Pathfinder 1E Pathfinder Converted Monsters

CleverNickName

Limit Break Dancing
LIVING STATUE, IRON
CR 4 (1,200 XP)
N MEDIUM CONSTRUCT
Init +0; Senses Darkvision 60 ft., low-light vision; Perception +1

DEFENSE
AC 15; touch 10, flat-footed 15 (+5 natural)
hp 42 (4d10+20)
Fort +1, Ref +1, Will +1

OFFENSE
Speed 30 ft.
Melee Slam +8 (1d8+4) or by weapon
Space 5 ft.; Reach 5 ft.
Special Attacks: Absorb metal

STATISTICS
Str 18, Dex 10, Con --, Int --, Wis 12, Cha 1
Base Atk +4; CMB +8; CMD 18 (and see below)
Feats: None
Skills: None
Languages: None
SQ: DR 10/adamantine, statue

ECOLOGY
Environment: Any (especially ruins)
Organization: Solitary, pair, or statuary (3-6)
Treasure: None

SPECIAL ABILITIES
Absorb Metal (Ex): A living iron statue has a body that can absorb iron and steel. It takes normal damage when hit, but if a nonmagical metal weapon is used, the attacker must make a Reflex save (DC = 10 + damage dealt) or the weapon will become stuck in the body of the living iron statue, and can only be removed if the statue is killed. (If the weapon is left in the statue, the statue will eventually absorb the metal completely and eject nonmetal parts, so the statue will not forever walk around with weapons sticking out of it.)1

Immunity to Magic (Ex): a living iron statue is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below. A heat metal spell increases the statue's speed as if affected by the haste spell. Conversely, a chill metal spell will slow the statue, as per the slow spell. A rusting grasp spell deals 1d6 points of damage per caster level to the living iron statue, while an ironform spell restores the statue to full hit points.

Statue (Ex): A living statue can stand perfectly still, appearing to be a completely ordinary sculpture. An observer must succeed on a DC 20 Perception check to notice the statue is alive.

-----

Living iron statues are cast from molten iron poured into clay molds, making a perfectly seamless and hollow statue. They can be made in nearly any shape or size, but armored warriors, graceful women, and serpentine animals are most common. Their hollow bodies clang loudly when struck.

----------

CONSTRUCTION

An iron statue's body is cast from molten iron, which has been imbued with small amounts of rare metals and tinctures. This molten iron is then poured into a specially-made clay mold, which has also been treated with rare ingredients and annointed with magical oils. Assembling the mold requires a DC 15 Craft (sculpting) check, and casting the statue requires a DC 15 Craft (metallurgy) check.

CL 9th; Craft Construct, polymorph, lesser geas, heat metal, caster must be at least 9th level; Price 15,000 gp; Cost 8,000 gp.

----------

1. Allston, A. 1991. Dungeons & Dragons Rules Cyclopedia. Random House, Inc.
 

log in or register to remove this ad

pawsplay

Hero
MANSCORPION
CR 6 (2400 XP)
N LARGE MONSTROUS HUMANOID
Init +0; Senses Darkvision 60 ft.; Perception +12

DEFENSE
AC 17; touch 9, flat-footed 17 (+0 Dex, +8 natural, -1 size)
hp 60 (8d10+16)
Fort +6, Ref +6, Will +7

OFFENSE
Speed 50 ft.
Melee Ranseur +12 (2d6+6/x3)
Melee Ranseur +8/+3 (2d6+4/x3) and sting +7 (1d6 + poison)
Ranged Longbow +7/+2 (2d6/x3)

Space 10 ft.; Reach 5 ft. (ranseur, 10 ft.)
Special Attacks: poison

STATISTICS
Str 19, Dex 10, Con 14, Int 8, Wis 13, Cha 9
Base Atk +8; CMB +13; CMD 23
Feats: Weapon Focus (ranseur), Weapon Focus (sting), Alertness, Great Fortitude
Skills: Climb +11, Perception +14, Sense Motive +3, Survival +9; Racial Modifiers: none
Languages: Manscorpion

ECOLOGY
Environment: Desert, mountain, underground
Organization: Solitary, scouting party (2-8), or band (11-20 plus 8th level cleric)
Treasure: Standard (ranseur, longbow, 20 arrows, other treasure)

SPECIAL ABILITIES
Poison (Ex) – Sting - injury; Save Fortitude DC 16; Frequency 1/round for 6 rounds; Initial effect 1d4 Con + paralysis 1d6 rounds; secondary damage 1d4 Con; Cure 2 consecutive saves.

MANSCORPIONS AS CHARACTERS
Abilities: +8 Str, +4 Con, -2 Int, +2 Wis, -2 Cha: Manscorpions are large, powerful creatures with keen senses, but distrustful of outsiders.
Large
Monstrous Humanoid: Manscorpions are monstrous humanoids. From their monstrous humanoid hit dice, manscorpions gain 8d10 hit dice; +2 Fortitude, +6 Reflexes, and +6 Will; and +8 base attack bonus.
Weapon Proficiency: Manscorpions are proficient with simple weapons, plus the ranseur, shortbow, and longbow.
Darkvision: As monstrous humanoids, manscorpions gain darkvision, 60 feet.
Natural Armor: Manscorpions gain a +8 natural armor bonus
Poison: As above.
Natural Weapons: Manscorpions have a stinger as a secondary natural attack.

MANSCORPION CLERIC

Manscorpion leaders are almost invariably powerful clerics. Manscorpion clerics favor the Sun, Protection, and Destruction domains, and their favored weapon is the ranseur.

Manscorpion Cleric 8
CR 10 (9600 XP)
N LARGE MONSTROUS HUMANOID
Init +0; Senses Darkvision 60 ft.; Perception +12

DEFENSE
AC 23; touch 9, flat-footed 23 (+0 Dex, +6 armor, +8 natural, -1 size)
hp 136 (8d10+8d6+64)
Fort +12, Ref +10, Will +15

OFFENSE
Speed 50 ft.
Melee Ranseur +18/+13/+8 (2d6+6/x3)
Melee Ranseur +14/+9/+4 (2d6+4/x3) and sting +13 (1d6 + poison)
Ranged Longbow +13/+8/+3 (2d6/x3)

Space 10 ft.; Reach 5 ft. (ranseur, 10 ft.)
Special Attacks: poison, channel energy (4d6), orisons, sun's blessing (+8 damage versus undead when channeling), nimbus of light (8/day), resistant touch (6/day), aura of protection ( 8 rounds/day)

STATISTICS
Str 19, Dex 10, Con 18, Int 11, Wis 17, Cha 10
Base Atk +14; CMB +19; CMD 29
Feats: Weapon Focus (ranseur), Weapon Focus (sting), Alertness, Lightning Reflexes, Combat Casting, Heighten Spell, Spell Penetration, Spell Focus (enchantment)
Skills: Climb +15, Knowledge (Religion) +11, Perception +16, Sense Motive +5, Spellcraft +11, Survival +11; Racial Modifiers: none
Languages: Manscorpion

ECOLOGY
Environment: Desert, mountain, underground
Organization: Solitary, duo (2), or band (8th level cleric plus 11-20 manscorpions)
Treasure: Standard (breastplate, ranseur, longbow, 20 arrows, other treasure)

SPECIAL ABILITIES
Poison (Ex) – Sting - injury; Save Fortitude DC 18; Frequency 1/round for 6 rounds; Initial effect 1d4 Con + paralysis 1d6 rounds; secondary damage 1d4 Con; Cure 2 consecutive saves.
SPELLS
Domains: Sun; Protection.
4th spell immunity (D), hold person (heightened to 4th level) (DC 18) (x2)
3rd searing light (D), dispel magic (x2), invisibility purge, prayer
2nd heat metal (D), resist energy, aid (x3)
1st endure elements (D), divine favor, shield of faith (x4)
0 stabilize, resistance, detect magic, purify food and drink

---
Source: Rules Cyclopedia
 


CleverNickName

Limit Break Dancing
LIVING STATUE, ROCK
CR 5 (1,600 XP)
N MEDIUM CONSTRUCT
Init -1; Senses Darkvision 60 ft., low-light vision; Perception -1

DEFENSE
AC 14; touch 9, flat-footed 14 (-1 Dex, +5 natural)
hp 47 (5d10+20)
Fort +1, Ref +0, Will +0

OFFENSE
Speed 20 ft.
Melee Slam +10 (1d6+3)
Ranged Spray +3 ranged (2d6 fire)
Space 5 ft.; Reach 5 ft.
Special Attacks: Fiery spray

STATISTICS
Str 24, Dex 8, Con --, Int --, Wis 9, Cha 1
Base Atk +3; CMB +10; CMD 19
Feats: None
Skills: None
Languages: None
SQ: DR 10/-, statue

ECOLOGY
Environment: Any (especially ruins)
Organization: Solitary, pair, or statuary (3-6)
Treasure: None

SPECIAL ABILITIES
Fiery Spray (Ex): as a standard action, the living rock statue can squirt a stream of magma from its fingertips (or similar appendage, if the statue is not humanoid-shaped), to attack a single target up to 30 feet away. This ranged touch attack deals 2d6 points of fire damage on a successful hit.

Immunity to Magic (Ex): a living rock statue is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below. A quench spell deals 1d6 points of damage per caster level (max 10d6) to a living rock statue, with no saving throw. A soften earth and stone does not change the statue's structure but negates its damage reduction and immunity to magic for 1 round.

A magical attack that deals cold damage will slow a living rock statue (as per the slow spell) for 2d6 rounds, with no saving throw. Conversely, a magical attack that deals fire damage will break any slow effect on the statue and heal 1 point of damage for every 3 points of damage that the attack would have otherwise dealt.

Statue (Ex): A living statue can stand perfectly still, appearing to be a completely ordinary sculpture. An observer must succeed on a DC 20 Perception check to notice the statue is alive.

-----

A living rock statue has an outer crust of stone but is filled with hot magma (fiery lava).1 They are typically carved to resemble savage animals, primitive humanoids, or fire giants.

-----

CONSTRUCTION

A living rock statue's body is carved from a single 2000-pound block of granite, pumice, basalt, or other volcanic rock. The rock must be of exceptional quality, and costs at least 3,000 gp. Assembling the body requires a DC 15 Craft (stonecutting) check or a DC 15 Craft (sculpting) check.

CL 9th; Craft Construct, polymorph, lesser geas, stone shape, produce flame, caster must be at least 9th level; Price 18,000 gp; Cost 10,000 gp.

----------

1. Allston, A. 1991. Dungeons & Dragons Rules Cyclopedia. Random House, Inc.
 

CleverNickName

Limit Break Dancing
SNAKE, GIANT RATTLER
CR 3 (800 XP)
N MEDIUM ANIMAL
Init +8; Senses Darkvision 60 ft., low-light vision; Perception +9

DEFENSE
AC 17; touch 14, flat-footed 13 (+4 Dex, +3 natural)
hp 26 (4d8+8)
Fort +4, Ref +8, Will +1

OFFENSE
Speed 20 ft., Climb 20 ft., Swim 20 ft.
Melee 2 bites +7/+7 (1d4-1 plus poison)
Space 5 ft.; Reach 5 ft.
Special Attacks: Fear, poison

STATISTICS
Str 8, Dex 18, Con 14, Int 1, Wis 11, Cha 10
Base Atk +3; CMB +2; CMD 16
Feats: Improved Initiative, Weapon Finesse
Skills: Acrobatics +12, Climb +7, Perception +9, Stealth +13, Swim +7 Racial Modifiers: Acrobatics +8, Climb +8, Perception +4, Stealth +4, Swim +8.
Languages: None
SQ: Uncanny speed

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

SPECIAL ABILITIES
Fear (Ex): a giant rattlesnake can frighten or unnerve opponents by shaking its rattle (a standard action). All creatures within 30 feet of the rattlesnake must make a Will save (DC 12) or become panicked; creatures who make their save throw become shaken instead. The save DC for this ability is Charisma-based. These effects last for as long as the snake keeps rattling its tail and for 1d4 rounds thereafter.

Creatures with more Hit Dice than the rattlesnake are not affected by this ability. This is a sonic, mind-affecting fear effect.

Uncanny Speed (Ex): a giant rattlesnake attacks with incredible speed, making two attacks each round at its highest base attack bonus. Both attacks must be made against the same target.

Poison (Ex): Bite--injury; save Fort DC 12; frequency 1/round for 6 rounds; effect 1d6 Con; cure 1 save.

-----

A giant rattlesnake is a 10' long snake with brown and white scales set in a diamond pattern. On its tail is a dried, scaly rattle, which it often shakes to warn off intruders or attackers who are too large to eat. This snake is very fast, and attacks twice per round.1

----------

1. Allston, A. 1991. Dungeons & Dragons Rules Cyclopedia. Random House, Inc.
 

CleverNickName

Limit Break Dancing
Well, I think that's about it for the Isle of Dread monsters...everything else can be easily replaced with an SRD monster substitution.

I imagine that all of my monsters will need a complete rebuild once I can get my hands on a copy of the Bestiary. Which will be just a couple more weeks, right?
 

Remove ads

Top