Nick Herold's Pathfinder Bestiary Project!

freyar

Extradimensional Explorer
I like these last two a lot (esp the Oliphaunt!). Is the serpent Large (my guess from the space) or could it actually be Huge?
 

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demiurge1138

Inventor of Super-Toast
When Erik Mona says to keep 'em coming, I listen! These guys were also inspired by a name-drop in the Pathfinder Chronicles Campaign Setting.

Twigjack

Springing from the bushes is a strange creature that looks like a bundle of sticks grown into a crude humanoid shape. It cackles and capers and tears a long jagged splinter from its body, holding it like a javelin.


Twigjack CR 3
Usually CE Small Fey

Init +5; Senses Listen +7, low-light vision, Spot +7
Defense
AC 19, touch 16, flat-footed 14
(+1 size, +5 Dex, +3 natural)
hp 27 (6d6+6)
Fort +3, Ref +10, Will +5
DR 5/cold iron and slashing
Resist cold 10, electricity 10; Vulnerable fire
Offense
Spd 30ft (6 squares), climb 20ft, woodland stride
Melee 2 claws +9 melee (1d4+2)
Ranged splinterspear +9 ranged (1d4+2)
Space 5ft; Reach 5ft
Special Attacks sneak attack +1d6
Tactics
Before Combat twigjacks stalk their prey for a few hours to better savor their terror, making sure to stay out of sight. If multiple twigjacks are present, they surround their chosen victims.
During Combat twigjacks move constantly from combat, peeling splinterspears from their body to hurl at a victim, then moving to find new cover to hide in. If engaged in melee, they tumble constantly in order to keep opponents moving, and always flank when possible. They concentrate their attacks on unarmored opponents and anyone using fire.
Morale twigjacks are reckless and violent, but know when they’re beaten. A twigjack will usually retreat once reduced to 10 or less hit points, finding some inaccessible location to hide in, nurse its wounds, and plot revenge.
Statistics
Str 14, Dex 21, Con 13, Int 11, Wis 10, Cha 14
Feats Point Blank Shot, Quick Draw, Weapon Finesse
Skills Balance +14, Climb +16, Hide +15*, Jump +11, Listen +7, Move Silently +12, Spot +7, Tumble +14
Base Attack+3; Grapple +1
Languages Sylvan
Ecology
Environment Temperate forests
Organization Solitary, gang (2-5) or exploit (1-2 plus 1-3 assassin vines or 1 shambling mound)
Treasure Standard
Advancement By character class
Level Adjustment +2
Special Abilities
Sneak Attack (Ex) A twigjack does an extra 1d6 points of damage when striking a flat-footed or flanked foe. This works exactly as the rogue ability of the same name.

Splinterspear (Su) A twigjack can tear from its body long sharp splinters, which it throws at its foes. These are treated exactly as Small javelins, except that a creature struck by a splinterspear must make a DC 18 Reflex save or have the spear lodge in its flesh. Lodged splinterspears impose a -1 penalty on attacks, saves and checks per spear. The save DC is Dexterity based.

Lodged splinterspears can be safely removed with a DC 20 Heal check; otherwise, removing a splinterspear does an extra 1d6 points of damage.

A twigjack can use its Quick Draw feat to create splinterspears as a free action; twigjacks without this feat must spend a move action to create a splinterspear, just like drawing a thrown weapon.

Woodland Stride (Su) A twigjack can move without penalty or damage in any natural undergrowth. It still is impeded by magically-manipulated undergrowth, such as that created by an entangle or plant growth spell.

Skills *A twigjack receives a +8 racial bonus on all Hide checks made in forested areas.

A twigjack has a +8 racial bonus on all Climb checks, and can take 10 on Climb checks even when rushed or threatened.

Cruel fey that delight in ambush and torment, twigjacks are the bane of loggers and kindly druids alike. A twigjack stands about three feet tall and is quite light for its size, weighing little more than 20 pounds. Twigjacks float.

Ecology
Twigjacks are carnivorous, and they prefer the meat they consume to be seasoned liberally with fear. A twigjack’s territory can often be identified by the animal carcasses impaled on branches—twigjacks often kill for sheer sadism rather than hunger, but save these kills for a later snack. They are not above scavenging, and twigjacks are often found in conjunction with monstrous plants living in their forests, such as assassin vines and shambling mounds. These associations are sometimes no more than a twigjack stealing the kills of these plants, but can also blossom into seemingly paternal relationships, with the twigjack tending to its plants with great care, driving blundering mortals into their paths, helping them murder and maim, and leaving enough of their victims to compost the plants. Only the most evil of druids will tolerate twigjacks, and twigjacks respond in kind, harrying druids in their forests and sneaking into their campsites to murder sleeping animal companions.

Habitat and Society
Twigjacks are native to the temperate forests of Avistan, the darker and more remote the better. They delight in nothing more than murder, and will gladly associate with one another in order to kill larger targets and more efficiently. There is nothing twigjacks hate more than good-aligned sylvan creatures, and a twigjack’s forest will either be bare of elves, centaurs, unicorns and the like, or such creatures will find themselves severely embattled. Lumberjacks are also favorite targets of twigjack mayhem.

Twigjacks delight in treasures, keeping their favorite baubles on themselves at all times and storing the rest of them in animal dens, hollows in trees and the like. They have watched enough adventurers to know that some items contain magic, and delight in potions or wearable items that increase their stealth or defenses. Twigjacks are asexual, and do not mate; a twigjack that is very well-fed can tear off part of its body and plant it like a cutting. This twigjack seedling appears as a thorny bush for six months, during which time its parent occasionally waters it with blood. After this time, the new twigjack uproots itself and begins its own life of mayhem, either joining its parent or finding its own territory to terrorize.

Twigjacks with Class Levels
Unlike many fey, which tend towards mysticism and magic, twigjacks are brutal, visceral creatures that delight in combat. Most twigjacks with class levels are rangers or rogues, and both classes are considered favored classes. Twigjack rangers tend to favor the ranged combat style, as it allows them to throw more splinterspears more effectively. Twigjack rangers prefer favored enemies such as humans, animals, elves or magical beasts. They rarely, if ever, have an animal companion.

The Pathfinder Chronicles Campaign Setting is copyright 2008 Paizo Publishing. Copyright 2008 Nicholas Herold.
 
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demiurge1138

Inventor of Super-Toast
I had a lot of free time at work today--can you tell?

This monster was inspired by the illustration in Pathfinder #3 of a wight--apparently, there wasn't enough room to have statistics for it as a unique monster, so it was just an ordinary wight with a badass illustration. I've decided to rectify that.

Ice Wight

Shambling from the fog comes what must once have been a man. Its skin is drawn tightly over its bones, and its face is frozen into a rictus of agony. Ice crystals have formed on its armor and in its matted hair. Its cold blue eyes gaze at you appraisingly.


Ice Wight CR 5
Always NE Medium Undead (Cold)

Init +1; Senses darkvision 60ft, Listen +11, Spot +11
Defenses
AC 22, touch 11, flat-footed 21
(+1 Dex, +6 natural, +5 masterwork chainmail)
hp 45 (7d12)
Fort +2, Ref +3, Will +6
Immune cold, undead immunities; Resist turn resistance +2; Vulnerable fire, light sensitivity
Offense
Spd 40ft (8 squares), 30ft in chainmail
Melee slam +8 (1d6+6 plus 1d6 cold plus rime)
Space 5ft; Reach 5ft
Spell-like Abilities CL 5th
3/daychill metal (DC 15), fog cloud
Tactics
Before Combat ice wights prepare the battlefield by shrouding it in fog. They make use of their Move Silently skill to stalk foes through the haze.
During Combat ice wights pummel foes with their ice-encrusted fists, focusing their attacks on one victim to freeze him to death. They delight in casting chill metal on a heavily armored target, retreating into the fog to let the damage accumulate.
Morale ice wights may use hit and run tactics, but they never fully retreat from a battle. They continue to press the assault until either they or their foes are dead.
Statistics
Str 19, Dex 13, Con - , Int 10, Wis 13, Cha 16
Feats Ability Focus (rime), Blind-fight, Weapon Focus (slam)
Skills Hide +7 (+11 unarmored), Listen +11, Move Silently +15 (+19 unarmored), Spot +11
Base Attack +3; Grapple +7
Languages Common, Infernal
SQ create spawn
Ecology
Environment Cold land and underground
Organization Solitary, pair, gang (3-5) or pack (6-11)
Treasure Masterwork chainmail, plus standard items
Advancement 1-3 HD (Tiny), 4-6 HD (Small), 8-12 HD (Medium), 13-18 HD (Large), 19-23 HD (Huge)
Level Adjustment
Special Abilities
Create Spawn (Su) Any creature killed by an ice wight rises as an ice wight in 1d4 rounds. Spawn are under the command of the ice wight that created them, and remain enslaved until death. They do not possess any of the abilities they had in life.

Light Sensitivity (Ex) Ice wights hate the sun’s rays, and are treated as being sickened in sunlight. A daylight spell will sicken an ice wight if it fails a Fortitude save against the spell.

Rime (Su) Living creatures hit by an ice wight’s slam attack must make a DC 18 Fortitude save or take 1d6 points of Dexterity damage; a successful save halves the damage. This is a cold effect, rather than a negative energy effect—death ward has no effect, but creatures immune to cold are immune. Resistance to cold grants a +1 bonus to the saving throw for every 5 points resisted. Creatures reduced to 0 Dexterity by an ice wight’s rime are killed. The save DC is Charisma based.

Skills
An ice wight gains a +8 racial bonus on all Move Silently checks.

Horrible undead creatures forced to spread the cold curse that created them, ice wights roam the frozen reaches of Golarion. An ice wight stands as tall as it did when it was alive, but weighs an extra 25 pounds due to the weight of the ice atop and inside of it.

Ecology
Not being alive, ice wights have no real place in any ecology, but they bring frozen death wherever they go. Supreme sadists, an ice wight without humanoids to prey on may use its rime on animals native to its haunts, creating frozen undead hares, foxes, wolves and elk. Unless controlled by some evil spellcaster, ice wights will gladly depopulate huge stretches of land, rendering them nothing but a frozen wasteland populated only by the dead. For this reason, many creatures immune to cold, even evil ones such as frost giants and white dragons, kill ice wights whenever possible.

It is believed that the first ice wights were created by hags—hags and ice wights have an odd affinity for each other, and many a covey is guarded by one or more ice wights. The secrets of their creation were taught to the worthy, probably first cultists of Urgathoa, and so ice wights spread through the world. Unlike other undead such as ghouls and specters, ice wights do not appear to spontaneously form from the corpses of wicked people guilty of any specific sin.

Habitat and Society

Ice wights can be found wherever it is cold—frozen tundra, mountain peaks, conifer forests, even clinging to icebergs floating at sea. Their hatred of the sun sends them scurrying into the darkness during daylight hours, and in the Crown of the Word, where they are most common, they are forced to retreat to caves and crevasses for months at a time, when the sun never sets. But woe betides the traveler during the arctic winter, when the sun never rises over the Crown of the World…

Ice wights are quite common in Irrisen—the White Witches keep that land cold the year round and heavy cloud cover and thick forests keep ice wights from the hated rays of the sun. Some ice wights even serve in the armies of monsters that guard that country, and even the wicked cold riders are leery of the ice wights and their power to spawn.

Creating an Ice Wight
An ice wight can be created with a create undead spell by a 15th level caster or higher. The body used must be of a person who died from exposure to cold. A hag covey can create an ice wight using only an animate dead spell, although they must pay triple the cost in material components.

The Pathfinder Chronicles Campaign Setting is copyright 2008 Paizo Publishing. Copyright 2008 Nicholas Herold.
 


Judou Ashita

First Post
Been some time since I last came here... and yes, once again, I'm afraid I left a few people in the dust. I will try to rectify this situation as soon as I can, and in the meantime, I apologize to anyone who thought I might have died or something... ;pAnyway, once again, I can't help but praise Demiurge's creativity and the way he manages to create balanced and interesting monsters. I was especially impressed by your abomination - it's pretty hard to design, balance and properly stat an epic-level monster, since both characters and enemies are very much broken by that point... but I do think your creation is right on the mark as a CR 30.(In fact, I wish I could've done the same thing with my convertion of the Repeater). DR 25/epic and good sounds much, but I guess, by that time, epic and good-aligned weapons are not THAT hard to come by... Furthermore, it has a somewhat low AC, so it all balances out. Its regeneration is speedy, but it's okay - if the PCs have the proper weapons, it gets negated.Oh, and of course the twigjacks - as you once said, evil few are always appreciated!So... well, I guess I'll take a page out of Erik's book and say: Keep 'em coming! I just hope I'll be able to post something soon...
 
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demiurge1138

Inventor of Super-Toast
The thing about submitting these to Paizo is that, unlike Dungeon and Dragon, Pathfinder doesn't have open submissions. The only submissions currently going are modules for the Pathfinder Society (and I still don't really get how the tier system works...).

Anyway! This creature is inspired by a name-drop in Pathfinder #1.

Glitterscale Gecko


You see a shiny black lizard about the size of a dog. With a start, a sail rises from its back, scattering blindingly brilliant light in all directions.


Glitterscale Gecko CR 1
Always N Small Animal

Init +3; Senses Listen +2, low-light vision, scent, smell death, Spot +2
Defenses
AC 15, touch 14, flat-footed 12
(+1 size, +3 Dex, +1 natural)
hp 9 (2d8)
Fort +3, Ref +6, Will +2, necrotic affinity
Offense
Spd 40ft (8 squares), climb 40ft, expert climber
Melee bite +2 (1d6)
Space 5ft; Reach 5ft
Special Attacks glittering sail
Morale
Before Combat glitterscale geckos move with their sails down, so as to not attract attention. They prefer to strike from above. They will only attack humanoids if desperate for food.
During Combat glitterscale geckos attack from higher ground whenever possible. They prefer to target the undead. When facing living opponents, they raise their sails to blind and dazzle.
Morale like most giant geckos, glitterscale geckos know when they’re beaten. They flee if reduced to half hit points.
Statistics
Str 10, Dex 16, Con 11, Int 2, Wis 14, Cha 6
Feats Ability Focus (glittering sail)
Skills Balance +11, Climb +22
Base Attack +1; Grapple -3
Ecology
Environment Warm desert and urban
Organization Solitary, pair or flock (4-8)
Treasure None
Advancement 3-4 HD (Small), 5-6 HD (Medium)
Level Adjustment
Special Abilities
Expert Climber (Ex) The unique physiology of gecko feet allow glitterscale geckos to climb any surface, no matter how slick or sheer. In effect, they are treated as constantly being under a natural version of the spider climb spell. This ability also provides them with an additional +8 bonus on Climb check, which stacks with their racial bonus.

Glittering Sail (Ex) As a move action, a glitterscale gecko can raise its sail, exposing its highly reflective scales. If a glitterscale gecko is in sunlight or its magical equivalent, all creatures within 30 feet of the gecko must make a DC 13 Reflex save or be blind for one round. After that round has passed, the creature is still dazzled for ten rounds. A successful save renders the creature merely dazzled for one round. This is effectively a gaze attack—creatures battling the glitterscale gecko can avert their eyes or wear blindfolds to avoid it. Glitterscale geckos are immune to this effect. The save DC is Constitution based.

Necrotic Affinity (Ex) Due to their constant exposure to necromantic magics, glitterscale geckos have a small amount of resistance to it. A glitterscale gecko receives a +2 racial bonus on all saving throws against negative energy or death effects, and can digest undead flesh.

Skills Glitterscale geckos have a +8 racial bonus on Balance and Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened.

Small desert-dwelling cousins to the giant geckos of Varisia, glitterscale geckos are specially adapted to eating undead flesh. A glitterscale gecko is about five feet long, but about half of that is tail. They weigh 75 pounds on average.

Ecology
Hunters and scavengers, the first glitterscale geckos were probably ordinary desert-dwelling beasts. The war between Nex and Geb, however, changed that. As Geb transformed itself into a land where the undead are as common as the living, the glitterscales adapted. Now, these creatures are one of the few animals capable of living on a fully necrovorous diet. Although glitterscale geckos still hunt birds, smaller lizards and insects, they prefer to prey on zombies and skeletons—the mindless creatures don’t recognize the threat posed by a glitterscale gecko until the creature is already atop them.

Habitat and Society

Although glitterscale geckos can still be found in the deserts of Garund, most of them now live in the pyramids and spires of Geb’s cities. There, the undead they prey on are in great abundance. The brilliant sail of the glitterscale gecko is predominately a mating display—males flash open their sails in the desert daylight, creating reflective patches for wandering females to investigate (many a disappointed female glitterscale gecko has been drawn instead to a piece of metal armor or shield reflecting sunlight instead). The geckos have realized the strength of this display, however, and also use it to disorient prey and discourage attack.

The Pathfinder Chronicles Campaign Setting is copyright 2008 Paizo Publishing. Copyright 2008 Nicholas Herold.
 
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demiurge1138

Inventor of Super-Toast
Giant Gecko, Frostleaper

In the blink of an eye, you are pounced upon by what appears to be a large lizard covered in a shaggy coat of white filaments. Its yellow eyes glare savagely at you as it lands in a flurry of claws and teeth.


Giant Gecko, Frostleaper CR 2
Always N Medium Animal

Init +3; Senses Listen +3, low-light vision, Spot +3
Defenses
AC 16, touch 13, flat-footed 13
(+3 Dex, +3 natural)
hp 19 (3d8+6)
Fort +5, Ref +6, Will +3
Offense
Spd 40ft (6 squares), climb 30ft, expert climber
Melee Bite +5 (1d6+2) and 2 claws +3 (1d4+1)
Space 5ft; Reach 5ft
Special Attacks pounce
Tactics
Before Combat like most giant geckos, frostleapers prefer to start combat from the high ground, but unlike their cousins, frostleapers are stealthy.
During Combat frostleapers begin combat with a leaping pounce, tearing at opponents below. They continue to use the terrain to keep above their prey.
Morale if reduced to half hit points, a frostleaper will retreat to hide and lick its wounds.
Statistics
Str 14, Dex 16, Con 15, Int 2, Wis 14, Cha 6
Feats Multiattack, Weapon Finesse
Skills Balance +11, Climb +18, Hide +5*, Jump +14, Listen +3, Move Silently +5, Spot +3
Base Atk +2; Grapple +4
SQ great leaper
Ecology
Environment Cold hills and mountains
Organization Solitary, pair or bask (10-40)
Treasure None
Advancement 4-6 HD (Medium), 5-9 HD (Large)
Level Adjustment
Special Abilities
Expert Climber (Ex) The unique physiology of gecko feet allow frostleaper geckos to climb any surface, no matter how slick or sheer. In effect, they are treated as constantly being under a natural version of the spider climb spell. This ability also provides them with an additional +8 bonus on Climb check, which stacks with their racial bonus.

Great Leaper (Ex) Frostleaper geckos can make long jumps without a running start without penalty. If the gecko does get a running start, it gains a +4 bonus on the Jump check.

Pounce (Ex) A frostleaper gecko can make a full attack on a charge.

Skills Frostleaper geckos have a +8 racial bonus on Balance, Climb and Jump checks. They can always choose to take 10 on Climb checks, even if rushed or threatened.

A frostleaper gains a +4 racial bonus on all Hide checks made in snowy or icy terrain.

Mid-level predators of the icy north, frostleapers are one of many variant strains of giant gecko found throughout Golarion. Frostleaper geckos grow to about 7 feet long, about half of which is tail. They weigh up to 200 pounds.

Ecology
Obligate carnivores, frostleaper geckos prey on mostly on deer, mountain goats and other moderately sized herbivores in their territory. They generally shy away from humans, but halflings, gnomes, goblins or other small humanoids in their territory might not be so lucky. Unlike other giant geckos, frostleapers are warm-blooded, and so must eat more than other reptiles in order to power their bodies. As such, they often compete with other predators such as big cats or wolves for food.

Frostleapers are also preyed upon. Yeti, frost giants, frost drakes and white dragons all fancy the taste of frostleaper. Humanoids hunt the giant lizards more for their hides than for their meat—the skin of a frostleaper combines the toughness and durability of leather with the warmth of fur.

Habitat and Society
Frostleaper geckos are generally found in snowy mountains and hills—anywhere where the terrain is rough enough to support their ambush-from-above hunting techniques. They are most common in the perpetual winter of Irrisen, and some suspect that their furry hides and warm blood are magical mutations created so the lizards could survive there. From Irrisen, they have spread throughout northern Avistan, and are reasonably common wherever there is game to hunt, ranging as far south as the Storval Plateau and as far north as the Crown of the World.

Due to their requirements of fresh meat in high quantities, frostleapers are less likely to be found in aggregations than other giant gecko species. The exception to this can be found at volcanic hot springs. There, dozens of frostleapers can be found warming themselves in and near the hot water. These aggregations are common targets for those hunting for frostleaper pelts, but such large groups can prove dangerous to the hunters.

The Pathfinder Chronicles Campaign Setting is copyright 2008 Paizo Publishing. Copyright 2008 Nicholas Herold.
 
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