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Pathfinder 1E Pathfinder Converted Monsters

CleverNickName

Limit Break Dancing
TERMITE, SWAMP
CR 1/2 (200 XP)
N SMALL VERMIN
Init +3; Senses Darkvision 60 ft., scent; Perception +4

DEFENSE
AC 14; touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 4 (1d8)
Fort +2, Ref +3, Will +0

OFFENSE
Speed 5 ft., Swim 50 ft.
Melee Bite -1 (1d4-2)
Space 5 ft.; Reach 5 ft.
Special Attacks: Ink spray (Fort DC 10), jet

STATISTICS
Str 7, Dex 17, Con 10, Int -, Wis 10, Cha 4
Base Atk +0; CMB -6; CMD 7
Feats: AlertnessB
Skills: Perception +4, Stealth +7, Swim +6; Racial Modifiers Perception +4, Swim +8
Languages: none

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


TERMITE, FRESHWATER
CR 1/2 (200 XP)
N SMALL VERMIN (AQUATIC)
Init +3; Senses Darkvision 60 ft., scent; Perception +4

DEFENSE
AC 15; touch 14, flat-footed 12 (+3 Dex, +1 size, +1 natural)
hp 11 (2d8+2)
Fort +4, Ref +3, Will +0

OFFENSE
Speed 5 ft., Swim 60 ft.
Melee Bite +0 (1d4-2)
Space 5 ft.; Reach 5 ft.
Special Attacks: Ink spray (Fort DC 11), jet

STATISTICS
Str 7, Dex 17, Con 10, Int -, Wis 10, Cha 4
Base Atk +1; CMB -5; CMD 8
Feats: AlertnessB
Skills: Perception +4, Stealth +7, Swim +6; Racial Modifiers Perception +4, Swim +8
Languages: none

ECOLOGY
Environment Temperate and warm aquatic
Organization Solitary or group (2-3)
Treasure None


TERMITE, SALTWATER
CR 1 (400 XP)
N MEDIUM VERMIN (AQUATIC)
Init +3; Senses Darkvision 60 ft., scent; Perception +7

DEFENSE
AC 16; touch 13, flat-footed 13 (+3 Dex, +3 natural)
hp 22 (4d8+4)
Fort +4, Ref +4, Will +2

OFFENSE
Speed 5 ft., Swim 60 ft.
Melee Bite +5 (1d6+2)
Space 5 ft.; Reach 5 ft.
Special Attacks Ink spray (Fort DC 12), jet

STATISTICS
Str 14, Dex 17, Con 11, Int -, Wis 12, Cha 2
Base Atk +3; CMB +5; CMD 18
Feats: AlertnessB
Skills: Perception +7, Stealth +3, Swim +10; Racial Modifiers Perception +4, Swim +8
Languages: none

ECOLOGY
Environment Warm aquatic
Organization Solitary or group (2-7)
Treasure None

SPECIAL ABILITIES
Ink Spray (Ex): a water termite can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once per minute as a free action. Underwater, the cloud provides total concealment, which the termite uses to escape a dangerous foe. All vision within the cloud is obscured. Above the water, the ink spray is a ranged touch attack that delivers a paralyzing toxin to a single foe. The range increment for the ink spray is 5 feet.

Water termite ink (Ex): Contact; save Fort DC varies, frequency 1/round for 4 rounds, effect paralysis, cure 2 consecutive saves.

Jet (Ex): a termite can jet forward once per round as a full-round action, at a speed of 240 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.

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Water termites range from 1 to 5 feet long, the largest found only in ocean waters. All are shaped like normal termites, except for an elastic sac in their abdomen which can intake and expel water for movement and feeding. When the sac is completely expanded, the creature looks like a large balloon with a small insect-like head on the front.

The creature does not bite unless cornered; instead, it uses an inky spray for defense.

The real terror of these creatures is the destruction they bring to ships. They cling to hulls, each causing points of hull damage equal to their bite before letting go.1

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

First Post
A bunch more Adventure Path monster conversions have been posted. You can see them here.

I will be going back over this thread as soon as I have time and copying the ones I am sure are open (which looks like most so far).

Thanks Clever for continuing to convert these great critters!
 


CleverNickName

Limit Break Dancing
This one was a bit tricky. The plesiosaurus in Monster Manual II is a 3 HD monster, but the one in the X1: Isle of Dread module is a 16 HD monster. To stay faithful to the conversion, I have advanced the MM2 version to 16 HD, and then converted it to Pathfinder format. Which reminds me, I need to update the Allosaurus and Ankylosaurus with the info from MM2...

PLESIOSAURUS (CRYPTOCLIDUS)
CR 7 (3,200 XP)
N HUGE ANIMAL (AQUATIC)
Init +7; Senses Darkvision 60 ft., low-light vision; Perception +13

DEFENSE
AC 18; touch 12, flat-footed 15 (+3 Dex, -1 size, +6 natural)
hp 135 (16d8+63)
Fort +15 (reroll 1/day), Ref +15, Will +6

OFFENSE
Speed Swim 60 ft.
Melee Bite +15 (2d6+5)
Space 15 ft.; Reach 15 ft.
Special Attacks: Grab (bite), swallow whole

STATISTICS
Str 20, Dex 17, Con 17, Int 2, Wis 13, Cha 9
Base Atk +12; CMB 19; CMD 32
Feats: 8: Alertness, Great Fortitude, Improved Great Fortitude, Improved Initiative, Improved Natural Armor (x2), Lightning Reflexes, Toughness
Skills: Perception +16, Stealth +3, Swim +18; Racial Modifiers Perception +4, Stealth +8, Swim +8
Languages: none

ECOLOGY
Environment Temperate and warm aquatic
Organization Solitary or group (2-3)
Treasure None

SPECIAL ATTACKS
Grab (Ex): if a plesiosaurus 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 attempt to swallow its prey whole.

Swallow Whole (Ex): a plesiosaurus 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 2d6+5 points of bludgeoning damage plus 1d6+3 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. A Huge plesiosaur's gullet can hold 1 Medium, 2 Small, 8 Tiny, or 16 Diminutive or smaller opponents.


A plesiosaurus is a fish-eating, lake-dwelling dinosaur, usually about 30-50 feet long. It has an extremely long neck and a large snakelike head filled with sharp teeth. This dinosaur has small flippers in place of legs to aid in swimming. It is aggressive and can overturn small boats and rafts.1

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1. Cook, D. and Moldvay, T. 1981. The Isle of Dread. Random House, Inc.
 
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CleverNickName

Limit Break Dancing
Some more dinosaurs for the Isle of Dread.

PTERONODON (QUETZALCOATLUS)
Technically not a dinosaur, a pterosaur (quetzalcoatlus) is a massive flying reptile. This fearsome predator glides through the skies searching for meals. Although it is not adverse to carrion, it preferrs fresh meat or fish. A pterosaur has a long neck and head, and a relatively large brain. Its "wings" are flaps of skin extended and controlled by its forelimbs and specially evolved fingers.1

PTERODACTYL
CR 1/2 (200 XP)
N SMALL ANIMAL
Init +2; Senses Darkvision 60 ft., low-light vision; Perception +4

DEFENSE
AC 16; touch 14, flat-footed 12 (+4 Dex, +1 size, +1 natural)
hp 5 (1d8+1)
Fort +1, Ref +4, Will +0

OFFENSE
Speed Fly 80 ft. (good)
Melee Bite +5 (1d6-2)
Space 5 ft.; Reach 5 ft.
Special Attacks: None

STATISTICS
Str 6, Dex 19, Con 13, Int 2, Wis 11, Cha 6
Base Atk +0; CMB -3; CMD 11
Feats: Weapon Finesse
Skills: Fly +8, Perception +4, Stealth +12; Racial Modifiers Perception +4, Fly +8
Languages: none

ECOLOGY
Environment Warm forests and mountains
Organization Solitary or group (2-8)
Treasure None

------------
Pterodactyls are batlike reptiles with wingspans of 8-10 feet. They hunt insects, birds, and small animals, gliding slowly along air currents to spot their prey. If driven by great hunger, they may attack human-sized creatures.2


PTERANODON
CR 3 (800 XP)
N LARGE ANIMAL
Init +5; Senses Darkvision 60 ft., low-light vision; Perception +10

DEFENSE
AC 20; touch 15, flat-footed 15 (+5 Dex, -1 size, +6 natural)
hp 37 (5d8+15)
Fort +4, Ref +9, Will +2

OFFENSE
Speed Fly 60 ft.
Melee Bite +7 (2d6+3)
Space 10 ft.; Reach 5 ft.
Special Attacks: Dive, grab, rake (2 claws +7, 1d6+1 each), snatch

STATISTICS
Str 17, Dex 20, Con 17, Int 2, Wis 12, Cha 6
Base Atk +3; CMB +7; CMD 22
Feats: Flyby Attack, Weapon Finesse, Wingover
Skills: Fly +12, Perception +10, Stealth +6; Racial Modifiers Perception +4, Fly +8
Languages: none

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

SPECIAL ATTACKS
Dive (Ex): when a pteranodon swoops down upon an opponent from at least 20 feet away (a charge attack), it can make a full attack (including two rake attacks.) A pteranodon ignores terrain when making a charge.

Grab (Ex): if a pteranodon 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 latches on and can rake.

Snatch (Ex): If a pteranodon grabs a creature of Tiny size or smaller, it picks it up and holds it in its mouth, squeezing each round for automatic bite damage. A pteranodon can drop a creature it has snatched as a free action, or use a standard action to fling it aside. A flung creature travels 1d6x10 feet, and takes 1d6 points of damage per 10 feet traveled.

------------
Pteranodons are much larger and more aggressive than pterodactyls, having wingspans of up to 50 feet. They will often attack and carry off Medium-sized creatures.


PTEROSAUR (QUETZALCOATLUS)
CR 8 (4,800 XP)
N HUGE ANIMAL
Init +5; Senses Darkvision 60 ft., low-light vision; Perception +14

DEFENSE
AC 18; touch 10, flat-footed 16 (+1 Dex, -2 size, +8 natural, +1 dodge)
hp 95 (10d8+50)
Fort +8, Ref +10, Will +6

OFFENSE
Speed Fly 100 ft. (perfect)
Melee Bite +15 (2d10+8)
Space 15 ft.; Reach 10 ft.
Special Attacks: Dive, grab, rake (2 claws +7, 2d6+8 each), snatch, swallow whole

STATISTICS
Str 26, Dex 13, Con 20, Int 2, Wis 17, Cha 11
Base Atk +7; CMB +17; CMD 28
Feats: Dodge, Flyby Attack, Improved Initiative, Lightning Reflexes, Wingover
Skills: Fly +19, Perception +14, Stealth -1; Racial Modifiers Perception +4, Fly +8
Languages: none

ECOLOGY
Environment Warm forests and mountains
Organization Solitary or pair
Treasure None

SPECIAL ATTACKS
Dive (Ex): when a pterosaur swoops down upon an opponent from at least 20 feet away (a charge attack), it can make a full attack (including two rake attacks.) A pterosaur ignores terrain when making a charge.

Grab (Ex): if a pterosaur 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 latches on and can rake.

Snatch (Ex): If a pterosaur grabs a creature of Tiny size or smaller, it picks it up and holds it in its mouth, squeezing each round for automatic bite damage. A pterosaur can drop a creature it has snatched as a free action, or use a standard action to fling it aside. A flung creature travels 1d6x10 feet, and takes 1d6 points of damage per 10 feet traveled.

Swallow Whole (Ex): a pterosaur 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 1d8+4 points ofb ludgeoning damage plus 1d4 points of acid damage per round from the pterosaur's digestive juices. A successful grapple check allows the swallowed creature to climb out of the gullet and return to the mouth, where another successufl 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 15 points of damage to the digestive tract (AC 15) 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. A Huge plesiosaur's gullet can hold 1 Medium, 4 Small, 16 Tiny, or 64 Diminutive or smaller opponents.

------------
The largest pterosaurs (quetzalcoatlus) have wingspans of 50-100 feet. They can carry off a creature of Large size, often attacking by surprise by swooping down on prey from above.

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1. Bonny, E., Grubb, J. et. al. 2002. Monster Manual II. Wizards of the Coast, Inc.

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

Limit Break Dancing
HUMAN, NATIVE
CR 1 (400 XP)
N MEDIUM HUMANOID (HUMAN, 1ST LEVEL FIGHTER)
Init +2; Senses none; Perception +5

DEFENSE
AC 15; touch 12, flat-footed 13 (+2 Dex, +2 leather armor, +1 wood shield)
hp 12 (1d10+2)
Fort +4, Ref +2, Will +1

OFFENSE
Speed 30 ft.
Melee Spear +4 (1d8+2)
Ranged Spear +4 ranged (1d8+2)
Space 5 ft.; Reach 5 ft.
Special Attacks -

STATISTICS
Str 15, Dex 14, Con 15, Int 10, Wis 12, Cha 10
Base Atk +1; CMB +3; CMD 15
Feats: Alertness, Weapon Focus (spear)B
Skills: Heal +3, Perception +5, Stealth +5, Survival +7
Languages: Common

ECOLOGY
Environment: The Thanegoith Archipelago
Organization: Solitary, group (2-12), war party (8-48), or village (100-800)
Treasure Carried: Spear, leather armor, wooden shield, bead necklace (10 gp.)

"Natives" are the primitive people who live in the jungles, wilderness, and tropical islands of the Thanegoith Archipelago. Unlike other isolated peoples, humans in this primitive society have never developed a basic civilization--or if they did, it collapsed long ago.

Most natives are tribal and nomadic, making only small, temporary settlements often in remote places. Their technology will often be poorly developed (Stone Age or Bronze Age), and they may rely on the outside world for more advanced technology such as iron weapons. These will often be gained by trade or war.

Since natives live close to nature, their societies and cultures reflect the limitations imposed on them by their environment and way of life.1


NATIVE SOCIETY
Most natives wear scant clothes and no armor, but some wear the equivalent of leather armor and the tribal chiefs may wear special armor made of hardened bone or lacquered wood. Their most common weapons are spears, daggers, knives, axes or javelins, although some may use nets, tridents, bolas, and/or blowguns. Natives may also carry shields.2

Some natives are farmers and/or animal herders, but most live by hunting, gathering, and/or fishing. Some live by preying on other tribes. Their dwellings are simple wooden huts or tents often protected (in the case of settled groups) by a wooden stockade.1

The warriors of the more warlike tribes (including cannibals) are all first-level fighters, but the natives of peaceful tribes are mostly commoners who have a few high-level leaders. For every 20 natives, there is an additional 2nd-level fighter who acts as their leader. For every 40 natives, there is an additional 4th level fighter who acts as a war chief. For each village of at least 100, there is a chieftan who is a 6th level fighter. There is a 50% chance that each village of at least 100 also has a tribal shaman who is a sorcerer or cleric of at least 5th level. If 300 natives are encountered, there is a "great chief" of at least 9th level. This chief is guarded by 2d4 4th level warriors.2


NATIVES AS CHARACTERS
Most natives are commoners or warriors, though a fair number of them are fighters and barbarians. Rangers, clerics, sorcerers, and druids are less common in tribal communities, but are not unheard of. Other character classes are exceedingly rare among these natives.

Natives are defined by their class levels--they do not possess racial Hit Dice. Natives have the following racial modifiers (these modifiers replace those described for Humans in the Pathfinder Core Rulebook.)

+2 Constitution, -2 Intelligence, +2 Wisdom. Natives are strong and observant, but their education is limited.
Medium size: Natives have no special bonuses or penalties due to their size.
Normal Speed:A native’s base land speed is 30 feet.
Weapon Training: Natives are automatically proficient with the bola, longbow, shortbow, and the net.
Self-sufficient: Natives get a +2 racial bonus on Heal and Survival checks.
Born Hunters: Natives get a +2 racial bonus to Perception and Stealth checks.
Languages: Natives begin play speaking Common. Natives with high Intelligence scores can choose any language they want (except secret languages, such as Druidic.)
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1. Morris, G. et. al. 1986. Creature Catalog. Random House, Inc.

2. Cook, D. and Moldvay, T. 1981. The Isle of Dread. Random House, Inc.
 
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CleverNickName

Limit Break Dancing
HUMAN, NEANDERTHAL
CR 1 (400 XP)
N MEDIUM HUMANOID (HUMAN, 2ND LEVEL FIGHTER)
Init +2; Senses low-light vision; Perception +5

DEFENSE
AC 17; touch 12, flat-footed 15 (+2 Dex, +4 hide armor, +1 natural)
hp 17 (1d10+7)
Fort +7, Ref +2, Will +1

OFFENSE
Speed 30 ft.
Melee Greatclub +5 (1d10+4)
Ranged Spear +4 (1d8+3)
Space 5 ft.; Reach 5 ft.
Special Attacks -

STATISTICS
Str 17, Dex 14, Con 15, Int 8, Wis 12, Cha 10
Base Atk +2; CMB +5; CMD 17
Feats: Great FortitideB, Power AttackB Weapon Focus (greatclub)
Skills: Intimidate +4, Survival +2
Languages: Common

ECOLOGY
Environment: Warm forests, mountains, and hills
Organization: Solitary, group (2-4), or clan (10-40)
Treasure Carried: Greatclub, hide armor, 3 spears, leather sack, assorted bones, shells, and uncut gems worth 1d20 gp.

Neanderthals (also known as Cavemen) have squat bodies with large bones and powerful muscles. Their faces have ape-like features, including large brows above the eyes.1

NEANDERTHAL SOCIETY
Neanderthals live in family groups in caves and caverns. They usually fight with thrown spears and use stone axes, clubs, or stone hammers in hand-to-hand combat.

Neanderthals are friendly toward dwarves and gnomes, but hate goblins and kobolds, and will attack ogres on sight. Neanderthals are shy and will avoid humans, but are not usually hostile unless they are attacked.1

NEANDERTHALS AS CHARACTERS
Neanderthals are usually warriors or fighters, with the occasional barbarian or ranger. Spellcasting neanderthals are usually sorcerers, and are extremely rare.

Neanderthals are defined by their character classes; they do not have racial hit dice. Neanderthals have the following racial modifiers (these modifiers replace those in the Pathfinder Core Rulebook.)

+2 Strength, +2 Constitution, -2 Intelligence.
Medium size: Neanderthals have no special bonuses or penalties due to their size.
Normal Speed: A Neanderthal's base land speed is 30 feet.
Hardy: Neanderthals begin play with +6 hit points.
Low-light vision: Neanderthals can see twice as far as humans in conditions of dim light.
Natural Armor: Neanderthals have tough skin and thick bones, which give them a +1 natural armor bonus.
Hatred: Neanderthals receive a +1 bonus on attack rolls against goblins, kobolds, and ogres.
Mental Fortitude: Neanderthals gain a +2 racial bonus to save throws against Illusions or Enchantments.
Languages: Neanderthals begin play speaking Common. Neanderthals with high Intelligence scores can choose any language they want (except secret languages, such as Druidic.)
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1. Gygax, G. and Arneson, D. 1983. Dungeon Masters Rulebook. Random House, Inc.
 
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CleverNickName

Limit Break Dancing
HUMAN, PIRATE or BUCCANEER
CR 1 (400 XP)
N MEDIUM HUMANOID (HUMAN, 1ST LEVEL FIGHTER)
Init +2; Senses none; Perception +5

DEFENSE
AC 15; touch 12, flat-footed 13 (+2 Dex, +2 leather armor, +1 buckler)
hp 11 (1d10+1)
Fort +3, Ref +2, Will +1

OFFENSE
Speed 30 ft.
Melee Cutlass +4 (1d6+2)
Ranged Heavy crossbow +2 (1d10)
Space 5 ft.; Reach 5 ft.
Special Attacks -

STATISTICS
Str 15, Dex 14, Con 13, Int 10, Wis 12, Cha 10
Base Atk +1; CMB +3; CMD 15
Feats: Improved InitiativeB, Weapon focus (cutlass)
Skills: Intimidate +5, Profession +5, Swim +7
Languages: Common

ECOLOGY
Environment: Any coastal or aquatic
Organization: Solitary, gang (2-12), raiding party (10-40) or fleet (100-600)
Treasure Carried: Cutlass (treat as scimitar), leather armor, buckler, heavy crossbow, 10 crossbow bolts, belt pouch, 1d20 silver coins, 1d8 gold coins.

Buccaneers are found on seas, rivers, great lakes, and oceans. They live by raiding coastal towns and capturing ships, selling the booty elsewhere. Most are neutral fighters. Pirates are seagoing men who plunder other vessels, raid coastal towns, and engage in illegal slave trades. They are noted for their evil acts and cruelty toward prisoners. They also freely attack each other if there is a chance for profit.1

PIRATE SOCIETY
The number of pirates that appear depends on the type and number of ships they are sailing. Fore every 30 pirates, there is an additional 4th level fighter as leader. For every 50 pirates (or 1 ship), there is an 8th level commander. For every fleet of 300 or more pirates, there is an 11th level fighter (Pirate Lord), as commander of the fleet, and a 75% chance for a 9th or 10th level wizard.

Pirates may carry their treasure with them or have maps showing where it is buried. Pirates may also (25% chance) have 1d3 prisoners with them, awaiting ransom.1

PIRATES AS CHARACTERS
Pirates are almost always fighters, sometimes with levels of rogue or ranger. They are defined by their class levels--they do not possess racial Hit Dice. They have all of the racial modifiers for Humans in the Pathfinder Core Rulebook.

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