Pathfinder 1E Pathfinder Converted Monsters


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CleverNickName

Limit Break Dancing
In addition to the fine conversions Clever did above, I went ahead and tried out the Conversion Guide guidelines and whipped up the Blast Shadow, originally appearing in Pathfinder #15. Check it out and please let me know what you think of the conversion, ie, where did I screw up?

Check it out here.
Well, let's pop the hood and have a look...

1. The Base Attack is too low. For undead, the BAT should be equal to 3/4 the monster's Hit Dice...or +7, in this case. This gives the Blast Shadow the following stats:

Base Attack +7; CMB +9; CMD 23

2. The skill bonuses are too low. The Blast Shadow only has two "class" skills, Perception and Stealth. It gets 2 + Int mod skill points per Hit Dice, so it should have 20 points to spread. If you spread them evenly among only its class skills, you get:

Perception +14 (10 ranks, +1 Wis, +3 class skill bonus)
Stealth +17 (10 ranks, +4 Dex, +3 class skill bonus)

I don't have the original (3.5E) Blast Shadow to look at, but I noticed that the SRD wight (a monster of similar size, type, and tactic) has a racial bonus to Move Silently checks. If the Blast Shadow is anything like an SRD wight, it wouldn't be unreasonable to give this creature a racial bonus to Stealth as well.

3. Undead apply their Charisma bonus to Fortitude saves, so the Fort should be +6.

That's all I could find. That Blast Shadow is pretty wicked. :)
 
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CleverNickName

Limit Break Dancing
I love the new poison mechanic in Pathfinder.

ARANEA
CR 4 (1,200 XP)
N MEDIUM MAGICAL BEAST
Init +6; Senses darkvision 60 ft., low-light vision; Perception +6

DEFENSE
AC 13; touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 22 (3d10+6)
Fort +5, Ref +5, Will +4

OFFENSE
Speed 50 ft., Climb 25 ft.
Melee Bite +5 (1d6+poison)
{B]Ranged[/B] Web +5
Space 5 ft.; Reach 5 ft.
Special Attacks poison, web
Sorcerer Spells Prepared (CL 3; +5 ranged touch)
1st - mage armor, silent image, sleep
0 (at will) - daze, detect magic, ghost sound, light, resistance

STATISTICS
Str 11, Dex 15, Con 14, Int 14, Wis 13, Cha 14
Base Atk +3; CMB +3; CMD 15
Feats: Improved Initiative, Iron WillB, Weapon Finesse
Skills: Acrobatics +5, Climb +7, Escape Artist +5, Perception +6; +2 racial bonus on Perception checks, +4 racial bonus on Climb checks.
Languages: Common, Sylvan

ECOLOGY
Environment Warm forests
Organization Solitary or colony (2-6)
Treasure Value 800 gp

SPECIAL ABILITIES
Poison (Ex): Bite--injury; save Fort DC 13, frequency 1/round for 6 rounds, effect 1d4 Str, cure 2 consecutive saves.

Spells: An aranea casts spells as a 3rd-level sorcerer. It prefers illusions and enchantments and avoids fire spells.

Web (Ex): An aranea can throw a web up to six times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets of up to Large size. The web anchors the target in place, allowing no movement.

An entangled creature can escape with a DC 13 Escape Artist check or burst the web with a DC 17 Strength check. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. The web has 6 hit points, hardness 0, and takes double damage from fire.

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

The aranea are an intelligent giant spider race. They are as large as small ponies, and are greenish-brown in color. An aranea is distinguishable from other giant spiders by the massive odd-shaped lump on its back that houses its large brain. Aranea are web-spinners, and their bite is poisonous.

The front limbs of an aranea are divided into flexible digits. The aranea uses these to graps prey, manipulate simple tools, and cast spells.

Aranea live in dense forests or jungles, spinning their web himes high in the trees. Part of each web is roofed with bark, leaves, and vines held together with webbing. In the covered part of their lairs, the aranea keep their crude tools, magic research, and crude "furniture" of web, vines, bark, and wood.

Aranea are the traditional enemies of the phanaton, and attack them on sight. They are friendly with bugbears and often hire them to guard the forest beneath their lairs.1

VARIANT ARANEA
The typical aranea is a spellcasting, intelligent spider that is roughly the size of a pony. Further north, in the dark temperate forests of Hule, the aranea have developed the ability to change their shape. This allows them to walk undetected among the more civilized races there, often achieving high status among the populace.

Hule Aranea
The aranea of Hule are glossy black in color, with red beady eyes and slender, almost elegant hands.

Subtype: The Hule aranea gains the Shapeshifter subtype.

Special Qualities: The Hule aranea gains the following special qualities.

Environment: The Hule aranea is found in temperate forests.

Change Shape: A Hule aranea’s natural form is that of a Medium monstrous spider. It can assume two other forms. The first is a unique Small or Medium humanoid; an aranea in its humanoid form always assumes the same appearance and traits, much as a lycanthrope would. In humanoid form, an aranea cannot use its bite attack, webs, or poison.

The second form is a Medium spider–humanoid hybrid. In hybrid form, an aranea looks like a Medium humanoid at first glance, but a DC 18 Perception check reveals the creature’s fangs and spinnerets. The aranea retains its bite attack, webs, and poison in this form, and can also wield weapons or wear armor. When in hybrid form, an aranea’s speed is 30 feet (6 squares).

An aranea remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does an aranea revert to its natural form when killed. A true seeing spell, however, reveals its natural form if it is in humanoid or hybrid form.

Skilled: Hule aranea gain a +4 racial bonus to Bluff checks.

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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
KOPRU
CR 5 (1,600 XP)
NE LARGE MONSTROUS HUMANOID
Init +3; Senses darkvision 60 ft., low-light vision; Perception +15

DEFENSE
AC 16; touch 10, flat-footed 15 (+1 Dex, -1 Size, +6 natural)
hp 52 (8d10+8)
Fort +6, Ref +9, Will +10; +2 racial bonus to all save throws

OFFENSE
Speed 10 ft., Swim 50 ft.
Melee 2 tails +12 (1d6+4), bite +8 (1d4+2)
Space 10 ft.; Reach 5 ft. (10 ft. with tail)
Special Attacks domination

STATISTICS
Str 18, Dex 13, Con 13, Int 16, Wis 15, Cha 13
Base Atk +8; CMB +12; CMD 23
Feats: Alertness, Improved Initiative, Multiattack, Weapon Finesse
Skills: Acrobatics +11, Knowledge (arcana) +8, Knowledge (History) +8, Perception +15, Stealth +9, Swim +16; +4 racial bonus on Swim checks.
Languages: Common, Kopru

ECOLOGY
Environment Warm aquatic
Organization Solitary or colony (2-3)
Treasure Value 3,350 gp

SPECIAL ABILITIES
Domination (Su): as a standard action, the kopru can attempt to dominate one opponent within 30 ft., as per the dominate person spell, except as noted below. The target creature is allowed a Will save (DC 15) to avoid the domination; the save DC is Charisma-based. Creatures who make this save throw cannot be affected by the same kopru's domination for 24 hours.

Dominated creatures become totally obedient to the mental commands of the kopru. The effect of the domination is different from the spell of the same name, in that the person acts normally (including the use of spells and magic items), but is totally committed to the interests of the kopru.

The kopru know the thoughts and memories of any characters they dominate. A character may only be controlled by one kopru at a time, but there is no limit to the range at which a character may be controlled.

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

The kopru are a race of heat-loving amphibians of great intelligence and power. Each has a smooth head, large eyes, and a tentacled, sphinctered mouth. Kopru have humanlike torsoes and two ending in webbed, clawed hands. From the waist down, their bodies consist of three fluke-like tails, each ending in a sharp ripping claw.

While they do not truly hate all men, kopru view humans as nothing but brutes to be used, played with, and controlled. Their expansion has been severely limited by their need for very hot, wet environments, such as hot springs and tropical swamps. Their civilization has been in decline for many years.1

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

Remathilis

Legend
Groaning Spirit

Here's a blast from the Past in the Tome of Horrors

GROANING SPIRIT CR 7
XP 3,200
CE Medium Undead (Incorporeal)
Init: +7; Senses Darkvision 60 ft., Sense Living 5 miles, Perception +15
Aura: fear aura (DC 17), unnatural aura

Defenses
AC: 18, touch 18, flat-footed 14 (+3 Dex, +1 dodge, +4 deflection)
Hp 59 (7d8+28)
Saves: Fort +6, Ref +5, Will +8
Special Immunities Incorporeal, channel resistance +4, Immune cold, electricity, undead traits, SR 20
Vulnerability: dispel evil

Offense
Speed: 30 ft. (6 squares)
Attack: Incorporeal touch +8 melee (1d8 plus chill touch)
Special Attacks: keening
Special Qualities: incorporeal traits

Statistics
Abilities: Str –, Dex 17, Con –, Int 16, Wis 16, Cha 18
Base Atk: +5, CMB +8, CMD 18
Skills: Bluff +14, Intimidate +14, Perception +15, Sense Motive +15, Stealth +13
Feats: Ability Focus (keening), AlertnessB, Blind-
Fight, Dodge, Improved Initiative
Languages: Common, Elven

Ecology
Environment: Any
Organization: Solitary
Treasure: Standard

Special Abilities
Chill Touch (Su): Damage caused by the groaning spirit’s touch attack is considered negative energy and sends a chilling cold through an opponent’s body. Any creature touched must succeed on a DC 17 Fortitude save or suffer 1 point of Strength drain. Groaning spirits are the bane of other undead, and any undead they touch (except other groaning spirits) must succeed on a DC 17 Will save or flee in fear for 2d6 rounds. The save DCs are Charisma-based.
Fear Aura (Su): Anyone viewing a groaning spirit must succeed on a DC 17 Will save or flee in terror for 1d6+4 rounds. Whether or not the save is successful, a creature is immune to the fear aura of that groaning spirit for one day.
Keening (Su): Once per day, at night only, a groaning spirit can release a death wail audible to a range of 1 mile. All creatures within 30 feet that hear this must make a successful DC 19 Will save or be affected as per the wail of the banshee spell. Those that make their save still take 3d6+7 points of damage. The save DC is Charisma-based and includes a +2 bonus from the groaning spirit’s Ability Focus feat.
Sense Living (Su): A groaning spirit can sense all living creatures up to 5 miles away.
Unnatural Aura (Su): Both wild and domesticated animals can sense the unnatural presence of a groaning spirit at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.
Vulnerability (Ex): If a spellcaster uses dispel evil (the second effect requiring a touch attack) against a groaning spirit, the creature must succeed on a Will save (DC 15 + caster’s relevant ability score modifier) or die immediately.

This translucent figure resembles a beautiful elven female with delicate features. Her eyes burn with a crimson flame and her hair is a tangled mess of its former beauty.

The groaning spirit is the malevolent spirit of a female elf that is found haunting swamps, fens, moors, and other desolate places. Groaning spirits hate the living and seek to destroy whomever they meet. A groaning spirit appears as a translucent image of her former self

Credit
The Groaning Spirit originally appeared in the First Edition Monster Manual (© TSR/Wizards of the Coast, 1977) and is used by permission.
Copyright Notice
Authors Scott Greene and Clark Peterson, based on original material by Gary Gygax.
 

freyar

Extradimensional Explorer
For those interested:

Converting monsters with WotC IP is a murky business. I've done a fair bit, so I can tell you what I've figured out:

1) Talking about it on a fansite like EN World isn't going to be a problem, that seems to be fair use/free speach, etc, like you'd expect.

2) Posting it as OGC is confusing. Necromancer Games and the EN World Creature Catalog have both done this (and the CC continues!), but they, at least originally, had a special agreement with WotC. I wish I knew what this agreement looked like, but I don't. Maybe if Scott Greene/Grazz't sees this, he can tell us! ;)

3) WotC at some point had posted a set of guidelines for converting adventures, which I think largely meant NPCs and monsters in adventures. I snagged these from EN World a few years ago. The long and short of it is that you were allowed to make the conversions OGC, but you had to use the d20 STL to use the WotC IP. Of course, WotC has since voided the d20 STL.

4) I and some other fans have OGC conversions of monsters posted on our personal homepages. WotC hasn't sent any of us a C&D letter AFAIK. In fact, they really only seem to have gone after people who are asking for money.

So that's the story.
 

CleverNickName

Limit Break Dancing
PHANATON
CR 1/2 (200 XP)
N SMALL HUMANOID
Init +3; Senses low-light vision; Perception +5

DEFENSE
AC 16; touch 14, flat-footed 13 (+3 Dex, +1 Size, +2 natural)
hp 6 (1d8+2)
Fort +3, Ref +7, Will +0; +2 racial bonus to Reflex saves

OFFENSE
Speed 20 ft., Glide 30 ft. (poor)
Melee small javelin +3 (1d4+1)
Ranged small javelin +3 (1d4+1)
Space 5 ft.; Reach 5 ft.
Special Attacks -

STATISTICS
Str 12, Dex 17, Con 15, Int 12, Wis 10, Cha 10
Base Atk +0; CMB +0; CMD 13
Feats: Weapon Finesse
Skills: Acrobatics +7, Climb +3, Perception +5, Stealth +7; Racial Modifiers +4 Acrobatics
Languages: Common, Phanaton

ECOLOGY
Environment Warm forests
Organization Solitary, patrol (2-4), hunting party (3-18 plus 1 war chief), or village (30-300 plus 1 war chief and 2-12 bodyguards per every 30, plus 1 subchief and 2-8 bodyguards per 100 phanaton, plus 1 tribal king with 4 bodyguards per 300 phanaton.)
Treasure Incidental

SPECIAL ABILITIES
Glide (Ex): Phanaton have a limited ability to fly short distances, using the flexible skin membranes between their wrists and ankles. A phanaton never takes damage from any fall, and can fly at the listed speed and maneuverability while falling.

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

The phanaton look like a cross between raccoons and monkeys. They are roughly halfling-size and have 4-foot long, prehensile tails, and membranes of skin stretching from arm to leg. They can spread these membranes and glide from branch to branch.

Phanaton perfer to eat fruits and vegetables, though they may eat meat. They are especially fond of the taste of spiders, and often hunt them for food. They are the traditional enemy of the aranea and other spiders, and attack them on sight.1

Phanaton speak their own language.

PHANATON CHARACTERS
Most phanatons are warriors, but their bodyguards are usually fighters. Phanaton war chiefs and leaders are usually rangers or druids. Other character classes are extremely rare among the phanaton.
[SBLOCK=Phanaton War Chief (CR 3)]PHANATON WAR CHIEF
CR 3 (800 XP)
N SMALL HUMANOID (RANGER 3)
Init +3; Senses low-light vision; Perception +7

DEFENSE
AC 16; touch 14, flat-footed 13 (+3 Dex, +1 Size, +2 natural)
hp 22 (3d10+6)
Fort +5, Ref +8, Will +1; +2 racial bonus to Reflex saves

OFFENSE
Speed 20 ft., Glide 30 ft. (poor)
Melee small javelin +6 (1d4+1)
Ranged small javelin +6 (1d4+1)
Space 5 ft.; Reach 5 ft.
Special Attacks Favored enemy

STATISTICS
Str 12, Dex 17, Con 15, Int 12, Wis 10, Cha 10
Base Atk +3; CMB +2; CMD 15
Feats: EnduranceB, Point Blank ShotB, Precise Shot, Weapon Finesse
Skills: Acrobatics +13, Climb +5, Handle Animal +7, Knowledge (Nature) +7, Perception +7, Stealth +13, Survival +7; Racial Modifiers +4 Acrobatics
Languages: Common, Phanaton

ECOLOGY
Environment Warm forests
Organization Solitary (unique)
Treasure Carried: 5 javelins, ankle pouch, crude dagger, 3 pieces of fruit, antitoxin, potion of cure light wounds

SPECIAL ABILITIES
Glide(Ex): Phanaton have a limited ability to fly short distances, using the flexible skin membranes between their wrists and ankles. A phanaton never takes damage from any fall, and can fly at the listed speed and maneuverability while falling.

Favored Enemy (Ex): the war chief gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against vermin creatures. Likewise, he gets a +2 bonus on weapon attack and damage rolls against vermin.

Track (Ex): the war chief gains a +1 bonus to Survival skill checks made to follow or identify tracks.

Wild Empathy (Ex): the war chief can improve the attitude of animals with the Diplomacy skill, as if they were humanoids.

Favored Terrain (Ex): The war chief gains a +2 bonus to initiative checks when traveling through jungle terrain. He also gains a +2 bonus to all Knowledge (geography), Perception, Stealth, and Survival checks made while in this terrain. The war chief does not leave a trail when traveling through jungle. [/SBLOCK]
[SBLOCK=Phanaton Bodyguard (CR 2)]PHANATON BODYGUARD (CR 2)
CR 2 (600 XP)
N SMALL HUMANOID (FIGHTER 2)
Init +2; Senses low-light vision; Perception +1

DEFENSE
AC 16; touch 13, flat-footed 14 (+2 Dex, +1 Size, +1 shield, +2 natural)
hp 15 (2d10+4)
Fort +4, Ref +4, Will +0; +2 racial bonus to Reflex saves

OFFENSE
Speed 20 ft., Glide 30 ft. (poor)
Melee small javelin +3 (1d4+1)
Ranged small javelin +3 (1d4+1)
Space 5 ft.; Reach 5 ft.
Special Attacks -

STATISTICS
Str 12, Dex 17, Con 15, Int 12, Wis 10, Cha 10
Base Atk +2; CMB +1; CMD 14
Feats: DodgeB, Weapon Finesse, Weapon Focus (Javelin)B
Skills: Acrobatics +8, Climb +5, Survival +6; Racial Modifiers +4 Acrobatics
Languages: Common, Phanaton

ECOLOGY
Environment Warm forests
Organization Solitary (unique)
Treasure Carried 6 javelins, buckler, ankle pouch, potion of blur, potion of cure light wounds

SPECIAL ABILITIES
Glide (Ex): Phanaton have a limited ability to fly short distances, using the flexible skin membranes between their wrists and ankles. A phanaton never takes damage from any fall, and can fly at the listed speed and maneuverability while falling.

Bravery (Ex): The phanaton bodyguard gets a +2 bonus to all save throws against fear.[/SBLOCK]
Phanaton are defined by their class levels--they do not possess racial Hit Dice. All phanaton have the following racial traits.
-2 Strength, +4 Dexterity: phanaton are nimble and quick, but not physically strong.
Small: Phanaton are Small creatures and gain a +1 size bonus to their Armor Class, a +1 size bonus on attack rolls, a -1 size penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Low-light vision: Phanaton can see twice as far as a human in dim lighting and shadowy illumination.
Skilled: +4 racial bonus to Climb checks.
Saves: +2 racial bonus to Reflex saves.
Glide (Ex): as above.
Languages: Phanaton begin play speaking Phanaton. Phanaton with high Intelligence scores can choose any of these bonus languages: Common, Elf, Gnome, Halfling, Orc, Sylvan.

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

Limit Break Dancing
For those interested:

Converting monsters with WotC IP is a murky business. I've done a fair bit, so I can tell you what I've figured out...
Thanks for the info, freyar. I did a few conversions for the Vaults of Pandias, and I remember how protective WotC can be about their product. And rightly so.

(Speaking of which, I wonder if VoP is doing a Pathfinder Mystara crossover? Hmm....)

I think the stuff that we are posting here falls under #1 in your list. We are just talking about what a Tabi or a Rakasta would look like in Pathfinder; not trying to sell or take credit for anything. Anything that is copied, per se, is properly footnoted and cited.

I can see where putting them onto the Pathfinder SRD might cause problems, though, especially where #2 and #3 are concerned. jreyst, is there a way that you can separate the fan-converted monsters from the PFSRD, so that there is no confusion about what is/is not Open Content?
 

pawsplay

Hero
Hmm. I'm unclear if they are or not, but in the interests of "better safe than sorry", I'll drop all but the dinosaurs until I know otherwise.

The only problem I see is the OGC declaration on the site. Since Rakasta aren't OGC, afaik, could be a problem. I would also caution that the fan SRD site goes a little beyond the usual fan operation, in that labeling it a "SRD" implies "Use this material under the OGL."
 

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