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View Full Version : Pathfinder Into Hell [d20 Homebrew Monsters, PEACH]



Schylerwalker
2016-07-25, 01:45 AM
I was digging through the files of one of my old desktops when I discovered a cache of horrible fiends and misbegotten monsters that I never got the chance to fully utilized (Only a handful of the lower CR's). These creatures are for the most part from "Hell", or a reasonable fantasy facsimile thereof. In the campaign setting that these monsters come from, Hell is a real place in the real world; think of the bottom-most level of the game Terraria.

My stat-blocks are a mixture of module-level professionalism and personal GM short-hand; I rend them in an easier to read format for your viewing pleasure. I've also taken the liberty of converting them away from my own house rules to a more a standard Pathfinder arrangement. Take inspiration from these monsters or use them directly as you like. Physical descriptions are provided, but lore, combat tactics, and campaign roles I leave up to you to decide. Though these can all be somewhat inferred through their statblocks. All I ask is that you tell me about a little bit of the Hell your players went through. :smallamused:

Lastly, I usually deal with players who are very optimized, or who play powerful classes (I allow a reasaonable amount of 3rd party material, and books like the Tome of Battle). The CR's of these monsters reflect that. Assigning CR is no easy task, homebrewing or otherwise; entire forums are dedicated to its discussion. So be careful when deciding at what level you throw your players at these monsters, and how many you decide to involve in an encounter.

Dregs



This lanky humanoid creature seems to be covered in a thick crust of grey ash. Its skin is the color and vague consistency of obsidian. Eyes like smoldering coals burn in a face bearing an expression of constant pain, and claws like jagged glass protrude from its long, twisted hands.

Cinderkin
Size/Type: Medium Humanoid (Fire)
Hit Dice: 2d8-2 (7 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 13 (+2 Dex, +1 natural), 11 FF, 12 T
Base Attack Bonus: +1
CMB: +3, CMD: 13
Attack: Claw +3 melee (1d4 plus 1 fire)
Full Attack: 2 claws +3 melee (1d4 plus 1 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fire fling, immolating rend
Special Qualities: Ash armor, vulnerable to water
Saves: Fort -1, Ref +5, Will -1
Abilities: Str 11, Dex 15, Con 9, Int 7, Wis 8, Cha 8
Skills: Acrobatics +6, Climb +4, Stealth +6
Feats: Weapon Finesse
Environment: Warm hills and plains
Organization: Gang (2d4), pack (3d6 plus 1 pack leader) or mob (4d10 plus 1d3 pack leaders and one mob-boss)
Challenge Rating: 1/2
Treasure: 1/10 standard
Alignment: Usually chaotic evil

Ash Armor (Ex): Whenever a Cinderkin is struck with a physical attack, non-Cinderkin within adjacent squares must make a DC 10 Fortitude save or become sickened for 1d2 rounds.

Fire Fling (Su): Once every 1d4 rounds, as a full-round action, a Cinderkin can fling a ball of fire as a ranged touch attack (+3 to hit). It has a range of 60 feet, with no range increment, and deals 1d6 fire damage.

Immolating Rend (Su): If a Cinderkin hits an opponent with both of its claws in the same round, the opponent catches fire for 1d3 rounds.

Vulnerable to Water Cinderkin take 1 damage per caster level from any spell or effect with the water descriptor in addition to any of the spell's other effects.

Pack Leader
Cinderkin Rogue 3
Size/Type: Medium Humanoid
Hit Dice: 5d8 (22 hp)
Initiative: +5
Speed: 40 ft. (8 squares)
Armor Class: 16 (+5 Dex, +1 natural), 11 FF, 15 T
Base Attack Bonus: +3
CMB: +5, CMD: 20
Attack: Claw +8 melee (1d4+2 plus 1 fire)
Full Attack: 2 claws +8 melee (1d4+2 plus 1 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Bleeding attack (2), fire fling, immolating rend, sneak attack +2d6
Special Qualities: Ash armor (DC 11), evasion, trapfinding, trap sense +1, vulnerable to water
Saves: Fort +1, Ref +11, Will +0
Abilities: Str 14, Dex 20, Con 10, Int 9, Wis 8, Cha 6
Skills: Acrobatics +10, Bluff +6, Climb +8, Disable Device +10, Intimidate +5, Perception +7, Stealth +12
Feats: Step Up, Weapon Finesse
Environment: Warm hills and plains
Organization: Pack (1 plus 3d6 cinderkin)
Challenge Rating: 2
Treasure: Half standard
Alignment: Usually chaotic evil

Mob Boss
Cinderkin Fighter 2/Rogue 4
Size/Type: Medium Humanoid
Hit Dice: 6d8 plus 2d10 (37 hp)
Initiative: +10
Speed: 40 ft. (8 squares)
Armor Class: 19 (+5 Dex, +1 dodge, +1 natural, +2 armor), 13 FF, 16 T
Base Attack Bonus: +6
CMB: +8, CMD: 23
Attack: Claw +12 melee (1d4+2 plus 1 fire)
Full Attack: 2 claws +12 melee (1d4+2 plus 1 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Bleeding attack (2), immolating rend, offensive defensive, sneak attack +2d6
Special Qualities: Ash armor (DC 11), bravery +1, danger sense +1, evasion, trapfinding, uncanny dodge, vulnerable to water
Saves: Fort +4, Ref +11, Will +0
Abilities: Str 14, Dex 20, Con 10, Int 9, Wis 8, Cha 6
Skills: Acrobatics +11, Appraise +4, Bluff +6, Climb +8, Disable Device +11, Intimidate +8, Perception +8, Stealth +13
Feats: Dodge, Improved Initiative, Step Up, Weapon Finesse, Weapon Focus (claw)
Environment: Warm hills and plains
Organization: Mob (1 plus 1d3 pack leaders and 4d10 cinderkin)
Challenge Rating: 5
Treasure: Half standard
Alignment: Usually chaotic evil

Crime Lord
Cinderkin Fighter 2/Rogue 4/Assassin 3
Size/Type: Medium Humanoid
Hit Dice: 9d8 plus 2d10 (52 hp)
Initiative: +10
Speed: 40 ft. (8 squares)
Armor Class: 19 (+5 Dex, +1 dodge, +1 natural, +2 armor), 13 FF, 16 T
Base Attack Bonus: +8
CMB: +7, CMD: 22
Attack: Claw +14 melee (1d4+2 plus 1 fire)
Full Attack: 2 claws +14 melee (1d4+2 plus 1 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Bleeding attack (4), death attack (DC 14), immolating rend, offensive defensive +4, sneak attack +4d6
Special Qualities: Ash armor (DC 11), bravery +1, danger sense +1, evasion, trapfinding, uncanny dodge, vulnerable to water
Saves: Fort +4, Ref +10, Will +0
Abilities: Str 14, Dex 20, Con 10, Int 9, Wis 8, Cha 6
Skills: Acrobatics +14, Appraise +4, Bluff +9, Climb +8, Disable Device +11, Intimidate +7, Perception +7, Stealth +16
Feats: Ability Focus (death attack), Dodge, Improved Initiative, Step Up, Weapon Finesse, Weapon Focus (claw)
Environment: Warm hills and plains
Organization: Mob (1 plus 1d3 pack leaders and 4d10 cinderkin)
Challenge Rating: 7
Treasure: Half standard
Alignment: Usually chaotic evil

This loathsome beast resembles a massive green and black slug. A raspy leather hide, oozing slime, covers its back. It raises the larger, front half of its body, revealing a disturbingly human face (Distorted by madness and agony), marred by a lamprey-like maw. It pulls itself along with two vaguely human arms, dragging itself through the muck and sludge.

Bloatcrawler
Size/Type: Medium Humanoid
Hit Dice: 2d8+4 (16 hp)
Initiative: -1
Speed: 20 ft. (4 squares)
Armor Class: 11 (-1 Dex, +2 natural), 9 T, 11 FF
Base Attack Bonus: +1
CMB: +2, CMD: 12
Attack: Bite +2 melee (1d4+1 plus disease plus poison)
Full Attack: Bite +2 melee (1d4+1 plus disease plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Disease, poison
Special Qualities: Blubber armor, corpse gas
Saves: Fort +3, Ref +1, Will -1
Abilities: Str 12, Dex 9, Con 15, Int 6, Wis 9, Cha 6
Skills: Perception +4, Stealth +4
Feats: Toughness
Environment: Any swamp
Organization: Solitary, pair, or feast (1d3+1 plus one glutton)
Challenge Rating: 1
Treasure: 1/4 standard
Alignment: Usually chaotic or neutral evil

Blubber Armor (Ex): Bloatcrawlers take half damage from bludgeoning weapons, rounding down.

Corpse Gas (Ex): When it dies, a Bloatcrawler explodes in a disgusting shower of gore; adjacent creatures take 1d6 acid damage and must succeed on a DC 13 Fortitude save or be sickened for 1d3 hours.

Disease: Bloat bile; incubation 1d3 days, DC 13, 1 Dex damage per day, 2 consecutive saves required. A DC 15 Heal check identifies the disease, and a DC 18 Heal check (And one hour) is necessary to remove it.

Poison: DC 13; nauseated, lasts 6 round, with one saving throw allowed per round. A successful saving throw ends the duration.

A mutated black and green slug the size of a covered wagon drags itself through the swamp on twisted humanoid arms ending in webbed hands. Its face is a nightmarish mix of human and amphibian; glistening mucus drips from its massive, fang-ringed orifice.

Glutton
Advanced Bloatcrawler
Size/Type: Large Humanoid (Extraplanar)
Hit Dice: 5d8+20 (47 hp)
Initiative: -2
Speed: 15 ft. (3 squares)
Armor Class: 13 (-1 size, -2 Dex, +6 natural) 7 T, 13 FF
Base Attack Bonus: +3
CMB: +8, CMD: 16
Attack: Bite +6 melee (1d6+4 plus disease plus poison)
Full Attack: Bite +6 melee (1d6+4 plus disease plus poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Bile shot, disease (DC 16), poison (DC 16)
Special Qualities: Blubber armor, corpse gas (DC 16, 3d6), fast healing 3
Saves: Fort +5, Ref +2, Will +1
Abilities: Str 16, Dex 7, Con 19, Int 6, Wis 11, Cha 6
Skills: Perception +6, Sense Motive +5, Stealth +7
Feats: Skill Focus (Stealth), Toughness, Weapon Focus (bite)
Environment: Any swamp
Organization: Solitary or feast (1 plus 1d3+1 bloatcrawlers)
Challenge Rating: 3
Treasure: Half standard
Alignment: Usually chaotic or neutral evil

Bile Shot (Ex): Once every 1d4+1 rounds, the Glutton can target a square within a range of 25 feet. It effects creatures in the target square, and all adjacent creatures. Those caught suffer 2d4 acid damage, with DC 16 Reflex save for half. Creatures failing their Reflex save must also make a Fortitude save, DC 16, or suffer a -2 on saving throws against all other Fortitude saves the Glutton would cause for 1d3 hours.

A leather harness studded with spikes and razor blades covers the emaciated body of this dun-colored humanoid. Hooks and straps pull the flesh of its face taut, revealing the muscle and bone beneath. Black eyes stare out of its horrid mask, above a mouth of teeth filed into dagger points.

Razorbound
Size/Type: Medium Humanoid
Hit Dice: 2d8 (9 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 13 (+1 Dex, +1 natural, +1 armor), 11 T, 12 FF
Base Attack Bonus: +1
CMB: +2, CMD: 13
Attack: Razor blade +2 melee (1d3+1/18-20) or bite +2 melee (1d2+1)
Full Attack: Razor blade +2 melee (1d3+1/18-20) and bite -3 melee (1d2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Loving caress
Special Qualities: Razor armor, sadistic glee
Saves: Fort +0, Ref +4, Will -2
Abilities: Str 13, Dex 12, Con 11, Int 6, Wis 6, Cha 8
Skills: Acrobatics +5, Climb +5, Perception +3
Feats: Improved Initiative
Environment: Any land (Prefers underground)
Organization: Solitary, pair, chain gang (2d6 plus one courtier) or court (4d6 plus 1d3 courtiers and one prince)
Challenge Rating: 1/2
Treasure: Standard (5% chance of masterwork razor)
Alignment: Any evil

Loving Caress (Ex): Razorbound deal an additional 1d3 slashing damage whenever they successfully initiate a grapple.

Razor Armor (Ex): Creatures grappling with a Razorbound receive 1d3 slashing damage per round. Creatures striking them with a natural or unarmed attack receive 1 slashing damage.

Sadistic Glee (Ex): A Razorbound receives a +1 morale bonus to attack and damage rolls for 1d3 rounds whenever it inflicts a successful critical hit.

Razorbound Courtier
Razorbound Barbarian 1/Fighter 2 [Raging; 5 rounds]
Size/Type: Medium Humanoid
Hit Dice: 2d8+10 plus 2d10+10 plus 1d12+5 (50 hp)
Initiative: +5
Speed: 40 ft. (8 squares)
Armor Class: 12 (-2 raging, +1 Dex, +1 natural, +2 armor), 11 T, 11 FF
Base Attack Bonus: +4
CMB: +8, CMD: 19
Attack: Spiked chain +8 melee (2d4+6) or bite +7 melee (1d2+4)
Full Attack: Spiked chain +8 melee (2d4+6) and bite +2 melee (1d2+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Loving caress, rage (5 rounds)
Special Qualities: Fast movement, razor armor, sadistic glee
Saves: Fort +10, Ref +4, Will +1
Abilities: Str 18, Dex 12, Con 20, Int 6, Wis 9, Cha 10
Skills: Acrobatics +5, Climb +9, Intimidate +6, Stealth +5, Survival +4
Feats: Combat Reflexes, Exotic Weapon Proficiency (spiked chain), Improved Initiative, Power Attack
Environment: Any land (Prefers underground)
Organization: Solitary or chain gang (1 plus 2d6 razorbound)
Challenge Rating: 2
Treasure: Standard (10% chance of its spiked chain being masterwork)
Alignment: Always chaotic evil

Razorbound Prophet
Razorbound Oracle 4
Size/Type: Medium Humanoid
Hit Dice: 6d8 (27 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 16 (+3 Dex, +1 natural, +2 armor), 13 T, 13 FF
Base Attack Bonus: +4
CMB: +4, CMD: 17
Attack: Razor +7 melee (1d3/18-20) or bite +7 melee (1d2)
Full Attack: Razor +7 melee (1d3/18-20) and bite +2 melee (1d2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Eldritch bolt (1d8+3*), loving caress, orisons
Special Qualities: Eldritch resistance, mystery (Spellscar), razor armor, revelation (eldritch bolt, eldritch resistance), sadistic glee
Saves: Fort +1, Ref +7, Will +3
Abilities: Str 10, Dex 16, Con 10, Int 9, Wis 8, Cha 14
Skills:
Feats: Point Blank Shot, Precise Shot, Weapon Finesse
Environment: Any land (Prefers underground)
Organization: Solitary, pair or cult (1d3+1 plus 2d6 razorbound or 1d4+1 razorbound courtiers)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually chaotic evil

Eldritch Bolt (Su): A Razorbound Prophet can damage foes with a bolt of raw magical energy. They make a ranged touch attack (+8 to hit*) against any foe within 30 feet. On a hit, they deal 1d8+2 points of force damage. They may use this ability 5 times per day.

Eldritch Resistance (Su): The Prophet has resistance 2 to acid, cold, electricity, fire, and sonic.

Spells (Sp): A Razorbound Prophet casts spells as a 4th level Oracle. Its typical spells per day (And spells known) are; - / 7 / 4 . create Water, detect Magic, guidance, light, read magic, resistance / bless, cure Light Wounds, inflict Light Wounds, ray of enfeeblement, shield of faith / dread bolt, inflict moderate wounds. Other popular spells include aid, cause fear, resist energy, and sound burst. While most choose the Spellscar Mystery, Prophets of Fire, Outer Rifts, and Metal are also known. No two Prophets are quite the same.

*As Eldritch Bolt only has a range of 30 feet anyways, Point Blank Shot is already calculated in.

Razorbound Prince
Razorbound Barbarian 4/Fighter 2 [Raging; 11 rounds]
Size/Type: Medium Humanoid
Hit Dice: 2d8+10 plus 2d10+10 plus 4d12+20 (85 hp)
Initiative: +5
Speed: 40 ft. (8 squares)
Armor Class: 11 (-2 raging, -2 reckless abandon, +1 Dex, +1 natural, +3 armor), 10 T, 11 FF
Base Attack Bonus: +7
CMB: +11, CMD: 22
Attack:* Masterwork spiked chain +14 melee (2d4+12) or bite +13 melee (1d2+8)
Full Attack:* Masterwork spiked chain +14/+7 melee (2d4+12) and bite +6 melee (1d2+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Loving caress, rage (11 rounds), reckless abandon
Special Qualities: Fast movement, razor armor, roused anger, sadistic glee, trap sense +1, uncanny dodge
Saves: Fort +12, Ref +4, Will +2
Abilities: Str 18, Dex 12, Con 20, Int 6, Wis 9, Cha 10
Skills: Acrobatics +6, Climb +9, Intimidate +8, Stealth +5, Survival +5
Feats: Cleave, Combat Reflexes, Exotic Weapon Proficiency (spiked chain), Furious Focus, Improved Initiative, Power Attack
Environment: Any land (Prefers underground)
Organization: Solitary or court (1 plus 1d3 prophets plus 1d4 courtiers plus 4d6 razorbound)
Challenge Rating: 5
Treasure: Standard including masterwork spiked chain (10% chance of its spiked chain being +1)
Alignment: Always chaotic evil
*The numerical benefits and drawbacks of Power Attacking with Furious Focus and Reckless Abandon are already calculated in to this creature's attack and damage.



Beasts of the Pit



A subtle stirring in the darkness reveals an unholy abomination; a bloated black and purple spider covered in a spiky, armored carapace. It moves with unsettling speed, mandibles unhinging to reveal a hungry maw glowing with a gentle white light.

Soulspinner
Size/Type: Large Magical Beast
Hit Dice: 5d10+10 (37 hp)
Initiative: +7
Speed: 60 ft. (12 squares), climb 20 ft.
Armor Class: 17 (-1 size, +3 Dex, +5 natural), 12 T, 14 FF
Base Attack Bonus: +5
CMB: +10, CMD: 23 (27 vs. trip)
Attack: Bite +7 melee (1d8+4 plus poison)
Full Attack: Bite +7 melee (1d8+4 plus poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Poison
Special Qualities: Hungry for spirits, soulweb
Saves: Fort +6, Ref +7, Will +4
Abilities: Str 16, Dex 17, Con 15, Int 1, Wis 12, Cha 6
Skills: Stealth +11
Feats: Improved Initiative, Iron Will, Run
Environment: Temperate or warm forests
Organization: Solitary, pair, or colony (1d6+4 plus 1 web matriarch)
Challenge Rating: 3
Treasure: None
Alignment: Usually neutral

Hungry For Spirits (Sp, Su): Soulspinners are treated as having the constant effects of the spells deathwatch and detect undead, and their natural weapons are treated as having the properties of ghost touch and undead bane. By spending a full-round action, a Soulspinner can drain 1d6 points of Charisma from a paralyzed undead, dealing bite damage to it; it regains 2d6 hit points every time it does so.

Poison: DC 14, 6 rounds, 1 save. 1d3 Strength damage/round.

Soulweb (Su): Up to once per hour, a Soulspinner can create a magical web that occupies a 20 foot cube. Creatures within 30 feet of the web (With a light source or the ability to see in the dark, if necessary) can see the web with a DC 25 Perception check. Non-Soulspinners passing through it must make a DC 13 Will save or take 1d4 Charisma damage and become staggered for 1 round. A soulspinner can maintain up to 2 soulwebs at a time. Undead caught in the web are automatically paralyzed for 1d4 hours.

This unnatural spider is the size of a cottage. Its thick black and purple carapace is overgrown with strange lumps and nodules, and glows with some sickly inner light. Its dripping mandibles open wide to reveal what seems to be a portal to another world, a swirling vortex of ghostly luminescence.

Web Matriarch
Advanced Augmented Soulspinner
Size/Type: Huge Magical Beast
Hit Dice: 11d10+44 (104 hp)
Initiative: +6
Speed: 50 ft. (10 squares), climb 10 ft.
Armor Class: 19 (-2 size, +2 Dex, +11 natural), 8 T, 17 FF
Base Attack: +11
CMB: +18, CMD: 30 (29 vs. trip)
Attack: Bite +14 melee (2d6+7 plus poison)
Full Attack: Bite +14 melee (2d6+7 plus poison)
Space/Reach: 15 ft./10 ft.
Special Attacks: Poison (DC 21, 12 rounds, 2 consecutive saves. 1d4 Strength damage/round)
Special Qualities: Hungry for spirits, soulweb (5 web limit)
Saves: Fort +10, Ref +8, Will +8
Abilities: Str 20, Dex 15, Con 19, Int 1, Wis 16, Cha 10
Skills: Stealth +8
Feats: Ability Focus (poison), Improved Initiative, Iron Will, Power Attack, Run, Vital Strike
Environment: Temperate or warm forests
Organization: Colony (1 plus 1d6+4 soulspinners)
Challenge Rating: 8
Treasure: None (Double standard in lair)
Alignment: Usually neutral

Matted, coal-black fur covers the body of this heavily muscled hound. The air shimmers around its bulk, and sparks fly from its furnace-like jaws. It leaves burning footprints behinds as it charges with a howl that sets your soul to quaking.

Hellhound
Size/Type: Medium Magical Beast (Fire)
Hit Dice: 6d10+18 (51 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 17 (+2 Dex, +5 natural), 12 T, 15 FF
Base Attack Bonus: +6
CMB: +11, CMD: 23 (27 vs. trip)
Attack: Bite +11 melee (2d4+7 plus 1d6 fire plus trip)
Full Attack: Bite +11 mlee (2d4+7 plus 1d6 fire plus trip)
Space/Reach: 5 ft./5 ft.
Special Attacks: Howling rush, trip
Special Qualities: Infernal cur, scent, track +3
Saves: Fort +8, Ref +7, Will +4
Abilities: Str 20, Dex 15, Con 16, Int 3, Wis 14, Cha 10
Skills: Perception +11, Survival +8 (+15 when following tracks by scent)
Feats: Endurance, Run, Skill Focus (Perception)
Environment: Warm forests, hills, and plains
Organization: Solitary, pair, or hunting pack (2d3 plus one pack alpha)
Challenge Rating: 4
Treasure: None
Alignment: Usually neutral evil

Howling Rush (Ex): When a Hellhound charges, creatures it threatens must make a DC 13 Will save or become shaken for 1d3 rounds. This is a fear effect.

Infernal Cur: When it is reduced to half hitpoints or less, a Hellhound must make a Will save, DC 10 + HD of the creature that brought it to that hitpoint total, or become panicked until it cannot see the creature that injured it. It also suffers a -4 on saving throws against fear effects.

Hellhound Pack Alpha
Advanced Hellhound
Size/Type: Large Magical Beast (Fire)
Hit Dice: 10d10+40 (95 hp)
Initiative: +5
Speed: 60 ft. (10 squares)
Armor Class: 19 (-1 size, +1 Dex, +9 natural), 9 T, 18 FF
Base Attack Bonus: +10
CMB: +17, CMD: 28 (30 vs. trip)
Attack: Bite +16 melee (2d6+10 plus 1d8 fire plus trip)
Full Attack: Bite +16 melee (2d6+10 plus 1d8 fire plus trip)
Space/Reach: 5 ft./5 ft.
Special Attacks: Howling rush (DC 15)
Special Qualities: Infernal cur, scent, track +5
Saves: Fort +12, Ref +7, Will +5
Abilities: Str 24, Dex 13, Con 20, Int 4, Wis 15, Cha 11
Skills: Perception +13, Survival +10 (+19 when following tracks by scent)
Feats: Endurance, Improved Initiative, Power Attack, Run, Skill Focus (Alertness)
Environment: Warm forests, hills, and plains
Organization: Hunting pack (One plus 2d3 hellhounds)
Challenge Rating: 6
Treasure: None
Alignment: Usually neutral evil

All goes dark for a moment as a truly monstrous shape blots out the moon. This creature resembles a vampire bat of epic proportions, but only just. Its body is hairless, ashen grey, and covered in countless terrible scars, warts, and tumorous growths. The beast's head is long, relatively thin, and has a bony, underslung jaw filled with spear-like, gore-stained teeth. Hands, unnervingly like a human's, protrude from its wing joints, tipped in claws the length of swords. Its eyes are pure, sanguine pools, utterly without mercy or compassion; only hunger can be found in those crimson depths. The ground trembles beneath its vast body as it lands, and its mouth opens to a size great enough to swallow a horse hole; a terrible sound like the end of the world, less heard than felt, reverberates from its cavernous maw.

Terror Wing
Size/Type: Huge Magical Beast
Hit Dice: 18d10+108 (207 hp)
Initiative: +5
Speed: 20 ft. (4 squares), fly 120 ft. (poor)
Armor Class: 26 (-2 size, +1 Dex, +17 natural), 9 T, 25 FF
Base Attack Bonus: +18
CMB: +26, CMD: 43
Attack: Bite +24 melee (3d6+8) or claw +24 melee (2d8+8)
Full Attack: Bite +24 melee (3d6+8) and 2 claws +19 melee (2d8+4)
Space/Reach: 15 ft./10 ft.
Special Attacks: Blood drain, dread gaze, latch on, sonic wail
Special Qualities: Aura of despair, blindsight 60 ft., cold resistance 15, damage reduction 10/magic, damage reduction 5/silver, sonic resistance 25
Saves: Fort +17, Ref +12, Will +10
Abilities: Str 27, Dex 13, Con 22, Int 7, Wis 15, Cha 10
Skills: Fly +10, Perception +11, Stealth +14*
Feats: Ability Focus (dread gaze), Combat Reflexes, Critical Focus, Flyby Attack, Improved Critical (bite), Improved Initiative, Iron Will, Power Attack, Vital Strike
Environment: Cold and temperate mountains
Organization: Solitary or pair
Challenge Rating: 12
Treasure: None (double standard in lair)
Alignment: Usually neutral evil
*Terror Wings receive a +12 racial bonus to Stealth checks.

Aura of Despair (Su): Creatures within 30 ft. of a Terror Wing suffer a -2 on all saving throws. This is a fear effect.

Blood Drain (Ex): If a Terror Wing begins its turn with an opponent pinned, it deals automatic bite damage and 1d3 points of Constitution damage. Additionally, the Terror Wing regains 5 hitpoints for every point of Constitution drained. Excess hitpoints are turned in to temporary health for the Terror Wing.

Dread Gaze (Su): 30 ft. cone, gaze attack. DC 21 Will save negates. On a successful saving throw, all creatures are shaken for 1 round. On a failure, creatures panicked for 1 round then shaken for 2d3 rounds. Regardless of success or failure, a Terror Wing can only affect creatures with its Dread Gaze once per 24 hour period. This is a fear effect.

Latch On (Ex): When a Terror Wing hits an opponent with a claw attack, it receives a +2 to melee attack and damage rolls against that opponent until the beginning of its next turn. If the Terror Wing hits an opponent with both of its claws in the same round, it may initiate a grapple against that creature as a free action without provoking attacks of opportunity.

Sonic Wail (Ex): 150 ft. emanation, once per 1d4+1 rounds, 9d6 sonic damage, deafened 1 hour, stunned 1 round. A successful DC 25 Fortitude save halves the damage, negates the stun effect, and reduces the deafness to 1 round.




"True" Demons



With a sound like a snapping cloak, this red-skinned humanoid takes off in to the air. A trail of smoke and fair is left in its wake, and balls of flame wreath its clawed, scaly hands. A wicked grin spreads across its long, reptilian muzzle as it takes careful aim.

Fiend
Size/Type: Medium Outsider (Evil, Fire, Native)
Hit Dice: 9d10+18 (67 hp)
Initiative: +8
Speed: 30 ft. (6 squares), fly 30 ft. (average)
Armor Class: 18 (+4 Dex, +4 natural), 14 T, 14 FF
Base Attack Bonus: +9
CMB: +12, CMD: 26
Attack: Claw +12 melee (1d4+3) or glaive +12 melee (1d10+4/x3) or hellfire bolt +14 ranged touch (3d6 fire)
Full Attack: 2 claws +12 melee (1d4+3) or glaive +12/+7 melee (1d10+4/x3) or hellfire bolt +14 ranged touch (3d6 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Hellfire bolt, visions of flame
Special Qualities: Burning body, damage reduction 5/magic, smokescreen
Saves: Fort +8, Ref +10, Will +6
Abilities: Str 16, Dex 18, Con 15, Int 10, Wis 11, Cha 14
Skills: Acrobatics +14, Bluff +10, Fly +16, Intimidate +14, Perception +12, Sense Motive +9, Stealth +16
Feats: Deadly Aim, Improved Initiative, Point Blank Shot, Precise Shot, Weapon Focus (hellfire bolt)
Environment: Any warm, usually hills or plains
Organization: Solitary, pair, or flight (1d4+1 plus 1 flight boss)
Challenge Rating: 6
Treasure: Half standard
Alignment: Any evil, usually chaotic

Burning Body (Su): Creatures striking a Fiend with natural weapons or unarmed attacks, or those grappling it, take 1d6 fire damage every time they touch it or every round they maintain a grapple with it.

Hellfire Bolt (Su): Ranged touch attack, with a range increment of 50 ft. Creatures suffering a critical hit from the hellfire bolt catch fire for 1d6 rounds.

Smokescreen (Ex): Ranged attacks have a base 20% miss chance against Fiends. Creatures with the Fire subtype ignore this miss chance.

Visions of Flame (Su): Creatures within 30 ft. of the Fiend must make a Will save, DC 16, or lose their fire resistance for 1d6 rounds. Creatures with fire immunity or the Fire subtype are unaffected. Creatures without fire resistance gain vulnerability to fire. Creatures with the Cold subtype take double damage from fire for this duration instead. Regardless of succeeding or failing their saving throw, a creature can only be affected by an individual Fiend's visions of flame once per 24 hour period.

Flight Boss
Fiend Ranger 4
Size/Type: Medium Outsider (Evil, Fire, Native)
Hit Dice: 13d10+39 (123 hp)
Initiative: +11
Speed: 30 ft. (6 squares), fly 30 ft. (average)
Armor Class: 22 (+7 Dex, +1 dodge, +4 natural), 17 T, 15 FF
Base Attack Bonus: +13
CMB: +25, CMD: 35
Attack: Claw +18 melee (1d4+5) or glaive +18 melee (1d10+7/x3) or hellfire bolt +21 ranged (4d6 fire)
Full Attack: 2 claws +18 melee (1d4+5) or glaive +18/+13/+8 melee (1d10+7/x3) or hellfire bolt +19/+19 ranged (4d6 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Combat style (natural weapons), hellfire bolt, spells (resist energy), visions of flame (DC 19)
Special Qualities: Burning body, damage reduction 5/magic, favored enemy (humans +2), favored terrain (plains +2), hunter's bond, improved tracking, smokescreen, track +2
Saves: Fort +13, Ref +17, Will +6
Abilities: Str 20, Dex 24, Con 17, Int 10, Wis 8, Cha 16
Skills: Acrobatics +17, Bluff +12, Fly +19, Intimidate +18, Perception +15, Sense Motive +11, Stealth +20, Survival +14
Feats: Deadly Aim, Dodge, Endurance (B), Improved Initiative, Point Blank Shot, Precise Shot, Rapid Shot, Rending Claws, Weapon Focus (hellfire bolt)
Environment: Any warm, usually hills or plains
Organization: Solitary or retinue (1 plus 1d4+1 fiends)
Challenge Rating: 10
Treasure: Half standard
Alignment: Any evil, usually chaotic

Chains rattle and clink, leather rasps and creaks, and blood gently patters against the stone floor as this abomination advances upon you. A rusted chain swings lazily from one clawed fist, gore flying from the bladed hook at its end. Your eyes follow the chain, wrapped around the heavily muscled, leathery arm of the beast, before realizing it is buried between the brute's shoulderblades. The creature is squat but powerfully built, covered in armored plates haphazardly bolted in to its flesh, studded with razor blades, spikes, and barbed hooks. Between its shoulders is a leering, mutated visage twisted in a mockery of intense pleasure even as it shakes and wheezes with unimaginable pain.

Tormentor
Size/Type: Large Outsider (Evil)
Hit Dice: 12d10+72 (138 hp)
Initiative: +7
Speed: 20 ft. (4 squares)
Armor Class: 24 (-1 size, +3 Dex, +12 natural), 12 T, 21 FF
Base Attack Bonus: +12
CMB: +22, CMD: 33
Attack: Claw +17 melee (1d8+6) or bite +17 melee (2d6+6) or hookshot +14 ranged (1d10+6/x3) or bladed disk* +13 ranged (1d8+6/x3)
Full Attack: 2 claws +17 melee (1d8+6) and bite +15 melee (2d6+3) or hookshot +14 ranged (1d10+6/x3) or bladed disk* +13 ranged (1d8+6/x3)
Space/Reach: 10 ft./10 ft. (25 ft. with hookshot)
Special Attacks: Pull in, rend 2d8+9, terrible advance
Special Qualities: Body of blades, damage reduction 10/magic, damage reduction 5/good, sadomasochist
Saves: Fort +15, Ref +12, Will +11
Abilities: Str 23, Dex 17, Con 22, Int 9, Wis 15, Cha 18
Skills: Bluff +12, Craft (torture device) +9, Disable Device +11, Heal +15, Intimidate +23**, Perception +16, Sense Motive +15
Feats: Combat Reflexes, Dazzling Display, Exotic Weapon Proficiency (hookshot), Improved Initiative, Multiattack, Weapon Focus (hookshot)
Environment: Any land (Prefers underground)
Organization: Solitary or troupe (1d3 plus 2d4 razorbound plus 1d3 razorbound courtiers plus 1d2 razorbound prophets)
Challenge Rating: 9
Treasure: Standard plus hook shot and 1d4+1 bladed disks (10% chance of its hookshot being masterwork, 5% chance of being +1)
Alignment: Always evil
*Mechanically identical to a throwing axe.
**Tormentors receive a +4 racial bonus to Intimidate checks.

Body of Blades (Ex): Creatures hitting a Tormentor with a non-reach melee weapon suffer 1d6 piercing damage and 1d6 slashing damage from the blades and hooks covering its body. This damage is doubled against creatures using unarmed or natural attacks, and tripled against creatures grappling with it. Finally, once per round if an opponent hits the Tormentor with a melee weapon, it can spend one of its attacks of opportunity to attempt a free disarm attempt against the offending opponent at a -8 circumstance penalty to the roll.

Pull In (Ex): The Tormentor may make a free grapple attempt against any creature hit by its hookshot. If it succeeds, the creature is pulled 1d3 squares towards the Tormentor. If the creature is moved through threatened squares, it provokes attacks of opportunity as usual (Including the Tormentor's threatened squares). If the Tormentor loses the grapple check, the target creature may attempt to trip the Tormentor.

Rend (Ex): If a Tormentor hits an opponent with both of its claws in the same round, it rips and tears the flesh, dealing an additional 2d8+9 points of slashing and piercing damage.

Sadomasochist (Ex): Whenever a Tormentor suffers from or inflicts a successful critical hit, it gains a +2 morale bonus to attack and damage rolls for 1d3+1 rounds. It is immune to any spell or ability that requires pain to deliver its intended effect.

Terrible Advance Once per 1d4+1 rounds, the Tormentor can make a special charge attack, moving at triple its base land speed (Instead of double, as normal) and dealing +3d6 damage on a successful hit. Additionally, creatures that it deals damage to as a result of any charge must make a Reflex save (With a DC equal to the total damage dealt) or be knocked prone.



If this draws enough attention and interest, I might be willing to make more of these horrors.

JerichoPenumbra
2016-07-31, 06:51 PM
Dregs
As a whole, most of these monsters actually seem weaker than their given CR would indicate as individuals, but in groups they appear to be much stronger. Their CRs seem to be +/- 1 of where you listed them to be.

Cinderkin: Thematic to be sure, but I'm not sure how often Ash Armor would be a detriment to a party of adventurers. Immolating Rend is awesome and spells trouble/doom for anyone hit by it, but given it's low bonus to hit, that seems unlikely unless is had a flank partner. The later versions with rouge levels are definitely more powerful in groups and I daresay that a group's CR would be slightly higher than would normally be calculated.

Minor thing: Seems to be missing the damage for Fire Fling.

Bloatcrawler: Explosion damage of Corpse Gas seems to be too minor to actually become relevant. Only seems to be CR 1 is by virtue of it's 2 HD. I imagine it would get taken down fairly quickly. The Advanced Bloatcrawler, when factoring in it's debuff and fast healing, would be closer to CR 4 if not for the fact that it's AC has no net change. And unless stated otherwise the damage for Corpse Gas is still a d3 for the Glutton.

Razorbound: Surprised that they don't have Improved Grapple for free. Otherwise they seem more like cannon fodder since it'll be a little uncommon for them to get a grapple. Later iterations seem more like Glass Cannons since they're front loaded to more damage quickly. Even though they have more HP, as a whole, their AC is still quite low.

Beasts of the Pit
Soulspinner: This is definitely more fitting for its CR. I think it's poison is a tad weak, but Soulweb is just ghastly (in the good way). I think boosting it to a d3 STR damage wouldn't be too bad for the regular and d4 for the matriarch.

Hellhound: When factoring in the classes you allow, the CR and HP seems appropriate, though the Advanced Hellhound may be more fitting for low CR 7 rather than high CR 6 range.

Terror Wing: Way under CR'd. CR 14 or so would be much more appropriate. It's Blood Drain ability has too low a damage die is what I want to say, but factoring in the obscene grapple bonus, it seems appropriate.

"True" Demons
Fiend: Seems to be between CR 6 and 7, but otherwise no complaints. Looks good (ugly).

Tormentor: Sadomasochist seems a tad weak, but otherwise no complaints.

Schylerwalker
2016-08-04, 01:34 AM
D'oh! I totally did forget to note the damage for Fire Fling down. Silly me, I'll get write on that.

I definitely have a lot of balance problems to consider, especially with the Dregs. Overall, they are definitely supposed to be used in swarms to weaken, confound, and frustrate players. Or creep them out. The Razorbound in particular would best be used in a sort of "The Hills Have Eyes" dungeon, complete with corpses hanging by hooks. Maybe even a unique Razorbound with a chainsaw. :P

A buff for Sadomasochist I was thinking of; whenever the Tormentor scores a critical hit or receives a critical hit, it receives fast healing x for a random number of rounds.

I'm thinking of either adding "Warborn" to the Dregs, a "Dregmaw" advanced Bloatcrawler, a melee-oriented Fiend, and potentially a high CR unique Tormentor with levels in Warblade or Crusader.

Buff the poison on Soul Spinners and the damage on Corpse Gas.