Pathfinder 1E Pathfinder Converted Monsters

jreyst

First Post
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?

Clever: I am only posting your conversions (so far) of real world creatures ie, creatures that I do not believe it would be possible to *not* be open. I doubt anyone could claim ownership to a brontosaurus for example.

Either way, I do indicate that these are fan-converted monsters on the page where they are linked from. I could also include more clear verbiage on each monsters individual page just to be safe.
 

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pawsplay

Hero
Also, the brontosaurus is scientifically the apatosaurus. That could be taken as a reason to use brontosaurus, but I wanted to throw that out there.
 




CleverNickName

Limit Break Dancing
Another one for the Isle of Dread.

BABOON, ROCK
CR 1/2 (200 XP)
N MEDIUM ANIMAL
Init +2; Senses low-light vision, scent; Perception +7

DEFENSE
AC 13; touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 13 (2d8+2)
Fort +4, Ref +5, Will +1

OFFENSE
Speed 40 ft., Climb 30 ft.
Melee Bite +3 (1d6+3)
Space 5 ft.; Reach 5 ft.
Special Attacks -

STATISTICS
Str 15, Dex 14, Con 12, Int 2, Wis 12, Cha 4
Base Atk +1; CMB +3; CMD 15
Feats: Alertness
Skills: Climb +9, Perception +7; Racial Modifiers Climb +4
Languages: none

ECOLOGY
Environment Warm forests and mountains
Organization Solitary or group (10-40)
Treasure None

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Rock baboons are larger versions of normal baboons. They are omnivores, but prefer meat. They do not make tools or weapons but will pick up bones or branches to use as clubs. Rock baboons form packs, each led by a dominant male. They are ferocious and have vicious tempers. They do not speak a true language, but use simple screams to communicate warnings and needs.1

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1. Gygax, G. and Arneson, D. 1983. Dungeon Masters Rulebook. Random House, Inc.
 

CleverNickName

Limit Break Dancing
I'm not sure if this one is going to appear in the Pathfinder Bestiary or not; I didn't see it on the index. But it is in the 3.5 SRD, so there is a pretty good chance that a 'canon' version will be out sooner or later. But in the meantime...

HIPPOGRIFF
CR 2 (600 XP)
N LARGE MAGICAL BEAST
Init +2; Senses Darkvision 60 ft., low-light vision, scent; Perception +10

DEFENSE
AC 15; touch 11, flat-footed 13 (+2 Dex, -1 size, +4 natural)
hp 25 (3d10+9)
Fort +6, Ref +5, Will +2

OFFENSE
Speed 50 ft., Fy 100 ft. (average)
Melee 2 claw +6 (1d4+4), bite +1 (1d8+2)
Space 10 ft.; Reach 5 ft.
Special Attacks -

STATISTICS
Str 18, Dex 15, Con 16, Int 2, Wis 13, Cha 8
Base Atk +3; CMB +11; CMD 23
Feats: Dodge, Wingover
Skills: Fly +8, Perception +10; Racial Modifiers Perception +4
Languages: none

ECOLOGY
Environment Temperate hills
Organization Solitary, pair, or flight (7-12)
Treasure None

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A hippogriff is a fantastic creature with the foreparts and head of a giant eagle and the hindquarters of a horse. Hippogriffs can be ridden if tamed. They will usually attack pegasi, who are their natural enemies. Hippogriffs nest in rocky crags, and may swoop down on prey, carrying off a man-sized or smaller victim.1

Hippogriffs dive at their prey and strike with their clawed forelegs. When they cannot dive, they slash with claws and beak. Mated pairs and flights of these creatures attack in concert, diving repeatedly to drive away or kill intruders. Hippogriffs fight to the death to defend their nests and their hatchlings, which are prized as aerial mounts and fetch a handsome price in many civilized areas.

HIPPOGRIFF MOUNTS

A hippogriff requires training before it can bear a rider in combat.

Training a hippogriff requires six weeks of work and a DC 25 Handle Animal check. Riding a hippogriff requires an exotic saddle. A hippogriff can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.

Hippogriff eggs are worth 2,000 gp apiece on the open market, while young are worth 3,000 gp each. Professional trainers charge 1,000 gp to rear or train a hippogriff.

Carrying Capacity: A light load for a hippogriff is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds.

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1. Gygax, G. and Arneson, D. 1983. Dungeons and Dragons Expert Rulebook. Random House, Inc.
 
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CleverNickName

Limit Break Dancing
One of my favorite "regular" animals; also for the Isle of Dread.

SNAKE, SPITTING COBRA
CR 1/2 (200 XP)
N TINY ANIMAL
Init +2; Senses Darkvision 60 ft., low-light vision, scent; Perception +2

DEFENSE
AC 13; touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 1 (1/4 d8)
Fort +2, Ref +5, Will +1

OFFENSE
Speed 15 ft.
Melee Bite +5 (1+poison)
Ranged Spit +5 ranged touch (poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks: Poison, spit

STATISTICS
Str 4, Dex 17, Con 11, Int 2, Wis 12, Cha 3
Base Atk +0; CMB -11; CMD 2
Feats: Weapon Finesse
Skills: Acrobatics +11, Climb +1, Perception +2, Stealth +7, Swim +5; Racial Modifiers Acrobatics +8, Climb +4, Stealth +4, Swim +8
Languages: none

ECOLOGY
Environment Warm forests, plains, and deserts
Organization Solitary
Treasure None

SPECIAL ATTACKS
Poison (Ex): Bite--injury; save Fort DC 10, frequency 1/round for 2 rounds, effect 1d4 Con, cure 2 consecutive saves.

Spit (Ex): a spitting cobra can spit its venom into the eyes of its opponent as a ranged touch attack. A creature hit by the venom must make Fortitude saves to resist the poison as if bitten (see above), and must also make a Reflex save DC 10 or be blinded. The save DC for this ability is Constitution-based. Blindness caused by a spitting cobra is permanent until cured.

A spitting cobra is a 3 foot long, grayish-white snake which spits a stream of venom at its victim's eyes. As with most small poisonous snakes, a spitting cobra will not attack human-sized or larger opponents unless startled or threatened.1

SPITTING COBRAS AS FAMILIARS
The master of a spitting cobra familiar gains a +3 bonus to Bluff checks.

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1. Gygax, G. and Arneson, D. 1983. Dungeon Masters Rulebook. Random House, Inc.
 

CleverNickName

Limit Break Dancing
Yet another monster conversion for the Isle of Dread; for the area over by the pearl reefs.

SNAKE, SEA
CR 1 (400 XP)
N MEDIUM ANIMAL (AQUATIC)
Init +2; Senses low-light vision, scent; Perception +4

DEFENSE
AC 16; touch 13, flat-footed 13 (+3 Dex, +3 natural)
hp 19 (3d8+3)
Fort +4, Ref +6, Will +2

OFFENSE
Speed 20 ft., Swim 20 ft.
Melee Bite +5 (1d4-1 plus poison)
Space 5 ft.; Reach 5 ft.
Special Attacks Poison

STATISTICS
Str 8, Dex 17, Con 12, Int 2, Wis 12, Cha 2
Base Atk +2; CMB +1; CMD 14
Feats: Weapon Finesse
Skills: Acrobatics +11, Climb +1, Perception +4, Stealth +7, Swim +5; Racial Modifiers Acrobatics +8, Climb +4, Stealth +4, Swim +8
Languages: none

ECOLOGY
Environment Warm aquatic
Organization Solitary or group (10-40)
Treasure None

SPECIAL ATTACKS
Poison (Ex): Bite--injury; save Fort DC 12, frequency 1/round for 3 rounds, effect 1d6 Con, cure 2 consecutive saves.

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Sea snakes are snakes adapted for living in the sea. All are poisonous. They average 6 feet long. A sea snake's bite is little more than a pinprick, and will go unnoticed 50% of the time. Unlike other snakes, sea snakes will attack humans; they are very aggressive.1

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


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