Pathfinder 1E Pathfinder Converted Monsters

CleverNickName

Limit Break Dancing
This thread is for posting your custom-converted Pathfinder monsters for everyone to enjoy.

Pathfinder is out, and it is awesome. But alas, there just aren't enough monsters yet...the Bestiary is still "several weeks out," according to Paizo, and I just don't think I can wait that long.

Paizo has a free conversion guide on their website in PDF format, that has a little bit of information about converting monsters in 3.5E up to Pathfinder. It isn't very detailed; I am sure that their soon-to-be-released Pathfinder Bestiary will have a lot more information on the topic. But until then, this little conversion guide is all we have to go on.

Pathfinder Conversion Guide
Pathfinder Bestiary Preview
Pathfinder Bonus Bestiary

Personally, I will be converting a lot of my favorite monsters from BECM. In a couple of weeks, I plan to run a series of adventures on The Isle of Dread, so you can look forward to some dinosaur goodness.

Remember to follow the ENWorld rules for custom conversions and stuff...I am sure that the standards, guidelines, and policies set in place for 3.5E still apply to Pathfinder.
 

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CleverNickName

Limit Break Dancing
Okay, so my first conversion wasn't an Isle of Dread monster. One of my players wanted to have a flying monkey familiar, so I brought this one over from the Master of the Desert Nomads.

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TABI
CR 1/2; XP 200

N TINY MONSTROUS HUMANOID
Init: +3; Senses: Darkvision 60 ft.; Perception: +5

DEFENSE
AC: 15; touch 13, flat-footed 12 (+3 Dex, +2 size)
hp: 27 (5d10)
Fort +1, Ref +7, Will +6

OFFENSE
Speed 30 ft. Fly 30 ft. (clumsy)
Melee Claw +10 (1d4)
Space 2 ½ ft.; Reach 0 ft.

STATISTICS
Str 6, Dex 17, Con 10, Int 13, Wis 14, Cha 10
Base Atk +5; CMB +1; CMD 14
Feats: Ability Focus (venom), Flyby Attack, Weapon Finesse
Skills: Fly +6, Knowledge (History) +4, Perception +5, Sleight of Hand +10, Stealth +14
Languages: Tabi

ECOLOGY
Environment: Warm forests and deserts
Organization: Solitary or clutch (2-4)
Treasure: None

SPECIAL ABILITIES
Venom (Ex): A living creature struck by a tabi's claw must make a Fortitude save against DC 14 (the save DC is Constitution-based.) Creatures who fail to save will be deluded, attacking any creature or character adjacent to him. A deluded character may only fight with weapons, natural attacks, or bare hands, but will do so to the best of his ability. The delusion will last for 2d6 minutes or until a neutralize poison spell is cast on the victim.

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The tabi are small, winged, ape-like creatures about the size of a large housecat. Their bodies are covered with a long golden fur while their wings are leathery membranes, like a bat's. They give off a stench of rot that can be smelled at up to 100'. They are intelligent and clever. Tabi have very long lifetimes, during which they gather much information about ancient legends and forgotten lore. 1

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TABI CHARACTERS
Tabi characters begin with 5d10 racial Hit Dice. These give the character a Base Attack Bonus of +5, and base save throws of Fort +4, Ref +4, and Will +1. All tabi have the following racial traits:
-2 Strength, +4 Dexterity, -2 Charisma
Tiny: Tabi are Tiny creatures and gain a +2 size bonus to their AC, a +2 size bonus on attack rolls, a -2 penalty to their CMB and CMD, and a +8 size bonus on Stealth checks.
Darkvision: Tabi can see in the dark up to 60 feet.
Skilled: +4 racial bonus on Sleight of Hand checks.
Languages: Tabi begin play speaking Tabi. Tabi with high Intelligence scores can choose any of these bonus languages: Common, Draconic, Goblin, and Orc.

The tabi described above had the following ability scores before racial adjustments: Str 10, Dex 15, Con 10, Int 13, Wis 14, Cha 12.

TABI FAMILIARS
An arcane spellcaster with the Improved Familiar feat may select a tabi as a familiar. The master of a tabi familiar gains a +3 bonus to Sleight of Hand checks.

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1. Cook, D., 1983. The Master of the Desert Nomads. Random House, Inc.
 
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CleverNickName

Limit Break Dancing
The first of several dinosaurs.

ALLOSAURUS
CR 6 (2,400 XP)
N HUGE ANIMAL
Init +1; Senses Darkvision 60 ft., low-light vision; Perception +12

DEFENSE
AC 16; touch 9, flat-footed 15 (+1 Dex, -2 size, +7 natural)
hp 136 (13d8+78)
Fort +15, Ref +9, Will +4

OFFENSE
Speed 50 ft.
Melee Bite +18 (2d8+8)
Space 15 ft.; Reach 10 ft.
Special Attacks: Grab, rake 2d8+4, swallow whole, trample

STATISTICS
Str 26, Dex 13, Con 20, Int 2, Wis 10, Cha 10
Base Atk +9; CMB +25; CMD 36
Feats: Alertness, Great Fortitude, Improved Natural Armor, Nimble Moves, Run, Toughness, Weapon Focus (bite)
Skills: Perception +12, Stealth +9
Languages: none

ECOLOGY
Environment Warm forests and plains
Organization Solitary or pack (2-4)
Treasure None

SPECIAL ABILITIES
Grab (Ex): if an allosaurus hits with its bite attack, it deals damage as normal and attempts to start a grapple as a free action without drawing attacks of opportunity. If it gets a hold, it can rake or attempt to swallow its prey whole.

Rake (Ex): Any round that the allosaurus has a hold on an opponent, it can make two rake attacks with its hind legs for 2d8+4 points of damage each.

Swallow Whole (Ex): an allosaurus can swallow a grabbed opponent that is at least two size categories smaller than itself by making a successful grapple check. Once swallowed, a creature takes 2d8+8 points of bludgeoning damage plus 1d6+5 points of acid damage per round from the dinosaur's digestive juices. A successful grapple check allows the swallowed creature to climb out of the gullet and return to the mouth, where another successful grapple check is needed to get free. Alternatively, a swallowed creature can try to cut its way out with either claws or a light slashing weapon. Dealing at least 25 points of damage to the digestive tract (AC 20) in this way creates an opening large enough to permit escape. Once a single swallowed creature exits, muscular action closes the hole; thus, another swallowed opponent must cut its own way out. The gullet of a Huge allosaurus can hold 1 Medium, 4 Small, 16 Tiny, or 64 Diminutive or smaller opponents.

Trample (Ex): as a standard action, an allosaurus can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. This attack deals 5d8+8 points of bludgeoning damage to all creatures in the dinosaur's path. Opponents who do not take attacks of opportunity against the allosaurus may make a Reflex save DC 24 for half damage.

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An allosaurus is a huge carnivorous dinosaur that runs upright on its large hind legs. It stands almost 15 feet tall, and weighs several tons. The allosaurus attacks by biting with its large jaws, which are filled with dagger-like teeth. The allosaurus hunts most often in lowland hills and plains.1

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1. Cook, D. and Moldvay, T. 1980. The Isle of Dread. Random House, Inc.
 
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CleverNickName

Limit Break Dancing
Another dinosaur...my childhood favorite, in fact.


ANKYLOSAURUS
CR 3 (800 XP)
N HUGE ANIMAL
Init +1; Senses low-light vision; Perception +9

DEFENSE
AC 18; touch 9, flat-footed 17 (+1 Dex, -2 size, +9 natural)
hp 60 (7d8+38)
Fort +10, Ref +6, Will +3

OFFENSE
Speed 20 ft.
Melee Tail +13 (1d8+8)
Space 15 ft.; Reach 10 ft.

STATISTICS
Str 26, Dex 12, Con 21, Int 1, Wis 12, Cha 7
Base Atk +5; CMB +21; CMD 32
Feats: Alertness, Great Fortitude, Toughness
Skills: Perception +9, Stealth +6
Languages: none

ECOLOGY
Environment Warm forests and plains
Organization Solitary or herd (2-8)
Treasure None

SPECIAL ABILITIES
Trample (Ex): An ankylosaurus can trample Medium-size or smaller creatures for 2d6+5 points of damage. Opponents who do not make attacks of opportunity against the ankylosaurus can attempt a Reflex save (DC 23) to halve the trample damage.

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The body of an ankylosaurus is covered with thick bony armor and ends in a massive clublike tail. This dinosaur walks on four legs and eats plants. It is 15 feet long, 4 feet tall and weights 4-5 tons. An ankylosaurus is usually found in jungles and hills.1

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1. Cook, D. and Moldvay, T. 1980. The Isle of Dread. Random House, Inc.
 

CleverNickName

Limit Break Dancing
BRONTOSAURUS
CR 11 (12,800 XP)
N GARGANTUAN ANIMAL
Init +4; Senses low-light vision; Perception +23

DEFENSE
AC 20; touch 8, flat-footed 20 (-2 size, +12 natural)
hp 324 (26d8+207)
Fort +15 (reroll 1/day), Ref +9, Will +4

OFFENSE
Speed 20 ft.
Melee Stomp +29 (2d6+8)
Space 20 ft.; Reach 10 ft. (30 ft. with tail)

STATISTICS
Str 35, Dex 11, Con 25, Int 1, Wis 10, Cha 9
Base Atk +17; CMB +41; CMD 51
Feats: Alertness, Awesome Blow, Great Fortitude, Improved Great Fortitude, Improved Initiative, Improved Natural Armor x6, Power Attack, Toughness
Skills: Perception +23, Stealth +9
Languages: none

ECOLOGY
Environment Warm aquatic and swamp
Organization Solitary or group (2-3)
Treasure None

SPECIAL ABILITIES
Trample (Ex): A brontosaurus can trample Large-sized or smaller creatures for 2d8+12 points of damage if fighting on solid ground or in shallow water. Opponents who do not make attacks of opportunity against the brontosaurus may attempt a Reflex save (DC 20) for half damage.

Capsize (Ex): A submerged brontosaurus that surfaces under a boat or ship less than 20 feet long capsizes the vessel 95% of the time. It has a 50% chance to capsize a vessel from 20 to 30 feet long, and a 20% chance to capsize a vessel 30 to 60 feet long.

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The brontosaurus is one of the largest of all dinosaurs. It has a strong, tapering tail and a massive body that supports a long neck and small head. The creature is 65-75 feet long and weighs more than 30 tons. A brontosaurus is so heavy that it needs to spend most of its time in water, so that the water helps support its weight. This dinosaur eats plants, and can only be found in deep marshes or on the edges of swamps.1

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1. Cook, D. and Moldvay, T. 1980. The Isle of Dread. Random House, Inc.
 
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CleverNickName

Limit Break Dancing
RAKASTA
CR 1 (400 XP)
N MEDIUM HUMANOID
Init +2; Senses darkvision 60 ft., low-light vision; Perception +5

DEFENSE
AC 16; touch 12, flat-footed 14 (+2 Dex, +2 natural, +2 leather armor)
hp 11 (2d8+2)
Fort +3, Ref +5, Will +2

OFFENSE
Speed 30 ft.
Melee War Claw +3 (1d6+1)
Space 5 ft.; Reach 5 ft.

STATISTICS
Str 14, Dex 17, Con 12, Int 10, Wis 15, Cha 8
Base Atk +1; CMB +2; CMD 14
Feats: Lightning ReflexesB, Weapon Finesse
Skills: Acrobatics +6, Perception +5, Ride +6, Stealth +6
Languages: Common, Rakasta

ECOLOGY
Environment Warm forests and plains
Organization Solitary, hunting group (2-8) or settlement (3-30 plus 1-8 dire tigers)
Treasure Incidental

SPECIAL ABILITIES
Rake (Ex): A rakasta that grapples an opponent may make 2 rake attacks with its clawed feet (1d4+1 damage).

Pounce (Ex): When charging an opponent, a rakasta can make a full attack, including 2 rake attacks.

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The rakasta are a race of nomadic, catlike humanoids about the size of dwarves. They walk erect, much like humans, but are covered with soft, tawny fur and have feline heads and features. The rakasta fight with special metal “war claws” that fit over their natural claws. The rakasta can use normal weapons such as swords, but generally disdain them.

The rakasta often tame sabre-tooth tigers that are then ridden to the hunt or into battle. The sabre-tooth tigers are controlled with knee pressure and heavy riding crops, and are fitted with special saddles that do not hinder their fighting abilities.

Rakasta settlements are made up of many colorful tents and pavilions. Although they have treasure, the rakasta have rugs and tapestries of fine workmanship, crafted bowls and drinking cups, and other bulky items of value, rather than gems and jewels.1

RAKASTA CHARACTERS
Rakasta are defined by their class levels--they do not possess racial Hit Dice. All rakasta have the following racial traits.

+2 Dexterity, +2 Wisdom, -2 Charisma
Medium: Rakasta have no special bonuses or penalties due to size.
Skilled: rakasta have a +2 racial bonus to Perception, Ride, and Stealth checks.
Feats: A rakasta gains the Lightning Reflexes feat for free as a bonus feat.
Natural Weapons: Rakasta have clawed hands and feet. Each claw deals 1d4 points of slashing damage on a successful hit.
Rake (Ex): as above.

The rakasta fighter presented here had the following ability scores before racial adjustments: Str 14, Dex 15, Con 12, Int 10, Wis 13, Cha 10.

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1. Cook, D. and Moldvay, T. 1980. The Isle of Dread. Random House, Inc.
 
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