From PF Cosmology, some deities

A conversion and tribute to the Oni daimyo Ushitora that was the BBEG in the first campaing that I even play.

Ushitora

Female Demi-Deity Void-Yai

CE Huge outsider (giant, native, oni, shapechanger)

Init +20; Senses darkvision 600 ft., divine senses (x10), low-light vision, true seeing; Perception +68

Aura divine (DC 33, 500 ft.)

DEFENSE

AC 133, touch 42, flat-footed 122 (+34 armor, +17 deflection, +5 Dex, +6 divine, +6 dodge, +57 natural, –2 size)

hp 3,720 (40d20+2,120) regeneration 30 (fire or good spells)

Fort +116, Ref +91, Will +99

Defensive Abilities dimensional fortification, lady of the earthquake, rock catching, sixth sense; DR 15/epic; Immune acid, charm, cold, compulsion, death effects, electricity, energy drain, fire, mind-affecting, Terrestrial Hazards; Resistance Stellar Hazards; PR/SR 56

OFFENSE

Speed 180 ft., fly 60 ft. (good)

Melee Fuyuri and Ikari +160/+160/+160/+155/+155/+150/+150/+145/+145 (32d10+90/17-20x13), or Hakai +168/+168/+162/+157/+152 (48d10+152/17-20x13), or Hakai with devasting strike +168 (48d10+152/17-20x13 x4 plus dimensional crush), or 4 slam +156 (16d10+56)

Ranged rock +106/+101/+96/+91 (16d10+84), void missile +105 touch (10d8 negative energy plus energy drain)

Space 15 ft.; Reach 15 ft.

Special Attacks commanding voice, dimensional crush, energy drain (4 levels, DC 53), mythic power (6/day, surge +1d8), multihanded weapon, portal mastery, rock throwing (500 ft.), shake the earth, tectonic command, tremor, void trap

Spell-Like Abilities (CL 46th, concentration +69)

Constantfire shield (chill shield), fly, true seeing

At willapport object, commune, deeper darkness, dimension door, dream, etherealness, gaseous form (self only), gate (planar travel only), geas/quest, greater dispel magic, greater teleport, guardian armor, interplanetary teleport, invisibility (self only), magic jar (DC 38), maze, minor creation, plane shift (DC 39), sending, summon giants and oni, teleport, tongues, urban step, vision

6/daygate of the oni lord, wish

3/daycone of cold (DC 38), demand (DC 41), dominate monster (DC 42), earthquake, major creation, mass charm monster (DC 41), polar ray, teleport object (DC 40)

1/dayimplosion (DC 42), plane shift (DC 40)

STATISTICS

Str 124, Dex 20, Con 74, Int 36, Wis 40, Cha 44

Base Atk +40; CMB +160; CMD 142

Feats Alertness, Combat Reflexes, Cornugon Smash, Dodge, Double SliceB, Greater Two-Weapon FightingB, Greater Vital Strike, Improved Initiative, Improved Natural Attack (slam), Improved Two-Weapon FightingB, Improved Vital Strike, Intimidating Prowess, Lightning Reflexes, Power Attack, Signature Skill (intimidate), Toughness, Two-Weapon FightingB, Vital Strike

Epic Feats Epic Toughness, Good Reflexes, Improved Combat Reflexes, Improved Dodge, Perfect Two-Weapon FightingB, Sixth Sense, Spell Stowaway (time stop), Superior Initiative

Skills Acrobatics +51, Appraise +59, Bluff +66, Climb +102, Craft (alchemy) +62, Diplomacy +63, Fly +68, Heal +61, Intimidate +122, Knowledge (arcana, local, planes) +62, Knowledge (dungeoneering, engineering, geography, history, nature, nobility, psionic, religion) +59, Linguistics +59, Perception +68, Sense Motive +68, Sleight of Hand +51, Spellcraft +62, Stealth +46, Survival +61, Swim +102, Use Magic Device +63

Languages Abyssal, Aklo, Aquan, Auran, Ignan, Celestial, Common, Draconic, Giant, Infernal, Necril, Sylvan, Tengu, Terran, other 40; telepathy 300 ft.

SQ call tetsubo, change shape (Small to Colossal humanoid; giant form II), maven, might, oni daimyo, planar acclimation, portfolio (double space), tetsubo mastery, two-weapon mastery, virtual size category +6, void form

Artifacts

Bracers of epic armor +34

Fuyuri and Ikari: +6 ghost touch, impact, speed tetsubo and +6 ghost touch, impact, nullifying tetsubo made of gold with 1/262,144th of orichalcum (x1,5 damage)

Hakai (fusion of Fuyuri and Ikari, see call tetsubo): +12 advancing, ghost touch, impact, phase locking, speed, wounding tetsubo made of gold with 1/32,768th of orichalcum (x2 damage)

Fuyuri, Ikari, and Hakai do not suffer the usual penalty to damage rolls for being constructed entirely of gold.

Ushitora renounce to the integrate class feature for double her Divine Abilities slot

Divine Abilities
• Devasting Strike (Ex): Your attack is particularly devastating

• Invincibility (Ex): Fortitude save for negate damage

• Rapid Rejuvenation (Ex): If destroyed, you manifestation rejuvenates as if it were two divine status higher (1 hour/HD)

• Self Mastery (Ex): You can separate your individual appendages

• Strong Mind (Ex): Str as insight to attack rolls

• Strong Soul (Ex): Str as insight to saving throw

Cosmic Abilities (esoteric)
• Legendary Strength (Ex): Your Strength score is doubled

Double Space Portfolio Traits (Demi-Deity)

Domain Power: Spacetime Shifting (Ex): Reality constantly reconfigures in your vicinity. This causes all attacks against you to suffer a 20% miss chance (50% if double portfolio). True seeing if hightened to a spell level equal to your divine rank negate this effect (or reduce to 20% for double porfolio). You can take actions normally after using dimension door effects. While under an effect that block teleport effects (like of a dimensional anchor or dimensional lock spell) you can ignore the effect for 1 round by making a Knowledge (planes) check (DC 10 + caster level/HD of the effect + divine rank of the generator of the effect) as a free action.

Hostile Environment (lock) (Ex): Competence penalty (equal to double your divine rank) on all die rolls while in an area that block dimensional travel.

Cold Vulnerability (Ex): Suffer 100% extra damage from cold based attacks and spells.

• Eternal Freedom (Ex): You are immune to spells and effects which impede movement.

• Distant Gaze (Su): Your gaze can expel targets from the plane (DC 53).

• Dimensional Life (Ex): +12 competence bonus on attack rolls, damage rolls and armor class against living.

• Dimensional Summon (Ex): A summoned creature can summon or otherwise conjure another creature, and can it use any teleportation or planar travel abilities.

• Perfect Summoning (conjuration) (Ex): Creatures that have planar travel abilities (spell-like, etc.) summoned have 200% more HD.

• Hyperdimensional Body (Su): Gains the Hyperdimensional Body ability of a Great Old One.

• Reality Shift (Su): Gains the Reality Shift ability of a Great Old One with the difference that you can shift between every Plane, not only the Material plane, the Dark Tapestry, the Dreamlands or Leng and the senses and attack extend to the Transitive Planes/Material Plane instead of the usual.

Call Tetsubo (Su)
Ushitora fight with two tetsubo two-handed Fuyuri and Ikari, or with a unique tetsubo with all four arms called Hakai. As a move action Ushitora can combine Fuyuri and Ikari into Hakai or back. Ushitora can call her tetsubo to her hands at will as a free action from any distance (even across planar boundaries). If the weapons are destroyed, Ushitora can remake they and cause the rebuilt weapon to appear in her hand as a standard action; Remaking a weapon in this way provokes attacks of opportunity, but calling a weapon does not.

Commanding Voice (Su)
Ushitora gains a +20 racial bonus on the save DC of any charm or compulsion effects she uses against humanoids or creatures with the oni subtype.

Dimensional Crush (Su)
When Ushitora strikes a creature with her Hakai while using the Devasting Strike ability, the overwhelming blow tears at the underlying structure of reality. The creature must make a DC 92 Reflex save or suffer the effect of plane shift in a Plane chosen by Ushitora. The save DC is Strength-based.

Dimensional Fortification (Ex)
Ushitora cannot be forced to travel via teleportation effects unless she so chooses.

Divine Traits (Demi-Deity) (Ex)
As a demi-deity, Ushitora gains a +6 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, etc.); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance. Ushitora’s natural attacks or any weapons she wields, are treated as epic for the purpose of overcoming damage reduction. A demi-deity does not age, requires no air to breathe, no food or drink to sustain itself, nor sleep.

Gate of the Oni Lord (Sp)
This spell-like ability work like a gate spell except it can only be used for calling creatures with the Giant or Oni subtype, even if they lack the extraplanar subtype.

Lady of the Earthquake (Ex)
Ushitora is not affected by an earthquake, natural or magical is irrelevant, nor can be harmed by its indirect effects (like being pinned beneath rubble or a landslide).

Mythic (Ex)
Ushitora has Mythic Power (6/day, surge +1d8) and counts as a 6th-rank Mythic creature. Ushitora can use any of her spell and spell-like abilities as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. She can also expend Mythic Power to use the augmented versions of these spell and spell-like abilities. In her godly realm, she count as a 10th-rank Mythic creature and her Mythic Power increase to (10/day, surge +1d12).

Might (Ex)
Ushitora deals d10's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and her damage dice cannot go below this dice but this cannot increase to more dice than her HD.

Multihanded Weapon (Ex)
Ushitora is quite versatile in her use of multiple arms to wield weapons. Ushitora can wield a two-handed weapon with up to all four hands. Each hand beyond the second adds an additional ½ her Strength bonus to the damage roll. The weapon is still only considered two-handed for Power Attack and similar effects. Additionally, provided she have sufficient arms to do so, she can wield multi-handed weapons as “off-hand” weapons: this usually result in Ushitora using her 2 Tetsubo two-handed each with Two-Weapon Fighting or her Hakai with all four arms.

Oni Daimyo (Ex)
Ushitora is one of the Oni Daimyo, the supreme ruler of the Oni race. Ushitora charm, compulsion, or mind-affecting effects ignore any immunity of a creature with the oni subtype. She gains telepathy 300 ft., immunity to charm, compulsion, death effects, energy drain, mind-affecting, and two energy types (acid and electricity for Ushitora). Ushitora natural weapons, as well as any weapons she wields, are treated as epic and evil for the purposes of overcoming damage reduction.

Planar Acclimation (Ex)
Ushitora is always considered to be on her home plane, regardless of what plane she finds itself upon. Ushitora never gains the extraplanar subtype.

Portal Mastery (Su)
Ushitora senses when a creature is about to teleport into her vicinity (within range of her divine aura), or when a portal is about to open in that same area.
If she wishes, Ushitora can block the teleportation or portal effect from occurring as an immediate action. The creator of the effect must succeed at a caster level check against Ushitora’s spell resistance or the effect is countered. If the target of this ability fail the caster level check, Ushitora may chose to not block the teleportation effect and instead voluntarily go along for the ride and teleport with the target to the same location. Ushitora does not count against any limit the teleportation effect might have, such as number of creatures or total weight teleported.

Reality Shift (Su)
Ushitora, as a move action, can shift between any Plane. Ushitora senses extends into the Transitive Planes at a distance of 60 ft. from the plane where she currently is, as long as she is in one of these four or the Material Plane. Ushitora can attack and target with effects creatures on either of these planes normally, although such creatures are treated as having cover, as long as she is in one of these four. This ability does not function if Ushitora is subject to a dimensional anchor or similar effect.

Shake the Earth (Ex)
As a full-round action that provoke attack of opportunity, Ushitora can slam one of her tersubo to the ground. Doing so functions as an extraordinary mythic earthquake spell with an area of 360-ft.-radius spread centered on the daimyo, except that all the DC of Reflex are 92 instead of 15 or 20 (the Constitution check for pinned beneath rubble remain 15) and the effect lasts for 2 rounds. The save DC is Strength-based.

Summon Giants and Oni (Sp)
Ushitora can summon as a standard action any combinations of creatures with the Giant or Oni subtype (including their mythic version if she chose so) with a total encounter CR of 25 or less (like 1 Water Yai, 2 Mountain Giant, 1 Mythic Jotun Troll, 3 Tomb Giant, 1 Void Yai, 2 Ice Yai, and 2 Eclipse Giant) within 120 ft. The creatures summoned remain for 1 hour. This spell-like ability can be used at-will with 10 minutes cooldown, and if used again, the previous summoned monsters disappear. This is equivalent of a 16th-level spell.

Tectonic Command (Su)
Ushitora can reshape nearby terrain as a standard action once per round. Ushitora can reshape up to four 30 ft. x 30 ft. squares of terrain at any point she can see within her divine aura. These 30 ft. squares can be contiguous or spread across the area. Ushitora can do any or all of the following to a 30 ft. square:
  • raise or lower the square’s elevation by up to 100 ft.
  • create or destroy difficult terrain
  • transform ordinary ground into a 30 ft. deep pool of lava, or vice versa
  • transform ordinary ground into a 30 ft. deep pool of water, or vice versa
A character who is imperiled by a hazard can attempt a DC 53 Reflex save to mitigate or negate the danger, similar to other effects that create pits, landslides or similar hazards. The save DC is Charisma-based.

Tetsubo Mastery (Ex)
Ushitora treat a Tetsubo as a light weapon for calculating the penalty of Two-Weapon Fighting and gains the benefit of the Superior Critical and Superior Critical Multiplier Divine Abilities with the weapon.

Tremor (Su)
As a swift action when touching the ground, Ushitora may cause a tremor in a 60-ft.-radius spread centered upon herself. Upon doing so, she makes a free trip attempt against each other creature within the area that is touching the ground. These trip attempts don’t provoke attacks of opportunity and don’t cause Ushitora to fall prone if she fails her combat maneuver check by 10 or more.

Two-Weapon Mastery (Ex)
Ushitora gains Double Slice, Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Perfect Two-Weapon Fighting, and Two-Weapon Fighting as a bonus feats.

Void Form (Su)
Ushitora may become incorporeal or return corporeal as a swift action. In this form, she appears as a solid black shadow of her true form. She gains the incorporeal subtype and incorporeal defensive ability while in void form. In this form Ushitora retain her Strength score and any gear or armor Ushitora carries becomes incorporeal as well—she retain her AC bonus from armor and natural armor, but her tetsubo still retain some semblance of corporeality: they continue to deal full damage to corporeal creatures and objects but need to hit normal AC instead of touch like a normal incorporeal. Ushitora may still speak while incorporeal and can still use her spell-like and special abilities.

Void Missile (Su)
As a swift action, Ushitora can launch a bolt of darkness from her third eye. Damage caused by this missile is negative energy damage. This attack has a range of 360 feet with no range increment.

Void Trap (Su)
When Ushitora uses any teleportation effect on herself (including her dimension door, greater teleport and plane shift spell-like abilities, but not her gate or teleport object spell-like ability), she can choose to arrive at her destination in void form as a free action. When Ushitora does so, she leaves behind a temporary lesser sphere of annihilation in a square of her choice that was part of her space before she teleported. This sphere of annihilation cannot be caused to move by other creatures, but the sphere itself moves at a fly speed of 30 feet (perfect) toward the closest Tiny or larger creature on the oni’s next turn. If no appropriate creature is within 30 feet, the sphere does not move that round. If the sphere enters a square occupied by a creature (or if a creature touches the sphere), that creature is affected as if by a mythic disintegrate spell (CL 46th, DC 53, no spell resistance). Once the sphere damages a creature with this effect, the sphere vanishes—it also vanishes on its own after 24 hours in the unlikely event that it never discharges on a creature. The save DC is Charisma-based.
 

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Conversion of the cuckoo hag from PF2e

Cuckoo Hag CR 9

XP 6,400

NE Medium monstrous humanoid

Init +8; Senses darkvision 60 ft.; Perception +20

DEFENSE

AC 23, touch 14, flat-footed 19 (+4 Dex, +9 natural)

hp 115 (11d10+55)

Fort +8, Ref +11, Will +13

DR 10/cold iron and magic; Immune sleep; SR 20

OFFENSE

Speed 30 ft.

Melee 2 claws +17 (2d8+5/19-20)

Spell-Like Abilities (CL 9th; concentration +15)

Constantgreater false vision (self only)

At-willalter self (Medium female humanoid only), daze (DC 16), detect magic, invisibility (self only), message, open/close, prestidigitation, read magic, sleep (DC 17), soul bind (special, see soul covenant)

3/daycharnel house (DC 21), clairaudience/clairvoyance, deep slumber (DC 19), dream, fly, impossible angles (DC 21), persistent image, scripted hallucination (DC 21)

1/dayanimate objects, dreadscape (DC 20), mirage arcana, modify memory (DC 20), nightmare (DC 21), phantasmal web (DC 21)

STATISTICS

Str 20, Dex 19, Con 21, Int 18, Wis 22, Cha 23

Base Atk +11; CMB +16; CMD 30

Feats Improved Critical (claws), Improved Initiative, Persuasive, Power Attack, Psychic Sensitivity, Weapon Focus (claws)

Skills Bluff +17, Diplomacy +21, Intimidate +25, Knowledge (arcane, religion) +15, Perception +20, Sense Motive +17, Spellcraft +15

Languages Abyssal, Aklo, Common, Giant, Infernal, Sylvan, Undercommon

SQ cockoo’s lair, craft soulbound guardian, soul covenant, sound mimicry

ECOLOGY

Environment any urban

Organization solitary or coven (3 hags of any kind)

Treasure standard

Cuckoo's Lair (Su)
A cuckoo hag is intrinsically connected to a pocket dimension that serves as her home domain. The lair is an extradimensional space that is 40 feet wide, 40 feet long, 30 feet tall, and has the same planar traits of the Material Plane. It contains whatever mundane food, buildings, landscapes, and objects that the cuckoo hag desires, though anything removed from the cuckoo's lair dissolves into nothingness instantly.
In order to enter or leave the lair, the cuckoo hag must create a Large door in the Material Plane as a standard action that is connected to the door inside the lair (that is Large). The door in the physical world can be placed in any place that the cuckoo hag has saw it in person and must be placed on a fixed vertical surface that can hold the door (like a wall or a big tree). The door in the Material Plane is invisible by default, though the cuckoo hag can choose one or more creatures that can perceive the door normally. The cuckoo hag can dismiss this door from reality, but only if she is inside of her lair and alone with no creature other than herself and soulbound constructs under her control.
If a cuckoo hag is slay, her lair start to collapse into the Astral Plane: creatures inside have 10 rounds for reach the door and escape. At the 11 round the lair collapse and all creatures inside are expelled in the Astral Plane and must find they own way back to their world.

Craft Soulbound Guardian
A cuckoo hag can craft any construct of CR 6 or less that is not a clockwork, golem, or robot as if she possess the Craft Construct feat, a caster level equal to her racial HD, she cast all the necessary spells, and use her Spellcraft in place of any skill used for craft it (like Craft [carpentry] for a poppet).
The crafted construct does not cost any gp for the cuckoo hag (it still use its base cost for calculate the time for create it) but it is not automatically active: the cuckoo hag must first bind one soul that she has captured using soul bind (see soul covenant), into the construct, transforming it into a soulbound construct. An inactive construct created in this way in useless for any creature other that for the cuckoo hag that crafted it (it cannot be used or modified by another creature, usually to cut costs).
The binding of a soul into a construct require an 8 hours occult ritual in which she place the gem that contain the soul in the construct, at the end of which the construct gains the soulbound template, using the trapped soul as the soul focus. The cuckoo hag does not need to pay any gp for apply the soulbound template.
The soulbound construct does not gains any of the spell-like ability of the template but even if unwilling the soul soul does not gain any save for negate the ritual. A soulbound construct obey any order of the cuckoo hag that create it, but if unwilling it can interpret any unclear or poorly formulated order in its own way. A soulbound construct is obliged to protect its soul focus at the best of its abilities, even if it want to be destroyed, unless ordered differently but its cuckoo hag.
If a cuckoo hag is slay, all her soulbound constructs are instantly destroyed and their soul released in the appropriate afterlife.

Soul Covenant (Su)
The cuckoo hag can cast soul bind as a spell-like ability at will even on a living creature, but only to target a creature who has agreed to stay with her forever. She typically do so as soon as the agreement is made but might hold off to gain leverage over a situation. A creature that agree to stay with the cuckoo hag forever automatically fail the saving throw against her soul bind, and if living it is instantly slay. The gem that hold the soul is automatically generated while the spell is cast.
If a cuckoo hag is slay, all her gems that contain a soul are instantly destroyed and their soul released in the appropriate afterlife.



Cuckoo hags seek out youths who are unhappy with their lives, disguising themselves as a trusted figure such as a friend or family member. These hags then weave magical, idealized worlds out of illusions and dream stuff to trap their victims. Once they convince a mortal to stay in their magical world forever, the cuckoo hag drains their prey of life force and imprisons their soul.
A cuckoo hag's true form is a creature with the cracked pale skin of a broken porcelain doll and an almost impossibly thin neck and limbs.

Cuckoo Hag Coven
A coven in which it is present at least a cuckoo hag adds the following spell to their coven spell-like abilities: dreadscape, impossible angles, and scripted hallucination.
 

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Iffdahsil CR 21

A conversion of the Iffdahsil of PF 2 with abilities also from the mythic shoggoth and the revisited shoggoth
The slithering horror known as Iffdahsil is an undead shoggoth that has haunted the vault of the Black Desert for millennia. Drow legends in particular tend to feature Iffdahsil, terrifying the elves from a young age. Iffdahsil's path to undeath is unknown. Many believe Iffdahsil can consume and incorporate the souls and minds of its victims, which might explain its spellcasting powers and relatively advanced intellect, though this also gives rise to more unanswerable questions about its horrific nature and unknowable goals.

CE Gargantuan undead (aquatic, mythos)

Init +7; Senses lifensense 60 ft., low-light vision, scent, see in darkness, tremorsense 60 ft., undeniable perception; Perception +39

Aura annihilation (DC 34, 60 ft.), frightful presence (DC 34, 120 ft.), unholy aura (DC 28), unnatural aura (300 ft.)

AC 37, touch 14, flat-footed 33 (+4 deflection, +4 Dex, +23 natural, -4 size)

hp 406 (28d8+280) fast healing 20

Fort +30, Ref +17, Will +30

Defensive Abilities all-around vision, amorphous, enhanced damage reduction, freedom of movement, nondetection, strong constitution, unkillable; DR 20/—; Immune blindness, cold, deafness, polymorph, positive energy, undead traits; Resistance acid 30, electricity 30, fire 30; SR 32

Offense

Speed 50 ft., climb 30 ft., swim 50 ft.; gravitic agnosticism

Melee 4 pseudopods +34 (4d8+16/19–20 plus grab)

Space 20 ft.; Reach 20 ft. (30 ft. with pseudopods)

Special Attacks chilling paralysis (DC 34), constrict (4d8+16), consume (6d6+24 bludgeoning damage plus 10d6 negative energy, AC 21, hp 40), deadly blow, reactive strike, tekeli-li, tentacular burst, trample (10d6+16, DC 40 plus grab)

Spell-Like Abilities (CL 20th; concentration +30)

Constantair walk, freedom of movement, nondetection, unholy aura (DC 28)

At willinvisibility, unholy blight (DC 24)

3/dayblasphemy (DC 27), greater invisibility, mirage arcana, permanent hallucination (DC 27)

1/dayoverwhelming presence (DC 29)

Str 42, Dex 19, Con —, Int 10, Wis 26, Cha 31

Base Atk +21; CMB +41; CMD 59 (can’t be tripped)

Feats Combat Reflexes, Cornugon Smash, Greater Vital Strike, Improved Critical (pseudopods), Improved Initiative, Improved Vital Strike, Intimidating Prowess, Iron Will, Nightstalker, Power Attack, Signature Skill (intimidate), Stealthy, Vital Strike, Weapon Focus (pseudopods)

Skills Escape Artist +5, Intimidate +57, Perception +39, Stealth +26 (+40 in dim light or lower condition of light), Survival +36

Languages Aklo, Necril, Undercommon

SQ compression, utter absorption

Aura of Annihilation (Su)
A living creature entering or starting its turn within 60 ft. of the iffdahsil that fails a Fortitude save DC 34 gains 2 negative leves. A creature that dies from this negative levels disintegrates into black sand. The save DC is Charisma-based.

Chilling Paralysis (Su)
A creature striking an iffdahsil with a natural weapon, touch attack, or unarmed strike is paralyzed for 1d3 rounds (DC 34 Fort negates).
Creatures consumed or trampled by an iffdahsil also must save to avoid being paralyzed. This is a cold effect and the save DC is Charisma-based. Creatures immune to cold are unaffected by chilling paralysis; those with resistance to cold gain a +2 circumstance bonus on their save.

Consume (Ex)
This ability functions like swallow whole, save that the iffdahsil may consume a creature as a free action at any time during its turn, not just at the start of its turn. A creature that cuts its way out of a iffdahsil leaves no hole in the protoplasmic creature’s body. Iffdahsil heal hit points equal to half the negative damage dealt.

Deadly Blow (Ex)
If an iffdahsil reduces a creature to fewer than 0 hit points with a pseudopod attack, the creature must make a successful DC 40 Fortitude save or it is instantly slain as the iffdahsil plucks off the victim’s head, crushes its torso, or otherwise destroys the creature’s body. The save DC is Strength-based.

Enhanced Damage Reduction (Ex)
An iffdahsil damage reduction cannot be bypassed by abilities that normally ignore damage reduction, such as a paladin’s smite evil or a mythic champion’s fleet charge.

Gravitic Agnosticism (Su)
An iffdahsil can use its climb speed to move in any direction, including straight up or sideways through empty air, mounting its heaving bulk upon the unseen angles between existence. It is unaffected by effects that reverse, increase, or otherwise alter the normal effects of gravity.

Immune to Positive Energy (Ex)
An iffdahsil takes no damage from positive energy such as that created but not limited to channel energy, cure spells, It is also immune to effects that mimic channel energy or are based on the channel energy ability (such as turn undead and command undead feat).

Pseudopods (Ex)
An iffdahsil can attack with up to four pseudopods in a round. As it attacks, it can decide as a free action if the pseudopod inflicts bludgeoning, piercing, or slashing damage.

Reactive Strike (Ex)
Whenever an iffdahsil takes damage from a creature within its reach, it can take an attack of opportunity against that creature after the attack is resolved.

Strong Constitution (Ex)
Unlike most undead, an iffdahsil has a good Fortitude save.

Tekeli-li (Su)
As a free action, once per round, an iffdahsil can give voice to sounds and words sane life was not meant to hear. Each creature in a 60-foot radius must make a successful DC 34 Will save or be confused for 1d8 rounds, during which time the creature suffers a –4 penalty to saves against fear effects. A creature normally immune to fear loses that immunity while affected by tekeli-li. Each round a creature is affected, it takes 1d6 points of Wisdom damage. A creature that saves cannot be affected by this iffdahsil’s tekeli-li for 24 hours. This is an insanity, mind-affecting, sonic effect. The save DC is Charisma-based.

Tentacular Burst (Ex)
As a full-round action, Iffdahsil make one pseudopods attack against each opponent within reach. It must make a separate attack roll against each opponent. When the Iffdahsil use tentacular burst, it also forfeit any bonus or extra attacks granted by other feats, spells, or abilities. The Iffdahsil is then flat-footed until the start of its next turn.

Undeniable Perception (Ex)
An iffdahsil sees with constant true seeing, though this effect is not magical and cannot be dispelled. It cannot be blinded, dazzled, or deafened, and its senses are not hindered by wind or weather effects, including natural or magical fog, gas, or mist.

Unkillable (Ex)
Unlike most undead, Iffdahsil isn't destroyed at 0 HP. Iffdahsil's fast healing continues to function normally, though on any round it begins its turn at 0 HP or less, it is staggered until the start of its next turn. While Iffdahsil is at 0 HP or less, it can be killed permanently only by simultaneously exposing it to direct sunlight (or a sunburst spell or an augment to 9th daylight spell) and casting a miracle or wish spell (or similar magic) directed at destroying it.

Utter Absorption (Ex)
Creatures reduced to 0 hit points while consumed or grappled by an iffdahsil must succeed on a DC 34 Fortitude save each round their bodies remain inside the iffdahsil or become completely absorbed by the creature, leaving no remains whatsoever. Creatures killed in this fashion can only be returned to life through the use of a true resurrection, miracle, or wish spell. The save DC is Charisma-based.
I'm a sucker for Lovecraftian horrors and tentacle monsters.
 


Conversion of the Yaoguai race from PF2e to PF1e.

Yaoguai Race

Beings who usually begin their existence as simple animals, objects, or plants, but have found a means to transcend their original forms through the power of cultivation. Yaoguai usually begin as simple animals, plants, or objects before finding a way to awaken to sapience, becoming strange shapeshifting creatures in the process. Often originating from an infusion of ambient energy into their original form, yaoguai attain their powers through training their innate magic.

Personality
Taking care not to expose their true appearance and nature, yaoguai of the same origins or species sometimes form enclaves in which they dedicate their lives to honing their powers or engaging in hedonistic pursuits—though the two aren't mutually exclusive. Yaoguai who lack a solid community, meanwhile, feel compelled to cultivate themselves until they transcend their origin, which might allow them to join society and experience a new kind of freedom.
Sometimes, extraplanar beings or humanoids are transformed into yaoguai by rituals, arcane mishaps, or sheer coincidence. For some, this occurrence was their heart's desire, though others see their transformation as divine punishment for a misdeed they committed. For those wishing to change back, a long journey of atonement or discovery lies ahead, while those who accept their new forms seek ways to solidify their control over these innate gifts and amass power.
Roughly three types of yaoguai exist: those who stick with other yaoguai, those who hop in and out of non-yaoguai societies, and those who live among other societies in disguise. Yaoguai who keep to themselves might be solitary with a small number of associates who live a good distance away. Yaoguai of similar origins might share a domicile and consider themselves part of a found family, with the most senior member acting as the parental or older sibling figure. Some groups have more of a master-student or ruler-retainer dynamic, particularly if the leading yaoguai is significantly more powerful.
Yaoguai who dip in and out of other cultures are often tricksters who prank the communities they frequent. As bothersome and malicious activity draws attention, most yaoguai groups wisely keep their pranks helpful or tasteful to ensure their longevity. The pranks in such cases might consist of completing tasks or punching up at a local despot. Unfortunately, there are always powerful entities willing to sponsor yaoguai with evil intent, which such yaoguai take as permission to rob and attack settlements without abandon. These infamous stories are the reason why yaoguai bounty hunting is a booming industry in some regions and why yaoguai who live in non-yaoguai communities go to extreme lengths to keep a low profile. Often, these yaoguai live by themselves, in pairs, or in trios at most, as they fear numbers might betray their safety.

Physical Description
A yaoguai's original form can be virtually anything. It's faster to conclude that if something exists, so long as it basks in the perfect conditions for enough time—usually on the scale of thousands of years—it might just become a yaoguai. Yaoguai inherit a wide range of features based on their pre-awakened form; a yaoguai born of animals might have fur or pointed ears; one derived from an object might have stone- or metal-like skin. Due to their wild appearances, many adventuring yaoguai travel by night, which invites suspicion. Thus, shapeshifting into a humanoid form is one of the many arts yaoguai practice meticulously, even if all they can achieve is a form that retains many of their yaoguai features. Some yaoguai prefer such a form. Perhaps they're confident that they have nothing to hide or they like the ease of access to their yaoguai powers in this incomplete form. Others aim to perfect their humanoid form until they become indistinguishable from any other humanoid creature.
Many yaoguai are born adults, though their humanoid forms can be of any apparent age. The average life span of yaoguai, in general, is like the one of the elves.

Relations
Yaoguai interactions with other ancestries vary widely depending on their origin, power, and how well they conceal their true nature. Humans are the people yaoguai most often meet, and many yaoguai adopt humanoid guises patterned after them. Human communities that value superstition or folklore tend to view yaoguai with wary curiosity, while more cosmopolitan societies may mistake them for wandering sorcerers or shamans. Elves and fey-blooded peoples often find yaoguai fascinating, seeing in them echoes of natural spirits or ancient magical cycles; elves in particular tend to treat them with cautious respect due to their long lives and hidden depths.
Dwarves and gnomes react more intensely. Dwarves distrust shapeshifters on principle and seldom appreciate objects or beasts coming alive without a craftsman’s hand, though dwarf clans that venerate ancestral spirits may regard certain yaoguai as honored guests. Gnomes, meanwhile, delight in a yaoguai’s unusual origin and are quick to befriend them—sometimes to the yaoguai’s exasperation—as they frequently become fixated on the “story” of the transformation.
Halflings tend to be practical, judging yaoguai by behavior rather than nature; many halfling caravans offer safe haven to wandering yaoguai who earn their trust. Tengu, kitsune, and other shapechanging peoples often view yaoguai as distant cousins, sometimes forming mixed enclaves or sharing magical practices.
Though misunderstandings are common, yaoguai often prove themselves reliable companions once others look past the legends of wicked spirits. Communities familiar with benevolent yaoguai typically adjust local customs to accommodate them, while regions plagued by malicious tricksters or predatory types tend to assume the worst—fueling the ongoing demand for yaoguai bounty hunters and exorcists.

Alignment
There's the misconception that yaoguai are wicked by nature, no matter their intent or actions. While they tend toward the Chaotic alignmetn, this is far from the truth, especially with regard to yaoguai who live among humanoid communities or seek to transcend their being. Most yaoguai can be as heroic as any other of wandering adventurers. If a yaoguai came from an established yaoguai community, they might lean toward pragmatism, though there are also a few reckless tricksters. Yaoguai who spent much of their formative years by themselves or with a very small group of compatriots are often impulsive unless they follow a cultivation school or philosophy that demands otherwise. Some yaoguai are particularly susceptible to the influence of their environment and peers, meaning they change their opinions more easily and rapidly than other ancestries.

Religion
Various yaoguai enclaves revere Shizuru and Tsukiyo, as it's believed that the power of sunlight and moonlight grants most yaoguai their awakening. Qi Zhong is often cited and worshipped as the guiding teacher of the first yaoguai who ascended to divinity, Sun Wukong. Though Sun Wukong ascended through dubiously ethical methods, nearly all yaoguai know of his tales and exploits, even if the Monkey King isn't a particularly popular subject of worship.

Language
Upon awakening to sapience, almost all yaoguai instinctively grasp Sylvan, the tongue of the fey and woodland creatures. Their voices often carry odd inflections reminiscent of their original form—a rustling undertone for plant-born yaoguai, a metallic resonance for object-born, or animalistic tones for beast-born. As they venture into humanoid society, most learn Common quickly, especially those who adopt humanoid guises to blend in.

Names
The names of yaoguai reflect their original form: “Lamplight” Deng (lamp), Geomi (spider), Mindeulle (dandelion), Qing Yeliu (green snake), Qiu Haitang (pogonia), Sekiko (stone)

Yaoguai Racial Traits (15 RP with subrace, see bellow)

+2 Constitution, +2 Charisma, –2 Intelligence:
Yaoguai are resistant and with a strong personality but some times they act without thinking of all the consequences of their actions. (0 RP)

Size:
Yaoguai are Small or Medium creatures and thus have no bonuses or penalties due to their size. (0 RP)

Type:
Yaoguai are magical beasts with the yaoguai and shapechanger subtypes. (4 RP)

Base Speed:
Yaoguai have a base speed of 30 ft. (0 RP)

Low-Light Vision:
Yaoguai can see twice as far as a race with normal vision in conditions of dim light. (– RP)

Darkvision:
Yaoguai can see in the dark up to 60 ft. (– RP)

Change Shape (Su):
The yaoguai can assume the appearance of a specific single humanoid form of the same sex and size, usually of a subtype prevalent in their region of birth (usually human). The yaoguai always takes this specific form when they uses this ability. Yaoguai in human form only gain a +5 racial bonus on Disguise checks made to appear that humanoid instead of the usual +10 because of still prominent traits that indicate that they are yaoguai (eg. a Born of Animal [wolf] can still have fangs and wolf ears and tail in change shape). Changing shape is a standard action. This ability otherwise functions as alter self, except that the yaoguai do not adjust they ability scores and can remain in this form indefinitely. (1 RP)

Languages:
Yaoguai begin play speaking Common and Sylvan. Yaoguai with high Intelligence scores can choose from the following languages: Aquan, Auran, Draconic, Elven, Ignan, Protean, Terran. See the Linguistics skill page for more information about these languages. (0 RP)

Subraces:
Yaoguai are divided between 5 subraces: Born of Animal, Born of Celestial, Born of Elements, Born of Item, and Born of Vegetation. Select one. (10 RP)

Born of Animal

You were a simple animal until the sun enlightened you.
Select the animal or vermin that was your original form. If the selected animal or vermin has any of the following abilities, you gain the listed ability while in yaoguai form: natural attacks (with damage based on your yaoguai size but without any of the effects that activate on them like trip or poison), burrow 10 ft., climb 30 ft., fly 30 ft. (average maneuverability), swim 30 ft., and scent. If the animal or vermin was able to breath underwater, you gain the amphibious special quality while in yaoguai form. Regardless of your form you can communicate with animals as if using speak with animals (or vermin inf you were originally one of them). While using Diplomacy and Intimidate on animals you gain a +2 bonus on such checks. (10 RP)

Born of Celestial

You were once a powerful celestial before an escape or great punishment left you trapped in a mortal shell, with only vague memories and limited power.
You have acid resistance 5, cold resistance 5, and electricity resistance 5, +2 racial bonus on Diplomacy and Perception checks, and can use daylight once per day as a spell-like ability (caster level equal to the yaoguai’s class level). (10 RP)

Born of Elements

You were an aspect of nature—the rain, the wind, a ray of light—until the wild essences gave you a soul.
The power of nature flows through you, allowing you to speak with the nature itself. You may speak with the earth itself, communicating with rocks, rivers, sea, and soil as if it were intelligent. For this purpose, treat each 30-foot by 30-foot section of earth as a separate intelligent creature, unless an obvious physical landmark is larger than that, with an alignment and temperament befitting that sort of terrain. The earth is aware of what has happened to it and has some understanding of events that have occurred in its presence. (10 RP)

Born of Item

You were an object until the moon breathed life into you.
You gain a +4 bonus on skill checks related to what kind of tool you were; for instance, Profession (cook) for a cleaver or Knowledge (history) regarding a famine for a pitchfork, and when using change shape, instead of your humanoid form, you can take your original form as an object, this work as an object form I spell except that you do not adjust your ability scores, can remain in this form indefinitely, and can only take your original object form. (10 RP)

Born of Vegetation

You were a plant or fungi until the rain gifted you a mind.
You can be sustained with only 1 gallon of water and 2 hours of light a day without suffering from starvation and can communicate with plants as if using speak with plants. You gain a +2 bonus on saving throws against mind-affecting, paralysis, poison, polymorph, sleep effects, and stunning effects. (10 RP)

Table: Yaoguai Random Starting Ages

AdulthoodSimpleModerateComplex
– years+1d4+1d6+2d6

Table: Yaoguai Aging Effects
Middle AgeOldVenerableMaximum Age
175 years263 years350 years350+4d100 years

Table: Yaoguai Random Height and Weight
GenderBase HeightHeight ModifierBase WeightWeight Modifier
Male5 ft. 4 in.+2d10 in.120 lb.(2d10) x 5 lb.
Female5 ft. 4 in.+2d10 in.90 lb.(2d10) x 5 lb.

Feats

Morphic Strike

You can lash out with a portion of your previous self.
Prerequisites: Yaoguai, character level 3rd.
Benefits: While in the yaoguai form you gain one of the following effects based on your subrace.
  • Animal: You gain a primary bite attack (1d8 damage for a Medium yaoguai) if you do not have natural weapons. If you have one or more of them, you instead gain Improved Natural Attack with one of them.
  • Celestial: You gain a melee touch attack that deals 1d6 plus your Charisma modifier force damage.
  • Elements: You gain a melee touch attack that deals 1d6 plus your Charisma modifier damage. Chose one between acid, cold, electricity, fire, and sonic. This is the damage of your touch attack. This element must be suited for the element your originally were.
  • Object: You gain a primary slam attack (1d8 damage for a Medium yaoguai).
  • Plant: You gain a primary vine attack (1d6 damage for a Medium yaoguai) that has a reach as if the yaoguai was one size larger.

Realistic Likeness
When you are in humanoid form, you can chose for it to be perfect and even take the shape of a specific individual.
Prerequisites: Yaoguai, change shape racial trait, character level 5th.
Benefits: When using change shape for taking a humanoid form, you can chose to not manifest additional traits, giving you the full +10 on Disguise check as you appear a perfectly humanoid in this case. You can also precisely mimic the physical features of any humanoid of your same size that you have encountered. When you use your racial change shape ability, you can attempt to take the form of an individual, granting you a +10 circumstance bonus on Disguise checks made to fool others with your impersonation.

Brilliant Vision
Your vision pierce mist and insibility.
Prerequisites: Yaoguai, character level 9th.
Benefits: You gain the mistsight universal monster ability and can use see invisibility once per day as a spell-like ability (caster level equal to the yaoguai’s class level).

Original Form
You take on the shape you had before you awoke.
Prerequisites: Yaoguai, change shape racial trait, character level 9th.
Benefits: When using change shape, instead of your humanoid form, you can take your original form. For animal and celestial this work as beast shape II, for elements work as elemental body II (the elemental must be suited for the element your originally were), for plant this work as plant shape I, while for object now work as an object form II instead of object form I.

Elucidation
You can cut through illusions with such precision that all those around you find their senses sharpened as well.
Prerequisites: Yaoguai, Brilliant Vision, character level 13th.
Benefits: Whenever you disbelieve an illusion, all allies within 15 ft. automatically can attempt a saving throw to disbelieve the illusion as well.

Gentle Death and Rebirth
You were once born from the energies of the land and nature, and by their power, you can return to life again.
Prerequisites: Yaoguai, character level 17th.
Benefits: When you die, your remains become protected as if under the effects of a permanent gentle repose spell. Once per year, if your remains are brought and buried within 1 mile of where you were born, after a week, you return to life as for the effect of a resurrection spell.
Special: If you die before a full year has passed from the previous resurrection, the gentle repose still activate but not the resurrection part.


FAVORED CLASS OPTIONS

The following favored class options are available to all Yaoguai characters who have the listed favored class, and unless otherwise stated, the bonus applies each time the favored class reward is selected.

Aegis: Add +1/3 to the aegis’s customization points.

Alchemist: Add one extract formula from the alchemist formula list to the character’s formula book. This formula must be at least one level below the highest formula level the alchemist can create.

Arcanist: Add +2.5 feet to the distance the arcanist can move when using the dimensional slide exploit (maximum of 1.5 times the usual distance it could move at its given level). This has an effect only for every five increases in distance.

Antipaladin: The antipaladin adds +¼ to the number of cruelties he can inflict.

Barbarian: Add 1 to the barbarian’s total number of rage rounds per day.

Bard: Add +½ to the bard’s bardic knowledge bonus.

Bloodrager: Add 1 to the bloodrager’s total number of bloodrage rounds per day.

Brawler: Increase the number of times per day the brawler can use martial flexibility by +¼.

Cavalier: Add +1/4 to the cavalier’s banner bonus.

Cleric: +1/4th uses of channel energy.

Cryptic: Add +½ to the damage of the cryptic’s disrupt pattern ability.

Dread: Add a +½ bonus to Intimidate checks.

Druid: Add +½ to the damage dealt by the druid’s animal companion’s natural attacks.

Fighter: Add +1/3 to damage rolls the fighter makes with weapon attacks against an opponent that he is flanking or that is denied its Dexterity bonus to AC.

Gunslinger: Add +¼ point to the gunslinger’s grit points.

Harbinger: Add ¼ rounds to the duration of dark claim.

Hunter: Add +1 hit point or +1 skill rank to the hunter’s animal companion. If the hunter ever replaces his companion, the new companion gains these bonus hit points or skill ranks.

Inquisitor: Add one spell known from the inquisitor spell list. This spell must be at least one level below the highest spell level the inquisitor can cast.

Inquisitor: +1/6th uses of judgment.

Investigator: Add one extract formula from the investigator’s formula list to his formula book. This formula must be at least 1 formula level below the highest level the investigator can create.

Kineticist: Gain 1/6 of an Extra Wild Talent feat.

Marksman: Add a +¼ circumstance bonus to DCs to resist marksman powers.

Magus: The magus gains +1/6 of a new magus arcana.

Medium: When gaining a taboo, the medium can use spirit surge without incurring influence an additional ¼ time per day.

Mesmerist: Increase the mesmerist’s towering ego bonus by 1/3 point (to a maximum increase of +2).

Monk: Add +1/4 point to the monk’s ki pool.

Ninja: Gain +1/6 of a new ninja trick.

Occultist: Gain 1/6 of a new focus power.

Occultist: Add a +1/3 bonus on any skill check attempted as a part of an occult ritual.

Oracle: Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.

Paladin: Add +1 to the paladin’s energy resistance to one kind of energy (maximum +10).

Psion: Add 1/4 power known from the psion power list. This power must be at least one level below the highest power level the psion can manifest.

Psychic: Add one spell known from the psychic spell list. This spell must be at least 1 level lower than the highest spell level the psychic can cast.

Psychic: Add a +1/4 bonus to AC when flatfooted, to a maximum of what the psychic’s AC would be if not flat-footed.

Psychic Warrior: Add +1/3 to the psychic warrior’s manifester level when manifesting a psychometabolism power.

Ranger: Add +1 hit point or +1 skill rank to the ranger’s animal companion. If the ranger ever replaces his companion, the new companion gains these bonus hit points or skill ranks.

Ranger: Add +1/4 to a single existing favored enemy bonus (maximum bonus +1 per favored enemy).

Rogue: The rogue gains +1/6 of a new rogue talent.

Samurai: Gain +1/6 of a daily use of resolve.

Shaman: Add one spell from the cleric spell list that isn’t on the shaman spell list to the list of spells the shaman knows. This spell must be at least 1 level below the highest spell level the shaman can cast.

Shaman: Gain +1/6 of a new hex.

Shifter: Add 1/3 to the number of minutes the shifter can assume his minor form each day.

Slayer: Gain +1/6 of a new slayer talent.

Sorcerer: Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.

Soulknife: Add a +1/3 circumstance bonus on critical hit confirmation rolls with the mind blade.

Spiritualist: Add 1 skill rank or 1 hit point to the spiritualist’s phantom.

Stalker: Gain 1/6 of an additional stalker art.

Swashbuckler: Increase the total number of points in the swashbuckler’s panache pool by ¼.

Tactician: Add +½ to the tactician’s strategy daily uses.

Time Thief: Add 1/6 of an additional d4 to one skill check or ability check when you spend a mote to boost such a check.

Vigilante: Gain +½ on the Disguise bonus provided by seamless guise.

Vitalist: Gain +½ additional daily use of transfer wounds.

Warden: Add ¼ rounds to the duration of armiger’s mark.

Warlord: Gain 1/6 of an additional warlord’s gambit.

Warpriest: Gain 1/6 of a new bonus combat feat.

Wilder: Add 1/4 power known from the wilder power list. This power must be at least one level below the highest power level the wilder can manifest.

Witch: Add one spell from the witch spell list to the witch’s familiar. This spell must be at least one level below the highest spell level the witch can cast. If the witch ever replaces this familiar, the new familiar knows these bonus spells.

Wizard: Add one spell from the wizard spell list to the wizard’s spellbook. This spell must be at least one level below the highest spell level he can cast.

Zealot: Gain 1/6 of an additional conviction.
 

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