuals, rather than themselves.
Insatiable's effects should probably just be included under the swallow whole ability.
Leap's bonuses are a little weird. I would just say give 'em a flat +20 racial bonus to acrobatics checks made to jump.
In swallow whole, instead of saying 1/10th the total HP or 10+1/2 Natural armor, you should give flat numbers for the critter to target.
The tongue attack is odd. I'd suggest calling it a ranged touch attack with a certain range. If you hit the target, you can make a grapple check. If it's successful, you can grab and pull the target into your square.

Bhu
2014-02-08, 03:41 AM
I need to add something though. As he stands this is not a CR 20 monster.

WIll also be doing Tsiatko next.

Debihuman
2014-02-08, 07:40 PM
Just some pointers to help you.


Hit Dice: 8d8+32 (68 hp)

How to get hit points. d8 averages to 4.5 so 8 x 4.5 = 36 plus 8x4 for con bonus = 32. 36 +32 = 68

Attack: Bite +13 melee (1d6+7) or Claw +13 melee (1d4+7) or Tongue + 13 melee touch (grapple)

Melee attack is BAB + Str bonus + size modifier 6 +7 +0 = 13. All primary attacks should be listed, separated by an OR. You left off the tongue attack that you mention is also a primary attack.

Full Attack: 1 primary bite +13 melee (1d6+7) and 2 secondary bites (1d6+3) or 2 claws + 13 melee (1d4+7) or tongue +13 melee touch (grapple)


Full Attack should be written using only attacks. Rending claw ONLY takes affect if it hits with both claws so it doesn't belong in the stat block. You can add it under combat.

It should have 3 bites (1 primary bite and 2 secondary bites) since it has many mouths. It has a tongue attack that you forgot in the attack lines as well.

Special Attacks: Death Roll, Improved Grab, Swallow Whole (1d6+7, AC 13, 6 hp)

Some of your Special Attacks are missing a few game mechanics. I removed a few that needed to be put iskills (like leap) and put the swallow whole information all in the same spot. The information in Swallow Whole belongs in the Pathfinder statblock (not in 3.5)

Special Qualities: Amphibious, Darkvision 60 ft., Sprint

Sprint belongs in Special Qualities too.

Death Roll (Ex): As a standard action, a cipactli can tuck its and roll any foe that it has already grappled. Rolled creatures must make a Fortitude save (DC 17) or take 1d6+7 points of damage and be knocked prone. A successful save halves the damage and negates being knocked prone. If the cipactli is successful, it maintains its grapple.

Insatiable (Su): No matter how much food a cipactli consumes, it is always hungry, and always has room for more. There is no limit to the number of creatures a cipactli’s stomach can hold; a given creature fits in the cipactli’s mouth, then the cipactli can choose to swallow it whole, regardless of how many other creatures it has also swallowed whole.
This needs to be incorporated into its Swallow Whole and doesn't need to be a separate ability.

Leap (Ex): Cipactlis are incredible jumpers, able to leap up to 30 feet horizontally or 10 feet vertically. They have a +14 racial bonus on horizontal jumps, or +24 on vertical jumps, and they do not need to make a 10-foot minimum running start before jumping to avoid doubling the jumping DCs. Cipactlis can always take 10 when making an Acrobatics check to jump.

Racial bonus is probably too high. I recommend dropping this be changed to a static +4 bonus to Jumping as a Giant Frog. This should be in skills and is not a special ability. It still shouldn't be able to take 10 while jumping.

When a cipactli begins its round by jumping next to an opponent it can make a full attack in the same round. A cipactli carrying a medium or heavy load (which would include the weight of any creature(s) it has swallowed whole) cannot use this ability.

Again, this isn't going to be useful in combat AND it essentially allows a creature to make a free attack, which is shouldn't do.

Many Mouths (Ex): A cipactli automatically deals 3x its normal bite damage to any grappled foe each round, as long as it maintains the grapple. [Maybe this should be changed to three automatic bite attempts?]

It should just be 3 bites as the new attack line. It should also have the Grab special ability. Grab should be with Tail or Primary Bite.

Grab (Ex): If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Unless otherwise noted, grab can only be used against targets of a size equal to or smaller than the creature with this ability. If the creature can use grab on creatures of other sizes, it is noted in the creature's Special Attacks line. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text).

Creatures with the grab special attack receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.

Sprint (Ex): Once per minute a cipactli may sprint, increasing its land speed to 40 feet for 1 round.

This ability isn't much use during combat as a minute is probably too long. Once every four rounds is better.

Swallow Whole (Ex) A creature that is at least one size category smaller than the cipactli that has taken damage from a cipactli's primary bite or is grappled by a cipactgli's tongue can be swallowed whole.
Swallowed creatures take 1d6+7 points of bludgeoning damage. A swallowed creature can attempt to cut its way free with a light slashing or piercing weapon. The amount of damage needed to cut free is equal to 1/10 the cipactli’s total hit points (6 hit points.). The cipactli’s AC against these attacks is equal to 10 + 1/2 its natural armor bonus (AC 13). . If a swallowed creature cuts its way out, muscular action closes the hole; another swallowed opponent must cut its own way out. There is no limit to the number of creatures a cipactli’s stomach can hold.

There is no limit to the number of creatures a cipactli’s stomach can hold. If a given creature fits in the cipactli’s mouth, then the cipactli can choose to swallow it whole, regardless of how many other creatures it has also swallowed whole.

Tongue (Ex): A cipactli’s tongue has reach equal to three times the cipactlis’s normal reach. A cipactlis’s tongue deals no damage on a hit, but can be used to grab. A cipactli does not gain the grappled condition while using its tongue in this manner.


Skills: Cipactlis have a +4 racial bonus to Jumping checks.

A creature with a swim speed can move through water at its indicated speed without making Swim checks. It gains a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. The creature can always choose to take 10 on a Swim check, even if distracted or endangered when swimming. Such a creature can use the run action while swimming, provided that it swims in a straight line.

Skills: +11 Acrobatics (+15 Jumping), +10 Stealth, +11 Swim


Feats: Rending Claws, It should have 2 more feats for 3.5 or 3 more for Pathfinder.

Advancement: 9-16 HD (Large) 17-24 (Huge)

Make it advance normally. Creatures start with their HD and only go UP. The easiest way to advance creatures is to have them increase in size when they double their HD.

Debby

LOTRfan
2014-02-08, 11:11 PM
I'm thinking about doing a mini-project in which I will be restatting merfolk and making variant races based off of other mermaid myths, so I guess I'll claim the Auvekoejak. Might as well kill two birds with one stone.

Admiral Squish
2014-02-09, 03:35 PM
Great! I've updated the list with new claims.

Dracomortis
2014-02-10, 03:37 AM
I made a couple of changes to the fenghuang (http://www.giantitp.com/forums/showpost.php?p=16902164&postcount=70). The females can now cast polar midnight once per day (instead of lunar veil). I also reduced the damage of all of its natural attacks by two steps; it now deals damage only one step above normal for a Small creature.

(Side note: the link to the fenghuang in the OP currently links to the sin-you instead.)

Perturbulent
2014-02-10, 04:05 PM
I can take on Agloolik.
(I'll also likely be helping with quite a bit more in time.)

Admiral Squish
2014-02-10, 06:21 PM
I made a couple of changes to the fenghuang (http://www.giantitp.com/forums/showpost.php?p=16902164&postcount=70). The females can now cast polar midnight once per day (instead of lunar veil). I also reduced the damage of all of its natural attacks by two steps; it now deals damage only one step above normal for a Small creature.

(Side note: the link to the fenghuang in the OP currently links to the sin-you instead.)

Ooop, sorry about the mis-link. Fixed.
Great to see you fixed the feng huang!


I can take on Agloolik.
(I'll also likely be helping with quite a bit more in time.)

Alright, claim registered. Looking forward to hearing from you!

Bhu
2014-02-11, 02:27 AM
Im gonna revise Haakapaizizi. SR makes no sense given the way he is commonly defeated, and he needs different DR. He is in no way a CR 20 encounter.

SuperDave
2014-02-11, 09:16 AM
Thanks for all the input on the Cipactli, guys! I don't have time to edit anything about it this morning, but I will take your advice into consideration, and try to work on it a bit during my lunch break today, as long as I'm not completely sick of staring at a computer-screen (I work in a call-center).

I'm glad to know it gets a few more feats, and I'll definitely be adding abilities like Grab and Pull. I guess what I'm looking for is something which works a little like Constrict, but deals bite damage every turn instead of bludgeoning. I'm not really sure what I was thinking, giving it the Rending Claws feat; I shall remove it forthwith.

Regarding Cavern-Knockers/Cobolds: I really think they should be Small, or even Tiny, not Medium-sized. The Spiderwick Chronicles describe them as about knee-height on 12-year-old human children, IIRC. Plus, they'd only get imported to the New World by Europeans if they're small, because that would make them easy to feed, easy to cage, and easy to manage if they escape or become violent. Medium creatures are much harder to justify in the close quarters of a mineshaft.

I was thinking that Europeans would bring Knockers over from their mines to the New World, where they would act like a cross between an ore-sniffing bloodhound (seeking out new veins of metal by scent, or by a sixth sense) and a canary in a coal-mine (warning miners of potential cave-ins by knocking on the stone). Part of their schtick (http://spiderwick.wikia.com/wiki/Knocker) is that they're associated with cave-ins; whether they cause them or warn of them varies from place to place. Maybe it could be both? Maybe they could have a spell-like ability to cause cave-ins (once per week? month?), and also have some kind of divination spell that lets them predict when natural cave-ins will occur?

Admiral Squish
2014-02-12, 07:22 PM
Im gonna revise Haakapaizizi. SR makes no sense given the way he is commonly defeated, and he needs different DR. He is in no way a CR 20 encounter.

This is a good point. Colossal is usually reserved for CR 20+, but it could be interesting to have a particularly huge but non-epic monster.


Thanks for all the input on the Cipactli, guys! I don't have time to edit anything about it this morning, but I will take your advice into consideration, and try to work on it a bit during my lunch break today, as long as I'm not completely sick of staring at a computer-screen (I work in a call-center).

I'm glad to know it gets a few more feats, and I'll definitely be adding abilities like Grab and Pull. I guess what I'm looking for is something which works a little like Constrict, but deals bite damage every turn instead of bludgeoning. I'm not really sure what I was thinking, giving it the Rending Claws feat; I shall remove it forthwith.

Regarding Cavern-Knockers/Cobolds: I really think they should be Small, or even Tiny, not Medium-sized. The Spiderwick Chronicles describe them as about knee-height on 12-year-old human children, IIRC. Plus, they'd only get imported to the New World by Europeans if they're small, because that would make them easy to feed, easy to cage, and easy to manage if they escape or become violent. Medium creatures are much harder to justify in the close quarters of a mineshaft.

I was thinking that Europeans would bring Knockers over from their mines to the New World, where they would act like a cross between an ore-sniffing bloodhound (seeking out new veins of metal by scent, or by a sixth sense) and a canary in a coal-mine (warning miners of potential cave-ins by knocking on the stone). Part of their schtick (http://spiderwick.wikia.com/wiki/Knocker) is that they're associated with cave-ins; whether they cause them or warn of them varies from place to place. Maybe it could be both? Maybe they could have a spell-like ability to cause cave-ins (once per week? month?), and also have some kind of divination spell that lets them predict when natural cave-ins will occur?

Knockers are just full o' possibilities. I could certainly see the critters in the original myths being used as ore-hounds and canaries.

SuperDave
2014-02-12, 10:07 PM
OK, I've updated the Cipactli with better and more-complete stats, including a complete array of feats, redistributed skill points, and improved attack-lines. I've just got two more questions:

Would the extradimensionality of the cipactli’s stomach make this an (Su) or (Sp) ability, or am I overthinking it?
How many HP would its tongue have? Is this even necessary to calculate?

Admiral Squish
2014-02-13, 05:57 PM
OK, I've updated the Cipactli with better and more-complete stats, including a complete array of feats, redistributed skill points, and improved attack-lines. I've just got two more questions:

Would the extradimensionality of the cipactli’s stomach make this an (Su) or (Sp) ability, or am I overthinking it?
How many HP would its tongue have? Is this even necessary to calculate?


Few problems still in there. For example, you mention claws in the attack line, but they don't show up under full attack, and you mention the tail slap under full attack but not under attack.

You shouldn't give DCs/damage/effects for all those special attacks. Most of the time it's given under the attack description. Rend should be there, but the rest should just be ability names, the details placed underneath.
It should look like: Special Attacks:Death Roll Leap, Rend (1d6+11), Swallow Whole, Tongue

I don't think the save for death roll should be fortitude. Fort's used to resist things like poisons. It should be reflex, to represent keeping your balance, or the cipactli should make a CMB check to try to knock you down.

Again, leap is a bunch of really weird bonuses. Just say they get a +20 bonus if you want them to be amazing jumpers, or +4/+8 if you want them to be somewhat more realistic.

I would again suggest that instead of saying 3x reach, you say '15 feet'. It's easier, and it fits better. If you want it to grapple the guy there and just stay stretched out, then you should give it HP. I would suggest just saying you hit the guy with the tongue then pull him into your square.

For ease of use, just keep (Ex) for swallow whole.

Perturbulent
2014-02-14, 03:46 PM
Agloolik

Before you stands a hulking white furred humanoid. He’s as tall as 2 men at least, and his claws hang past his knee. A moment of fear occurs as he opens his mouth-wide. His teeth are pretty normal...Is he...Yes he’s singing. How odd.

CR 5
N Large Fey (aquatic)
Init +10 ; Senses Lowlight Vision, Blindsense 30’ in water
DEFENSE
AC 24, touch 19, flat-footed 14 (+6 Dex, +4 dodge, 5 natural, -1 size)
hp 52 (7d6+28)
Fort +6, Ref +12, Will +13
DR 5/cold iron
Resistances cold resistance 10
OFFENSE
Speed 30 ft., Swim 50 ft.
Melee 2 claws +9 (1d6+4)
Space: 10’ Reach: 10’

Spell-Like Abilities (CL 6th)
3/day—ghost sound, pass without trace, ventriloquism
1/day--water breathing
Weather Savvy-- Agloolik can spend a full-round action to predict the weather in an area for the next 24 hours. The Agloolik's prediction is always accurate, but cannot account for spells or supernatural effects that might alter the forecast.

STATISTICS
Str 16, Dex 23, Con 18, Int 15, Wis 25, Cha 14
Base Atk +4; CMB +8 (+10 grapple); CMD 24 (26 vs grapple)
Feats Improved Initiative (racial), weapon finesse, skill focus (perception), improved unarmed strike, improved grapple
Skills Acrobatics +17, Escape Artist +17, Knowledge(geography) +13, Knowledge(nature) +13, Perception +21, Perform (varies) +13, Sense Motive +18, Stealth +2, Swim +18 (can take 10 always).
Languages Aquan, Common
SQ amphibious


ECOLOGY
Environment Arctic Oceans
Organization Solitary, Mated Pair, Family (Mated Pair +1d3 young Agloolik)
Treasure Standard (Mostly in pearls or instruments)

Agloolik are largely hairy creatures, though some scaled have been documents. They stand at least 10 feet tall, but can get as tall as 20 feet. They’re arms are long and gangly, but they have power behind them. They have wicked looking claws, but really prefer not to use them. They tend to be white in coloration, but the scaled ones sometimes appear as colorful as green or blue. They stand straight and confident when out of the water, in the water, they’re grace is unparalleled, moving as freely and wildly as a serpent. When forced to fight, they prefer to dissuade opponents by dragging them into the ice-cold water after a grapple. If at all possible, they will let their opponents live. They eat mostly fish, and live more than half of their lives beneath the ice.

Agloolik are largely peaceful fey. They prefer to answer issues before they arise if possible. They defend seals and seal cubs above all else. Rather than immediately resorting to violence, they will attempt to come to agreement first. Many fishermen and hunters are simply not aware of their presence, as they are more likely to silently guide fish to the nets or lines of fishermen beneath the ice. If the fishermen have food, what reason have they to prey on the seals?

They live most of their lives solitary, but when they mate, they mate for life. They raise their children to adulthood, at which point the children will bind themselves to another unit of seals to protect. Agloolik will lose sight of their tranquility if their family is threatened, and may attack without quarter. Largely unrelated, but they pride themselves on performance, perhaps it’s a part of their mating ritual. Most will be able to sing, or dance, or play some instrument.

(EDIT: Fixed error with CMB and CMD. Clarified Weather Savvy. Added the aquatic subtype)

Admiral Squish
2014-02-14, 11:28 PM
Huzzah, more creatures! I linked it into the first post.

Now, for review:
Only math issue is the CMB, which should be +8. It's bab+str+size mod.
You should probably have a thing about what exactly weather savvy does, I just assumed it was a passive thing before I searched the d20pfsrd.
I think it's supposed to have the aquatic subtype.

For a natural sort of creature, I would be opposed to the fur/scales variations, but I suppose I could see such a thing, what with it being a fey creature.

Perturbulent
2014-02-16, 01:59 AM
Huzzah, more creatures! I linked it into the first post.

Now, for review:
Only math issue is the CMB, which should be +8. It's bab+str+size mod.
You should probably have a thing about what exactly weather savvy does, I just assumed it was a passive thing before I searched the d20pfsrd.
I think it's supposed to have the aquatic subtype.

For a natural sort of creature, I would be opposed to the fur/scales variations, but I suppose I could see such a thing, what with it being a fey creature.

Woops, yeah, I had accidentally tossed the dex mod in his CMB (caught my missing size mods there, too). I completely missed that I hadn't included the description of Weather Savvy, I just forgot to transcribe my short hand.

The reason I put both the fur and the scales as options is the sources I had varied on those details. Having only limited information, it felt wrong to completely exclude the option. If you would find it more fitting setting-wise, however, I have no problem with changing that.

SuperDave
2014-02-17, 10:21 AM
Few problems still in there. For example, you mention claws in the attack line, but they don't show up under full attack, and you mention the tail slap under full attack but not under attack.

You shouldn't give DCs/damage/effects for all those special attacks. Most of the time it's given under the attack description. Rend should be there, but the rest should just be ability names, the details placed underneath.
It should look like: Special Attacks:Death Roll Leap, Rend (1d6+11), Swallow Whole, Tongue

I don't think the save for death roll should be fortitude. Fort's used to resist things like poisons. It should be reflex, to represent keeping your balance, or the cipactli should make a CMB check to try to knock you down.

Again, leap is a bunch of really weird bonuses. Just say they get a +20 bonus if you want them to be amazing jumpers, or +4/+8 if you want them to be somewhat more realistic.

I would again suggest that instead of saying 3x reach, you say '15 feet'. It's easier, and it fits better. If you want it to grapple the guy there and just stay stretched out, then you should give it HP. I would suggest just saying you hit the guy with the tongue then pull him into your square.

For ease of use, just keep (Ex) for swallow whole.

OK, I fixed the claws and the tail slap in the attack lines, and removed the "Leap (Ex)" ability from its special abilities. The reason I had put all the damage and stuff in with the special abilities was because I saw it being done in the Pathfinder SRD, and although it did make the damage simpler to find, it just made everything look crowded instead. I think it flows better now.

The "Leap (Ex)" ability was copy-pasted from the Tsathar (http://www.d20pfsrd.com/bestiary/monster-listings/monstrous-humanoids/tsathar), a race of frog-men I found who had a jump attack I kind of liked. But since it does seem a little over-complex, I've removed it. I thought that the text of Death Roll was copied straight from the SRD entry for Crocodiles, but looking at it again, I can't find anything about a Reflex save, so now I'm really not sure where it came from in the first place.

Originally I didn't want to specify what the reach of their tongue attack was, because I was planning on having three different versions of the cipactli. And I'd still like to, actually.

According to Debihuman, "The easiest way to advance creatures is to have them increase in size when they double their HD." So a juvenile cipactli would have 4 HD, and a hatchling would have 2 HD, right? From there, all I've got to do is assign 'em some reduced Ability Scores, give 'em less movement per turn, and reduce the damage of their attacks as they decrease in Size, right?

I've already modified the stat-block into a table, to make room for the other size categories. Expect to see the other slots filled shortly.

Perturbulent
2014-02-17, 02:40 PM
I'd be willing to take on Alebrijes in various sizes (vaguely like animated objects). Alternatively a template might serve well...

Admiral Squish
2014-02-17, 04:52 PM
Woops, yeah, I had accidentally tossed the dex mod in his CMB (caught my missing size mods there, too). I completely missed that I hadn't included the description of Weather Savvy, I just forgot to transcribe my short hand.

The reason I put both the fur and the scales as options is the sources I had varied on those details. Having only limited information, it felt wrong to completely exclude the option. If you would find it more fitting setting-wise, however, I have no problem with changing that.

It's fine, like I said, it's a fey creature, it doesn't really have to follow the rules of nature, you know? If something comes up that makes one option or the other more appealing, I'll just edit it in the final draft.

Almost missed the comment regarding alebrijes, I'll update the first post with the claim. However you wanna handle it is fine with me, they're a complex kind of critter to take on.


OK, I fixed the claws and the tail slap in the attack lines, and removed the "Leap (Ex)" ability from its special abilities. The reason I had put all the damage and stuff in with the special abilities was because I saw it being done in the Pathfinder SRD, and although it did make the damage simpler to find, it just made everything look crowded instead. I think it flows better now.

The "Leap (Ex)" ability was copy-pasted from the Tsathar (http://www.d20pfsrd.com/bestiary/monster-listings/monstrous-humanoids/tsathar), a race of frog-men I found who had a jump attack I kind of liked. But since it does seem a little over-complex, I've removed it. I thought that the text of Death Roll was copied straight from the SRD entry for Crocodiles, but looking at it again, I can't find anything about a Reflex save, so now I'm really not sure where it came from in the first place.

Originally I didn't want to specify what the reach of their tongue attack was, because I was planning on having three different versions of the cipactli. And I'd still like to, actually.

According to Debihuman, "The easiest way to advance creatures is to have them increase in size when they double their HD." So a juvenile cipactli would have 4 HD, and a hatchling would have 2 HD, right? From there, all I've got to do is assign 'em some reduced Ability Scores, give 'em less movement per turn, and reduce the damage of their attacks as they decrease in Size, right?

I've already modified the stat-block into a table, to make room for the other size categories. Expect to see the other slots filled shortly.

I would suggest that rather than going with juvenile/hatchling, maybe you could go with juvenile/elder? Have one smaller critter, and one larger version. As it stands, the cipactli can't swallow human-sized enemies whole, a larger version would be significantly more dangerous both to PCs and to people in general. Heck, if you're feeling particularly ambitious, maybe even juvenile/elder/ancient, giving you one huge-sized monstrosity that can even swallow tuniit, or horses.

On the special attacks thing, in the universal monster rules thing on the SRD there's usually a 'format' thing at the end that shows how you're supposed to note the ability in the stat block. Some abilities note the damage they deal in the block, others detail their effects in the ability entry.

I can understand that you want to do different sizes of cipactli, but it's easy enough to just note the different lengths for different sizes.

Yes, you're pretty much right regarding how you do the various size-modifications.

Perturbulent
2014-02-19, 11:44 PM
Alebrijes are dreamscape spirits. They are wildly diverse and consistently garish. They resemble animals roughly, but with exaggerated features and nonsensical additions. Perhaps one Alebrije is a seal with wings, while another is a dragon with absurdly floppy ears.

Alebrije wander the Spirit World freely. Additionally, it is not uncommon for a caster or craftsman to become obsessed with them, finding ways to release them in this world.

Alebrije is not a specific creature, but rather a template that can be placed upon any animal or magical beast.

CR: Base creature+1+trait score
Alignment: Usually Chaotic
Type: changes to Magical beast if it wasn’t before.
Immunities: The base creature is immune to mind-affecting effects.
Special Attacks:
Alebrije Chant: If a caster targets an Alebrije with a mind-affecting effect, the caster must make a concentration check any time they would cast a spell for the next 1d4 rounds as they repeatedly chant “Alebrijes” in the caster’s mind (DC is equal to 10+hd of base creature+charisma modifier)
Garish: Anyone looking upon an Alebrije is dazzled until having spent a full round looking away.

Each Alebrije has at least 3 trait points from the following list. For every 3 additional trait points an Alebrije has, its trait score goes up by 1.

Additional Attack (Ex, 1 TP): Gains an additional slam attack.
Additional Natural Attack (Ex, 1 TP): The Alebrije gains an additional natural attack. The Alebrije must have an appropriate appendage or part for the natural attack.
Additional Movement (Ex, 1 TP): Gains a new mode of movement (burrow, climb, fly [clumsy], or swim) at a speed equal to its base speed.
Augmented Critical (Ex, 1 TP): Increase the threat range for the Alebrije’s melee attacks by 1 or the threat multiplier by 1.
Boost (Ex, 2 TP): +4 to any one ability score (This may be taken more than once, but it must be taken in different ability scores)
Constrict (Ex, 1 TP): Gains constrict with its attacks (the Alebrije must have grab before it can take this ability).
Enlarge (Ex, 3 TP): Increases by one size category, gains +8 str, -4 dex, and +4 con. Reach increase by 5 feet. An Alebrije cannot take both enlarge and shrink.
Exceptional Reach (Ex, 1 TP): The Alebrije gains +5 feet of reach with one melee attack. Increase reach on all attacks for an additional +1 TP.
Faster (Ex, 1 TP): One of the Alebrije's movement modes increases by +10 ft.
Grab (Ex, 1 TP): Gains grab special attack with slam attacks.
Improved Attack (Ex, 1 TP): All the Alebrije’s melee or ranged attacks do damage as though it were one size category larger. A crafter must purchase Improved Attack separately for melee and ranged attacks.
Pull (Ex, 1 TP): The Alebrije gains a pull (5 feet) special attack with slam attacks (the Alebrije must have grab before it can take this ability).
Ranged Attack (Ex, 2 TP): Add a ranged version of one natural attack. It does the same amount of damage, and has a range of 20 feet. Replace all attacks for an additional +2 TP.
Skilled (Ex, 1 TP): Alebrije gets +2 racial bonus per HD to a skill or skills. They must be placed in +2 increments. (A 5 HD Alebrije could put +10 in perception, or +6 in perform dance and +4 in intimidate)
Shrink (Ex, 1 TP): Decreases by one size category, gains -4 str, +6 dex. An Alebrije cannot take both enlarge and shrink.
Trample (Ex, 2 TP): The Alebrije gains the trample special attack.
Trip (Ex): The Alebrije gains the trip special ability with one of its slam attacks.

Ability Scores: Str -2, Dex +2, Con +0, Int +2, Wis-6, Cha +6

ECOLOGY
Environment Spirit World
Organization Solitary or same as Base Creature
Treasure Standard (Mostly crafting materials or costly spell components)

SAMPLE
Alebrije Wolf
This Alebrije wolf is strange, it is only the size of dog at best. Additionally, for whatever reason its jaw dislocates, and not in the normal way. Its teeth jump out of its face when it snarls. Its face is a bright blue and its body brilliant yellow. Its hard to look at.
CR 2
(Shrink, Ranged Attack)
Small Magical Beast
Init +6; Senses low-light vision, scent; Perception +5
DEFENSE
AC 17, touch 17, flat-footed 11 (+6 Dex, +1 size)
hp 13 (2d8+4)
Fort +5, Ref +5, Will +1
OFFENSE
Speed 50 ft.
Melee bite -1 (1d6-2 plus trip)
Ranged bite -1 (1d6-2 plus trip) 20 ft
Special Attacks:
Alebrije Chant: If a caster targets an Alebrije with a mind-affecting effect, the caster must make a concentration check any time they would cast a spell for the next 1d4 rounds as they repeatedly chant “Alebrijes” in the caster’s mind (DC 13)
Garish: Anyone looking upon an Alebrije is dazzled until having spent a full round looking away.
STATISTICS
Str 7, Dex 23, Con 15, Int 4, Wis 6, Cha 12
Base Atk +1; CMB -1; CMD 15 (19 vs. trip)
Feats Skill Focus (Perception)
Skills Perception +5, Stealth +10, Survival -2 (+2 scent tracking); Racial Modifiers +4 Survival when tracking by scent

Admiral Squish
2014-02-20, 12:51 AM
Very nice! I like how you make it not only variable enough that it can be applied to all sorts of creatures, but you can make it so two wolf-alebrijes are totally different monsters.

Review:
Incorporeal is a subtype as well as a special defense, and it has a bunch of other weirdness associated with it. Like, incorporeal creatures have no str score, and I think they all fly, and a bunch of other things. I would recommend dropping it for simplicity.
Garish is rather powerful. A constant blindness gaze effect is seriously hardcore. I would recommend taking it down a notch to the Dazzled condition. It's significantly less powerful, but it's easier to work with.
The example creature has some math problems, mostly relating to the incorporeal type, but you also list it's type as animal rather than magical beast.

My query: Do you have any ecology ideas for where/how they fit into the world? My original plan was to just have them be regular creatures native to the spirit world, which you could see sometimes through things like fever dreams or spirit journeys. However, looking over your take, I could see them as incorporeal spirits spawned from fever dreams or the minds of madmen.

Perturbulent
2014-02-20, 08:18 AM
First, I hadn't actually considered incorporeal terribly much, but I saw that you had intend the Alebrijes to occupy the spirit world, which is why I adjusted that. It seems much simpler to me for them to not. I will adjust them to remove that and make everything much simpler. It sounds now as though your spirit world need not be incorporeal (my mistake for only having done limited research).

My answer: I intended them to occupy a similar place. Various spirit world critters that can be found via your mentioned methods. Additionally, I feel their tendencies would result in either their mimicking their base creature or being solitary as far as organization is concerned. I also feel as though it would be odd to not include some sort of obsessed caster or craftsman or something releasing or reconstructing Alebrijes on the material world.

Admiral Squish
2014-02-20, 01:17 PM
Okay, I think I should clarify the spirit world for people who may be brewing spirit world creatures and haven't read the thread:
The spirit world is the only non-material plane in the crossroads setting. The souls of people who die move to the spirit world before moving on to an unknown plane Beyond. Everywhere that exists on the mortal world has a spirit-version that exists on the spirit world, but there are places on the spirit world that have no real-world counterpart. It's somewhat shaped by the minds of the creatures on the mortal world. You can travel to the spirit world physically with high-level magic, or you can visit spiritually by making your soul leave your body somehow, be it psychedelics, astral projection, or near-death experience.

I could totally imagine a crazy crafter making construct versions of the alebrijes.

I see you changed the garish ability to dazed. Dazed is way more hardcore than blind. I mean, at least with blind you can still take actions, but dazed ya just stand there like a mook. Dazzled is just a -1 to attack and perception, but it's the closest thing I can think of that isn't super-powerful. If you go with dazzled, you could even remove the save to avoid the condition.

Perturbulent
2014-02-20, 05:19 PM
Dazzled is in fact the condition I meant to put. I can't believe I did that. Woops.
I have changed that, and I do like the idea of a saveless version, I'll adjust that.

Admiral Squish
2014-02-20, 06:03 PM
Awesome! Double thumbs up.
I would like to note, I do believe you are the first person to nudge another person off the top contributors list. Keep at it and you might just make it to the top!

Debihuman
2014-02-20, 08:30 PM
Here is the Az-i-wu-gum-ki-mukh-'ti. I based it on a walrus on the Pathfinder site and modified it. Please check this as I have no idea if I did any of this right


AZ-I-WU-GUM-KI-MUKH-'TI (WALRUS DOG) CR 4
XP 1,200
N Large magical beast
Init +0; Senses low-light vision; Perception +7

DEFENSE

AC 17, touch 9, flat-footed 17 (+8 natural, –1 size)
hp 51 (6d10+18)
Fort +8, Ref +5, Will +3
Resist Cold 5

OFFENSE

Speed 10 ft., swim 40 ft.
Melee bite +11 (1d8+7), 2 claws +5 (1d6+3), tail slap +5 (1d10+3)
Space 10 ft.; Reach 5 ft.

STATISTICS

Str 21, Dex 11, Con 16, Int 6, Wis 13, Cha 6
Base Atk +6; CMB +12; CMD 22 (can't be tripped)
Feats Endurance, Power Attack, Weapon Focus (bite)
Skills Perception +7, Swim +17
SQ hold breath

ECOLOGY

Environment cold oceans
Organization solitary, pair, or herd (3–24)
Treasure half standard

Az-i-wu-gum-ki-mukh-'tis resemble walruses with a fur-covered head. Their sharp fangs replace the walrus' tusk. In addition, they have a massive front paws and a thick, flexible tail covered in dark scales used to batter opponents.

They are one of the few creatures willing to tackle a full-grown walrus and other hazardous creatures.

They cannot speak but can understand Common.

Admiral Squish
2014-02-20, 09:11 PM
Very cool! Linked it in the first post, and review is incoming.

Review:
Well, the first thing is that the myths all refer to it as a giant walrus, so it would have to be bigger than a walrus. I'd suggest upping it to huge, but it's fine if you don't agree.
Second, the myths specifically point to the tail as it's most dangerous weapon, maybe we should make that the primary attack?
Magical beasts have full BAB, so the BAB should be +6, which throws off a lot of the math, but I think once you fix that everything's groovy.

Overall, it's a very cool critter!

Debihuman
2014-02-20, 10:37 PM
Very cool! Linked it in the first post, and review is incoming.

Review:
Well, the first thing is that the myths all refer to it as a giant walrus, so it would have to be bigger than a walrus. I'd suggest upping it to huge, but it's fine if you don't agree.
Second, the myths specifically point to the tail as it's most dangerous weapon, maybe we should make that the primary attack?
Magical beasts have full BAB, so the BAB should be +6, which throws off a lot of the math, but I think once you fix that everything's groovy.

Overall, it's a very cool critter!

Fixed BAB/CMB/CMD. I think it being Large sized is okay. I couldn't find much on the myth but the tail is heavy so it does a lot of damage but I don't see it being a primary attack.

Debby

Admiral Squish
2014-02-20, 11:56 PM
Alright, and with that it looks like it's all good!

Perturbulent
2014-02-21, 01:18 AM
A-Mi-Kuk

A hulking mass lurches forward. The mass is relatively frog shaped, stubby tail and all, but frogs don’t have teeth quite like this. Its mouth is twice as large as one would expect for a frog the size of ten men, and its fangs are about the size of a man’s arm. Its skin is a slimy membrane, like a frog, but it seems thicker than anything natural. Finally, it stands on four humanoid arms and hands, each tipped with wicked claws.

CR 7
NE Huge magical beast (Aquatic)
Init +7; Senses darkvision 60 ft., low-light vision, scent; Perception +2
DEFENSE
AC 23, touch 11, flat-footed 20 (+3 Dex, +12 natural, –2 size)
hp 84 (8d10+40)
Fort +11, Ref +9, Will +4
Resist Cold 10
OFFENSE
Speed 30 ft., burrow 30 ft. Swim 30 ft.
Melee bite +13 (2d8+10/19–20 + Grab) and 2 claws +13 (2d6+7)
Space 15 ft.; Reach 10 ft.
Special Attacks grab (Bite), savage bite, swallow whole
STATISTICS
Str 24, Dex 17, Con 20, Int 3, Wis 14, Cha 5
Base Atk +8; CMB +17 (+25 grapple); CMD 30 (34 vs. trip) (34 vs. grapple)
Feats Improved Initiative, unarmed strike, improved grapple, greater grapple
Skills Climb +14, Swim +14
SPECIAL ABILITIES
Grab (Bite) (Ex)
Savage Bite (Ex) An A-Mi-Kuk's bite is particularly dangerous. It applies 1-1/2 times its Strength modifier to damage inflicted with its bite attack, and threatens a critical hit on a 19–20.
Swallow Whole (5d6 Acid damage, AC 15, 9 hp)

SQ Amphibious

ECOLOGY
Environment Arctic Waters (Lakes and Sea)
Organization Solitary
Treasure Double Standard (Magic Items lodged in carapace or guts; A-Mi-Kuk Nest)

A-Mi-Kuk are aggressive. A-Mi-Kuk have a tendency of swallowing opponents whole, before charging off in search of their next meal. They most commonly swim, but lurching across land is normal if it sees much of anything edible.

Their range crosses oceans and even into lakes, arriving via burrowing. For these reasons, the A-Mi-Kuk is feared by all who inhabit the tundra. Should a village learn of the A-Mi-Kuk's presence, they will uproot the whole village as quickly as possible.

A-Mi-Kuk Nest
Generally tucked away somewhere on the A-Mi-Kuk, this plain rucksack hangs down from some snag on its body. When detached from its corpse, its opening can be untied, and by pulling the bag inside out, a 4 ft diameter nest (very much like a bird’s nest) is formed. Inside the nest for the first time lies only a few scraps of fur. The nest can be tucked back in just as easily.
1/day the nest can either produce up to 40 GP (VP) worth of furs, or it can repair any mundane item of similar nature (furs, skins, shoulder slot items). Items to be repaired must be left to sit in the nest for 1 full day. Other items can be put into the nest, but they cannot be repaired. The A-Mi-Kuk nest can fit 3 cubic feet of material, or 20 pounds (whichever is lower).
A-Mi-Kuk Nest attunes itself to the killer of its previous master, after 24 hours it recognizes the killer as its new master. It is only usable by its master. If the owner dies of natural causes, the nest turns to useless dust.
Price: Cannot be bought normally.

Admiral Squish
2014-02-21, 02:06 AM
Well, I should be in bed right now, so I'll be brief.

First, great monster, sounds terrifying and thoroughly unpleasant.

My math says HP should be 84. (44 avg for 8d10, +40 con)
Your formatting bugged around int.
I thought your math was wrong for grapple, but that turns out to be right, however, you only get +4 to CMD v. grapples, not +8. the bonus from grab is offensive only.
Regarding the a-mi-kuk nest, how big is the nest it creates when turned inside out? Like, diameter-wise. Can you store objects in it other than furs, like a portable hole? Also, even if you can't buy it, it should probably have a VP price, just for the sake of trade and figuring out how much loot the party should have.

Overall, great work, you just jumped up to #2 on the top contributors board. You managed to get better sources of research than I did, I hadn't heard of the nest until I went looking for it to see where you got it.

Perturbulent
2014-02-21, 03:35 AM
Good catch on the CMD, thanks. I'm adjusting the A-Mi-Kuk Nest now. HP is changed, too.

Part of the reason I didn't put a price is I really have no idea how to price an item that produces wealth daily. Any ideas? The other effect is basically mending, so it shouldn't be a big problem.

Perturbulent
2014-02-21, 01:01 PM
I was going to step up and take on the Baykok...but it seems there is one under Pathfinder OGL. http://www.d20pfsrd.com/extras/community-creations/spesmagna/baykok-cr-3
So I might go with the Chenoo, if that's fine.

Admiral Squish
2014-02-21, 01:39 PM
Good catch on the CMD, thanks. I'm adjusting the A-Mi-Kuk Nest now. HP is changed, too.

Part of the reason I didn't put a price is I really have no idea how to price an item that produces wealth daily. Any ideas? The other effect is basically mending, so it shouldn't be a big problem.

Well, it probably has to be worth enough that 40 VP/day isn't gonna overshadow it quickly. It's not terribly useful beyond that, though, so maybe 2000-ish?


I was going to step up and take on the Baykok...but it seems there is one under Pathfinder OGL. http://www.d20pfsrd.com/extras/community-creations/spesmagna/baykok-cr-3
So I might go with the Chenoo, if that's fine.

Hmm. I din't know, that one's a 3rd party publisher. I suppose for now I'll cross it off until I can talk to a lawyer.
Right, updating the claim for chenoo.

Perturbulent
2014-02-21, 02:15 PM
Hmm. I din't know, that one's a 3rd party publisher. I suppose for now I'll cross it off until I can talk to a lawyer.
Right, updating the claim for chenoo.

There is also this one (vastly different CR) from paizo itself.
http://www.d20pfsrd.com/bestiary/monster-listings/undead/baykok
It was published in Bestiary 3, but is also OGL. I honestly don't know anything regarding what that allows, so I'll leave your various legal jazz to you.

Bhu
2014-02-21, 03:32 PM
I think I may have done a Baykok a while back somewhere.

Admiral Squish
2014-02-21, 10:55 PM
Man, I'm surprised we didn't find that thing earlier.
Legal jazz sounds like a terrible jazz band made up of off-hours lawyers...

Bhu
2014-02-22, 06:07 PM
Update Haakapaizizi and added Tsiatko further down

SuperDave
2014-02-22, 09:37 PM
I just added stats for the hatchling and juvenile cipactlis. I basically just cut the HD for the adult in half and applied the "Young" template. Then, I did it again to create the hatchling. The Elder is coming next.

Lemme know what you think!

Perturbulent
2014-02-24, 03:24 PM
Chenoo
CR 7
A 7 foot hunched creature wields a massive spear. Its skin is the color of slate, and its hair is grey. It has a wicked grin and chuckles menacingly. It has some grisly gear with it that seems to ooze something unpleasant.

LE Large humanoid (giant)
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +7

DEFENSE
AC 17 , touch 11, flat-footed 15; (+2 Dex, +6 natural, –1 size)
hp 115 (10d8+60); regeneration 5 (fire)
Fort +9, Ref +9, Will +3
DR 5/magic

OFFENSE
Speed 50 ft.
Melee +14 +1 Longspear (2d6+10 x3) (20 ft reach) or +13 Unarmed (1d4+6)
Full Attack: +14/+9 +1 Longspear (2d6+10 x3) (20 ft reach) or +13/+8 Unarmed (1d4+6)
Space 10 ft.; Reach 10 ft.
Special Abilities
Expand: 1/week, the Chenoo can increase their size by 2 steps (gaining +8 str, -4 dex, and +4 con, along with the -4 size penalty to attacks and AC, and the +4 size penalty to CMB and CMD) It can remain in this for for 10 minutes/HD. Its weapons grow in size with it.
Brace: If the Chenoo uses a readied action to set the spear against a charging creature, he can deal double damage.

SQ:
Redemption: A Chenoo can be redeemed if given a chance. Those who manage to move a Chenoo to Friendly attitude open up the possibility for Redemption to the Chenoo. This is remarkably difficult as a Chenoo has a Starting Attitude of Hostile to all sentient creatures. A Chenoo must then make a great personal sacrifice for the good of his new friend. If he does this, his icy heart will thaw and he will transform. If he was a converted Chenoo himself, he will return to his previous form, if he was born Chenoo, he will take the form of his friend (if more than one could be responsible for this, the Chenoo may choose.) A Chenoo who has class levels keeps them, but loses all previous racial traits, HD, etc and gains the new race, as though he had always been that race. He keeps any class levels he may have (even if there may be qualification issues given the new form.)

TACTICS
The Chenoo are survivalists. Their ultimate goal in combat is to come out alive. However, if possible, they will focus on one target, not out cruelty but out of a sense of honor.

STATISTICS
Str 22, Dex 15, Con 23, Int 7, Wis 10, Cha 6
Base Atk +7; CMB +14; CMD 26
Feats Toughness, Lunge, Power Attack, Dodge, Improved Unarmed Strike
Skills Perception +7, Survival +6
Languages Common, Giant

ECOLOGY
Environment Taiga
Organization solitary or gang (2–4)
Treasure Double Standard (Ice Heart; +1 weapon (horn-tipped))

Chenoo stand about 10 feet tall if standing straight. They are largely humanoid, if a bit more brutish. They are vaguely reminiscent of cave men both in appearance and behavior. It cannot be harmed by mundane weapons, and it regenerates if it is not purged with fire.

Chenoo are cruel. They have a sense of irony that is undeniable. Should one ever threaten a Chenoo and live, the Chenoo will certainly perform that threat himself. They relish in the kill, and they routinely eat the livers of those they kill.

There is a distinct sadness to a Chenoo, all are creatures who have received little or no human warmth. Those born amongst the Chenoo have never seen such warmth and are unaware of empathy. Those Chenoo who took on the shape due to the negligence of their families and communities often saw much compassion, but were never on the receiving end of it. They scorn others and deeply covet such feelings for themselves.

Ice Heart
Ice Heart
This is the heart of a dead Chenoo. It vaguely throbs with energy and is still chilly to the touch, despite efforts to warm it. When killed the Chenoo's body peels away like the skin from a boiled tomato.
The Ice Heart of a Chenoo must have fresh fire applied to it every 24 hours to prevent the regrowth of the Chenoo. If it is not damaged by fire, then a Chenoo’s ordinary regeneration begins again. The Ice Heart can be used to cast Raise Dead. No Use Magic Device Check is required. This act destroys the Ice Heart.
The Ice Heart can be destroyed by cutting it in four and then dealing 25 fire damage to each piece.
Cost: 3,000 VP

Admiral Squish
2014-02-24, 09:59 PM
Sorry I was silent for a while, I got a bit consumed by the Sasquatch race I'm workin' on.

Haakapaizizi:
Well, it's definitely a more interesting enemy now.
I have a question about size control. Can he change all the way from diminutive one round to colossal the next, or can he only go up or down one size at a time? Also, there should probably be a clause about him being unable to grow larger than a space he's in, or include burst rules like enlarge person/animal does.
Bad omen is certainly an interesting idea. I could certainly see the haakapaizizi being used as an indirect encounter. Like, it just walks past the party in the wilds and inflicts bad omen on them before they're to go do something important. A -2 doesn't seem like that big a deal though, at the level we're talking about actually engaging the critter at.

Tsiatko
These guys look pretty solid all around. I think the damage should be +3 on the spear, and I think the grapple mod's off, but those are the only problems I can find.

Cipactli
Honestly, I think that going bigger would have made them more threatening. Juvenile's alright for really low-level parties, but hatchling is just silly. A tiny-sized creature that's not just stronger than an average full-grown human, but stronger than a sizable majority of humans. tiny size is like a foot-and-a-half, max.
Then there's the swallow whole ability. At small size, it's practically useless against PCs. It could be used to eat a wizard's familiar, but that's pretty much it. And at tiny, there's pretty much no point anymore.
In the full attack section, it should be primary bite, secondary bites, and claws OR tail slap. As they're being used as a secondary attack, though, the claws in the full attack should deal half str damage.

Chenoo:
Really cool monster!

Your formatting is missing a few / around ref and will saves.
I think the attack bonus with the spear should be +12. +7 BaB, +6 str, -1 size.
The damage bonus on the spear should be +9 if my math is right.
If expand increases them two size categories, the size bonuses and penalties are off. They would increase to gargantuan size, and their size mods would be +4 to CMB/CMD, and -4 to attack and AC.
I'm somewhat confused about the the ice heart. Can you try to clarify what exactly it is? You say only the heart of a redeemed chenoo can be used, but in redemption you mention their heart thawing, and there's a mention of a lesser ice heart shard which is just confusing to me.

QuackParker
2014-02-24, 10:53 PM
I really like the A-Mi-Kuk. Menacingly fun.

Bhu
2014-02-25, 12:01 AM
I have revised both entries. Will do Fsti Capcaki and Indacinga next if no one has claimed them.

Perturbulent
2014-02-25, 12:06 AM
@Admiral
Thank you! :) The saves have been reformatted, I somehow failed to write out that the spear was a +1 spear.
Thanks for the clarification with size, I always think of things as medium and advance them from there, woops.
My ideas on the Ice Heart were all over the place. Hopefully this makes more sense. I also am adding some description for the Ice Heart.

@Quack, thank you!

Perturbulent
2014-02-25, 05:52 AM
I'd love to take on the Disembowler. :smallbiggrin:

Admiral Squish
2014-02-25, 03:12 PM
Much better now!

The attack bonus is still off, it should be +13 if it's a +1 spear, but other than that, you're golden.

The Ice Heart reads much clearer now.

I'll put a claim on the disemboweler.

Bhu
2014-02-26, 02:49 AM
Okay so Fsti Capcaki would appear to be some sort of malevolent sasquatch, and the indacinga would need to be at least colossal to pull up houses. Even traditional native houses werent exactly small.

Admiral Squish
2014-02-26, 08:37 PM
Okay so Fsti Capcaki would appear to be some sort of malevolent sasquatch, and the indacinga would need to be at least colossal to pull up houses. Even traditional native houses weren't exactly small.

Hmm... Now that I've made a sasquatch race, maybe I should remove monsters that are variations of the sasquatch. Generally all the large, hairy wilderness dudes.

I wasn't imagining him picking up the whole house, just tearing it off the foundations. I was picturing like, bear-hugging the support beams and ripping them up.

Bhu
2014-02-27, 02:13 AM
Hmm... Now that I've made a sasquatch race, maybe I should remove monsters that are variations of the sasquatch. Generally all the large, hairy wilderness dudes.

I wasn't imagining him picking up the whole house, just tearing it off the foundations. I was picturing like, bear-hugging the support beams and ripping them up.

Fsti may be a dual wielding compulsively evil sasquatch though.

Some of he sites mention the Indacinga lifting houses and smashing them into kindling.

Admiral Squish
2014-02-27, 03:37 AM
Fsti may be a dual wielding compulsively evil sasquatch though.

Some of he sites mention the Indacinga lifting houses and smashing them into kindling.

I dunno, they have all the typical hallmarks of sasquatch encounters. Tall, hairy man, lives in the woods, foul smell. Also, tree-breaks have been mentioned several times in my research as a theorized method of territory marking for wild sasquatch. Sounds like the Fsti Capcaki is just a particularly aggressive, territorial sasquatch, or group thereof. (Also, am I the only one whose brain keeps trying to 'correct' Fsti Capcaki into Fist Cupcake? Which sounds awesome...)

Oh, yeah, then, that would require them to be quite large. Perhaps gargantuan, if not colossal? I feel we don't want to overuse the colossal size category, and gargantuan seems underused in my mind.

Dracomortis
2014-02-27, 07:11 AM
This dark grey caterpillar would be completely unremarkable, save for its large size. It almost looks bloated, as if it were ready to burst.

Auvvik CR 1/2
XP 200
N Tiny magical beast
Init +2; Senses darkvision 60 ft., low-light vision; Perception +5
________________________________________
DEFENSE
________________________________________
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 4 (1d10-1)
Fort +1, Ref +4, Will +1
Weaknesses fragile skin
________________________________________
OFFENSE
________________________________________
Speed 20 ft.
Melee bite +5 (1d3-2)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks blood drain
________________________________________
STATISTICS
________________________________________
Str 6, Dex 15, Con 8, Int 2, Wis 12, Cha 6
Base Atk +1; CMB -3; CMD 9
Feats Weapon Finesse
Skills Perception +5
SQ engorge
________________________________________
ECOLOGY
________________________________________
Environment temperate or cold forests, hills, and plains
Organization solitary
Treasure none
________________________________________
SPECIAL ABILITIES
________________________________________
Blood Drain (Ex): An auvvik can drain blood from a helpless or willing creature as a standard action, inflicting 1 point of Constitution damage and granting the auvvik 5 temporary hit points.

Engorge (Sp): An auvvik that has at least 1 temporary hit point can cause its body to expand rapidly as a move action, losing all remaining temporary hit points in the process. This functions as the enlarge person spell (caster level 3rd), except that it only works on the auvvik and the effects remain for 24 hours. An auvvik that uses this ability while already enlarged does not increase any further in size, but it does add 24 hours to the duration of its current enlargement.

Fragile Skin (Ex): The skin of an auvvik is not particularly durable, and it becomes even more fragile when the creature is engorged. Critical hits are automatically confirmed against the auvvik for as long as it is engorged.


The auvvik is a strange caterpillar-like beast that feeds on the blood of other creatures, but they are not particularly dangerous despite this diet: an auvvik needs only a small amount of blood to live, and they have never been known to kill outside of self-defense. They are surprisingly intelligent, able to learn and follow commands at least as well as a dog. Auvviks are sometimes kept as pets or raised as a source of food, since they are relatively easy to care for compared to other predatory animals. An auvvik that is treated well and fed regularly behaves much like a domesticated animal, showing some degree of loyalty to its caretaker and sometime even defending that creature from harm.

Perturbulent
2014-02-27, 10:15 AM
First off...@Dracomortis, I really like the Auvvik, very cool beasty.

Then:
Disembowler (Hag)
A whispered joke wafts through the air followed by insidious laughter. Finally a sound like something wet hitting the floor sounds. A gruesome hag leans down and picks something up from the floor before putting it in her mouth and slurping away.
CR 6
CE medium monstrous humanoid
Init +6; Senses darkvision 60 ft.; Perception +15

DEFENSE
AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
hp 59 (7d10+21)
Fort +5, Ref +7, Will +7
DR 3/magic; SR 16

OFFENSE
Speed 40 ft.
Melee bite +9 (1d4+2), 2 claws +9 (1d4+2)
Space 5 ft.; Reach 5 ft.
Special Attacks:
Side-Splitter: The hag may make a perform (comedy) check to deal con damage equal to 1/5 (rounded down) the perform check to all who can hear her (30ft radius) as a full round action. A DC 19 Will Save prevents that damage. An opponent reduced to 0 con in this way has his belly burst. [mind-affecting]
Spell-Like Abilities (CL 7th; concentration +10)
3/day—Forced Quiet DC 14, Hypnotism DC 14, Disguise Self, Invisibility (self-only)

STATISTICS
Str 14, Dex 15, Con 16, Int 15, Wis 14, Cha 18
Base Atk +7; CMB +9; CMD 21
Feats Skill Focus: Perform (Comedy), Skill Focus: Perception, Skill Focus: Stealth, Ability Focus: Side-Splitter
Skills +15 Perception, +17 Perform (Comedy), +15 Stealth, +12 Survival.
Languages Common, Giant

ECOLOGY
Environment cold forests and hills
Organization solitary or coven (3 hags of any kind)
Treasure standard

Disembowlers eat intestines and associated viscera. Their claws are not particularly vicious, nor is their bite. The Disembowler's only really vicious thing is her wit. Her crude jokes shock people and force them into fits of laughter that end in bursted bellies.
Disembowlers stalk around the forests at the edge of a community. They wait for children, or pets, or foolish adults to wander out alone. When they do they open with a joke to reduce their ability to fight before moving in to attack. If the Disembowler is lucky enough to have their prey ignore the sick feeling they get or the eeriness of a joke from nowhere, she’ll continue to use her Side-Splitter ability as long as she can.
If she cannot wait any longer, a Disembowler will venture into homes using either Invisibility or Disguise Self in attempts to isolate prey. A Disembowler will only take one prey per size category of the community, to prevent detection.

Admiral Squish
2014-02-27, 02:08 PM
Two new monsters this morning! What a pleasant surprise. I've updated the first post with the new links and the updated leader-board status, and I'll get right in to the review.

Auvvik
Overall, a nice, low-CR monster. All your math checks out.
I was originally thinking of having them be monstrous vermin like monstrous spiders with a bunch of different size categories, 'cause there's this other myth regarding whale-sized caterpillars. I figure I can just apply 'giant' a few times and get the desired results, though.
I can easily imagine some kind of encounter with a witch and all her auvvik pets. She uses hold person or some other sort of paralytic magic, her pets drain the paralyzed victims.

Disembowler
I will say, I've certainly been looking forward to seeing this monster completed! It's one of those weird critters that really adds flavor to the setting.
I don't know about check result=save DC. The two scale very differently. This critter's average DC is 26, I don't think a 6th level character can save against that, short of a natural 20. I would change the save to a standard DC (10+1/2 HD +cha in this case). Granted, it takes away the value of the perform ranks a bit, but still.
Other than that, everything checks out! All the math is right.

Perturbulent
2014-02-27, 04:58 PM
Disembowler
I will say, I've certainly been looking forward to seeing this monster completed! It's one of those weird critters that really adds flavor to the setting.
I don't know about check result=save DC. The two scale very differently. This critter's average DC is 26, I don't think a 6th level character can save against that, short of a natural 20. I would change the save to a standard DC (10+1/2 HD +cha in this case). Granted, it takes away the value of the perform ranks a bit, but still.
Other than that, everything checks out! All the math is right.

I understand, and I was worried about that, which is why I changed it to a full-round action, it allows the group to stomp her, especially since using it would get rid of her invisibility, and she can't just run away. I did change perform to a class skill for her, which wouldn't normally be the case as a monstrous humanoid, getting rid of it would drop the average save to 23, 14-33 range. It still wouldn't be a constant thing, but would that even it out a bit?

I know it's awkward, but I honestly feel like she needs to make the perform check to get it to work. Maybe making the perform check in another way to be pertinent? 1 ft per check radius maybe? She's a weird beastie, I'm just not sure...

Admiral Squish
2014-02-27, 05:19 PM
I understand, and I was worried about that, which is why I changed it to a full-round action, it allows the group to stomp her, especially since using it would get rid of her invisibility, and she can't just run away. I did change perform to a class skill for her, which wouldn't normally be the case as a monstrous humanoid, getting rid of it would drop the average save to 23, 14-33 range. It still wouldn't be a constant thing, but would that even it out a bit?

I know it's awkward, but I honestly feel like she needs to make the perform check to get it to work. Maybe making the perform check in another way to be pertinent? 1 ft per check radius maybe? She's a weird beastie, I'm just not sure...

Maybe you could make the con damage check dependant? Like, the ability deals 1 con damage for every 5 points of the check result, which gives you a range of 3-7 damage.

Perturbulent
2014-02-27, 08:34 PM
That works elegantly. All fixed. Now I'm thinking I'll take on Xiuhcoatl.

Additionally, is there any chance the critters on the first page can have their CR listed with them? I feel it would help to understand what body of work ours fit into.

Admiral Squish
2014-02-27, 10:13 PM
Claim registered.

Do you mean the CR of completed monsters, or goal CRs for monsters not done yet?

Perturbulent
2014-02-28, 01:21 AM
CR of completed beasties.

Admiral Squish
2014-02-28, 02:11 AM
Eh, it's no big trouble, and it makes it easier to visualize the spread. I did it.
I'm noticing a majority of the monster we have are CR 4-8. We should spread it around a bit more.

Perturbulent
2014-02-28, 10:15 AM
Eh, it's no big trouble, and it makes it easier to visualize the spread. I did it.
I'm noticing a majority of the monster we have are CR 4-8. We should spread it around a bit more.
That's what I was noticing, (although a majority of monsters are supposed to be there or so) i'm doing a big set for Xiuhcoatl. Full dragon age categories and all. Lowest CR will be 6, and run up to 20 some-odd.

Debihuman
2014-02-28, 02:18 PM
I am calling dibs on the cihuateotl! Here is the Cihuateotl in 3.5 form. Please Peach and if someone would be so kind to put in proper format for Crossroads, I'd be grateful.

Cihuateotl
Medium Undead
Hit Dice: 15d12+15 (112 hp)
Initiative: +5
Speed: 30 ft.
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
BAB/Grapple:+7/+13
Attack: Claw +9 melee (1d6+2/19-20 plus confusion) or mwk dagger +10 melee (1d4+2/19-20) or unarmed strike +9 melee
Full Attack: 2 claws (1d6+2/19-20 plus confusion) or mwk dagger +10/+5 melee (1d4+2/19-20) or 2 unarmed strikes +9/+4 melee (1d3+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Aura of seduction, confounding claws, horrific appearance, spell-like abilities
Special Qualities: Alternate form, aversion to children, damage reduction 10/magic, darkvision 30 ft., fast healing 2, immunity to polymorph and mind-affecting effects, semblance of life, spell resistance 15, undead traits, +4 turn resistance
Saves: Fort +5, Ref +6, Will +11
Abilities: Str 15, Dex 13, Con —, Int 16, Wis 14, Cha 26
Skills: Bluff +26, Diplomacy +30, Gather Information +10, Intimidate +28, Knowledge (Local) +21, Listen +20, Sense Motive +20, Spot +20
Feats: Combat expertise, improved Initiative, improved critical, improved toughnessB, improved unarmed strike, deflect arrows, improved grapple
Environment: Any Urban
Organization: Solitary
Challenge Rating: 12
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: —

When a woman dies in childbirth, she may rise as a horrific undead creature that turns her grief and loss into predatory sexual behavior. A cihuateotl's true form is that of a grotesque parody of a pregnant woman with a skeletal face and eagle-like claws for hands.

Typically, a cihuateotl lures a lone male with her false beauty and seductive aura for an evening of pleasure that turns into carnage in the morning when her true form is revealed.

Cihuateotls speak Common and 2 other languages she knew in life.

Combat

In her natural form, a cihuateotl attacks with her claws but in alternate form she fights with simple weapons or makes unarmed attacks.

Alternate Form (Su): A cihuateotl can assume the shape of a beautiful, graceful, and voluptuous female Humanoid or Monstrous Humanoid as a standard action. While in alternate form, the cihuateotl loses her natural claw attack and horrific appearance ability, but it gains the natural and extraordinary special attacks of her new form. She can remain in that form until she assumes another or until sunrise, whereupon she automatically reverts to her true form for one hour. A true seeing spell or ability reveals her true form and horrific appearance (see below), immediately triggering the effect.

Aura of Seduction (Su): A miasma of lust surrounds a cihuateotl. Any young adult or older male Humanoid or Monstrous Humanoid within a 20-foot radius of a cihuateotl must succeed on a Will save (DC 25) to resist her effects. Those that fail take a -2 penalty on attacks, AC, and saves, for 24 hours or until they successfully become intimate with the cihuateotl that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same cihuateotl's aura for 24 hours. A target that has taken a vow of chastity gains a +6 insight bonus to resist this aura. However, a target that has the Scent ability takes a -4 penalty to the save. A cihuateotl can suppress this ability as a free action. The save DC is charisma-based.

Aversion to Children (Ex): A cihuateotl cannot bear the sight of children and she will not approach within 30 feet of one. She is shaken for as long as a child remains within range, taking -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

Confounding Claws (Sp): A creature that takes damage from a cihuateotl's claws must succeed at Will save (DC 16) or be confused as the spell. A successful save negates the effect. The save DC is wisdom-based. CL 15.

Fast Healing (Ex): A cihuateotl regains 2 hit points each round.

Horrific Appearance (Su): Any living creature within 60 feet that views the real visage of a cihuateotl must succeed on a Fortitude save (DC 25) or immediately take 1d3 points of Strength damage, 1d3 points of Dexterity damage, and 1d3 points of Constitution damage. A creature that successfully saves against this effect cannot be affected by the same cihuateotl’s horrific appearance for 24 hours. The save DC is charisma-based.

Immunities (Ex): Cihuateotls are immune to polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks.

Semblance of Life (Su): As long as a cihuateotl remains in her alternative form, she appears to be fully alive and not even detect undead spells reveals her true nature. While a cihuateotl does not need to breathe or eat, she may do so if she wishes. A cihuateotl can pretend to sleep. A successful DC 20 Spot check reveals that a sleeping cihuateotl is actually awake.

Spell-Like Abilities (Sp): At will—charm monster (DC 22), detect good, detect thoughts (DC 20) Caster level 15th. The save DCs are Charisma-based.

Spell Resistance (Ex): A chiuateotl has spell resistance equal to her Hit Dice.

Turn Resistance (Ex): A cihuateotl has +4 turn resistance.

Perturbulent
2014-02-28, 02:49 PM
Xiuhcoatl
The sky flashes with a strike of lightning it seems, but lightning does not remain. Darting above you is serpent sheathed in blue-flame. It crackles with lightning and moves impossibly swiftly.

LN dragon (fire)
BASE STATISTICS
CR 6; Size Small; Hit Dice 7d12
Speed 50 ft.
Natural Armor +6; Breath Weapon line, 2d8 lightning
Str 17, Dex 16, Con 15, Int 10, Wis 11, Cha 10
SPECIAL ABILITIES
Fire Aura (Su)
An adult Xiuhcoatl is surrounded by an aura of blue flame. All creatures within 5 feet take 1d6 points of fire damage at the beginning of the Xiuhcoatl's turn. An old Xiuhcoatl's aura extends to 10 feet. An ancient Xiuhcoatl's damage increases to 2d6. Any creature occupying the Xiuhcoatl’s square, grappling it, or otherwise attacking it with natural attacks must make a DC 15 reflex save or catch fire.
Spell-Like Abilities (Sp)
A Xiuhcoatl gains the following spell-like abilities, usable at will upon reaching the listed age category.
Young—detect magic;
Juvenile—bless;
Adult—suggestion;
Old—activate link;
Ancient—find the path;
Great wyrm—discern location.

ECOLOGY
Environment Hot areas, Mesovespuccia
Organization clutch (2-5 wyrmlings) or solitary (any) or Mated Pair (Young Adult and older, a mated pair may have a clutch)
Treasure triple

The Xiuhcoatl is a fearsome weapon of the gods. It is capable of great destruction, but only as directed. The Xiuhcoatl is a servant of the gods, particularly gods of fire and storms. Some believe Xiuhcoatls drag the sun across the sky.
The Xiuhcoatl may extinguish its flames freely. When it does so, its scales are a brilliant turquoise. It has a serpentine body and aggressive spines along its back.
LN Small dragon (fire)
Init +7; Senses dragon senses; Perception +10

DEFENSE
AC 20, touch 14, flat-footed 17 (+3 Dex, +6 natural, +1 size)
hp 59 (7d12+14)
Fort +7, Ref +8, Will +7
Immune fire, electricity, paralysis, sleep
Weaknesses Vulnerability to cold

OFFENSE
Speed 50 ft., fly 180 ft. (good)
Melee bite +11 (1d6+4), 2 claws +11 (1d4+3)
Special Attacks breath weapon (40-ft. line, DC 15, 2d8 lightning)
Special Abilities
Borne Aloft (Su)
Old or younger Xiuhcoatls fly with good maneuverability while all older Xiuhcoatls have perfect.

STATISTICS
Str 17, Dex 16, Con 15, Int 10, Wis 11, Cha 10
Base Atk +7; CMB +9; CMD 22 (26 vs. trip)
Feats Flyby Attack, Improved Initiative, Iron Will, Power Attack
Skills Bluff +10, Fly +15, Intimidate +10, Perception +10, Sense Motive +10, Stealth +17
Languages Draconic
LN Medium dragon (fire)
Init +6; Senses dragon senses, Fog Vision; Perception +13

DEFENSE
AC 21, touch 12, flat-footed 19 (+2 Dex, +9 natural)
hp 85 (9d12+27)
Fort +9, Ref +8, Will +9
Immune fire, electricity, paralysis, sleep
Weaknesses Vulnerability to cold

OFFENSE
Speed 50 ft., fly 180 ft. (good)
Melee bite +14 (1d8+7), 2 claws +14 (1d6+5)
Special Attacks breath weapon (60-ft. line, DC 17, 4d8 lightning)

STATISTICS
Str 21, Dex 14, Con 17, Int 12, Wis 13, Cha 12
Base Atk +9; CMB +14; CMD 26 (30 vs. trip)
Feats Flyby Attack, Hover, Improved Initiative, Iron Will, Power Attack
Skills Appraise +13, Bluff +13, Fly +14, Intimidate +13, Perception +13, Sense Motive +13, Stealth +14
Languages Nahuatl, Draconic

SPECIAL ABILITIES
Borne Aloft (Su)
Old or younger Xiuhcoatls fly with good maneuverability while all older Xiuhcoatls have perfect.
Cloud Sight (Su)
A very young or older sky dragon's sight is not impeded by clouds or fog, or by spells that create areas of fog.
LN Large dragon (fire)
Init +6; Senses dragon senses, Fog vision; Perception +15
DEFENSE
AC 23, touch 11, flat-footed 21 (+2 Dex, +12 natural, –1 size)
hp 115 (11d12+44)
Fort +11, Ref +9, Will +10
Immune fire, electricity, paralysis, sleep
Weaknesses vulnerability to cold

OFFENSE
Speed 50 ft., fly 240 ft. (good)
Melee bite +17 (2d6+10), 2 claws +17 (1d8+7), tail slap +12 (1d8+10)
Space 10 ft.; Reach 5 ft. (10 ft. with bite)
Special Attacks breath weapon (80-ft. line, DC 19, 6d8 lightning)
Spell-Like Abilities (CL 11th)
At will—detect magic
Spells Known (CL 1st)
1st (3/day)—shield, true strike
0 (at will)—mage hand, message, prestidigitation, read magic

STATISTICS
Str 25, Dex 14, Con 19, Int 12, Wis 13, Cha 12
Base Atk +11; CMB +19; CMD 31 (35 vs. trip)
Feats Critical Focus, Flyby Attack, Hover, Improved Initiative, Iron Will, Power Attack
Skills Appraise +15, Bluff +15, Fly +10, Intimidate +15, Perception +15, Sense Motive +15, Stealth +12
Languages Nahuatl, Draconic
SPECIAL ABILITIES
Borne Aloft (Su)
Old or younger Xiuhcoatls fly with good maneuverability while all older Xiuhcoatls have perfect.
Cloud Sight (Su)
A very young or older sky dragon's sight is not impeded by clouds or fog, or by spells that create areas of fog.
LN large dragon (fire)
Init +6; Senses dragon senses, Fog vision; Perception +18 Aura frightful presence (120 ft., DC 18)

DEFENSE
AC 26, touch 11, flat-footed 24 (+2 Dex, +15 natural, -1 size)
hp 149 (13d12+65)
Fort +13, Ref +10, Will +10
Defensive Abilities
Immune fire, electricity, paralysis, sleep
Weaknesses vulnerable to cold

OFFENSE
Speed 50 ft., fly 240 ft. (good)
Melee bite +21 (2d6+13), 2 claws +20 (1d8+9), and tail +18 (1d8+13)
Space 10 ft.; Reach 5 ft. (10 ft. with bite)
Special Attacks breath weapon (80 ft. line, DC 21, 8d8 lightning)
Spell-Like Abilities (CL 13th; concentration +15)
At will—bless, detect magic
Spells Known (CL 3rd; concentration +5, ranged touch +14)
1st (4/day, 3 remaining)—mage armor, ray of enfeeblement, true strike
0th (at will)—arcane mark, flare (DC 12), mage hand, open/close, prestidigitation

STATISTICS
Str 27, Dex 14, Con 21, Int 14, Wis 15, Cha 14
Base Atk +13; CMB +22; CMD 34 (38 vs. trip)
Feats Critical Focus, Hover, Flyby Attack, Improved Initiative, Multiattack, Power Attack, Weapon Focus (bite)
Skills Acrobatics +15, Appraise +18, Bluff +18, Fly +15, Intimidate +18, Perception +18, Sense Motive +18, Spellcraft +18
Languages Nahuatl, Draconic, Bonus Language

SPECIAL ABILITIES
Borne Aloft (Su)
Old or younger Xiuhcoatls fly with good maneuverability while all older Xiuhcoatls have perfect.
Cloud Sight (Su)
A very young or older sky dragon's sight is not impeded by clouds or fog, or by spells that create areas of fog.
LN Huge dragon (fire)
Init +5; Senses dragon senses, Fog vision; Perception +20
Aura frightful presence (150 ft., DC 19)

DEFENSE
AC 27, touch 9, flat-footed 26 (+1 dex, +18 natural, -2 size)
hp 172 (15d12+75)
Fort +14, Ref +10, Will +13
DR 5/magic; Immune fire, electricity, paralysis, sleep; SR 24
Weaknesses Vulnerability to cold

OFFENSE
Speed 50 ft., fly 240 ft. (good)
Melee bite +22 (2d8+13), 2 claws +22 (2d6+9), and tail slap +20 (2d6+13)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks breath weapon (100-ft. line, DC 22, 10d8 lightning), crush (Small creatures, DC 22, 2d8+13)
Spell-Like Abilities (CL 15th; concentration +17)

At will—bless, detect magic
Spells Known (CL 5th; concentration +7)
2nd (5/day)—resist energy, see invisibility
1st (7/day)—alarm, magic missile, shield, true strike
0 (at will)—arcane mark, bleed, light, magehand, message, read magic
STATISTICS
Str 29, Dex 12, Con 21, Int 14, Wis 15, Cha 14
Base Atk +15; CMB +26; CMD 37 (41 vs. trip)
Feats Bleeding Critical, Critical Focus, Flyby Attack, Hover, Improved Initiative, Iron Will, Multiattack, Power Attack
Skills Appraise +20, Bluff +20, Fly +11, Intimidate +20, Knowledge (arcana) +20, Perception +20, Sense Motive +20, Stealth +11
Languages Nahuatl, Draconic, Bonus Language

SPECIAL ABILITIES
Borne Aloft (Su)
Old or younger Xiuhcoatls fly with good maneuverability while all older Xiuhcoatls have perfect.
Cloud Sight (Su)
A very young or older sky dragon's sight is not impeded by clouds or fog, or by spells that create areas of fog.
LN Huge dragon (fire)
Init +5; Senses dragon senses, Fog vision; Perception +23
Aura fire (5 ft., 1d6 fire), frightful presence (180 ft., DC 21)
DEFENSE
AC 30, touch 9, flat-footed 29 (+1 dex, +21 natural, –2 size)
hp 212 (17d12+102)
Fort +16, Ref +11, Will +15
DR 5/magic; Immune fire, electricity, paralysis, sleep; SR 25
Weaknesses Vulnerability to cold

OFFENSE
Speed 50 ft., fly 240 ft. (good)
Melee bite +26 (2d8+15), 2 claws +26 (2d6+10), tail slap +23 (2d6+15)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks breath weapon (100-ft. line, DC 24, 12d8 lightning), crush (Small Creatures, DC 24, 2d8+15)
Spell-Like Abilities (CL 17th, concentration +20)
At will—bless, detect magic, suggestion (DC 16)
Spells Known (CL 7th, concentration +10)
3rd (5/day)—dispel magic, haste
2nd (7/day)—invisibility, resist energy, see invisibility
1st (7/day)—alarm, grease (DC 14), magic missile, shield,
true strike
0 (at will)—arcane mark, light, mage hand, mending, message, prestidigitation, read magic

STATISTICS
Str 31, Dex 12, Con 23, Int 16, Wis 17, Cha 16
Base Atk +17; CMB +29; CMD 40 (44 vs. trip)
Feats Critical Focus, Flyby Attack, Hover, Improved Initiative, Iron Will, Multiattack, Power Attack, Weapon Focus (bite), Weapon Focus (Claw)
Skills Appraise +23, Bluff +23, Fly +13, Intimidate +23, Knowledge (arcana) +23, Perception +23, Sense Motive +23, Spellcraft +23, Stealth +13
Languages Nahuatl, Draconic, 2 bonus languages

SPECIAL ABILITIES
Fire Aura (Su)
An adult Xiuhcoatl is surrounded by an aura of blue flame. All creatures within 5 feet take 1d6 points of fire damage at the beginning of the Xiuhcoatl's turn. An old Xiuhcoatl's aura extends to 10 feet. An ancient Xiuhcoatl's damage increases to 2d6. Any creature occupying the Xiuhcoatl’s square, grappling it, or otherwise attacking it with natural attacks must make a DC 15 reflex save or catch fire.
Borne Aloft (Su)
Old or younger Xiuhcoatls fly with good maneuverability while all older Xiuhcoatls have perfect.
Cloud Sight (Su)
A very young or older sky dragon's sight is not impeded by clouds or fog, or by spells that create areas of fog.
LN Huge dragon (fire)
Init +5; Senses dragon senses, Fog vision; Perception +25
Aura fire aura (5-ft., 1d6 fire), frightful presence (210-ft., DC 22)

DEFENSE
AC 33, touch 9, flat-footed 32 (+1 dex, +24 natural, -2 size)
hp 237 (19d12+114)
Fort +17, Ref +12, Will +16
DR 10/magic; Immune fire, electricity, paralysis, sleep; SR 26
Weaknesses vulnerability to cold

OFFENSE
Speed 50 ft., fly 240 ft. (good)
Melee bite +29 (2d8+16/19-20), 2 claws +29 (2d6+11), tail slap +26 (2d6+16)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks breath weapon (100-ft. line, 14d8 lightning damage, Reflex DC 25 half, usable every 1d4 rounds), crush (Small creatures, DC 25, 2d8+16)
Spell-Like Abilities (CL 19th; concentration +22)
At will—bless, detect magic, suggestion (DC 16)
Spells Known (CL 9th; concentration +12)
4th (4/day)—greater invisibility, stoneskin
3rd (7/day)—dispel magic, displacement, haste
2nd (7/day)—alter self, misdirection, resist energy, see invisibility
1st (7/day)—alarm, grease (DC 14), magic missile, shield, true strike
0th (at will)—arcane mark, bleed, light, magehand, mending, message, prestidigitation, read magic

STATISTICS
Str 33, Dex 12, Con 23, Int 16, Wis 17, Cha 16
Base Atk +19; CMB +32; CMD 43 (47 vs. trip)
Feats Critical Focus, Flyby Attack, Hover, Improved Critical (bite), Improved Initiative, Iron Will, Multiattack, Power Attack, Weapon Focus (Bite), Weapon Focus (Claw)
Skills Appraise +25, Bluff +25, Fly +15, Intimidate +25, Knowledge (arcana) +25, Perception +25, Sense Motive +25, Spellcraft +25, Stealth +15
Languages Nahuatl, Draconic, 2 bonus languages

SPECIAL ABILITIES
Fire Aura (Su)
An adult Xiuhcoatl is surrounded by an aura of blue flame. All creatures within 5 feet take 1d6 points of fire damage at the beginning of the Xiuhcoatl's turn. An old Xiuhcoatl's aura extends to 10 feet. An ancient Xiuhcoatl's damage increases to 2d6. Any creature occupying the Xiuhcoatl’s square, grappling it, or otherwise attacking it with natural attacks must make a DC 15 reflex save or catch fire.
Borne Aloft (Su)
Old or younger Xiuhcoatls fly with good maneuverability while all older Xiuhcoatls have perfect.
Cloud Sight (Su)
A very young or older sky dragon's sight is not impeded by clouds or fog, or by spells that create areas of fog.LN Gargantuan dragon (fire)
Init +4; Senses dragon senses, Fog vision; Perception +28
Aura fire (10 ft., 1d6 fire), frightful presence (240 ft., DC 24)

DEFENSE
AC 33, touch 6, flat-footed 33 (+27 natural, -4 size)
hp 283 (21d12+147)
Fort +19, Ref +12, Will +18
DR 10/magic; Immune fire, electricity, paralysis, sleep; SR 28
Weaknesses Vulnerability to cold

OFFENSE
Speed 50 ft., fly 300 ft. (good)
Melee bite +30 (4d6+18/19-20), 2 claws +30 (2d8+12), tail slap +27 (2d8+18)
Space 20 ft.; Reach 15 ft. (20 ft. with bite)
Special Attacks breath weapon (120-ft. line, DC 27, 16d8 lightning), crush (Medium creatures, DC 27, 4d6+18), tail sweep (Small Creatures, DC 27, 2d6+18)
Spell-Like Abilities (CL 21st; concentration +25)
At will—bless, detect magic, suggestion (DC 17), activate link
Spells Known (CL 11th; concentration +15)
5th (4/day)—activate link, wall of force
4th (7/day)—fire shield, greater invisibility, stoneskin
3rd (7/day)—dispel magic, displacement, haste, tongues
2nd (7/day)—alter self, detect thoughts, misdirection, resist energy, see invisibility
1st (7/day)—alarm, grease (DC 15), magic missile, shield, true strike
0 (at will)—arcane mark, bleed, light, magehand, mending, message, open/close, prestidigitation, read magic

STATISTICS
Str 35, Dex 10, Con 25, Int 18, Wis 19, Cha 18
Base Atk +21; CMB +37; CMD 47 (51 vs. trip)
Feats Bleeding Critical, Critical Focus, Flyby Attack, Hover, Improved Critical (bite), Improved Initiative, Iron Will, Multiattack, Power Attack, Weapon Focus (Bite), Weapon Focus (Claw)
Skills Appraise +29, Bluff +28, Diplomacy +28, Fly +10, Intimidate +28, Knowledge (arcana) +28, Perception +28, Sense Motive +28, Spellcraft +28, Stealth +12
Languages Nahuatl, Draconic, Giant, 2 bonus languages

SPECIAL ABILITIES
Fire Aura (Su)
An adult Xiuhcoatl is surrounded by an aura of blue flame. All creatures within 5 feet take 1d6 points of fire damage at the beginning of the Xiuhcoatl's turn. An old Xiuhcoatl's aura extends to 10 feet. An ancient Xiuhcoatl's damage increases to 2d6. Any creature occupying the Xiuhcoatl’s square, grappling it, or otherwise attacking it with natural attacks must make a DC 15 reflex save or catch fire.
Borne Aloft (Su)
Old or younger Xiuhcoatl fly with good maneuverability while all older Xiuhcoatls have perfect.
Cloud Sight (Su)
A very young or older sky dragon's sight is not impeded by clouds or fog, or by spells that create areas of fog.LN Gargantuan dragon (fire)
Init +4; Senses dragon senses, Fog vision; Perception +30
Aura fire (10 ft., 1d6 fire), frightful presence (270 ft., DC 25)

DEFENSE
AC 36, touch 6, flat-footed 36 (+30 natural, -4 size)
hp 310 (23d12+161)
Fort +20, Ref +13, Will +19
DR 15/magic; Immune fire, electricity, paralysis, sleep; SR 29
Weaknesses Vulnerability to cold

OFFENSE
Speed 50 ft., fly 300 ft. (perfect)
Melee bite +33 (4d6+19/19-20), 2 claws +33 (2d8+13/19-20), tail slap +30 (2d8+19)
Space 20 ft.; Reach 15 ft. (20 ft. with bite)
Special Attacks breath weapon (120-ft. line, DC 28, 18d8 lightning), crush (Medium creatures, DC 28, 4d6+19), tail sweep (Small creatures, DC 28, 2d6+19)
Spell-Like Abilities (CL 23rd; concentration +27)
At will—bless, detect magic, suggestion (DC 17), activate link
Spells Known (CL 13th; concentration +17)
6th (4/day)—antimagic field, contingency
5th (6/day)—polymorph, dominate person, wall of force
4th (7/day)—fear (DC 18), fire shield, greater invisibility, stoneskin
3rd (7/day)—dispel magic, displacement, haste, tongues
2nd (7/day)—alter self, detect thoughts, misdirection, resist energy, see invisibility
1st (7/day)—alarm, grease (DC 15), magic missile, shield, true strike
0 (at will)—arcane mark, bleed, light, magehand, mending, message, open/close, prestidigitation, read magic

STATISTICS
Str 37, Dex 10, Con 25, Int 18, Wis 19, Cha 18
Base Atk +23; CMB +40; CMD 50 (54 vs. trip)
Feats Bleeding Critical, Critical Focus, Flyby Attack, Hover, Improved Critical (bite), Improved Critical (Claw), Improved Initiative, Iron Will, Multiattack, Power Attack, Weapon Focus (Bite), Weapon Focus (Claw)
Skills Appraise +30, Bluff +30, Diplomacy +30, Fly +12, Intimidate +30, Knowledge (arcana) +30, Perception +30, Sense Motive +30, Spellcraft +30, Stealth +14
Languages Nahuatl, Draconic, Giant, 2 bonus languages

SPECIAL ABILITIES
Fire Aura (Su)
An adult Xiuhcoatl is surrounded by an aura of blue flame. All creatures within 5 feet take 1d6 points of fire damage at the beginning of the Xiuhcoatl's turn. An old Xiuhcoatl's aura extends to 10 feet. An ancient Xiuhcoatl's damage increases to 2d6. Any creature occupying the Xiuhcoatl’s square, grappling it, or otherwise attacking it with natural attacks must make a DC 15 reflex save or catch fire.
Borne Aloft (Su)
Old or younger Xiuhcoatls fly with good maneuverability while all older Xiuhcoatls have perfect.
Cloud Sight (Su)
A very young or older sky dragon's sight is not impeded by clouds or fog, or by spells that create areas of fog.LN Gargantuan dragon (fire)
Init +4; Senses dragon senses, Fog vision; Perception +33
Aura fire (10 ft., 2d6 fire), frightful presence (300 ft., DC 27)
DEFENSE
AC 39, touch 6, flat-footed 39 (+33 natural, -4 size)
hp 362 (25d12+200)
Fort +22, Ref +14, Will +21
DR 15/magic; Immune fire, electricity, paralysis, sleep; SR 30
Weaknesses Vulnerability to cold

OFFENSE
Speed 50 ft., fly 300 ft. (perfect)
Melee bite +36 (4d6+21/19-20), 2 claws +36 (2d8+14/19-20), tail slap +33 (2d8+21)
Space 20 ft.; Reach 15 ft. (20 ft. with bite)
Special Attacks breath weapon (120-ft. line, DC 30, 20d8 lightning), crush (Medium Creatures, DC 30, 4d6+21), storm breath, tail sweep (Small Creatures, DC 30, 2d6+21)
Spell-Like Abilities (CL 25th, concentration +30)
At will--bless, detect magic, find the path, suggestion (DC 18), activate link
Spells Known (CL 15th, concentration +20)
7th (4/day)--limited wish, spell turning
6th (6/day)--antimagic field, contingency, greater dispel magic
5th (7/day)--polymorph, telekinesis (DC 20), dominate person, wall of force
4th (7/day)--fear (DC 19), fire shield, greater invisibility, stoneskin
3rd (7/day)--dispel magic, displacement, haste, tongues
2nd (7/day)--alter self, detect thoughts (DC 17), misdirection (DC 17), resist energy, see invisibility
1st (8/day)--alarm, grease (DC 16), magic missile, shield, true strike
0 (at will)--arcane mark, bleed, light, mage hand, mending, message, open/close, prestidigitation, read magic

STATISTICS
Str 39, Dex 10, Con 27, Int 20, Wis 21, Cha 20
Base Atk +25; CMB +43; CMD 53 (57 vs. trip)
Feats Bleeding Critical, Critical Focus, Flyby Attack, Hover, Improved Critical (bite), Improved Critical (Claw), Improved Initiative, Iron Will, Multiattack, Power Attack, Quicken Spell, Weapon Focus (Bite), Weapon Focus (Claw)
Skills Appraise +33, Bluff +33, Diplomacy +33, Fly +12, Intimidate +33, Knowledge (arcana) +33, Knowledge (history) +33, Perception +33, Sense Motive +33, Spellcraft +33, Stealth +16
Languages Nahuatl, Draconic, Giant, 3 bonus languages

SPECIAL ABILITIES
Fire Aura (Su)
An adult Xiuhcoatl is surrounded by an aura of blue flame. All creatures within 5 feet take 1d6 points of fire damage at the beginning of the Xiuhcoatl's turn. An old Xiuhcoatl's aura extends to 10 feet. An ancient Xiuhcoatl's damage increases to 2d6. Any creature occupying the Xiuhcoatl’s square, grappling it, or otherwise attacking it with natural attacks must make a DC 15 reflex save or catch fire.
Borne Aloft (Su)
Old or younger Xiuhcoatls fly with good maneuverability while all older Xiuhcoatls have perfect.
Storm Breath (Su)
An ancient or older Xiuhcoatl can use its breath weapon to create a storm of lightning. This functions as call lightning storm, but the damage is equal to the Xiuhcoatl’s breath weapon. The Xiuhcoatl can call down 1 bolt per round as a free action for 1d6 rounds. The save DC is equal to the Xiuhcoatl's breath weapon DC. Additional uses of this ability extend the duration by an additional 1d6 rounds.
Cloud Sight (Su)
A very young or older sky dragon's sight is not impeded by clouds or fog, or by spells that create areas of fog.LN Gargantuan dragon (fire)
Init +3; Senses dragon senses, Fog vision; Perception +35
Aura fire (10 ft., 2d6 fire), frightful presence (330 ft., DC 28)

DEFENSE
AC 41, touch 5, flat-footed 42 (-1 Dex, +36 natural, -4 size)
hp 391 (27d12+216)
Fort +23, Ref +14, Will +22
DR 20/magic; Immune fire, electricity, paralysis, sleep; SR 31
Weaknesses Vulnerability to cold

OFFENSE
Speed 50 ft., fly 300 ft. (perfect)
Melee bite +39 (4d6+22/19-20), 2 claws +39 (2d8+15/19-20), tail slap +36 (2d8+22)
Space 20 ft.; Reach 15 ft. (20 ft. with bite)
Special Attacks breath weapon (120-ft line, DC 31, 22d8 lightning), crush (Medium creatures, DC 31, 4d6+22), storm breath, tail sweep (Small creatures, DC 31, 2d6+22)
Spell-Like Abilities (CL 27th; concentration +32)
At will—bless, detect magic, find the path, suggestion (DC 18), activate link
Spells Known (CL 17th; concentration +22)
8th (4/day)—greater shout, prismatic wall
7th (6/day)—limited wish, mass hold person, spell turning
6th (6/day)—antimagic field, contingency, greater dispel magic
5th (7/day)—polymorph, telekinesis (DC 20), dominate person, wall of force
4th (7/day)—fear (DC 19), fire shield, greater invisibility, stoneskin
3rd (7/day)—dispel magic, displacement, haste, tongues
2nd (7/day)—alter self, detect thoughts, misdirection, resist energy, see invisibility
1st (8/day)—alarm, grease (DC 16), magic missile, shield, true strike
0 (at will)—arcane mark, bleed, light, magehand, mending, message, open/close, prestidigitation, read magic

STATISTICS
Str 41, Dex 8, Con 27, Int 20, Wis 21, Cha 20
Base Atk +27; CMB +46; CMD 55 (59 vs. trip)
Feats Bleeding Critical, Critical Focus, Flyby Attack, Hover, Improved Critical (bite), Improved Critical (Claw), Improved Initiative, Iron Will, Multiattack, Power Attack, Quicken Spell, Stunning Critical, Weapon Focus (Bite), Weapon Focus (Claw)
Skills Appraise +35, Bluff +35, Diplomacy +35, Fly +15, Intimidate +35, Knowledge (arcana) +35, Knowledge (history) +35, Perception +35, Sense Motive +35, Spellcraft +35, Stealth +17
Languages Nahuatl, Draconic, Giant, 3 bonus languages

SPECIAL ABILITIES
Fire Aura (Su)
An adult Xiuhcoatl is surrounded by an aura of blue flame. All creatures within 5 feet take 1d6 points of fire damage at the beginning of the Xiuhcoatl's turn. An old Xiuhcoatl's aura extends to 10 feet. An ancient Xiuhcoatl's damage increases to 2d6. Any creature occupying the Xiuhcoatl’s square, grappling it, or otherwise attacking it with natural attacks must make a DC 15 reflex save or catch fire.
Borne Aloft (Su)
Old or younger Xiuhcoatls fly with good maneuverability while all older Xiuhcoatls have perfect.
Storm Breath (Su)
An ancient or older Xiuhcoatl can use its breath weapon to create a storm of lightning. This functions as call lightning storm, but the damage is equal to the Xiuhcoatl’s breath weapon. The Xiuhcoatl can call down 1 bolt per round as a free action for 1d6 rounds. The save DC is equal to the Xiuhcoatl's breath weapon DC. Additional uses of this ability extend the duration by an additional 1d6 rounds.
Cloud Sight (Su)
A very young or older sky dragon's sight is not impeded by clouds or fog, or by spells that create areas of fog.LN Colossal dragon (fire)
Init +3; Senses dragon senses, Fog vision; Perception +38
Aura fire (10 ft., 2d6 fire), frightful presence (360 ft., DC 30)

DEFENSE
AC 40, touch 1, flat-footed 41 (-1 Dex, +39 natural, -8 size)
hp 449 (29d12+261)
Fort +25, Ref +15, Will +24
DR 20/magic; Immune fire, electricity, paralysis, sleep; SR 33
Weaknesses Vulnerability to cold

OFFENSE
Speed 50 ft., fly 300 ft. (perfect)
Melee bite +38 (4d8+24/19-20), 2 claws +38 (4d6+16/19-20), tail slap +35 (4d6+24)
Space 30 ft.; Reach 20 ft. (30 ft. with bite)
Special Attacks breath weapon (140-ft. line, DC 33, 24d8 lightning), crush (Large creatures, DC 33, 4d6+24), storm breath, tail sweep (Medium creatures, DC 27, 2d8+24)
Spell-Like Abilities (CL 29th; concentration +35)
At will—bless, detect magic, discern location, find the path, suggestion (DC 19), activate link
Spells Known (CL 19th; concentration +25)
9th (4/day)—time stop, weird
8th (6/day)—greater shout, prismatic wall, screen
7th (6/day)—limited wish, mass hold person, spell turning
6th (7/day)—antimagic field, contingency, greater dispel magic
5th (7/day)—polymorph, telekinesis (DC 21), dominate person, wall of force
4th (7/day)—fear (DC 20), fire shield, greater invisibility, stoneskin
3rd (7/day)—dispel magic, displacement, haste, tongues
2nd (8/day)—alter self, detect thoughts, misdirection, resist energy, see invisibility
1st (8/day)—alarm, grease (DC 17), magic missile, shield, true strike
0 (at will)—arcane mark, bleed, light, magehand, mending, message, open/close, prestidigitation, read magic

STATISTICS
Str 43, Dex 8, Con 29, Int 22, Wis 23, Cha 22
Base Atk +29; CMB +53; CMD 62 (66 vs. trip)
Feats Bleeding Critical, Critical Focus, Empower Spell, Flyby Attack, Hover, Improved Critical (bite), Improved Critical (Claw), Improved Initiative, Iron Will, Multiattack, Power Attack, Quicken Spell, Stunning Critical, Weapon Focus (Bite), Weapon Focus (Claw)
Skills Appraise +38, Bluff +38, Diplomacy +38, Fly +15, Intimidate +38, Knowledge (arcana) +38, Knowledge (history) +38, Perception +38, Sense Motive +38, Spellcraft +38, Stealth +15, Use Magic Device +38
Languages Nahuatl, Draconic, Giant, 4 bonus languages

SPECIAL ABILITIES
Fire Aura (Su)
An adult Xiuhcoatl is surrounded by an aura of blue flame. All creatures within 5 feet take 1d6 points of fire damage at the beginning of the Xiuhcoatl's turn. An old Xiuhcoatl's aura extends to 10 feet. An ancient Xiuhcoatl's damage increases to 2d6. Any creature occupying the Xiuhcoatl’s square, grappling it, or otherwise attacking it with natural attacks must make a DC 15 reflex save or catch fire.
Borne Aloft (Su)
Old or younger Xiuhcoatls fly with good maneuverability while all older Xiuhcoatls have perfect.
Storm Breath (Su)
An ancient or older Xiuhcoatl can use its breath weapon to create a storm of lightning. This functions as call lightning storm, but the damage is equal to the Xiuhcoatl’s breath weapon. The Xiuhcoatl can call down 1 bolt per round as a free action for 1d6 rounds. The save DC is equal to the Xiuhcoatl's breath weapon DC. Additional uses of this ability extend the duration by an additional 1d6 rounds.
Divine Aid (Sp)
Once a week, a great wyrm Xiuhcoatl can call upon celestial powers for aid. This functions as a miracle.
Cloud Sight (Su)
A very young or older sky dragon's sight is not impeded by clouds or fog, or by spells that create areas of fog.

Perturbulent
2014-02-28, 02:54 PM
So there's Xiuhcoatl...any feedback?

After that, I'm in the mood for something a bit calmer.
I think I'll claim the White Buffalo...

SuperDave
2014-02-28, 05:16 PM
Cipactli
Honestly, I think that going bigger would have made them more threatening. Juvenile's alright for really low-level parties, but hatchling is just silly. A tiny-sized creature that's not just stronger than an average full-grown human, but stronger than a sizable majority of humans. tiny size is like a foot-and-a-half, max.
Then there's the swallow whole ability. At small size, it's practically useless against PCs. It could be used to eat a wizard's familiar, but that's pretty much it. And at tiny, there's pretty much no point anymore.
In the full attack section, it should be primary bite, secondary bites, and claws OR tail slap. As they're being used as a secondary attack, though, the claws in the full attack should deal half str damage.


I guess you're right. I imagined the Cipactli as a CR 5 monster, and it came out a fair bit stronger than that, so I was just trying to compensate. I figured that reproducing like crazy was part of their M.O., so it made sense to include little baby cipactlis. I guess they are kind a dinky, though. I can cut the hatchlings out.

I guess I also need to reduce their STR scores, too. The legends don't really say anything about Teocipactli being especially strong or tough, just insatiably hungry. What do you think is a more reasonable STR score for the adult? I'll reduce it accordingly for the juvenile. (Reducing STR would change its attack bonus, its attack damage, CMB and CMD, and... anything else?)

Should I make an age-category beyond "elder"? Following the "increase in size every time HD doubles" rule, that beast would have 32 HD! I'm not sure what CR that would be, but I think it'd be getting into epic territory, wouldn't it?


------------------

Xiuhcoatl:

Sorry nobody's commented on it yet; it's very nice! I guess I'll bite...

I'm very impressed that you decided to make it into a full-blown dragon, rather than a simple giant snake. Dragons take a lot more work, and I think the payoff was worth it. I've actually been thinking along similar lines, that the uktena (http://en.wikipedia.org/wiki/Horned_Serpent) could fill the role of a North Vespuccian dragon. But I didn't claim it because I feel like I've already bitten off a lot with all the monsters I claimed. (Out of curiosity, how does one build a dragon?)

Technically, the environment would be "Mesovespuccia" in this context.

I noticed that you gave it teleport as an SLA for the "Old" category; there are some restrictions on teleportation in the setting, but as long as it's not too easy for it to take others along with it (or maliciously send them to unpleasant places), it should be fine, methinks.

I like that its breath weapon deals lightning damage. In the myths, they're creatures of storm and fire.

For some reason, I really like that its scales are normally turquoise underneath all the fire. I don't know why, but that seems like the perfect touch.

------------

My other homebrews

I noticed that Admiral Squish bumped me up in the Top Contributor rankings, but didn't link to any of my monsters. I didn't want it to seem like I got there without doing anything, so here are my creations for the setting so far:

{TABLE]Mishe-Nahma, King of Fishes (http://www.giantitp.com/forums/showthread.php?p=14816994)| A monstrous sturgeon, large enough to swallow an entire canoe in a single gulp.
Mahaha (http://www.giantitp.com/forums/showthread.php?t=285975)|Inuit folklore; An Arctic phantom from Inuit mythology that tickles its victims to death.
Qiqirn (http://www.giantitp.com/forums/showthread.php?t=289618)|Inuit folklore; A huge, hairless canine that causes seizures in men and dogs alike.
Qupqugiaq (http://www.giantitp.com/forums/showthread.php?p=15697225)| Inuit folklore;a ten-legged polar bear with a mean streak and hypnosis-vison. Because real polar bears weren't scary enough.
[/TABLE]

If you feel like critiquing any of my older monsters, please feel free to do so. I realize that some of them probably need updating; I'm particularly unsure of how much damage the qiqirn's "Aura of Convulsion" ability should do to a convulsing character every turn. I want it to scale with the character's strength, so tougher characters are put in the unusual position of having their strength work against them.

Admiral Squish
2014-02-28, 05:51 PM
Okay, claims updated, and link posted. I'll dig in to review in just a moment.

SuperDave
2014-02-28, 07:22 PM
Oh, I just realized that the extradimensional nature of a cipacti's stomach makes it an ideal component in the creation of a bag of holding (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/bag-of-holding). I've updated the creature-entry, but unfortunately I have no idea how much cheaper it would be to use a cipactli's stomach as the base for a bag of holding, or whether using it would be worth the expense and danger of killing one.

How much do you think a wizard would pay for a cipactli's stomach? Would they make good spell-components, do you think?

Admiral Squish
2014-02-28, 08:19 PM
Okay, getting into it:

Xiuhcoatl
First off, very impressive build, I'm surprised at how quick you pulled it off!

Initially, I was thinking of it as a unique outsider, so the depiction of it as a dragon really surprised me, but it's a really interesting take on it. I hadn't really thought about the place of dragons in the crossroads setting until now, but I could totally see new world dragons being serpentlike and sinuous creatures. Similar body plans show up multiple times in the myths I've found. Horned serpents show up all over the place.

General:
The fire aura seems like it could use a significant boost, both in categories it applies to and in the damage it deals. I mean, it's one of their iconic abilities. Maybe at birth it only deals damage to anyone who grapples it or hits it with an unarmed/natural attack (Only deals the damage once/round. Then as it gets bigger the damage and the range increases. Maybe 1d6/size category, so it's only 1d6 for a wyrmling and it's up to 6d6 at great wyrm. Range is trickier, but the 5 ft/10 ft thing you got goin' now works fine.

As mentioned by superdave, the teleport ability don't quite jive with the rules of the setting at large. I said the same thing about the clurichuan, teleportation just doesn't work that way in this setting. If these guys can teleport from any one place to any other place, why can't a mortal spellcaster figure out how they do it and make it happen?

All the blocks have immunity to atomic. Is that supposed to be electric, maybe? I don't know of any sources of atomic damage.

I'm not sure if draconic's gonna be a language in this setting yet, but I can fix that myself later depending on the decision.

You only ever refer to them as serpents/snakes, but their attacks indicate they've got legs and wings. I honestly like the idea of them flying supernaturally, slithering through the air. Can we drop the wings at least, if not legs and wings? None of the myths mention wings anywhere.

Specific:
Wyrmling math checks out.
Very young math checks out
Young math checks out.
Juvenile math checks out
Adult math checks out
Mature math checks out
Old's bite and claw attack bonuses are off, you forgot the WF bonus. Also, as mentioned above, no teleport so the spell list needs revising from here down. Though, you could just replace it with 'Activate Link'. We'll fix it later to the actual name of the link spell.
Very old math checks out.
Ancient math checks out. What kind of action is storm breath? Just a normal breath attack?
Wyrm's math checks out
Great wyrm's math checks out

All in all, a very solid monster, and a very comprehensive project.

Perturbulent
2014-03-01, 10:51 AM
Ok, so I've fixed the teleport issue. I've fixed Old's bite and claw. I removed wings, cause, wow what an oversight! I built a template around normal dragons, and I simply never thought to remove that.

The constant risk of catching fire I thought was sufficient (that's 3d6 damage a round until one uses a full-round action to put it out, then a move action to rise from prone....so quite nasty...). I thought any more would be pretty crazy. Maybe anyone within the range catches fire instead though, if you think that's not enough, it seems to make more sense to me than raising the heat just passively surrounding it.

I was cautious of adding anything like that to the young ones because although it's pretty signature of their species...the young of any species are not what we think of first. The young aren't the archetypal scary monsters we're thinking of, so having that ability seems to be a little too much.

Atomic vs Electric....wow. I was typing at work, and someone put in a word changer, such that any time the word electric appears, it automatically changes it to atomic. This was their funny little prank. I didn't realize it changed text in boxes such as these...and as a result, wasn't aware that anyone but me was seeing that. -sigh-

Finally, on being dragons: at first I wasn't thinking dragon either, but as I did more research, that's how they felt. I considered a unique outsider, but that seemed to raise more awkward questions than I'd expect it answer. On top of that, unique outsiders aren't much fun to over use in my experience. Dragon just worked for me.

I wasn't terribly certain on languages yet, but it seemed to fit in the same sort of realm as giant, and whatever a specific animal speaks to another animal. Maybe not the big elevated magical language which it has been in other settings, but the roars and snappings of draconic seem right to me. I was also very aware that all language stuff was likely to change somewhat.

Storm Breath is (as written and as intended) just a variant method of breath weapon.

@superdave, I'll take a look at your beasties before I work on my next bit.

Bhu
2014-03-01, 04:39 PM
Looking at Native American houses of he area for the time period, hey end o be ipis for raveling, or huge 200 foot long affairs. Like Haakapaiziz they should probably be bigger than colossal :smalleek:

Debihuman
2014-03-02, 08:35 AM
Cihuateotl is done as 3.5 monster and she needs to be updated to pathfinder/crossroads format. I think she needs additional feats though.

Debby

Perturbulent
2014-03-03, 03:23 PM
Would it be acceptable or even have any precedent for a creature to lack any conventional attacks?

Admiral Squish
2014-03-03, 03:50 PM
Sorry I haven't yet had the chance to comment on the Cihuateotl. I've been violently ill since yesterday. I'll try to review properly later today if I feel better.

Perturbulent
2014-03-03, 07:14 PM
White Buffalo
A woman clad in white furs stands ahead. She seems strangely out of place but calls out in greeting. In another moment a white buffalo stands there. In every way a buffalo but for its fur.
CR 17
NG Large Outsider
Init +10; Senses darkvision 60 ft., low-light vision, scent; Perception +34
Aura Protective Aura

DEFENSE
AC 29, touch 15, flat-footed 23; (+6 Dex, +14 natural, –1 size)
hp 243 (18d10+126)
Fort +20, Ref +14, Will +20
Immune charm, compulsion, disease, poison, acid, cold, and petrification.
Resistances electricity 10 and fire 10.
DR 10/Evil; Uncanny Dodge; SR 25

OFFENSE
Speed 60 ft.
Melee gore +28 (2d6+16)
Space 10 ft.; Reach 5 ft.
Special Attacks
Grant a Full Life
If a White Buffalo feels a creature is evil, corrupt, or otherwise unable to properly allow peace where it would be, the White Buffalo may force it to experience the whole of its life at once. Any creature targeted with this ability must make a DC 28 will save to resist the sensation. If the target fails its will save it must make a Fort save DC 28 or die, experiencing the full sensation of a long life lived. This will leave only bones and dirt (if either is appropriate for the creature type). These are not sufficient remains to raise the creatures from unless using Limited Wish, Wish, Miracle, or True Resurrection. If it succeeds on the Fort save, it still takes 3d6 damage. This is a mind-affecting effect. Using Grant a Full Life is standard action. A creature cannot be targeted by this ability again for 24 hours.
Spell-Like Abilities (CL 18th)
At will—aid, calm emotions, continual flame, detect evil, discern lies (DC 23), dispel evil (DC 24), dispel magic, holy aura (DC 27), holy smite (DC 23), holy word (DC 26), invisibility (self only), plane shift (DC 26), remove curse, remove disease, remove fear
7/day—cure light wounds, True-Seeing
2/day— heal

STATISTICS
Str 32, Dex 22, Con 24, Int 17, Wis 25, Cha 29
Base Atk +18; CMB +30; CMD 36 (40 vs. trip)
Feats Skill Focus (Diplomacy, Knowledge (nature), Perception, and Sense Motive), Improved Initiative, Iron Will, Great Fortitude, Lightning Reflexes, Toughness
Skills +30 Bluff, +24 Craft (Pipe), +36 Diplomacy, +24 Knowledge (geography), +30 Knowledge (nature), +24 Knowledge (planes), +24 Knowledge (Religion), +34 Perception, +34 Sense Motive
Languages True Speech
Special Ability
Change Shape (Su)
A White Buffalo can assume any animal or humanoid form 3/day as if using polymorph.
Sanctuary (Sp) The White Buffalo is continually under a Sanctuary effect (DC 20)
Protective Aura (Su) Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the White Buffalo. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals White Buffalo's HD). The defensive benefits from the circle are not included in an White Buffalo's statistics block.
Truespeech (Su) The White Buffalo can speak with any creature that has a language, as though using a tongues spell (caster level equal to White Buffalo's Hit Dice). This ability is always active.

ECOLOGY
Environment temperate plains
Organization solitary
Treasure Standard (Hide or Pipe)
The White Buffalo is a distinctly different creature than the buffalo. It has appeared as long as 12 feet and as tall as 7 feet at the shoulder. No one has ever seen more than one White Buffalo. Truly there are many who believe there is only one, holding the White Buffalo to be a being of near-deity importance.
Myths abound about the White Buffalo’s import as a symbol of peace. Its coming is said to bring an era of endless peace. However, seeing as it has been seen before that cannot be entirely true. Certainly, it is a benevolent creature with many good intentions. Maybe he does only appear at auspicious times.
Many myths tell how how a woman garbed in white offered a pipe to those who would accept her hospitably.


The White Buffalo's Pipe is an ancient symbol of peace. By smoking this pipe, the user gains the benefits of the White Buffalo's Protective Aura for 1 day.
Value?

Debihuman
2014-03-03, 07:23 PM
Would it be acceptable or even have any precedent for a creature to lack any conventional attacks?

This would make their challenge rating very low most often. The problem is that if the party attacks such a creature, they usually have a much higher chance of defeating it.

Since this is such a general question it is really difficult to answer. Why wouldn't it have conventional attacks? I've seen monsters without attack scores but too often, either they are so weak that they aren't even worth using in any game, or they are so overpowered to compensate that they're poorly balanced. What you don't want is a one-trick pony or a glass cannon.

Just to remind you: you can do anything in homebrew. It could be awesome and if not, we can help fix it afterwards :-)

Debby

Admiral Squish
2014-03-04, 03:56 PM
Alright, feeling better, I'm coming in to review:

Cihuateotl
Alright, another great creation!
The dagger entry in the attack line doesn't need the secondary bonus.
I will say, that's a very long list of abilities.
Skills seem funky. I think some of the bonus totals are off (why is diplomacy four points higher than bluff?), and by my math they should have 7 skills. If there are racial modifiers involved, they should be noted with asterisks.
The alternate form thing should mention that true seeing reveals her true form, which then triggers the horrific appearance.
Confounding claws seems like it should be a will save rather than a reflex save.
*whistle* That horrific appearance ability is HARSH. I'm not certain it's unbalanced at this level, but daaaaang, yo.

White Buffalo
I was thinking these guys should be significantly more powerful than CR 5. I mean, the white buffalo calf woman story is a big deal, and they are a pretty large tribe. This is a being that should be on par with some of the stronger angels or demons. A messenger of the gods, if not quite a deity herself.
Honestly, I hesitate to get into the details because there's gotta be a lot of changes to upgrade it to the appropriate level.
Edit: I just updated the standings and you're now in first place! Congrats!

SuperDave
2014-03-04, 06:03 PM
I dunno, I kinda like the idea of an atomic-powered dragon. (I think that a uranium dragon would technically be a metallic, rather than chromatic. :smallbiggrin:) Maybe the party could run into one of 'em in the desert somewhere?

White Buffalo looks pretty cool. The CR is lower than anticipated (I was expecting a minor deity - I guess that'd technically be White Buffalo-Calf Woman (http://en.wikipedia.org/wiki/White_Buffalo_Calf_Woman), though - but I think what you've got here works nicely. Well done!

Any tips on how to handle the bag of holding thing for the Cipactli's stomach? I'm kinda stuck on that one...

Edit: the Cihuateotl is genuinely terrifying! I like the idea that children are her Achilles' heel; very appropriate.

Debihuman
2014-03-04, 06:15 PM
Alright, feeling better, I'm coming in to review:

Cihuateotl
Alright, another great creation!
The dagger entry in the attack line doesn't need the secondary bonus.

Doh, fixed.


I will say, that's a very long list of abilities.
Skills seem funky. I think some of the bonus totals are off (why is diplomacy four points higher than bluff?), and by my math they should have 7 skills. If there are racial modifiers involved, they should be noted with asterisks. Synergy bonuses. That's why there are no ranks in Gather Information and why diplomacy is 4 higher than bluff. :-)


The alternate form thing should mention that true seeing reveals her true form, which then triggers the horrific appearance. It does. Last sentence :-)


Confounding claws seems like it should be a will save rather than a reflex save. Will it is now.


*whistle* That horrific appearance ability is HARSH. I'm not certain it's unbalanced at this level, but daaaaang, yo.

It's supposed to be nasty. I stole it from the ghost's ability. Changed it to 1d3 rather than 1d4 for the damage. Still nasty but not quite so bad.

Perturbulent
2014-03-04, 06:58 PM
Is that more along the lines you were going for?
As was mentioned, I wasn't going so much for White Buffalo-Calf Woman as I was the general concept of White Buffalo. I've updated it to reflect more what you imagined.

Perturbulent
2014-03-04, 07:01 PM
For the stomach, I'd just say any character with Craft Wondrous Item can convert the stomach into a bag of holding by spending a day chanting over it. However there should be a 5% chance or so of it becoming a bag of devouring instead.

Admiral Squish
2014-03-07, 01:06 PM
Chihuateotl
I forgot about synergy bonuses. Is dumb.
Alternate form just says it triggers horrific appearance but doesn't actually mention that it shows the creature's real form.
Ahh, if you got the ability from a real critter like ghost, I'm not gonna argue it.
I'll start on a PF conversion in a mo'.

White Buffalo:
I understand, but even if you weren't going for the white buffalo calf woman herself, it shill should be similarly powerful. If angels, the primary messengers of the divine in the Judeo Christian religion, are CR 20, and the white buffalo, the primary messengers of the divine in the Lakota religion, are CR 5, that sorta implies that one religion is just inherently more powerful, doesn't it?
Anyways, I very much like the remodel, getting into details here:
There's a } instead of a ] in the formatting around the resistances.
Personally, I'd argue that since it's probably the biggest attack they've got, I would say remove the per day limit on grant a full life and make it so you can't be affected by it again once you've saved.
Similarly, change shape probably shouldn't have a /day limit
That's quite a list of SLAs. Maybe true seeing instead of see invisibility, but other than that I can't find any problems with the list.
I double-checked the math, too, and it all looks good! I think the attack bonus is off by 1, but everything else is spot-on.
Thanks for accommodating my crazy demands.

Cipactli
I don't know if just chanting over it is enough. Maybe it requires materials of X vp value to do? I do like the idea of there being a chance of making a devouring bag, though.

zabbarot
2014-03-07, 02:12 PM
Cipactli
I don't know if just chanting over it is enough. Maybe it requires materials of X vp value to do? I do like the idea of there being a chance of making a devouring bag, though.

Unless they're really, really easy to come across free bags of holding shouldn't break any economies.

Perturbulent
2014-03-07, 02:34 PM
And it still requires the feat. To adjust for the economy, remember, just value the vp of the stomach as 40% the cost of making a bag of holding, because that's all it is. (40% instead of 50% to account for the bag of devouring chance)

Perturbulent
2014-03-07, 03:20 PM
A shaggy wolf has been following the party for 3 days now. He’s kept his distance, and no one is quite sure why. That said, the wizard isn’t looking so hot, it may be time to get him to a town to see a cleric.

Hvcko Capko
CR 9
N Large magical beast
Init +7; Senses darkvision 60 ft., low-light vision, scent; Perception +13
Aura of Disease, Stench

DEFENSE
AC 20, touch 12, flat-footed 17 (+3 Dex, +8 natural, -1 size)
hp 126 (12d10+60)
Fort +13, Ref +11, Will +6;
Defensive Abilities Immune to disease, sickened, and nauseated.
Stench (ex) DC 21

OFFENSE
Speed 50 ft.
Melee bite +14 (2d6+3/ plus Festering Bite plus trip)
Space 10 ft.; Reach 5 ft.
Special Attacks Festering bite

STATISTICS
Str 17, Dex 16, Con 20, Int 5, Wis 13, Cha 12
Base Atk +12; CMB +16 (+20 grapple); CMD 23 (27 grapple)
Feats Skill Focus (Perception, Stealth), Improved Initiative, Ability Focus (Aura of Disease), Improved Natural Attack, Iron Will
Skills +13 Perception, +15 Stealth

SPECIAL ABILITIES
Aura of Disease (Su): All creatures within 60’ of Hvcko Capko must make a Fort save DC 23 (constitution based) or contract a disease. Roll a d6 to determine which.
1: boot soup
2: bubonic plague
3: cackle fever
4: devil chills
5: green haze
6, mindfire
Any creature can only be affected by this ability once every 24 hours.
Additionally, all diseases have a frequency of 1/hour instead of 1/day when in the range Aura of Disease. Save DCs are based for all disease with Hvcko Capko’s aura are 23 (constitution based) unless they would normally be higher.
Festering Bite (Su)
A creature struck by Hvcko Capko’s bite must immediately make a save vs. all diseases it currently has or suffer their effect.
Stench (Ex) DC 21 (constitution based)


ECOLOGY
Environment Warm Plains and Mesas
Organization Pair or Pack
Treasure Incidental

The Hvcko Capko is grim. It looks like a large shaggy wolf with strangely large eyes. Its tail resembles a horse’s, but from a distance may not seem remarkable. Those who get close are immediately smitten with a horrible smell and likely something contagious. It tends to hunt in pairs or packs. They need not aggress normally. They tend to use their superior speed to follow a creature across the plain until it passes out or dies. It stays far enough away that should its prey attempt to retaliate, it will simply skitter farther away before moving back into range of its Aura of Disease.

If a Hvcko Capko does get close, the froth in his teeth is palpable. It snarls wildly and the whole situation seems uncomfortable. If forced to fight, the Hvcko Capko’s will focus on one enemy at a time, and use flanking tactics.



Side Note: CR may be terribly off. This felt unusually hard to gauge.

Edit: I also made the edits necessary to White Buffalo. You've got a really good eye for the math...wow.

Mavakith
2014-03-08, 10:29 AM
Chinese Imported
Péng (鹏)- An enormous creature that transforms from a fish to a bird and back.

Just a small nitpick, Kūnpéng (鲲鹏) is the "enormous creature that transforms from a fish to a bird and back"..

Péng (鹏) by itself is just an oversized Roc..

BTW, being Asian, I know Chinese mythology, culture, etc. quite well..
If you need any help on the Chinese setting I'd be very glad to do so..

Regrettably I haven't done any homebrew in the past so I'm too inexperienced to provide much help on the monsters.

Admiral Squish
2014-03-08, 03:54 PM
Hvcko Capko
Man, you're just a brewin' machine, huh?
All the math looks right, though you forgot the -1 size mod on attacks again.
I think the reach should be 5 ft, since it's a long creature, rather than a tall one.
I might tweak the list of diseases to be more native in origin, but I don't think we've actually made any yet.
Overall, a very cool and very interesting monster.

----------

Ahh, nertz. I'll fix it quick as I can.

Well, if you want to help out with the chinese area, we actually just started focusing on the Fusang region last week. We'd love to hear your input on it in the setting thread (http://www.giantitp.com/forums/showthread.php?t=269334). There a bunch of people that have been looking forward to this area.

Perturbulent
2014-03-09, 09:18 AM
Silly me on the size mods. Reach is fixed. Bubonic plague is the only one that seems out of place... but I was trying to give a breadth of possible effects too, cover all the abilities plus a little more. Small Pox might be able to cover the same exact statistics and would make sense thematically (I imagine it crossing over early, and seeing its actually effect on native population, I feel the Hvcko Capko may have snagged it, too)

Any idea if the CR makes sense or not?

Debihuman
2014-03-09, 10:18 AM
Silly me on the size mods. Reach is fixed. Bubonic plague is the only one that seems out of place... but I was trying to give a breadth of possible effects too, cover all the abilities plus a little more. Small Pox might be able to cover the same exact statistics and would make sense thematically (I imagine it crossing over early, and seeing its actually effect on native population, I feel the Hvcko Capko may have snagged it, too)

Any idea if the CR makes sense or not?

I'm not sure VT's CR estimator works as well with Pathfinder but here it is:

Vorpal Tribble’s CR estimator

#1. Divide creature's average HP by 4.5 to 6.5.
4.5 for 5 HD or lower, 5 for 6-10 HD, 5.5 for 11-15 HD, 6 for 16-20 HD., 6.5 for 20-25 HD.

#2. Add 1 for each five points above 10 its AC is, subtracting 1 for every 5 below.

#3. Add 1 for each special attack (+2 to +5 or more if it has a decent number of spells in its spell-like abilities).

#4. Add 1 for each quality unless you deem it worthy of more. Add 1 for each resistance and 10 points of DR it has, and 2 for each immunity. Subtract 1 for each vulnerability.

#5. Add 1 for every two bonus feats it has.

#6. Divide total by 3. This should be its rough CR.

Perturbulent
2014-03-09, 11:21 AM
Using Vorpal Tribble's calculator I got around 9 or so...I think I'll change it, unless anyone disagrees.

Perturbulent
2014-03-09, 11:23 AM
As a side note, I've begun work on Gaasyendietha.

Admiral Squish
2014-03-09, 10:19 PM
Good on ya, critter looks marvelous, and I updated your claim onto the Gaasyendietha. Are you thinking proper dragon or just generic beastie?

Bhu
2014-03-10, 12:27 AM
still working on my next two. I'm having some offline troubles so I've been distracted.

Perturbulent
2014-03-10, 06:43 AM
Dragon, but not True Dragon. It'll have Juvenile, Adult, and Ancient stages.

Admiral Squish
2014-03-10, 03:25 PM
Perfectly understandable, Bhu, reality shall and always should take priority over the internet.

Alright, awesome. Lookin' forward to it!

SuperDave
2014-03-11, 10:59 PM
So I just added stats for the Elder cipactli (http://www.giantitp.com/forums/showpost.php?p=16949580&postcount=92), but I think I must have done some of the math wrong, because this one doesn't seem to have significantly better Skills than previous iterations; some of the Elder's skills are actually lower than the Adult's! Plz halp.

I also added details for the "Cipactli-Stomach Bag of Holding". I figured it was unnecessary to make the players spend additional GP once they've gone to the trouble of getting one, so basically all that's required is the 2-4 days' downtime (and the risk that it might turn into a bag of devouring).

I just had a thought: should this thing deal acid damage to swallowed creatures? Would that damage scale with the cipactli's level/HD (I feel like it wouldn’t; the acid’s just as potent regardless of age). Or maybe "Swallow Whole" should just deal bludgeoning damage instead of acid. In either case, how much damage would be reasonable, and should it scale with level/HD? What about the AC of its gizzard? Would that scale with level, too? Do feats which improve natural armor also improve the AC of its gizzard?

And finally, what to do about "Sprint"? Should it just add a flat 10 ft. to the creature's base speed for one turn, or should the bonus get larger as the creature gets bigger? Or maybe the bonus should get smaller as it gets bigger, because the cipactli is bulkier than before...

Edit: Should the tongue attack say "(grab (http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Grab-Ex-) plus pull (http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Pull-Ex-))" after it, or just "(pull)"?

I decided that the act of pulling an enemy into its square would be a swift action.

zabbarot
2014-03-12, 08:20 AM
@Dave, I want you to read this article (http://www.livescience.com/2259-crikey-crocs-digest-animals.html). I wasn't sure what kind of damage Swallow Whole should do until I found that.

It should definitely be scaling acid.

Perturbulent
2014-03-12, 01:14 PM
@Dave, I want you to read this article (http://www.livescience.com/2259-crikey-crocs-digest-animals.html). I wasn't sure what kind of damage Swallow Whole should do until I found that.

It should definitely be scaling acid.

Pardon me. I'm just basking in how awesome that article is. Very cool stuff.

Admiral Squish
2014-03-12, 02:12 PM
Alright, commencing review of elder cipactli:

...Is it just me, or is it an odd coincidence that the the HP total for a creature with 16d8 hit die is 168? Probably just me being weird about numbers.
There needs to be a -1 size penalty to AC.
You shouldn't note iterative attack BAB in the stat block, it just makes the numbers very confusing to look at. I think the bonus when grappling should be two points higher, thanks to greater grapple.
Your attack bonuses are way off, I'll put in a fixed versions for you to insert.
Attack: Bite +22 melee (2d6+11); OR claw +22 melee (1d6+5); OR Tail Slap +22 melee (1d8+5); OR tongue +13 ranged touch (grab and pull)
Full Attack: Primary bite +22 melee (2d6+11) and 2 secondary bites +20 melee (1d6+5) and 2 claws +20 melee (1d6+5); OR tail slap +22 melee (1d8+5)
To explain the changes, firstly, you were just going off your BAB for the attacks, you didn't factor in str bonus and size penalty. Secondly, you have the multiattack feat, so secondary attacks should be at a -2 penalty not a -5. Thirdly, the claws should be part of the main full attack routine. The use of the claws does not interfere with the rest of the attacks, and so, it should work fine. This should apply to all three versions.
I think you're short a feat.
On skills, I'm not honestly sure where there are points and where there are bonuses, so it's hard to point out exactly where there are problems. However, I should say there's no need to put points in swim, as they should get a +8 racial bonus to swim checks due to their swim speed and they have crazy strength so those checks shouldn't be a problem. Any class skill you put a point into also gets a +3 bonus, and I'm reasonably certain some of those are aberration class skills, you can check under types and subtypes in the SRD.
You know, I believe I just noticed a significant oversight. The critter's bite should probably have a grab attached, like a proper croc.
Oh, yes, almost forgot. I totally support scaling acid damage, particularly after reading that article.

I will say, this is definitely a fearsome beastie here, I certainly wouldn't want to meet it in a dark alley. But it'd have to be in a swamp... A swamp alley? Generally, wherever you meet this critter is a bad place to be.

Perturbulent
2014-03-12, 03:31 PM
Gaasyendietha
A line of fire trails from the sky and hits the lake with a splash. A serpentine head pokes out of the water and before another moment passes, a flash of fire is headed toward you.

ECOLOGY
Environment Cold Lakes (potentially oceans)
Organization solitary
Treasure triple

Gaasyendietha live peacefully in the lakes of the north. They are largely content to collect baubles and survive off ordinary wild game. They prefer to remain in the water, but if food is scarce or the balance is lost, it will feed on birds or land mammals.
Like Most dragons, Gaasyendietha horde, but mostly naturally occuring treasures, they have a special fondness for pearls.
Their favor shellfish especially and will eat it exclusively if possible.
They avoid combat as much as possible, but will take up a fight if his favored haunt is threatened. They are fiercely aggressive territorially speaking, attacking any other Gaasyendietha who approaches.
Sometimes called "Meteor Dragon" by those who have seen them fall from the sky and the ensuing chaos. Ancient Gaasyendietha have gained some spiritual significance for some under the title "Meteor Dragon."

N Medium dragon (Fire)
Init +8; Senses dragon senses; Perception +15

DEFENSE
AC 25, touch 14, flat-footed 21 (+4 Dex, +11 natural)
hp 94 (9d12+36)
Fort +10, Ref +10, Will +7
Immune Fire, paralysis, sleep
Resist 10 Cold

OFFENSE
Speed 60 ft., fly 180 ft. (good), swim 60 ft.
Melee bite +14 (1d8+6), tail slap +13 (1d6+4)
Special Attacks breath weapon (30-ft. cone, DC 18, 8d6 fire)
Spell-Like Abilities (CL 9th; concentration +9)

At will—Detect Magic
STATISTICS
Str 19, Dex 18, Con 19, Int 10, Wis 13, Cha 10
Base Atk +9; CMB +13; CMD 27 (31 vs. trip)
Feats Alertness, Flyby Attack, Improved Initiative, Power Attack, Weapon Focus (bite)
Skills Fly +24, Intimidate +12, Perception +15, Spellcraft +12, Stealth +16, Swim +24; Racial Modifiers +8 Swim +8 Fly
Languages Draconic

SPECIAL ABILITIES
Borne Aloft (Su)
Adult or younger Gaasyendietha fly with good maneuverability while all Ancient Gaasyendietha have perfect.
Fire Trail (Su)
A Juvenile or older Gaasyendietha leaves a trail of fire in its wake. Any square its body occupied in the past 3 rounds catches fire, along with the whole of its flammable contents. Creatures in the area may make a DC 15 reflex save to avoid catching fire. This follows the rules for Catching on Fire (http://www.d20pfsrd.com/gamemastering/environment/environmental-rules). Those who begin their turn in the area of the trail take 3d6 damage. This fire occupies both land and open sky, regardless of whether or not it has fuel. Underwater it takes the form of steam and boiling water, but otherwise uses the same rules.
Gaasyendietha can surpress Fire Trail from forming new trails as a free action.
Water Breathing (Ex)
A Gaasyendietha can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

N Large dragon (Fire)
Init +7; Senses dragon senses; Perception +22 Aura Fire (5 ft., 1d6 fire damage), frightful presence (180 ft., DC 17)

DEFENSES
AC 29, touch 12, flat-footed 26 (+3 Dex, +17 natural, –1 size)
hp 149 (13d12+65)
Fort +13, Ref +11, Will +10
DR 5/magic; Immune Fire, paralysis, sleep; SR 21
Resist 10 Cold

OFFENSE
Speed 30 ft., fly 230 ft. (Good), swim 60 ft.
Melee bite +19 (2d6+9/19–20), tail slap +18 (1d8+9)
Space 10 ft.; Reach 5 ft. (10 ft. with bite)
Special Attacks breath weapon (40-ft. cone, DC 21, 12d6 fire)
Spell-Like Abilities (CL 13th)
At will—detect magic, gust of wind
Spells Known (CL 1st)
1st (4/day)—shield, true strike
0 (at will)—dancing lights, ghost sound, mending, open/close

STATISTICS
Str 23, Dex 16, Con 21, Int 12, Wis 15, Cha 12
BaseAtk +13; CMB +20; CMD 33 (37 vs. trip)
Feats Alertness, Flyby Attack, Improved Critical (bite), Improved Initiative, Power Attack, Vital Strike, Weapon Focus (bite)
Skills Fly +13, Intimidate +17, Knowledge (arcane) +17, Perception +22, Spellcraft +17, Stealth +15, Swim +30
Languages any one, Draconic

SPECIAL ABILITIES
Borne Aloft (Su)
Adult or younger Gaasyendietha fly with good maneuverability while all Ancient Gaasyendietha have perfect.
Fire Aura (Su)
An adult Gaasyendietha radiates an aura of heat. All creatures within 5 feet of the Gaasyendietha take 1d6 points of fire damage at the beginning of the Gaasyendietha's turn.
Fire Trail (Su)
A Juvenile or older Gaasyendietha leaves a trail of fire in its wake. Any square its body occupied in the past 3 rounds catches fire, along with the whole of its flammable contents. Creatures in the area may make a DC 15 reflex save to avoid catching fire. This follows the rules for Catching on Fire (http://www.d20pfsrd.com/gamemastering/environment/environmental-rules). Those who begin their turn in the area of the trail take 3d6 damage. This fire occupies both land and open sky, regardless of whether or not it has fuel. Underwater the fire trail takes the form of steam and boiling water, thus there is no risk of catching fire, but otherwise uses the same rules.
Gaasyendietha can surpress Fire Trail from forming new trails as a free action.
Water Breathing (Ex)
A Gaasyendietha can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
N Huge dragon (Fire)
Init +6; Senses dragon senses; Perception +32
Aura fire (10 ft., 2d6 fire damage), frightful presence (300 ft., DC 23)

DEFENSE
AC 39, touch 10, flat-footed 37 (+2 dex, +29 natural, –2 size)
hp 283 (21d12+147)
Fort +19, Ref +16, Will +16
DR 15/magic; Immune Fire, paralysis, sleep; SR 26
Resist 10 Cold

OFFENSE
Speed 30 ft., fly 230 ft. (perfect), swim 60 ft.
Melee bite +30 (2d8+15/19–20), tail slap +29 (2d6+15)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks Meteor Strike, breath weapon (50-ft. cone, DC 27, 20d6 fire),
Spell-Like Abilities (CL 21st)
At will—detect magic, gust of wind, wall of Fire
Spells Known (CL 9th)
4th (4/day)—charm monster (DC 17), cure critical wounds
3rd (7/day)—dispel magic, displacement, lightning bolt (DC 16)
2nd (7/day)—invisibility, fog cloud, resist energy, see invisibility
1st (7/day)—alarm, grease (DC 14), magic aura, shield, true strike
0 (at will)—acid splash, dancing lights, ghost sound, mage hand, mending, message, open/close read magic

STATISTICS
Str 31, Dex 14, Con 25, Int 16, Wis 19, Cha 16
Base Atk +21; CMB +33; CMD 45 (49 vs. trip)
Feats Alertness, Flyby Attack, Greater Vital Strike, Improved Critical (bite), Improved Initiative, Improved Sunder, Improved Vital Strike, Lightning Reflexes, Power Attack, Vital Strike, Weapon Focus (bite)
Skills Fly +18, Intimidate +27, Knowledge (arcane) +27, Knowledge (history) +27, Perception +32, Sense Motive +32, Spellcraft +27, Stealth +18, Swim +42
Languages any one, Draconic

SPECIAL ABILITIES
Borne Aloft (Su)
Adult or younger Gaasyendietha fly with good maneuverability while all Ancient Gaasyendietha have perfect.
Fire Aura (Su)
An ancient Gaasyendietha radiates an aura of heat. All creatures within 10 feet of the Gaasyendietha take 2d6 points of fire damage at the beginning of the Gaasyendietha's turn. Additionally, all attacks deal 2d6 fire damage.
Fire Trail (Su)
A Juvenile or older Gaasyendietha leaves a trail of fire in its wake. Any square its body occupied in the past 3 rounds catches fire, along with the whole of its flammable contents. Creatures in the area may make a DC 15 reflex save to avoid catching fire. This follows the rules for Catching on Fire (http://www.d20pfsrd.com/gamemastering/environment/environmental-rules). Those who begin their turn in the area of the trail take 3d6 damage. This fire occupies both land and open sky, regardless of whether or not it has fuel. Underwater it takes the form of steam and boiling water, but otherwise uses the same rules.
Gaasyendietha can surpress Fire Trail from forming new trails as a free action.
Meteor Strike (Su)
An ancient Gaasyendietha can use its breath weapon in addition to striking the ground from above with such force as to create a crater (a 30’ semicircle appears in the terrain where the Gaasyendietha struck). Dust flies in the air creating total concealment for all within a 200’ radius. The dust will dissipate in 3d8 rounds. All within 60’ take damage as though targeted by the Gaasyendietha’s breath weapon. To do this, the Gaasyendietha must fly down at least 30'.
Water Breathing (Ex)
A Gaasyendietha can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

Admiral Squish
2014-03-14, 08:37 PM
Wow, how did I miss this critter? Very cool. Full review incoming.

Admiral Squish
2014-03-15, 01:36 PM
Alright, reviewing time:

We begin with a math check.
Juvenile's numbers are good
Adult looks good, but I'm not sure about the tail attack bonus. I don't think the secondary attack penalty is supposed to be built into the block.
Ancient's bite and tail are off. Bite should be +30 and tail +29. The penalty to attack went up when the size went up to huge.

Now, for abilities:
I still think fire aura should deal more damage, but it's your decision in the end. I view it as making up for the loss of the claw/wing attacks. Also, thinking about it, shouldn't there be a clause that any creature stuck by one of it's attacks takes the damage? I mean, normally that's the case because the reach is the same as the aura range, but then we have the situation with the bite's reach being larger than the radius.

Fire trail is pretty cool. I was initially thinking some sort of fire-trample, but your version is cool too. Still, three rounds is a pretty long way. It seems like one could just make a lap around the party every three rounds to keep them penned in. Plus it's a lot of area to mark off on a map. Maybe two rounds, or even just the one?
Also, I can't help but think there should be some sort of trample-like option to go with it. Or even just the mobility feat to let them move somewhat more freely.

I'm not certain how the meteor strike ability works. I think it's like a dive attack combined with a breath weapon, but it doesn't seem to indicate that they need to be flying at all to do it.

Very awesome, I'll post the link to it in the first post, and update with the new claim.

Perturbulent
2014-03-15, 01:58 PM
I fixed the attacks. I also added that Fire Aura deals 2d6 fire damage with each attack as well. I clarified Meteor Strike.

However, I didn't change Fire Trail. given the loss of the wing attack and claws, and relatively low spell-like abilities...I figured the extra potential fire damage isn't a large factor. Yes it's big, but honestly I don't see the enormous fire trails of meteors striking as appearing unless we're talking 3 round remnants, maybe 2, but I don't feel 3 is overpowering.

Admiral Squish
2014-03-15, 03:01 PM
Awesome, I do declare it to be finished.

Bhu
2014-03-19, 01:13 AM
http://www.giantitp.com/forums/showpost.php?p=17206833&postcount=949

Indacinga is mostly done, got Fsti Capcaki started below it

Perturbulent
2014-03-19, 10:12 AM
A massive serpent rushes forward, his scales are black and sleek, many weapons are lodged within.

Uncegila CR 21
NE Gargantuan magical beast
Init +9; Senses darkvision 120 ft., low-light vision; Perception +23

DEFENSE
AC 42, touch 12, flat-footed 36 (+5 Dex, +1 dodge, +30 natural, -4 size)
hp 333 (23d10+207) regeneration 15
Fort +22, Ref +20, Will +12
Defensive Abilities DR 20/adamantine; Immune ability damage, disease, energy drain, paralysis, petrification, poison, polymorph; SR 36

OFFENSE
Speed 80 ft., swim 30 ft.
Melee bite +33 (6d10+14/19-20 plus grab), tail slap +33 (6d8+14/19-20 plus grab)
Space 20 ft.; Reach 20 ft.
Special Attacks constrict (6d8+21), powerful tail, swallow whole (5d6+21 bludgeoning damage +6d6 acid, AC 25, 33 hp)

STATISTICS
Str 39, Dex 20, Con 28, Int 2, Wis 17, Cha 11
Base Atk +23; CMB +41 (+45 grapple); CMD 56 (can't be tripped)
Feats Critical Focus, Deafening Critical, Dodge, Improved Critical (bite), Improved Critical (tail slap), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Skill Focus (Perception), Staggering Critical, Stunning Critical
Skills Perception +32, Stealth +24, Swim +45
SQ Hold Breath (Ex)
Stomach Vulnerability (Ex)
The following abilities do not function against attacks made from within Uncegila’s stomach: SR, DR, Regeneration, Reflective Adamantine Scales.

SPECIAL ABILITIES
Powerful Tail (Ex)
An Uncegila's tail slap is always a primary attack. When an Uncegila deals damage to an object with its tail slap or via constrict damage, it ignores the first 10 points of hardness that object possesses.

Quick Recovery (Su)
A debilitated Uncegila recovers with frightening speed. If an Uncegila starts its turn affected by any or all of the following conditions, these conditions end at the end of its turn: confused, dazed, dazzled, exhausted, fatigued, nauseated, sickened, and stunned. Furthermore, an Uncegila affected by ability drain or a mind-affecting effect that allows a save receives a single additional save against the effect of its choice at the original DC at the end of its turn in order to shake off the effect.

Reflective Adamantine Scales (Su)
The Uncegila's scales deflect cones, lines, rays, and magic missile spells, rendering the Uncegila immune to such effects. There is a 30% chance a deflected effect reflects back in full force at the caster; otherwise it is simply negated.

ECOLOGY
Environment Warm Plains
Organization Solitary
Treasure Triple Standard (Magic Items lodged in carapace or digestive tract)

The Uncegila is a monster who seems impenetrable from every angle. However, his key strategy of swallowing his enemies whole leads true to his weakness. Many warriors have died attacking him head on, leaving their weapons lodged in his adamantine scales.

Admiral Squish
2014-03-20, 05:21 PM
Sorry it took me so long to get to the reviewing, I've been really wrapped up in this little side-project thing. I'll be in to properly review the monsters after my D&D game tonight.
Two CR 20s.... Big task ahead of me.

Perturbulent
2014-03-21, 01:44 PM
I've nearly got a series of Monstrous Harvestmen ready.

SuperDave
2014-03-21, 06:54 PM
Regarding the Gaasyendietha: Are they able to suppress the fire-trail ability if they choose to? Because if they can't, then they'd eventually kill all the fish by boiling the water in their lake. Particularlyl if there were a small family of them in the lake.

I'm not sure ray of frost makes sense as a spell-like ability for them, since their whole shtick is being on fire, and they've got the fire subtype, and they've got resistance 10 against cold damage.

Same thing with dimension door: it's technically a form of teleportation, which is heavily restricted in this setting.

Other than that, looks great! I'm disappointed that there isn't more art of them, 'cause they sound really cool.

Regarding the Cipactli: I was tinkering with the stats the other day, and realized that at 32 HD, the Antediluvian would get at least 17 feats! I'm not sure I can even think of 167 thematically-appropriate feats for this bad boy. Any suggestions?

Edit: Uncegila looks awesome, by the way. I think he was responsible for creating the Black Hills or the Badlands in his death-throes, wasn't he? Maybe he should have some kind of Death Throes (Ex) ability where he flails around for a few rounds after you kill him?

Oh, and I just had an awesome idea for a monster that I'd like to add and claim: obsidian butterfly swarm!

Perturbulent
2014-03-21, 09:54 PM
Regarding the Gaasyendietha: Are they able to suppress the fire-trail ability if they choose to? Because if they can't, then they'd eventually kill all the fish by boiling the water in their lake. Particularlyl if there were a small family of them in the lake.

I'm not sure ray of frost makes sense as a spell-like ability for them, since their whole shtick is being on fire, and they've got the fire subtype, and they've got resistance 10 against cold damage.

Same thing with dimension door: it's technically a form of teleportation, which is heavily restricted in this setting.

Other than that, looks great! I'm disappointed that there isn't more art of them, 'cause they sound really cool.

Regarding the Cipactli: I was tinkering with the stats the other day, and realized that at 32 HD, the Antediluvian would get at least 17 feats! I'm not sure I can even think of 167 thematically-appropriate feats for this bad boy. Any suggestions?

Edit: Uncegila looks awesome, by the way. I think he was responsible for creating the Black Hills or the Badlands in his death-throes, wasn't he? Maybe he should have some kind of Death Throes (Ex) ability where he flails around for a few rounds after you kill him?

Oh, and I just had an awesome idea for a monster that I'd like to add and claim: obsidian butterfly swarm!
Good call on the dimension door and ray of frost. They did seem kind of strange now that you mention. As such, I've fixed that. I've also allowed the fire trail to be suppressed.

I didn't include the death throes because honestly, I only found that bit in one source. It seemed more big legend that could have just denoted fighting, but I may consider adding it if others believe it comes up a little pale.

Perturbulent
2014-03-31, 02:24 PM
A long, spindly pole is all that can be seen from the doorway. Upon entering the room it becomes clear that pole is actually the first small section of this arachnid’s leg. It’s body is relatively small given it’s size, but the wicked mouth full of jagged tooth shapes is very ominous. It’s single set of eyes lock with yours, and a pungent smell fills the room.

ECOLOGY
Environment any
Organization solitary, pair, pack (3-8), or brood (1-3 plus 5-20 Harvestman of 2 or more sizes smaller.)
Treasure incidental

N Tiny vermin
Init +6; Senses darkvision 60 ft.; Perception +4

DEFENSE
AC 20, touch 18, flat-footed 14 (+6 Dex, +2 natural, +2 size)
hp 5 (1d8+1)
Fort +3, Ref +6, Will +0
Immune mind-affecting effects

OFFENSE
Speed 40 ft. Climb 20
Melee bite +0 (1d3-2)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 7, Dex 23, Con 12, Int —, Wis 10, Cha 2
Base Atk +0; CMB -4; CMD 12 (24 vs. trip)
Skills Acrobatics +14, Climb +23, Perception +4, Stealth +18;
Racial Modifiers +8 Acrobatics, +8 Climb, +4 Perception, +4 Stealth

SPECIAL ABILITIES
Stench (Ex)
Harvestmen secrete an acrid, oily chemical that nearly every other creature finds offensive. All living creatures (except those with the stench special ability) within 10 feet must succeed on a Fortitude save DC 11 (con-based) or be sickened. The effect lasts as long as the creature remains within 30 ft and for 1d4 rounds after leaving the radius. Creatures that successfully save cannot be affected by the same Harvestman’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.
N Small vermin
Init +3; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4

DEFENSE
AC 15, touch 14, flat-footed 12 (+3 Dex, +1 size, +1 Nat)
hp 13 (2d8+4)
Fort +5, Ref +3, Will +0
Immune mind-affecting effects

OFFENSE
Speed 40 ft., climb 20 ft.
Melee bite +4 (1d4+2)

STATISTICS
Str 14, Dex 17, Con 14, Int —, Wis 10, Cha 2
Base Atk +1; CMB +2; CMD 15 (27 vs. trip)
Skills Acrobatics +11, Climb +26, Perception +4, Stealth +11
Racial Modifiers +8 Acrobatics, +16 Climb, +4 Perception, +4 Stealth

SPECIAL ABILITIES
Stench (Ex)
Harvestmen secrete an acrid, oily chemical that nearly every other creature finds offensive. All living creatures (except those with the stench special ability) within 20 feet must succeed on a Fortitude save DC 12 (con-based) or be sickened. If another Harvestman is within range of this Harvestman’s Stench ability, the DC of the other Harvestman’s stench DC increases by 1. The effect lasts as long as the creature remains within 30 ft and for 1d4 rounds after leaving the radius. Creatures that successfully save cannot be affected by the same Harvestman’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.N Medium vermin
Init +4; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4

DEFENSE
AC 16, touch 14, flat-footed 12 (+4 Dex, +2 natural armor)
hp 22 (3d8+6)
Fort +5, Ref +5, Will +1
Immune mind-affecting effects

OFFENSE
Speed 40 ft., climb 30 ft.
Melee bite +4 (1d6+3)

STATISTICS
Str 15, Dex 19, Con 15, Int —, Wis 10, Cha 2
Base Atk +2; CMB +4; CMD 18 (30 vs. trip)
Skills +9 Acrobatics, Climb +18, Perception +4, Stealth +11
Racial Modifiers +8 Acrobatics, +16 Climb, +4 Perception, and +4 Stealth.

SPECIAL ABILITIES
Stench (Ex)
Harvestmen secrete an acrid, oily chemical that nearly every other creature finds offensive. All living creatures (except those with the stench special ability) within 30 feet must succeed on a Fortitude save DC 13 (con-based) or be sickened. If another Harvestman is within range of this Harvestman’s Stench ability, the DC of the other Harvestman’s stench DC increases by 1. The effect lasts as long as the creature remains within 30 ft and for 1d4 rounds after leaving the radius. Creatures that successfully save cannot be affected by the same Harvestman’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.N Large vermin
Init +3; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4

DEFENSE
AC 17, touch 12, flat-footed 14 (+3 Dex, +5 natural, –1 size)
hp 42 (5d8+20)
Fort +8, Ref +4, Will +1
Immune mind-affecting effects

OFFENSE
Speed 40 ft., climb 30 ft.
Melee bite +8 (1d8+9)
Space 10 ft.; Reach 5 ft.

STATISTICS
Str 23, Dex 17, Con 18, Int —, Wis 10, Cha 2
Base Atk +3; CMB +10; CMD 23 (35 vs. trip)
Skills Acrobatics +14, Climb +22, Perception +4, Stealth +3;
Racial Modifiers +8 Acrobatics, +8 Climb, +4 Perception, +4 Stealth (+8 webs)

SPECIAL ABILITIES
Stench (Ex)
Harvestmen secrete an acrid, oily chemical that nearly every other creature finds offensive. All living creatures (except those with the stench special ability) within 40 feet must succeed on a Fortitude save DC 16 (con-based) or be sickened. If another Harvestman is within range of this Harvestman’s Stench ability, the DC of the other Harvestman’s stench DC increases by 2. The effect lasts as long as the creature remains within 30 ft and for 1d4 rounds after leaving the radius. Creatures that successfully save cannot be affected by the same Harvestman’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.N Huge vermin
Init +3; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +5

DEFENSE
AC 20, touch 11, flat-footed 17 (+3 Dex, +9 natural, -2 size)
hp 59 (7d8+28)
Fort +9, Ref +5, Will +3
Immune mind-affecting effects

OFFENSE
Speed 50 ft., climb 40 ft.
Melee bite +10 (2d8+10)
Space 15 ft.; Reach 15 ft.

STATISTICS
Str 25, Dex 17, Con 18, Int —, Wis 12, Cha 2
Base Atk +5; CMB +14; CMD 27 (39 vs. trip)
Skills Acrobatics +11, Climb +31, Perception +5, Stealth -1;
Racial Modifiers +8 Acrobatics, +16 Climb, +4 Perception, +4 Stealth
SQ compression

SPECIAL ABILITIES
Stench (Ex)
Harvestmen secrete an acrid, oily chemical that nearly every other creature finds offensive. All living creatures (except those with the stench special ability) within 50 feet must succeed on a Fortitude save DC 17 (con-based) or be sickened. If another Harvestman is within range of this Harvestman’s Stench ability, the DC of the other Harvestman’s stench DC increases by 3. The effect lasts as long as the creature remains within 30 ft and for 1d4 rounds after leaving the radius. Creatures that successfully save cannot be affected by the same Harvestman’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.N Gargantuan vermin
Init +2; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4

DEFENSE
AC 23, touch 8, flat-footed 21 (+2 Dex, +15 natural, –4 size)
hp 125 (10d8+80)
Fort +15, Ref +5, Will +3
Immune mind-affecting effects

OFFENSE
Speed 40 ft., climb 30 ft.
Melee bite +17 (3d6+21)
Space 20 ft.; Reach 20 ft.

STATISTICS
Str 39, Dex 15, Con 26, Int —, Wis 10, Cha 2
Base Atk +7; CMB +25; CMD 37 (49 vs. trip)
Skills Acrobatics +12, Climb +28, Perception +4, Stealth -7;
Racial Modifiers +8 Acrobatics, +8 Climb, +4 Perception, +4 Stealth

SPECIAL ABILITIES
Stench (Ex)
Harvestmen secrete an acrid, oily chemical that nearly every other creature finds offensive. All living creatures (except those with the stench special ability) within 60 feet must succeed on a Fortitude save DC 23 (con-based) or be sickened. If another Harvestman is within range of this Harvestman’s Stench ability, the DC of the other Harvestman’s stench DC increases by 5.The effect lasts as long as the creature remains within 30 ft and for 1d4 rounds after leaving the radius. Creatures that successfully save cannot be affected by the same Harvestman’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.N Colossal vermin
Init +2; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4

DEFENSE
AC 27, touch 4, flat-footed 25 (+2 Dex, +23 natural, –8 size)
hp 161 (14d8+98)
Fort +16, Ref +6, Will +4
Immune mind-affecting effects

OFFENSE
Speed 50 ft., climb 20 ft.
Melee bite +19 (6d8+25)
Space 40 ft.; Reach 30 ft.
Special Attacks Swallow Whole (5d6 damage plus 2d6 acid damage, AC 21, 16 hp); trample (4d8+22, DC 34)

STATISTICS
Str 45, Dex 15, Con 24, Int —, Wis 10, Cha 2
Base Atk +10; CMB +35; CMD 47 (59 vs. trip)
Skills Acrobatics +25, Climb +25, Perception +4, Stealth –6;
Racial Modifiers +8 Acrobatics, +8 Climb, +4 Perception, +8 Stealth

SPECIAL ABILITIES
Stench (Ex)
Harvestmen secrete an acrid, oily chemical that nearly every other creature finds offensive. All living creatures (except those with the stench special ability) within 60 feet must succeed on a Fortitude save DC 24 (con-based) or be sickened. If another Harvestman is within range of this Harvestman’s Stench ability, the DC of the other Harvestman’s stench DC increases by 7. The effect lasts as long as the creature remains within 30 ft and for 1d4 rounds after leaving the radius. Creatures that successfully save cannot be affected by the same Harvestman’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.
And for my next trick, I intend to build Tizheruk

Admiral Squish
2014-03-31, 07:22 PM
Okay, the forums are back and I've got a lot of catching up to do, it seems!

Indacinga
First off, very impressive challenge. I do NOT wanna run into that dude.

Now, for the review.
Math checks out, I don't see any numerical errors.
Uproot looks good. You may want to include corresponding tree-heights to sizes, just for easy reference, but it's not strictly necessary. Does he break off the branches before clubbin'?
Swat's cool, but I don't think it'll be of much use. There's no PC flight in the setting.

Overall, very solid creature. I think it could use more unique abilities, but then, staying loyal to the myths can limit one's creative leeway.

Uncegila
Also totally awesome!

Math check: CMD is 1 point too high, I believe, but you're good other than that.
One potential problem, I don't think we've decided if adamantium is gonna be a thing in the setting or not. Still, that's an easy enough fix when the final consensus is reached.
You mention ability damage in the quick recovery ability, which you made it immune to up above.
Other than that, a very cool, very dangerous encounter with a risky but interesting way to put it down.

Harvestman (men?):
Daaang, that's a lot of different stat blocks! I applaud your dedication, good sir!

The basic idea seems pretty solid. I've never noticed a smell with daddy-long-legs, but they freak me out so hard I could never get my face close enough to sniff one. Wikipedia says they do have a scent defense, though, so that's in.
So, I'll get into the math checks on each one.
Tiny looks good. Perhaps it should have a climb speed, too, though?
Small has an extra +1 I can't find on it's attack roll.
Medium looks good.
Large's damage should be +9, but otherwise great.
Huge looks good.
Gargantuan looks good.
Aaand colossal is good!

Very nice creation, I would high-five you if I could!

Bhu
2014-03-31, 08:55 PM
http://www.giantitp.com/forums/showthread.php?170253-Critters-II!&p=17206908&viewfull=1#post17206908

Fsti Capcaki is done. WOuld like to try Matlose and Paija next/

Perturbulent
2014-04-01, 07:24 AM
https://www.youtube.com/watch?v=BAdwB-1vvWM is a video showing Harvestmen in a cluster due to threat. It's really freaky, and doesn't effect most things immediately, but I figured the bigger they are, the more effect it would have. That along with the tendency to cling in numbers to maximize it.

Small's has +4 to hit, +1 from size, +2 from str, and +1 from BAB.
Large's damage has been fixed.

I kept Uncegila's adamantine as is, because it's meant to be a descriptor more than anything. Even if adamantine doesn't exist in this world, nothing short of adamantine should be able to pierce it's DR, some things not adamantine can get through adamantine, and they would apply. I didn't suggest his carapace as treasure for that reason. Should adamantine exist in this world, surely it would be harvested from him, if not, then the scales are simply like adamantine, but would break up upon it's death. Otherwise, I fixed my goofs on him.

Admiral Squish
2014-04-01, 02:21 PM
I am not going near that video with a ten-foot pole, thankyouverymuch. Nope nope nope nope. :smalleek:


Fsti Capcaki
Have I mentioned that every time I read that monster's name, my brain tries to correct it into 'Fist Cupcake'?

Anyways, review incoming!
Math check: All good!
All the abilities seem well-balanced, and I like the way you adapted the tree-stuff from the Indacinga to this guy.

SuperDave
2014-04-07, 04:33 PM
Hi, everybody!

Sorry it's taken me so long, but I do believe that I have fully and completely fleshed out all the stats for all four age categories of the Cipactli (http://www.giantitp.com/forums/showsinglepost.php?p=16949580&postcount=92), including acid damage and gizzard HP/AC by age-categories.

I'm not sure I like the way the table looks, now that the forums' formatting has changed. Should I just post four separate Pathfinder stat-blocks inside spoilers, instead of trying to organize them into a scrunched-up little table?

Coming up next: the obsidian butterfly swarm!

Admiral Squish
2014-04-08, 01:46 AM
Just a quick post about the table, before I go to bed. I'll be back to properly review in the mornin'.

Anyways, I whipped up a somewhat prettier version of the table, you can get it out of my post by cutting it out of a quote if you want it. However, the 'multiple pf blocks in spoilers' option works for me too, so either way you wanna play it is fine with me.





Juvenile
Adult
Elder
Antediluvian


Size/Type
Small Aberration (Aquatic)
Medium Aberration (Aquatic)
Large Aberration (Aquatic)
Huge Aberration (Aquatic)


Hit Dice
4d8+16 (34 hp)
8d8+32 (68 hp)
16d8+96 (168 hp)
32d8+256 (400 hp)


Initiative
+4
+2
+1
+0


Speed
15 ft., swim 25 ft.; sprint
20 ft., swim 30 ft.; sprint
25 ft., swim 35 ft.; sprint
30 ft., swim 40 ft.; sprint


Armor Class
18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
20, touch 10, flat-footed 19 (+1 Dex, +10 natural, -1 size)
22, touch 9, flat-footed 21 (+1 Dex, +13 natural, -2 size)


BAB/CMB/CMD
+3/+7 (11 to grapple)/21 (23 against being grappled)
+6/+13 (+17 to grapple)/25 (27 against being grappled)
+12/+24 (26 to grapple)/ 35 (37 against being grappled)
+24 /+39 (+41 to grapple)/49 (51 against being grappled)


Attack
Bite +8 melee (1d4+5, grab); OR Claw +8 melee (1d3+5); OR Tail Slap +3 melee (1d4+2); OR Tongue +8 melee touch (grab and pull)
Bite +13 melee (1d8+7, grab); OR Claw +13 melee (1d4+7); OR Tail Slap +11 melee (1d6+7); OR Tongue +13 melee touch (grab and pull)
Bite +22 melee (2d6+11, grab); OR Claw +22 melee (1d6+5); OR Tail Slap +22 melee (1d8+5); OR tongue +13 ranged touch (grab and pull)
Bite +25 melee (2d8+13); OR Claw +24 melee (1d8+13); OR Tail Slap +19 melee (2d6+7); OR Tongue +19 melee touch (grab and pull)


Full Attack
1 primary Bite +8 melee (1d4+5, grab) and 2 secondary Bites +3 melee (1d3+2) and 2 Claws +8 melee (1d3+5); OR Tail Slap +3 melee (1d4+2)
1 primary Bite +13 melee (1d8+7, grab) and 2 secondary Bites +11 melee (1d6+3) and 2 Claws +13 melee (1d4+7); OR Tail Slap +11 melee (1d6+7)
1 primary Bite +22 melee (2d6+11, grab) and 2 secondary Bites +20 melee (1d6+5) and 2 Claws +20 melee (1d6+5); OR Tail Slap +22 melee (1d8+5)
1 primary Bite +25 melee (2d8+13) and 2 secondary Bites +20 melee (1d6+7); OR 2 Claws +24 melee (1d8+13); OR Tail Slap +19 melee (2d6+7)


Space/Reach
5 ft./5 ft.
5 ft./5 ft.
10 ft./10 ft.
15 ft./15 ft.


Special Attacks
Death Roll, Rend (1d3+7), Swallow Whole (1d8 acid, AC 12, 3 hp), Tongue
Death Roll, Rend (1d6+11), Swallow Whole (2d8 acid, AC 13, 7 hp), Tongue
Death Roll, Rend (1d6+16), Swallow Whole (3d8 acid, AC 15, 17 hp), Tongue
Death Roll, Rend (1d8+19), Swallow Whole (4d8 acid, AC 17, 40 hp), Tongue


Special Qualities
Amphibious, Aquatic, Darkvision 60 ft.
Amphibious, Aquatic, Darkvision 60 ft.
Amphibious, Aquatic, Darkvision 60 ft.
Amphibious, Aquatic, Darkvision 60 ft.


Saves
Fort +3, Ref +5, Will +5h
Fort +6, Ref +4, Will +7
Fort +11, Ref +6, Will +11
Fort +20, Ref +12, Will +21


Abilities
Str 20 (+5), Dex 19 (+4), Con 14 (+2), Int 5 (-3), Wis 12 (+1), Cha 4 (-3)
Str 24 (+7), Dex 15 (+2), Con 18 (+4), Int 5 (-3), Wis 12 (+1), Cha 4 (-3)
Str 32 (+11), Dex 13 (+1), Con 22 (+6), Int 5 (-3), Wis 12 (+1), Cha 4 (-3)
Str 36 (+13), Dex 11 (+0), Con 26 (+8), Int 5 (-3), Wis 12 (+1), Cha 4 (-3)


Skills
+9 Acrobatics* (+13 horizontal jumping, +17 vertical jumping), +2 Escape Artist, +9 Stealth* (+12 in water), +5 Swim (total ranks: 4)
+9 Acrobatics (+13 horizontal jumping, +17 vertical jumping), +9 Stealth (+17 in water), +7 Swim (total ranks: 8)
+10 Acrobatics* (+14 horizontal jumping, +18 vertical jumping), +3 Escape Artist, +14 Stealth* (+22 in water), +11 Swim (total ranks: 16)
+16 Acrobatics* (+20 horizontal, +24 vertical), +13 Escape Artist, +18 Stealth* (+26 in water), +13 Swim (total ranks: 32)


Feats
Greater Grapple, Improved Grapple
Improved Grapple, Improved Natural Attack (bite)**, Greater Grapple, Multiattack
Greater Grapple, Improved Grapple, Improved Natural Attack (bite)**, Multiattack, Improved Natural Armor, Nightstalker, Stealthy
Beartrap Bite, Blind-Fight, Combat Reflexes, Greater Grapple, Improved Bull Rush, Improved Grapple, Improved Natural Armor, Improved Natural Attack (bite)**, Multiattack, Power Attack, Jaguar Pounce, Nightstalker, Rending Fury, Skill Focus (Acrobatics), Skill Focus (Stealth), Snatch, Stealthy , Weapon Focus (Bite)


Environment
warm swamps, rivers, and lakes
warm swamps, rivers, and lakes
warm swamps, rivers, and lakes
warm swamps, rivers, and lakes


Organization
clutch (3-8)
infestation (3d6)
solitary, or mated pair and brood (1d8 juveniles)
solitary


Challenge Rating
5
8
12
24


Treasure
incidental (odd bits of swallowed junk, some valuables), plus Type I bag of holding (see text)
incidental (inorganic gear and/or coins of previously-swallowed adventurers) plus Type II bag of holding (see text)
standard (inorganic gear and/or coins of previously-swallowed adventurers) plus Type III bag of holding (see text)
double-standard (inorganic gear and/or coins of previously-swallowed adventurers) plus Type IV bag of holding (see text)


Alignment
always chaotic, usually evil
always chaotic, usually evil
always chaotic evil
always chaotic evil


Advancement

9-16 HD (Large), 17-24 (Huge)




Level Adjustment




Pokonic
2014-04-08, 11:41 AM
Just a quick post about the table, before I go to bed. I'll be back to properly review in the mornin'.

Anyways, I whipped up a somewhat prettier version of the table, you can get it out of my post by cutting it out of a quote if you want it. However, the 'multiple pf blocks in spoilers' option works for me too, so either way you wanna play it is fine with me.





Adult
Elder
Juvenile
Antediluvian


Size/Type
Small Aberration (Aquatic)
Medium Aberration (Aquatic)
Large Aberration (Aquatic)
Huge Aberration (Aquatic)


Hit Dice
4d8+16 (34 hp)
8d8+32 (68 hp)
16d8+96 (168 hp)
32d8+256 (400 hp)


Initiative
+4
+2
+1
+0


Speed
15 ft., swim 25 ft.; sprint
20 ft., swim 30 ft.; sprint
25 ft., swim 35 ft.; sprint
30 ft., swim 40 ft.; sprint


Armor Class
18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
20, touch 10, flat-footed 19 (+1 Dex, +10 natural, -1 size)
22, touch 9, flat-footed 21 (+1 Dex, +13 natural, -2 size)


BAB/CMB/CMD
+3/+7 (11 to grapple)/21 (23 against being grappled)
+6/+13 (+17 to grapple)/25 (27 against being grappled)
+12/+24 (26 to grapple)/ 35 (37 against being grappled)
+24 /+39 (+41 to grapple)/49 (51 against being grappled)


Attack
Bite +8 melee (1d4+5, grab); OR Claw +8 melee (1d3+5); OR Tail Slap +3 melee (1d4+2); OR Tongue +8 melee touch (grab and pull)
Bite +13 melee (1d8+7, grab); OR Claw +13 melee (1d4+7); OR Tail Slap +11 melee (1d6+7); OR Tongue +13 melee touch (grab and pull)
Bite +22 melee (2d6+11, grab); OR Claw +22 melee (1d6+5); OR Tail Slap +22 melee (1d8+5); OR tongue +13 ranged touch (grab and pull)
Bite +25 melee (2d8+13); OR Claw +24 melee (1d8+13); OR Tail Slap +19 melee (2d6+7); OR Tongue +19 melee touch (grab and pull)


Full Attack
1 primary Bite +8 melee (1d4+5, grab) and 2 secondary Bites +3 melee (1d3+2) and 2 Claws +8 melee (1d3+5); OR Tail Slap +3 melee (1d4+2)
1 primary Bite +13 melee (1d8+7, grab) and 2 secondary Bites +11 melee (1d6+3) and 2 Claws +13 melee (1d4+7); OR Tail Slap +11 melee (1d6+7)
1 primary Bite +22 melee (2d6+11, grab) and 2 secondary Bites +20 melee (1d6+5) and 2 Claws +20 melee (1d6+5); OR Tail Slap +22 melee (1d8+5)
1 primary Bite +25 melee (2d8+13) and 2 secondary Bites +20 melee (1d6+7); OR 2 Claws +24 melee (1d8+13); OR Tail Slap +19 melee (2d6+7)


Space/Reach
5 ft./5 ft.
5 ft./5 ft.
10 ft./10 ft.
15 ft./15 ft.


Special Attacks
Death Roll, Rend (1d3+7), Swallow Whole (1d8 acid, AC 12, 3 hp), Tongue
Death Roll, Rend (1d6+11), Swallow Whole (2d8 acid, AC 13, 7 hp), Tongue
Death Roll, Rend (1d6+16), Swallow Whole (3d8 acid, AC 15, 17 hp), Tongue
Death Roll, Rend (1d8+19), Swallow Whole (4d8 acid, AC 17, 40 hp), Tongue


Special Qualities
Amphibious, Aquatic, Darkvision 60 ft.
Amphibious, Aquatic, Darkvision 60 ft.
Amphibious, Aquatic, Darkvision 60 ft.
Amphibious, Aquatic, Darkvision 60 ft.


Saves
Fort +3, Ref +5, Will +5h
Fort +6, Ref +4, Will +7
Fort +11, Ref +6, Will +11
Fort +20, Ref +12, Will +21


Abilities
Str 20 (+5), Dex 19 (+4), Con 14 (+2), Int 5 (-3), Wis 12 (+1), Cha 4 (-3)
Str 24 (+7), Dex 15 (+2), Con 18 (+4), Int 5 (-3), Wis 12 (+1), Cha 4 (-3)
Str 32 (+11), Dex 13 (+1), Con 22 (+6), Int 5 (-3), Wis 12 (+1), Cha 4 (-3)
Str 36 (+13), Dex 11 (+0), Con 26 (+8), Int 5 (-3), Wis 12 (+1), Cha 4 (-3)


Skills
+9 Acrobatics* (+13 horizontal jumping, +17 vertical jumping), +2 Escape Artist, +9 Stealth* (+12 in water), +5 Swim (total ranks: 4)
+9 Acrobatics (+13 horizontal jumping, +17 vertical jumping), +9 Stealth (+17 in water), +7 Swim (total ranks: 8)
+10 Acrobatics* (+14 horizontal jumping, +18 vertical jumping), +3 Escape Artist, +14 Stealth* (+22 in water), +11 Swim (total ranks: 16)
+16 Acrobatics* (+20 horizontal, +24 vertical), +13 Escape Artist, +18 Stealth* (+26 in water), +13 Swim (total ranks: 32)


Feats
Greater Grapple, Improved Grapple
Improved Grapple, Improved Natural Attack (bite)**, Greater Grapple, Multiattack
Greater Grapple, Improved Grapple, Improved Natural Attack (bite)**, Multiattack, Improved Natural Armor, Nightstalker, Stealthy
Beartrap Bite, Blind-Fight, Combat Reflexes, Greater Grapple, Improved Bull Rush, Improved Grapple, Improved Natural Armor, Improved Natural Attack (bite)**, Multiattack, Power Attack, Jaguar Pounce, Nightstalker, Rending Fury, Skill Focus (Acrobatics), Skill Focus (Stealth), Snatch, Stealthy , Weapon Focus (Bite)


Environment
warm swamps, rivers, and lakes
warm swamps, rivers, and lakes
warm swamps, rivers, and lakes
warm swamps, rivers, and lakes


Organization
clutch (3-8)
infestation (3d6)
solitary, or mated pair and brood (1d8 juveniles)
solitary


Challenge Rating
5
8
12
24


Treasure
incidental (odd bits of swallowed junk, some valuables), plus Type I bag of holding (see text)
incidental (inorganic gear and/or coins of previously-swallowed adventurers) plus Type II bag of holding (see text)
standard (inorganic gear and/or coins of previously-swallowed adventurers) plus Type III bag of holding (see text)
double-standard (inorganic gear and/or coins of previously-swallowed adventurers) plus Type IV bag of holding (see text)


Alignment
always chaotic, usually evil
always chaotic, usually evil
always chaotic evil
always chaotic evil


Advancement

9-16 HD (Large), 17-24 (Huge)




Level Adjustment







I think the names for the age catagories need to be switched around.:smalltongue:

Admiral Squish
2014-04-08, 05:09 PM
I think the names for the age catagories need to be switched around.:smalltongue:

I blame him for that, I just made it less squooshed.

Anyways, onto review!

Math check:
Attack bonuses need fixin'. Bite should be +36, claws should be +35, tail slap should be +30, and the tongue should be +17 (also, it's a ranged touch attack, not a melee one).
Other than that, it looks solid!

I don't think it's a CR 24, though. It's a big beastie, but it doesn't have any of the stuff that epic-level encounters really need to present a credible threat to high-level parties.

SuperDave
2014-04-09, 04:01 PM
Attack bonuses need fixin'. Bite should be +36, claws should be +35, tail slap should be +30, and the tongue should be +17 (also, it's a ranged touch attack, not a melee one).

OK, so if it's +35 for the primary bite attack, then how much for the secondary bites? (Also, what did I forget that the attack bonus should be ten points higher than I calculated? I must've left out something pretty important to wind up with such a low number!)


I don't think it's a CR 24, though. It's a big beastie, but it doesn't have any of the stuff that epic-level encounters really need to present a credible threat to high-level parties.

Well, that's the number that came up when I ran it through Vorpal Tribble's CR calculator. You're right though; most epic-level monsters will have way more SLAs and special abilities than this guy, but I just don't know the spells well enough to figure out which SLAs it should have, if any.

What CR do you think it deserves?

Admiral Squish
2014-04-09, 04:15 PM
OK, so if it's +35 for the primary bite attack, then how much for the secondary bites? (Also, what did I forget that the attack bonus should be ten points higher than I calculated? I must've left out something pretty important to wind up with such a low number!)



Well, that's the number that came up when I ran it through Vorpal Tribble's CR calculator. You're right though; most epic-level monsters will have way more SLAs and special abilities than this guy, but I just don't know the spells well enough to figure out which SLAs it should have, if any.

What CR do you think it deserves?

+36 for the primary bite. Secondary bites should be +31. Secondary attacks take a -5 penalty. Wait... Forgot to check for multiattack in the feats. Secondary bites should be +34, and the tail should be +33. Also, I assumed the tongue as a secondary, but I see it's a primary in the other blocks. Should be +22.
I think you forgot the strength mod, but I'm not honestly sure how you got some of the numbers you had.

As for the new CR, I'm not really certain. Still in the high end, but not epic, certainly. 16-18, maybe?

SuperDave
2014-04-10, 01:03 PM
OK, I fixed the attacks and lowered the CR to 17. I hereby pronounce the Cipactli... completed!

And, as promised, here's the Obsidian Butterfly Swarm that I've been working on.

http://spazioweb.inwind.it/brazil63disneypages/disney/d2315.jpg

A swirling cloud of black, faintly translucent butterflies emerges from the chanting spellcaster’s outstretched hand. They make no sound as they fly, except for a faint tinkling like tiny wind-chimes. As they come closer, your eyes catch sunlight glinting off the razor-sharp edges of their wings.

Obsidian butterfly swarms are most frequently summoned by worshipers of Ītzpāpālōtl (http://en.wikipedia.org/wiki/Itzpapalotl), the skeletal warrior-goddess of infant mortality, women who die in childbirth, and leader of the tzitzimime (http://en.wikipedia.org/wiki/Tzitzimime) star-demons.

Obsidian Butterfly Swarm CR 4
XP 800
N Fine Construct (Swarm)
Init +2; Senses Darkvision 60 ft.; Lifesense; Low-light vision; Perception +5
____________
Defenses

AC 20, touch 20, flat-footed 18; (+8 Size, +2 Dex, +0 Natural)
HP 3d10 (16 hp)
Fort +1, Ref +5, Will +3
Defensive Abilities mindless, swarm traits; Immune electricity damage (http://en.wikipedia.org/wiki/Eccentric_flint_%28archaeology%29#Anthropological_ background), mind-affecting effects, bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning, weapon damage
___________
Offenses

Speed fly 30 ft. (average)
Melee swarm (1d6)
Space 10 ft.; Reach —
Special Attacks distraction (DC 11), shred, wounding
____________
Statistics

Str 3 (-4), Dex 15 (+2), Con —, Int 1 (-5), Wis 14 (+2), Cha 4 (-3)
Base Atk 3; CMB —; CMD —
Feats Lightning Reflexes, Skill Focus (Perception)
Skills Fly +10, Perception +5
SQ construct traits, swarm traits
____________
Ecology

Environment any temperate or tropical
Organization solitary, pair, flight (3–6 swarms), or colony (11–20 swarms)
Treasure none

____________________
Special Abilities

Distraction (Ex)
Any living creature that takes damage from an obsidian butterfly swarm is nauseated for 1 round; a Fortitude save (DC 11) negates the effect.

Lifesense (Su)
Because they actively seek out the warm blood of sacrificial victims to sustain their patroness, an obsidian butterfly swarm notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability.

Shred (Ex)
An obsidian butterfly swarm causes damage to unattended objects in its space each round as though they were creatures, but only if the object has a Hardness score of 5 or less (examples include glass, paper, cloth, rope, leather/hide, and wood).

Wounding (Ex)
Any living creature damaged by a obsidian butterfly swarm continues to bleed, losing 1 hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic.

Perturbulent
2014-04-11, 12:14 PM
First off, SuperDave...that's amazing. I really like it. I might think of it as CR 3...but I can see why either might make sense. I also feel like it might be immune to fire damage, which at that level, might be the difference between cr 3 and 4 (considering most area of effect stuff is lightning or fire).

Truly terrifying. I could have nightmares about those.

Tizheruk
What at first seems like the back of some small whale is half surfaced at the edge of the water before flying out wildly, the massive head of this beast, hurtling toward the dock.
CR 10
N Huge magical beast
Init +6; Senses darkvision 120 ft., low-light vision; Perception +6

DEFENSE
AC 25, touch 8, flat-footed 23 (+2 Dex, +17 natural, –4 size)
hp 150 (12d10+84)
Fort +17, Ref +12, Will +6
Defensive Abilities Cold Resist 30

OFFENSE
Speed 10 ft., swim 60 ft.
Melee bite +22 (4d8+22/19-20 plus grab), tail slap +17 (3d6+6)
Space 10 ft.; Reach 10 ft.
Special Attacks capsize, constrict (3d6+18), swallow whole (2d8+18 bludgeoning damage, AC 18, hp 15)

STATISTICS
Str 34, Dex 14, Con 25, Int 2, Wis 11, Cha 11
Base Atk +12; CMB +26 (+28 Bullrush; +30 grapple); CMD 38 (40 vs Bullrush; can't be tripped)
Feats Great Fortitude, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Skill Focus (Acrobatics)
Skills Acrobatics +24, Perception +6, Swim +20
(+8 racial bonus to swim)
SQ Hold Breath
SPECIAL ABILITIES
Capsize (Ex)
A Tizheruk can attempt to capsize a boat or ship of its size or smaller by ramming it as a charge attack and making a combat maneuver check. The DC of this check is 25 or the result of the boat captain's Profession (sailor) check, whichever is higher.
Leap (Ex)
A Tizheruk can make an acrobatics check to jump from the water. If it does so, it jumps double the distance listed in the acrobatics skill entry, and is always regarded as having a running start. It is also considered charging for the purpose of performing a bull rush.


ECOLOGY
Environment Arctic Oceans
Organization solitary
Treasure none
Tales of Tizheruk exist frequently in icy coastal areas. They are well known for their massive heads, making up nearly half their body length. They have only insubstantial flippers on the sides of their bodies, but they have a complete whale's tail. It's mouth, which hangs low beneath the bulk of it's head, is full of infrequently placed outcroppings of teeth.
The whole thing faintly resembles a shrunk and stretched out sperm whale. Typical Tizheruk are 20 feet in length and weigh 1,500 pounds.

They are known for knocking sailors off of docks and ships by jumping into the air.

SuperDave
2014-04-13, 07:43 PM
The Tizheruk looks great, but it's a little hard for me to visualize. Do you have an image to go with the stats?

(minor correction: I think would be "hurtling", rather than "hurdling". :smallsmile:)


First off, SuperDave...that's amazing. I really like it.

Truly terrifying. I could have nightmares about those.

Thank you very much!:smallcool: I was happy with how they turned out. I felt like we needed more low-CR beasties, and these guys fit the bill pretty well. Plus, they're pretty flavorful for the setting, IMHO.


I might think of it as CR 3...but I can see why either might make sense. I also feel like it might be immune to fire damage, which at that level, might be the difference between cr 3 and 4 (considering most area of effect stuff is lightning or fire).
So you think that it should be CR 3 as-is, or that the addition of fire immunity would bump it up to CR 4? I only added the electricity immunity because I learned that the Maya and Aztecs considered obsidian to be fossilized lightning, so it seemed appropriate. Since obsidian is made of lava, I can see how a fire immunity might make sense, but then again stone golems don't get a free immunity to fire just 'cause they're made of hardened lava.


And that makes 12 beasties, I might be ready for a break soon. hahaha.
An even dozen? Really? I'm impressed! *clap clap clap clap clap*

I guess I need to pick up the pace with my homebrewing if I'm gonna keep up with the rest of you guys.

Perturbulent
2014-04-13, 09:29 PM
I didn't know there was a difference between hurtling and hurdling, I had only heard them before. :smallredface:

I fixed that, I'd offer an image, but I am neither a talented artist, nor did I find any satisfactory ones online. It's kind of weird set of features. I imagine the head to look vaguely like a humpback whale's head, and the body to turn into a strange mammalian sea monster. I feel like the myth certainly came from some sort of whale.

And yes, as it looks now, I'd call it CR 3, but that's just my feeling. With the Fire Resistance or immunity, I'd call it CR 4.

Bhu
2014-04-13, 10:11 PM
http://www.giantitp.com/forums/showsinglepost.php?p=17281197&postcount=955

http://www.giantitp.com/forums/showsinglepost.php?p=17281244&postcount=956

Paija and Matlose are done. Will try Thelgeth and Skatene next.

SuperDave
2014-04-14, 12:47 PM
I didn't know there was a difference between hurtling and hurdling, I had only heard them before. :smallredface:
It's OK, don't be embarrassed. As an English major, I can tell you that English has a very, very messed-up spelling system (http://www.nytimes.com/2010/06/27/magazine/27FOB-onlanguage-t.html). As the linked article states, "The Irish playwright George Bernard Shaw is said to have joked that the word ‘fish’ could legitimately be spelled ‘ghoti,’ by using the ‘gh’ sound from ‘enough,’ the ‘o’ sound from ‘women’ and the ‘ti’ sound from ‘action.’ ”


I fixed that, I'd offer an image, but I am neither a talented artist, nor did I find any satisfactory ones online. It's kind of weird set of features. I imagine the head to look vaguely like a humpback whale's head, and the body to turn into a strange mammalian sea monster. I feel like the myth certainly came from some sort of whale.

http://th00.deviantart.net/fs71/PRE/f/2014/090/b/9/tizheruk_by_thedmg177-d7cdy92.png
http://fc07.deviantart.net/fs48/f/2009/170/9/8/Crypt070_Water_Horse_by_DinoHunter2.jpg
http://fc01.deviantart.net/fs70/i/2009/341/8/a/Plesiosaur_by_IRIRIV.jpg


Edit:

http://www.giantitp.com/forums/showsinglepost.php?p=17281197&postcount=955

http://www.giantitp.com/forums/showsinglepost.php?p=17281244&postcount=956

Paija and Matlose are done. Will try Thelgeth and Skatene next.

Matlose looks great! It's good to see the lower-CR creatures getting representation here. (Incidentally, what effect would a Spirit Shaman be able to have on its powers, exactly?)

Regarding the Paija: Deadly Gaze sounds terrifying! And it would be doubly-dangerous in this context, because the the victim's body would become prohibitively heavy for transport by dogsled. Which means that if a PC falls to her gaze, then their comrades would have to make a difficult choice: Do they throw away almost all of their supplies (and maybe even food!) in order to throw the statue on their sled and make the tortuously slow journey back to civilization? Or do they leave him where he fell, run to grab a shaman, and hope that the statue doesn't break or get stolen while they're gone? (Actually, that might affect her CR...)

Would the Paija's having a single leg translate to a CMD penalty against being tripped?

Edit: Oh, I think I might have found a good (and more importantly, PG-13) image of the Paija for you:
http://i245.photobucket.com/albums/gg62/witchyhoy3/paija.jpg

Perturbulent
2014-04-14, 01:06 PM
The last image seems closest, but I imagine it without the flippers, and a neck/body that are about half as long. It's funny-shaped.
That said, the reason it was so blush-worthy is that I myself am an English major. I suppose it can be shrugged off though.

Admiral Squish
2014-04-14, 01:13 PM
Sweet! Four new very cool creations to review!

Obsidian Butterfly Swarm
Gotta say, this is a very, very cool visual and a very creepy critter.
Math Check: Everything looks solid! I had to double-check the construct traits in PF, but you're good.
I would say I think the int score should be a nonability. I mean, they are constructs, after all, and mindlessness is a very common trait among them. It's not like they desperately need the feats, anyways.
I definitely like the special abilities.
Shred in particular makes this a much more significant threat beyond it's combat abilities. A obsidian butterfly swarm loose in a city could chew through huge areas of the city if it's not quickly stopped. Though, perhaps you should indicate that it ignores hardness of such things, as well. As it stands it's only going to nick things up a bit (1 damage/6 rounds-ish on wooden items.)
But yes, very cool, very well-made. *high five*

Tizheruk
Ahh, another creation of the generous perturbulent! I shall enjoy this.
Math Check: All good!
I think the creature could use a bit more detailed description. Even if it's never really covered in the myth, you gotta fill in the blank spots a bit. All I know from what you have here is it kinda looks like a whale and half it's body is head. I don't know if it's got legs or just flippers, if it's got sharp teeth (I assume so), if it's got whale-like skin or scales or fur...
I am curious, how does the tail grab as well? Is it prehensile?
You use male pronouns in the leap ability. Not really a problem, but mostly people use gender-neutral.
I very much like the idea of this creature, it looks like it would be a very interesting combat encounter, I just wish there was more description to make it feel real, you know?

And two new contributions from Bhu! Marvelous!
Paija
I will admit, I've been curious to see how this lady-beast would be handled.
Math check: It looks like the attack bonuses are off. By my count it should be +20 and +15, not +30 and +25. (+12 bab, +10 str, -2 size).
I wonder, from where did the whole 'meet it's gaze and be petrified' idea came from in the human psyche...
Wintry nature seems to be worded oddly in my mind. I would write it as 'Paija takes no penalty to spot or search checks from snow, sleet, or fog (why rain?), and can move normally over icy or snowy terrain'.
Also, I feel she could use a bit more flavorful description.
Overall, very cool. I would not like to run into her.

Matlose:
Interesting critter.
Math Check: I think the attack bonus should be +12 on the claws and +7 on the bite. (7 bab + 5 str, no penalty)
Paralyzing roar seems to have a typo in the save area. It would be a charisma-based DC, wouldn't it? Calling it a willpower save is unusual, but not bad.
Overall, very solid!


I'll be updating the first post momentarily with the new totals/creations.

Perturbulent
2014-04-14, 02:25 PM
I went through and made some minor edits. I added some more description to how I am seeing the beastie. I removed the tail's grab ability (I put that there when I was under the impression he'd be longer, and thus able to coil around other critters. Finally, I adjusted the infrequent use of "he."

Admiral Squish
2014-04-15, 02:03 PM
Marvelous! I do quite appreciate it. Now I've got a much clearer image of what the thing actually looks like.

Bhu
2014-04-15, 08:10 PM
Edit:


Matlose looks great! It's good to see the lower-CR creatures getting representation here. (Incidentally, what effect would a Spirit Shaman be able to have on its powers, exactly?)


Would the Paija's having a single leg translate to a CMD penalty against being tripped?


From what I've found her single leg doesn't seem to hold her back any.


Spirit SHaman is a Druid/CLeric variant from Complete Divine focused on spirits. It has powers to detec, damage or otherwise affect spirits, which include :


All incorporeal undead
All fey
All elementals
Creatures in astral form or with astral bodies (but not a creature physically present on the Astral Plane)
All creatures of the spirit subtype (see Oriental Adventures)
Spirit folk and telthors (see Unapproachable East)
Spirit creatures created by spells such as dream sight or wood wose (see Chapter 7).

Admiral Squish
2014-04-16, 01:58 PM
I seem to remember spirit shaman being its own base class. I might be confused, though.

As to one leg, I think it'd kinda ruin the mystique a bit of she was falling over all the time. I'm fine with no penalty.

Bhu
2014-04-16, 02:59 PM
It is a base class, but it casts druid spells. For all intent it's a Druid with anti spirit powers instead of wild shape.

Debihuman
2014-04-17, 06:52 AM
I'd like to put dibs on Gwagwakhwalanooksiwey- A huge flesh eating raven. Sorry I haven't been too active as I've been sick lately I'll put it up in a day or so. Still need to get a better grasp of Pathfinder Rules. Since these feast on brains (using their sharp beaks to crack the skulls), I think the victims should rise as zombies... which is why they are always looking for brains themselves!

Debby

Admiral Squish
2014-04-17, 03:47 PM
Sorry to hear you've been sick. I hope you're feeling better!

Alright, I'll update your claim into the first post. I'm not sold on the zombie angle, I think they're just more like big birds with unusual eating habits, but I'll reserve judgement until I see the finished product. A little creativity never hurt anyone, after all.

Perturbulent
2014-04-18, 10:01 AM
I'm going to begin work on Baba Yaga... this may take a while

Bhu
2014-04-18, 06:05 PM
Fixed math on Matlose and Paijaa, will have the other two done sooon.

Debihuman
2014-04-18, 09:30 PM
I'm going to begin work on Baba Yaga... this may take a while

Baba Yaga and her hut were officially statted out on Paizo's site; you might want to look at that first.

Debby

Admiral Squish
2014-04-19, 05:01 PM
Baba Yaga, awesome. As for it being done by paizo, I remember that being brought up before. I can't remeber what happened with it, though. Googling on the d20pfsrd gets me results for baba yaga's house, her riders, and various other related monsters, but nothing for baba yaga herself. Maybe it's there and I'm not finding it, or it's not tagged properly, maybe it's not there. I dunno.
I will render verdict thusly: Baba Yaga and her house are not required monsters, however, if they are created, I may well use the brewed version over the written version, depending on which one works better in the setting and overall.

Glad to hear you got the math fixed, bhu, looking forward to your next creations!

Debihuman
2014-04-21, 09:55 AM
Here is the link on Paizo's site to Baba Yaga (it's fan created so that might be why you didn't find it): https://sites.google.com/site/pathfinderogc/extras/community-creations/sowhereaminow-s-lab/baba-yaga

Here is Shade's conversion from EnWorld: http://creaturecatalog.enworld.org/converted/view_c.php?CreatureID=1084


Debby

Admiral Squish
2014-04-21, 12:34 PM
Oh, yeah! That's what it was. I think I remember that now. I think I decided I wasn't gonna use it if it was third-party, just out of the interest of limiting the number of people who I have to get permission from. Also I would probably have to edit some of it and that just makes getting the permission harder.

Bhu
2014-04-22, 10:52 PM
I read a long version of the navajo war myth. Delgeth and the other Anaye are alien gods, and as such would have at least divine rank 0. Thelgeth actually appears to be a corruption of the cannibal antelope Delgeth.

Mith
2014-04-24, 10:45 AM
With Sinterklaas, are you wanting the specific Netherland version which is the actual Saint, or would you be OK with a more Winter-Druid version that reflects the Germanic Influences of Odin, and has a spirit of hospitality that rewards you with food and firewood in the dead of winter if you were a good host, and sometimes kills you if you were an atrocious host?

I have an idea of making him have an 8 legged horse for land, a boat that needs no wind or oars to cross the water, and he has a wendigo named Krampus bound to serve him, who he unleashes on bad hosts.

I do not have any experience with Pathfinder, so it may take a while.

Perturbulent
2014-04-24, 12:13 PM
With Sinterklaas, are you wanting the specific Netherland version which is the actual Saint, or would you be OK with a more Winter-Druid version that reflects the Germanic Influences of Odin, and has a spirit of hospitality that rewards you with food and firewood in the dead of winter if you were a good host, and sometimes kills you if you were an atrocious host?

I have an idea of making him have an 8 legged horse for land, a boat that needs no wind or oars to cross the water, and he has a wendigo named Krampus bound to serve him, who he unleashes on bad hosts.

I do not have any experience with Pathfinder, so it may take a while.

That sounds amazing and I'm excessively excited to see it.

Admiral Squish
2014-04-24, 12:36 PM
Anaye
Woah, really? Sounds AWESOME. I would love to get a link to the story you found or the name of the book or however I have to get my hands on it.

Sinterklaas
What you've suggested sounds pretty seriously awesome, just pick your favorite version/version and go nuts, man.

Bhu
2014-04-24, 04:06 PM
I can't post that link here because it's extremely nsfw, as it's basically a myth on why certain forms of sex are evil. The basics I can share with you is that the Navajo Gods decide to separate by gender in an abstinence contest, the women break the rules, and not long after give birth to a race of evil Gods called the Anaye, which the gods then go to war with and kill all but 4: Poverty, Cold, Hunger and Old Age.

Information on them is sparse and many were all but invulnerable to even the God of War without his using special weapons created by his father. If we do the Anaye they should have Divine Rank in d20 terms, and info on them is damn sparse. We'd have to fill in a lot of blanks as they're supposed to be all but unkillable.

SuperDave
2014-04-24, 05:03 PM
Question: Should the Flying Head (http://www.native-languages.org/flying-head.htm) be an aberration (http://www.d20pfsrd.com/bestiary/monster-listings/aberrations) or an undead (http://www.d20pfsrd.com/bestiary/monster-listings/undead), possibly vampiric in nature? I can kind of see it going either way, and I can't get started until I make a decision. (While I'm at it, do we want stats for Rolling Heads (http://www.native-languages.org/rolling-head.htm) as well? They could turn out really disturbing, if I do 'em right; like horrible versions of those green heads from Spirited Away.)

Personally, I suspect that Flying/Rolling Heads may be related to the South American Chon Chon (http://www.d20pfsrd.com/bestiary/monster-listings/aberrations/chon-chon), and/or the Malaysian penanggalan (http://en.wikipedia.org/wiki/Penanggalan).

------------------


With Sinterklaas, are you wanting the specific Netherlands version which is the actual Saint, or would you be OK with a more Winter-Druid version that reflects the Germanic Influences of Odin, and has a spirit of hospitality that rewards you with food and firewood in the dead of winter if you were a good host, and sometimes kills you if you were an atrocious host?

I second that motion. Make it happen, man!


he has a wendigo named Krampus bound to serve him, who he unleashes on bad hosts.
Idea: What if this wendigo isn't the original Krampus, but a new servant that dear old St. Nick picked up when he moved to the New World? The story of how he bound this wicked monster to his will would make most epic Christmas-carol ever!

Mith
2014-04-24, 05:14 PM
Do the Saami people (Laplanders) have a Wendigo-like creature? They could all be a variant of each other.

Mith
2014-04-24, 06:58 PM
OK. I do not know Pathfinder, and I wouldn't mind sorting out fluff and general abilities before statting him Suggestions would be appreciated.

Introduction

Known by many names by cultures who huddle around the fires in the darkest night, struggling to survive until spring, Sinterklaas is a Spirit of Hope and Hospitality throughout the Winter. He is protector of the Good folk who strive to make the lives of all those in their community as well as travelers welcomes in the dark times of the year. A protector of children in particular, he tries to ensure that they are warm and healthy throughout the season. He binds the demons that are out in force in winter time from all cultures (Krampus, Wendigos, Yule Lads, the Yule Goat, winter wolves, etc.). He may direct one or many of these demons to harass those break the laws of Hospitality based on their specific crime. He is most often sighted out and about around the 12 days after Winter Solstice.

Alignment and Personality
A cheerful spirit, Sinterklaas is usually quite easy going, always willing to welcome guests into his domain, and when he is out roaming, is appreciative of hosts who try their best to treat their guests well, giving the best they can in that situation, be it food, sleeping accommodations, healing, etc., regardless of their alignment. If he deems that that the host or guests deserve a gift in return for their kindness, he may grant them a blessing and gifts in return in information, items, and food or drink.

Items

Horns of Plenty: A paired set of polished, hollowed horns, one is a Capricorn, which produces any food requested, while the other horn is the equivalent of such, but for any beverage. Food and drink from these horns restore the health and ability scores of those who consume it. Sinterklaas can lend these items for three days at most, after which time the items return to him. If these items are stolen, they cease to work, seal themselves, and grow heavier the farther away they are from their bearers, slowing down their carrier. Winter wolves, Krampus, or Sinterklaas will appear to the thieves within an hour of the theft if they are not caught and do not drop the horns. (1 hour=1000 rounds. Roll a percentile to determine when the pursuers arrive. 1%~=4 minutes (40 rounds)). The wolves and Krampus will be sent if the thieves are considered irredeemable, with the wolves for lower level thieves, and Krampus for mid-level thieves. Sinterklaas will appear to the thieves if it is determined that the thieves can be redeemed. Pursuit will stop if the horns are dropped before the pursuers appear, and the horns will return to the rightful bearers.

Staff of Binding: A giant, gnarled wooden staff staff that is covered in carvings, that upon closer inspection depict various demons and feral animals bound in chains, as well as runes of protection and good health, and Herd animals (Moose, Caribou, etc.). The staff serves as the means by which Sinterklaas summons and controls the various demons under his control. The staff also serves as a masterwork that inflicts an additional 2d6 Holy damage (I do not know what we are using for holy aura damage.)

Bag of Infinity: A bag, which can be adjusted in size from a belt pouch from which small items can be removed to adjusted to a large sack from which Large Items can be removed. This bag operates with similar principles to a Wish spell for producing items. These items are granted as gifts, so it is up to the discretion of the DM to determine what limits of gifts the PCs may receive. Usually the gifts are close fit to what is needed by the individual (ex. a household which is starving may receive a set of plates 3 times a day). Broken items or items with all charges used may be placed in the bag and removed to be repaired and re-charged.

Stone Boat/ Sleigh: Sinterklaas has a Stone Boat which is appears to be a large canoe 40 ft. long, 6 ft at it's wide and 2 ft tall walls. (Dimensions subject to change). The Stone Boat can take up to 9 passengers and their gear (All gear can be stored in the Infinity Bag if needed). The Boat travels across all bodies of water in the desired direction regardless of the weather conditions. The Stone Boat can also travel through air or through the Spirit World, although no passengers can be taken in this method. When in contact with land, the Stone Boat becomes a Stone Sleigh of the same dimensions as the Boat, pulled by the Yule Goat.


Stats

I will have to look into to this. Suggestions welcomed.

Servants

These are the demons that Sinterklaas has bound to his service. I have created terms that the servants would be released on an individual. If these should be removed or edited, suggestions are welcome. These are not meant to bully your PCs on how to behave, since they are rarely unleashed, although the stories are quite common. Stats and better descriptions will be will be done later.

Krampus

Drags bad people off to Hell. Only released upon the greatest crimes done by a host. (See the myth of Lycaon (http://en.wikipedia.org/wiki/Lycaon_(mythology)) as an example)

The Wendigo

The first Wendigo, is unleashed upon travellers who commit great crimes.

The Glutton (Giant Wolverine)

Unleashed on those who hoard food excessively, and denying the food from those who need it, particularly meat. Eats their meat and scatters the rest, damaging fences and wagons. Can change from the size of a normal wolverine to a Giant size

Yule Goat (Giant Goat)

A goat the size of a Reindeer, the Yule Goat is unleashed on those who hoard their food excessively, and denying the food from those who need it, particularly produce. Eats the produce and scatters the rest. Will also eat any hay, thatching, and fabric as well as break any bottles and glassware such as wine bottles. Is used to haul Sinterklaas' Sleigh. Can change to the size of a normal goat.

Yule Lads

12 mischievous humanoids about the size of gnomes, they are usually unleashed on those who need to change their ways, but have not violated any Laws of Hospitality. Examples of their antics are similar to a poltergeist (moving chairs, messing up any tidying done, etc.). Treating the Yule Lads as guests (setting out scraps of food for them to eat, traditionally a piece of bread and salt, but any food will do), as well as treating all others with hospitality may be rewarded with a personal domovoi, or house spirit, to clean and prepare for you, so long as you keep to the Laws of Hospitality.)

Winter Wolves

Usually sent in packs of 6, with a raven sent as a guide after those who break the Laws of Hospitality as Guests and flee to the road, Winter Wolves hunt down and kill the criminal. If the criminal joins a group who are not guilty of similar crimes, the raven will inform the group of the crime the individual is guilty of and request that they stand aside. If the criminal is defended, the wolves will deal non-lethal damage that will be automatically healed at the end of the encounter. If a wolf is reduced to half it's HP, it will attack the weakest of the targets within range (this can be determined from number of HP, and relevant saves).

Domovoi

A house Spirit, a Domovoi cleans and prepares meals for the owner of the house, creating food with the Create Food Spell when necessary. A Domovoi must be treated with respect, and it is expected for one to set aside portion of thier food each day for the Domovoi. If the Domovoi is feeling mistreated, it may stop working. If the owner breaks the Laws of Hospitality, the Domovoi will leave the dwelling.

Bhu
2014-04-25, 10:07 PM
Whilst I wait for your decisions on the Anaye I'll take up Tammatuyuq as well.

Edit: http://www.giantitp.com/forums/showthread.php?170253-Critters-II!&p=17352082&viewfull=1#post17352082 Skatene is done, Tammatuyuq is in the thread below it.

SuperDave
2014-04-26, 01:05 PM
Whilst I wait for your decisions on the Anaye I'll take up Tammatuyuq as well.

Edit: http://www.giantitp.com/forums/showthread.php?170253-Critters-II!&p=17352082&viewfull=1#post17352082 Skatene is done, Tammatuyuq is in the thread below it.

Wow, these are both really evil baddies! I like how they're both female cannibal giants with similar modii operandi and CRs, but you still managed to make each of them feel distinctive.

One question, though: why would Skatene have the "immunity to cold" trait if she's native to what's now Georgia? It makes sense for Tammatuyuq to have immunity to cold, being from Canada, but not Skatene. I spent my honeymoon in Atlanta last Christmas, and lemme tell ya, they have a VERY different idea of what constitutes "cold" down there.

Bhu
2014-04-26, 01:24 PM
Oops, I'll fix that. I forgot they both weren't Inuit.

Admiral Squish
2014-04-26, 02:23 PM
Sorry, I didn't realize that you need an answer!
Making them divine rank 0 sounds great, and needing a weapon of the gods to kill them sounds like DR/epic to me. I'd love to see what you come up with in the end, it sounds like fun.

Now, a little more in-depth:
Flying Head
I suppose the answer depends on which version of the myth you're going to go with. If it's the one where the head of a particularly violent death is reborn to seek vengance, undead. If it's an alien monster that descended to haunt the tribe, then probably abberation.

Sinterklaas
I think there's a lot of good ideas here, but I'm not sure how well they'll connect together. I suppose I'll have to reserve judgement until I see the final version. I think a couple of these servants could be best made into unique monsters, but that's a lot of work to be done...

Skatene
Math check: Looks good!
I note your attack lines say 'or by weapon +10'. Is that intentionally blank to give the DM a choice? Or did you mean to add one and forgot?
I think decapitate as a free action is a bit much. I mean, if positioned properly, she could decapitate 32 victims and still have a full round of actions, and that just breaks my brain. Maybe a swift action?
Overall, I like the creature, but I think it could use some more abilities. Maybe a sleep ability? I dunno. (if you do add something like that, the decapitate action definitely needs to be upped.)
Oh, and it should definitely have skill points in bluff.

Tammatuyuq
Math Check: Looks good!
Again, there's a 'or by weapon +8' in your attack lines.
The abilities all look good, though you could change the disguise self one's name so as to avoid confusion with alternate form.
Again, I definitely like the creature, but I feel it could use another ability of some sort.

I'll go update the first post!

Bhu
2014-04-26, 03:16 PM
The blanks are intentional for the DM to decide as they are never mentioned as having weapons but there's nothing to suggest they couldn't use one if it was handy.

I could change Skatene to a swift action and give her extra sneak attack dice.

Unsure what else i could give tammatuyuq besides racial skill bonuses.

Divine rank 0 would be too low after reading more. The two Gods fighting them are at the very least Intermediate deities who fail completely until they get artifact level arms and armor for the head of the pantheon. It's less DR/Epic and more (completely and totally invulnerable except to damage from a very specific source". I would have to design them as Gods, not monsters, and I would have to omit or seriously revamp their origins. Plus there's a lot of them, they're all unique beings, some of which will be difficult (Delgeth is a man-eating antelope who stands so tall his head is in the clouds), but they're also dead except for the four i mentioned above. Plus Amechra sort of already claimed the Anaye.

Whilst I await your decision I'll start work on Tah-Tah-Kle‘-Ah and the Siat / Bapet.

Steckie
2014-04-26, 04:33 PM
Sinterklaas

As somebody who grew up with the Sinterklaas tradition, i feel like i have to say that this version doesn't really resemble our traditions.
I know the idea was to make him look like Odin, but this version just has the name Sinterklaas in common with our traditional version. Maybe the demonic servants could fit since they are supposedly the origin of the Zwarte Piet tradition.

Too much Odin, too little Sinterklaas for my tastes.
But i grew up with this stuff, so it may be different for you guys.

Admiral Squish
2014-04-29, 09:40 AM
...Hmm. That does pose more problems. I'm still not entirely certain what I want to do with full-on gods in this setting. Why don't you just put them on the back burner for now, I'll bring it up when we get to the new main thread.

On the subject of sinterklaas, perhaps it would be wiser for me to handle this guy myself, with some more community involvement in the creative process and a whole lot more research.

Steckie
2014-04-29, 12:53 PM
On the subject of sinterklaas, perhaps it would be wiser for me to handle this guy myself, with some more community involvement in the creative process and a whole lot more research.

You can ask me any question you have, i know the tradition very well. Although i don't know much about how that tradition was around 1750.

Fun fact: Sinterklaas is a basis for the Santa Claus tradition.

Admiral Squish
2014-04-29, 12:59 PM
You can ask me any question you have, i know the tradition very well. Although i don't know much about how that tradition was around 1750.

Fun fact: Sinterklaas is a basis for the Santa Claus tradition.

SAY WHAAAAAAAA?! :smalleek:
:smallamused:

I will most certainly seek out your help to clarify some things. I think I'm gonna aim for a proto-santa, something that all the father christmas traditions of europe and america can be traced back to without all too much stretching.