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If you have a concept for a new monster you'd like me to design and post in this thread, feel free to make a request. Give me a CR range and a basic premise for the monster. No humanoids, animals, joke monsters, or alternate versions of past/existing monsters, please. I'll try to stat up a half a dozen or so monsters over the next two weeks, should I get that many suggestions from my fellow members of the Paizo boards.
I've been working on some plant monsters to guard a mystical ruined keep and am interested in how you'd go about it. I'm going to throw a few out here to see if you're interested in any. Please don't feel pressured to do them all ;P
By the way, I was planning on giving them all plant traits.
Singing Canes: CR~1; Basically a hard to kill 'mook' that doesn't do any damage, but has harpy's song like power from the breeze whistling through them.
Slap Vine: CR ~2; Small vines that can trip, do damage and possibly do a small amount of bleed damage too.
Dazzle Bush: CR ~3; Fluttering leafs have a 'Hypnotic Pattern' effect, does damage with thorns.
Entangling Moss: CR~3; Acts like a net weapon that can launch itself. It constricts and poisons entangled creatures.
Turret Tree: CR ~3; A tree that shoots nuts/fruits/cones at creatures within range for decent damage.
Seed Swarm: CR~4; Does damage, can nauseate, and automatically confuses creatures that begin their turn within its space. Has swarm traits.
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Are you looking for strictly new stuff/concepts to stat up?or stuff from literature/film
Chances are good I won't be familiar any given monster from books or film, so I won't be any good at making a straight adaptation. But feel free to describe the basic concept of a monster you've seen somewhere else, and I'll see if I can't create a new monster with a similar premise. (For example, I might not know what to do with "something like Bloody Mary," but if you asked for a murderous ghost that lurks in mirrors, I could give that a shot.)
Edit: I'm off to work on some of GoldenOpal's plant monsters. I'll check back again later.
|Matt Stich
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Four plant creatures based on GoldenOpal's suggestions:
Dazzle Cane (CR 2)
N Medium plant
Init +2; Senses tremorsense 30 ft.; Perception +0
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 22 (3d8+9)
Fort +6, Ref +3, Will +1
Immune plant traits
Speed 5 ft.
Melee tendril +5 (1d4+4)
Space 5 ft., Reach 10 ft.
Special Attacks entrancing motion
Str 17, Dex 15, Con 16, Int —, Wis 11, Cha 8
Base Atk +2; CMB +5; CMD 17 (can't be tripped)
Environment temperate or warm forests or plains
Organization solitary, pair, or patch (3–6)
Treasure incidental
Entrancing Motion (Ex) Once per round as a free action, a dazzle cane can sway back and forth, forcing air through its hollow, flute-like stalks. Any creature within 30 feet that sees or hears the dazzle cane doing so must succeed on a DC 14 Will save or be entranced until the end of its next turn. An entranced creature can take no action other than to move at its normal speed into a space within the dazzle cane's reach, at which point the entranced creature becomes stunned for as long as it remains entranced. This is a mind-affecting effect. The save DC is Constitution-based.
A dazzle cane is a reed-like carnivorous plant that lures prey by swaying its glimmering leaves and creating music using its hollow, flute-like stalks. Some craftsmen insist that dazzle cane stalks are ideal for the crafting of masterwork flutes and similar instruments, though the value of any given dazzle cane being used for this purpose is highly dependent upon both specimen in question and its condition upon being harvested.
Snap Vine (CR 1)
N Medium plant
Init +2; Senses blindsight 30 ft., low-light vision; Perception +1
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 13 (2d8+4)
Fort +5, Ref +2, Will +1
Immune plant traits
Speed 10 ft., climb 10 ft.
Melee slam +2 (1d6+1 plus bleed plus trip)
Special Attacks bleed (1), tree turret
Str 13, Dex 15, Con 15, Int —, Wis 12, Cha 6
Base Atk +1; CMB +2; CMD 14 (can't be tripped)
Skills Climb +9
Environment temperate or warm forests
Organization solitary, pair, or patch (3–6)
Treasure none
Tree Turret (Ex) While climbing a tree, pillar, or similarly-shaped terrain feature, a snap vine can brace itself to throw objects. As a single standard action, the snap vine can grab and throw any unattended object within its reach that it is able to lift. This object counts as an improved ranged weapon, except the snap vine does not count as being nonproficient in its use. A snap vine using this ability to throw a loose branch or similar piece of debris makes the following ranged attack: improvised weapon +3 (1d6+1).
A snap vine is a carnivorous plant that can slither like a snake. Although its movement is generally sluggish, a snap vine bursts into violent motion when striking prey, lashing at its victim's legs and feet like a bullwhip. Its low blows have a tendency to knock a target's feet out from under them, while its wicked thorns are noted for their ability to draw blood. When perched in a tree, a snap vine will instinctive throw loose objects at prey, though it prefers melee combat, and will usually close in on prey that comes within 20 feet.
Spider Blossom (CR 3)
N Medium plant
Init +3; Senses low-light vision, tremorsense 60 ft.; Perception +4
AC 17, touch 13, flat-footed 14 (+3 Dex, +3 natural)
hp 37 (5d8+15)
Fort +7, Ref +4, Will +1
Immune plant traits
Speed 30 ft., climb 30 ft.
Melee tendril +5 (1d8+3)
Special Attack poison, web (+5 ranged, DC 15, hp 5, poison)
Str 15, Dex 17, Con 16, Int —, Wis 10, Cha 2
Base Atk +3; CMB +5; CMD 18 (30 vs. trip)
Skills Climb +18, Perception +4; Racial Modifiers +4 Perception, +16 Climb
Environment any
Organization solitary, pair, or colony (3–8)
Treasure incidental
Poison (Ex) Web (during the round it was created only)—contact; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d3 Con and staggered; cure 2 saves.
Spider blossoms are animate, carnivorous shrubs. Alongside the stamen of each of their black-petaled flowers is a special bulb that produces sticky, poisonous webbing. Like spiders, these plants can use their webbing to create static webs, and can also hurl webbing at their prey. Both static and hurled spider blossom webs act as contact poison during the round in which they are created.
Sporebeetle Swarm (CR 3)
N Diminutive plant (swarm)
Init +1; Senses low-light vision; Perception +9
AC 15, touch 15, flat-footed 14; (+1 Dex, +4 size)
hp 31 (7d8)
Fort +5, Ref +3, Will +3
Defensive Abilities swarm traits; Immune plant traits, weapon damage
Speed 5 ft., fly 40 ft. (good)
Melee swarm (2d6 plus spores)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 13), spores
Str 1, Dex 13, Con 10, Int —, Wis 12, Cha 9
Base Atk +5; CMB —; CMD —
Skills Fly +11, Perception +9; Racial Modifiers +8 Perception
SQ swarm traits
Environment temperate forests
Organization solitary, pair, fury (3–6 swarms), maelstrom (7–12 swarms)
Treasure none
Spores (Ex) A sporebeetle swarm is constantly cloaked in a cloud of psychoactive spores. These spores function as a disease with the following characteristics: Swarm—injury; save Fort DC 13; frequency 1/round for 4 rounds; effect confused, as per the confusion spell; cure 1 save. The save DC is Constitution-based.
Sporebeetles are the living seeds of a plant known as a sporebeetle bush, created from a symbiotic species of beetle that lives within the plant. Twice a year, the bush emits spores that transform most of these beetles into diminutive, carnivorous plants. These carnivorous plants retain their beetle-like carapace, but are otherwise comprised entirely of plant matter. These living seeds prowl the forest in rapacious swarms, consuming all warm-blooded creatures in their path. After a few weeks of gorging themselves, the beetle-shaped seeds fall to the ground, immobile, and grow into new sporebeetle bushes.
|Silent Saturn
I had an idea, based on Edgar Allen Poe's "The Facts in the Case of M. Valdemar".
In the story, M. Valdemar is a man on his deathbed who volunteers to be hypnotized at his time of death. The hypnotist puts him in a trance, and when Valdemar's body dies, his soul remains bound to the hypnotist's commands. This goes on for four months, during which Valdemar's body is plainly dead yet somehow remains under the hypnotic trance. When the hypnotist finally ends the trance, the body crumbles to dust, apparently having only been held together by Valdemar's will.
My idea was to create a "Valdemar", an undead creature animated and hypnotically bound to a powerful spellcaster. I suppose this would be more like a template, like "zombie" or "skeleton", except there would need to be some means of Valdemarizing a creature that involves hypnotizing it, then killing it without breaking the trance. There would have to be a mechanic that reflects how the hypnotism is all that's keeping the Valdemar on its feet-- maybe it gets to make periodic Will saves and if it succeeds, it crumbles to dust.
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@Matt Stich: I haven't played Dragon Age, so I'm not familiar with darkspawn.
@Silent Saturn: Here is a zombie that's created, in part, by a dominate person spell:
Human Living Zombie (CR 1/2)
N Medium humanoid
Init +0; Senses Perception +0
AC 14, touch 10, flat-footed 14 (+2 leather armor, +2 natural)
hp 12 (2d8+3)
Fort +0, Ref +0, Will +3
DR 5/slashing
Speed 30 ft.
Melee shortsword +4 (1d6+3/19-20)
Str 17, Dex 10, Con 10, Int —, Wis 10, Cha 10
Base Atk +1; CMB +4; CMD 14
Feats Toughness (B)
SQ flesh puppet, staggered
Environment any land
Organization any
Treasure leather armor, shortsword
Flesh Puppet (Ex): If a living zombie goes more than 24 continuous hours without being subject to a dominate person or magic jar effect, it is immediately reduced to 0 hit points and destroyed. Each time the controller of a dominate person effect affecting a living zombie concentrates to receive full sensory input from the living zombie, the living zombie gains that creature's skill ranks and languages for 1 round. It can use those skills and languages as if it had an Intelligence score equal to that of the controlling creature, but only while following direct orders.
Staggered (Ex): Living zombies have poor reflexes and can only perform a single move action or standard action each round. A living zombie can move up to its speed and attack in the same round as a charge action.
A living zombie is a varaint zombie whose body remains fully alive, despite the permanent departure of its soul. The living zombie retains the appearance it had in life, though its gaze is noticably vacant. It counts as a living creature, as opposed to an undead creature, for all purposes.
A creature transformed into a living zombie cannot be restored from the dead until its living zombie body is slain. Essentially, the creature that became a living zombie is treated as if it were alive but subject to an unbreakable compulsion effect that forces it to live on as a living zombie.
Creating a Living Zombie
A creature that can cast both animate dead and dominate person can target a living creature subject to a dominate person spell it cast with an animate dead spell as if that dominated creature were a corpse. A dominated creature targeted by an animate dead spell in this manner becomes a living zombie instead of a normal zombie or skeleton.
Only humanoids under the effect of a dominate person spell can become living zombies. A living zombie uses the normal zombie template with the following changes.
Alignment: Always neutral.
Type: The base creature retains its normal creature type instead of becoming undead. Do not change the Hit Dice, base attack bonus, and base saving throw bonuses granted by the normal zombie template, despite those being based upon the undead creature type.
Defensive Abilities: The base creature does not gain the qualities and immunities of the undead type.
Abilities: The base creature retains its normal Constitution score.
Special Qualities: In addition to the changes made by the normal zombie template, a living zombie gains the flesh puppet special quality described above.
@fictionfan: Here is a powerful monster with a relatively low Will save; note that it makes a particularly versatile guardian/servant if it uses a smoke fiend wish to gain the change shape ability:
Smoke Fiend (CR 15)
LN Colossal outsider (air, elemental, extraplanar)
Init +17; Senses blindsight 60 ft., darkvision 60 ft., tremorsense 120 ft.; Perception +21
AC 24, touch 14, flat-footed 12 (+11 Dex, +1 dodge, +10 natural, –8 size)
hp 184 (16d10+144)
Fort +16, Ref +23, Will +7
Defensive Abilities air mastery, reactive strike; DR 10/–; Immune elemental traits, fire; Resist acid 30, cold 30, electricity 30
Speed fly 100 ft. (perfect)
Melee slam +33 (8d6+22 and grab)
Space 30 ft.; Reach 30 ft.
Special Attacks constrict (8d6+22 plus distraction), distraction (DC 27), whirlwind (at will, 10-80 ft., 8d6+22 damage plus distraction, DC 33)
Str 40, Dex 37, Con 28, Int 14, Wis 15, Cha 15
Base Atk +16; CMB +39 (+43 grapple); CMD 56 (can't be tripped)
Feats Blind-Fight, Cleave, Combat Reflexes, Dodge, Flyby Attack, Great Cleave, Improved Initiative (B), Mobility, Power Attack, Weapon Finesse (B)
Skills Acrobatics +32, Escape Artist +32, Fly +32, Knowledge (planes) +21, Perception +21, Stealth +18
Languages Auran
SQ smoky body
Environment Plane of Air
Organization solitary
Treasure none
Air Mastery (Ex) Airborne creatures take a –1 penalty on attack and damage rolls against a smoke fiend.
Reactive Strike (Ex) Whenever a smoke fiend takes damage, it reflexively lashes out with a slam attack. This ability effectively grants the smoke fiend an attack of opportunity against any foe within reach that deals it damage. These attacks of opportunity do not count against the normal limit the creature can make in a round.
Smoky Body (Ex) A smoke fiend can share its space with any creature, effect, object, or terrain feature without penalty, except for air-tight effects and terrain features, which obstruct its movement normally. A smoke fiend can even move through and share its space with doors and walls, allowing it to exist in multiple rooms at once, so long as air is able to move between the parts of those rooms occupied by the smoke fiend. A smoke fiend provides concealment to any other creature, effect, object, or terrain feature sharing its space.
Despite their name, smoke fiends are unrelated to true fiends. Rather, they are enormous clouds of sentient smoke haling from the Elemental Plane of Air. When left to their own devices, smoke friends are generally benevolent. Their fiendish appelation stems from their habit of forming alliances with malevolent efreet, serving those wicked genies as soldiers and guardians in exchange for granted wishes. Because of their reputation as loyal hirelings, smoke fiends are also recruited as prized minions by powerful individuals outside the efreet community.
Smoke Fiend Wishes
Smoke fiends are rewarded handsomely for the dirty work they regularly perform on behalf of various efreet. At any given time, a smoke fiend may have one of the abilities listed below (or an ability of comparable power), the result of a wish granted by a past or present efreeti employer.
Change Shape (Su) The smoke fiend has the change shape ability, allowing it assume the form of any Small or Medium humanoid, as if using the alter self spell. It can use this ability to duplicate the appearance of a specific individual.
Command Undead (Su) The smoke fiend gains the channel negative energy ability of an evil cleric with a class level equal to its racial Hit Dice, and gains Command Undead as a bonus feat. It can only use its channel negative energy ability to command undead.
Fiery Body (Su) The smoke fiend gains the burn special attack (1d6 damage, DC 27), and can duplicate the effects of a scorching ray spell (CL 12th) as a standard action.
@GoldenOpal: You're welcome, and thanks for the kind words.
I'm currently working on some Adeptus Mechanicus stuff from Warhammer 40,000, and I'm curious on how you'd do a Servitor.
Basically they are humans that have been turned into mindless half-man/half-machine hybrids to serve in a variety of rolls, from manual labour, defence, record keeping, surgery, human radios, and a thousand other jobs. The reasoning behind it is that basically Artificial Intelligence is banned because they are soulless monstrosities that are anathema to the blessed works of the Machine God. They look like grey-skinned humans with various 'enhancements' used in what they were designed for: mechanical servo arms, hypodermic needles and surgical saws, Heavy Ranged Weaponry (Plasma Cannons, Lascannons, Heavy Bolters, etc.), writing scriveners and quill pens, and pretty much anything you can imagine.
If you could take a crack at it, it would be very much appreciated. If not, then no prob,
Thank You.
|Silent Saturn
Thanks a lot, Meepo! The Living Zombie is a pretty sweet template. I think the original Poe story implied that Valdemar's mind was still in there somewhere, and I'm not sure if the Living Zombie's original personality would be in there or not, but in a way, that makes it even better. I can just see a party of PCs taking a hireling with them on a quest, getting seperated for a bit, then having the hireling turn up again as a Living Zombie and the party doesn't realize. If anything that makes it even creepier for a horror-themed campaign. I love it!
The Smoke Fiend was pretty cool, too. I don't know how you do it so well.
Okay, here's another idea. How about a Diminutive Construct that acts as a tiny assistant to an arcane spellcaster-- something any good wizard might be expected to carry around in a pocket. It should have abilities that make it useful to a wizard, but it probably wouldn't be much of a threat to a party if encountered alone. Maybe its body is comprised chiefly of a Pearl of Power?
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@Silent Saturn: Here's a Tiny construct that can make itself even smaller for easy storage:
Origami Hawk (CR 1/3)
N Tiny construct
Init +3; Senses darkvision 60 ft., low-light vision; Perception +11
AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 5 (1d10)
Fort +0, Ref +3, Will +2
Immune construct traits
Weakness vulnerable to fire
Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +6 (1d4–2)
Space 2-1/2 ft.; Reach 0 ft.
Str 6, Dex 17, Con –, Int 2, Wis 14, Cha 7
Base Atk +1; CMB +2; CMD 10
Feats Weapon Finesse
Skills Fly +4, Perception +11; Racial Modifier +8 Perception
SQ folding
Environment any
Organization solitary or pair
Treasure none
Folding (Ex) As a move action that doesn't provoke attacks of opportunity, an origami familiar can fold itself into a Diminutive square of paper (small enough to fit on the palm of an adult human's hand), or unfold itself if it is already folded. While folded, an origami familiar cannot take any action other than unfolding itself.
An origami hawk, like all origami familiars, is a life-sized replica of an animal made from animate folded paper. An origami hawk usually serves the spellcaster that crafted it, but origami familiars can also be commissioned or sold. A character with the Advanced Familiar feat may take an origami familiar as a familiar on 1st level, though he must either purchase or craft the origami familiar before doing so.
Origami Familiar
CL 5th; Price familiar's CR x 192 gp
Requirements Craft Construct, animate objects, permanency; Skill Spellcraft or Craft (origami); Cost price x 1/2
Creating an Origami Familiar
"Origami familiar" is an inherent template that can be added to any animal a wizard could take as a familiar, hereafter referred to as the base creature.
Type Base creature's type changes to construct.
Hit Dice Chance all of the base creature's racial Hit Dice to d10.
Saves As a construct, the base creature has no good saves.
Immune The base creature gains construct traits.
Weakness The base creature gains vulnerability to fire.
Attacks As a construct, the base creature's base attack bonus equals its Hit Dice.
Skills As a construct, the base creature has no class skills.
SQ The base creature gains the folding special quality described above.
@Kazarath: Here's a patchwork construct that can be built to excel at any number of specific tasks:
Patchwork Servitor (CR 2)
N Medium construct
Init +0; Senses darkvision 60 ft., low-light vision; Perception –5
AC 12, touch 10, flat-footed 12 (+2 natural)
hp 21 (2d10+10)
Fort +0, Ref +0, Will +0
Defensive Abilities hardness 5; Immune construct traits
Speed 30 ft.
Melee longsword +3 (1d8+1/19-20); or slam +3 (1d6+1)
Ranged heavy crossbow +3 (1d8/x3)
Str 12, Dex 12, Con —, Int —, Wis 10, Cha 10
Base Atk +2; CMB +3; CMD 14
SQ embedded equipment, programmed intelligence
Environment any
Organization solitary, pair, or group (3–12)
Treasure embedded equipment (heavy crossbow, longsword), 20 bolts
Embedded Equipment (Ex) A patchwork servitor has one or more items built into its body, and can use any of those items as if wielding or wearing it. A patchwork servitor with a weapon built into its body is proficient with that weapon; one with an item that grants a circumstance bonus to skill checks built into its body gains a +8 racial bonus on checks with that skill; one with a magic item built into its body can activate that item as if it met all the requirements for doing so. Each item built into the body of a destroyed patchwork servitor can be extracted from its body as a full-round action that provokes attacks of opportunity. Each limited-use item built into a patchwork servitor and later expended can be replaced with an identical item as a full-round action that provokes attacks of opportunity.
Programmed Intelligence (Ex) Although a patchwork servitor is otherwise mindless, it can speak and understand one language, and can use any skill in which it receives a racial bonus to skill checks, both as if it had an Intelligence score of 10. It can only use this language and these skills when performing a task related its embedded equipment and only when instructed to do so. (A patchwork servitor with an embedded spyglass, for example, could be commanded to describe what it sees, while one with an embedded wand of whispering wind could be commanded to speak a message.)
A patchwork servitor is a construct designed to perform one or more specific tasks. It's humanoid body is crafted from various surgically-altered body parts and grafted tools or weapons. A patchwork servitor is largely mindless, though it has a limited ability to communicate and utilize skills when performing one of the specific tasks for which it was built.
The patchwork servitor described above is built to serve as a soldier, having a longsword grafted onto one of its arms and a heavy crossbow built into its chest cavity. Patchwork servitors with differing embedded equipment fill various other roles. Some examples follow.
Artisan A patchwork servitor built as an artisan has a light hammer and masterwork artisan's tools as embedded equipment. It has no ranged attack, has a light hammer melee attack instead of a longsword melee attack, and a +8 racial bonus on checks with one Craft skill.
Chirurgeon This patchwork servitor has a scalpel (effectively a masterwork dagger) and a healer's kit as embedded equipment. It has no ranged attack, has a scalpel melee attack instead of a longsword melee attack, and gains a +8 racial bonus on Heal checks.
Musician Dressed in colorful garb, this patchwork servitor has a masterwork flute and a masterwork violin as embedded equipment. It has no attacks other than its melee slam attack, but gains a +8 racial bonus on Perform (stringed instrument) and Perform (wind instrument) checks.
Telepath This useful patchwork servitor has a wand of sending as its embedded equipment. It has no attacks other than its melee slam attack, but can be instructed to relay messages using its embedded wand, both sending messages and repeating any responses it receives.
Watchman This patchwork servitor has a bullseye lantern and a spyglass as embedded equipment. It has no attacks other than its melee slam attack, but gains a +8 racial bonus on Perception checks. It can be instructed to sound an alarm or issue verbal instructions when it perceives a potential threat.
Patchwork Servitor
CL 11th; Price 2,000 gp (not including the price of any embedded equipment)
Requirements Craft Construct, animate objects, permanency; Skill Spellcraft or Craft (leatherworking); Cost 1,000 gp (not including the cost of any embedded equipment)
Any more suggestions?
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@fictionfan: Here's a void elemental from the Negative Energy Plane:
Void Elemental
Languages Aklo
Environment any (Negative Energy Plane)
Organization solitary, pair, or gang (3–8)
Treasure none
Entropic Touch (Ex) A void elemental's natural attacks can strike incorporeal creatures as if they were ghost touch weapons. All of a void elemental's natural attacks deal the indicated amount of negative energy damage to the target in addition to any other damage dealt. This energy does not heal creatures healed by inflict spells.
Small Void Elemental (CR 1)
N Small outsider (elemental, extraplanar)
Init +5; Senses darkvision 60 ft.; Perception +4
AC 16, touch 13, flat-footed 14 (+1 Dex, +1 dodge, +3 natural, +1 size)
hp 11 (2d10)
Fort +3, Ref +4, Will +0
Defensive Abilities negative energy affinity; Immune cold, death effects, elemental traits, energy drain
Speed 50 ft.
Melee slam +4 (1d4 plus entropic touch)
Special Attacks entropic touch (1d4)
Str 10, Dex 13, Con 10, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +1; CMD 13
Feats Dodge, Improved Initiative (B), Weapon Finesse (B)
Skills Acrobatics +5, Climb +4, Escape Artist +5, Intimidate +4, Knowledge (planes) +1, Perception +4
Medium Void Elemental (CR 3)
N Medium outsider (elemental, extraplanar)
Init +7; Senses darkvision 60 ft.; Perception +7
AC 17, touch 14, flat-footed 13 (+3 Dex, +1 dodge, +3 natural)
hp 30 (4d10+8)
Fort +6, Ref +7, Will +1
Defensive Abilities negative energy affinity; Immune cold, death effects, elemental traits, energy drain
Speed 50 ft.
Melee slam +7 (1d6+1 plus entropic touch)
Special Attacks entropic touch (1d6)
Str 12, Dex 17, Con 14, Int 4, Wis 11, Cha 11
Base Atk +4; CMB +5; CMD 18
Feats Dodge, Improved Initiative (B), Mobility, Weapon Finesse (B)
Skills Acrobatics +8, Climb +5, Escape Artist +8, Intimidate +5, Knowledge (planes) +1, Perception +7
Large Void Elemental (CR 5)
N Large outsider (elemental, extraplanar)
Init +9; Senses darkvision 60 ft.; Perception +11
AC 19, touch 15, flat-footed 13 (+5 Dex, +1 dodge, +4 natural, –1 size)
hp 60 (8d10+16)
Fort +8, Ref +11, Will +4
Defensive Abilities negative energy affinity; DR 5/—; Immune cold, death effects, elemental traits, energy drain
Speed 50 ft.
Melee 2 slams +12 (1d8+2 plus entropic touch)
Space 10 ft.; Reach 10 ft.
Special Attacks entropic touch (1d8)
Str 14, Dex 21, Con 14, Int 6, Wis 11, Cha 11
Base Atk +8; CMB +11; CMD 27
Feats Dodge, Improved Initiative (B), Iron Will, Mobility, Spring Attack, Weapon Finesse (B)
Skills Acrobatics +14, Climb +9, Escape Artist +12, Intimidate +9, Knowledge (planes) +5, Perception +11
Huge Void Elemental (CR 7)
N Huge outsider (elemental, extraplanar)
Init +11; Senses darkvision 60 ft.; Perception +13
AC 21, touch 16, flat-footed 13 (+7 Dex, +1 dodge, +5 natural, –2 size)
hp 85 (10d10+30)
Fort +10, Ref +14, Will +5
Defensive Abilities negative energy affinity; DR 5/—, Immune cold, death effects, elemental traits, energy drain
Speed 60 ft.
Melee 2 slams +15 (2d6+4 plus entropic touch)
Space 15 ft.; Reach 15 ft.
Special Attacks entropic touch (2d6)
Str 18, Dex 25, Con 16, Int 6, Wis 11, Cha 11
Base Atk +10; CMB +16; CMD 34
Feats Combat Reflexes, Dodge, Improved Initiative (B), Iron Will, Mobility, Spring Attack, Weapon Finesse (B)
Skills Acrobatics +16, Climb +13, Escape Artist +16, Intimidate +9, Knowledge (planes) +7, Perception +13
Greater Void Elemental (CR 9)
N Huge outsider (elemental, extraplanar)
Init +12; Senses darkvision 60 ft.; Perception +16
AC 23, touch 17, flat-footed 14 (+8 Dex, +1 dodge, +6 natural, –2 size)
hp 123 (13d10+52)
Fort +12, Ref +16, Will +6
Defensive Abilities negative energy affinity; DR 10/—, Immune cold, death effects, elemental traits, energy drain
Speed 60 ft.
Melee 2 slams +19 (2d8+7 plus entropic touch)
Space 15 ft.; Reach 15 ft.
Special Attacks entropic touch (2d8)
Str 24, Dex 27, Con 18, Int 8, Wis 11, Cha 11
Base Atk +13; CMB +22; CMD 41
Feats Blind-Fight, Combat Reflexes, Dodge, Improved Initiative (B), Iron Will, Mobility, Spring Attack, Weapon Finesse (B), Wind Stance
Skills Acrobatics +23, Climb +20, Escape Artist +21, Intimidate +15, Knowledge (planes) +10, Perception +16
Elder Void Elemental (CR 11)
N Huge outsider (elemental, extraplanar)
Init +13; Senses darkvision 60 ft.; Perception +19
AC 26, touch 18, flat-footed 16 (+9 Dex, +1 dodge, +8 natural, –2 size)
hp 152 (16d10+64)
Fort +14, Ref +19, Will +7
Defensive Abilities negative energy affinity; DR 10/—, Immune cold, death effects, elemental traits, energy drain
Speed 60 ft.
Melee 2 slams +23 (2d8+8 plus entropic touch)
Space 15 ft.; Reach 15 ft.
Special Attacks entropic touch (2d10)
Str 26, Dex 29, Con 18, Int 10, Wis 11, Cha 11
Base Atk +16; CMB +26; CMD 46
Feats Blind-Fight, Combat Reflexes, Dodge, Improved Initiative (B), Iron Will, Lightning Stance, Mobility, Spring Attack, Weapon Finesse (B), Wind Stance
Skills Acrobatics +28, Climb +27, Escape Artist +28, Intimidate +19, Knowledge (planes) +19, Perception +19
Void elementals are alien beings whose bodies are hollow spaces encased in black, rubbery membranes. Their logical minds are largely devoid of emotion, particularly empathy. Most are cold-blooded killers pursuing inscutable goals that few sane creatures would understand.
Void elementals vary in appearance—they usually manifest with pillar-like bodies and numerous tendrils, though any given void elemental may instead have a shape akin to that of a particular aberration, be it an aboleth, a cloaker, a darkmantle, or something else altogether. Features on a void elemental's body manifest as knobs, suckers, or other deformations of its rubbery hide.
A void elemental has the same height and weight as a fire elemental of the same size.
@Brambleman: Here's my take on a paint monster:
Renegade Pigment (CR 7)
N Large ooze
Init –5; Senses blindsight 60 ft.; Perception –5
AC 4, touch 4, flat-footed 4 (–5 Dex, –1 size)
hp 125 (10d8+80)
Fort +9, Ref –2, Will –2
Defensive Abilities split (piercing and slashing, 12 hp); Immune ooze traits
Speed 20 ft., climb 20 ft.
Melee slam +8 (2d6+4 plus warpwave)
Special Attacks engulf (DC 15, 2d6+4 plus warpwave), scintillating colors, warpwake, warpwave
Str 16, Dex 1, Con 26, Int —, Wis 1, Cha 1
Base Atk +7; CMB +12; CMD 17 (can't be tripped)
Skills Climb +11
Environment any underground
Organization solitary
Treasure can be used as marvelous pigments when slain
Scintillating Colors (Su) Gaze—dazed for 1d4+1 rounds; 30 feet, Will DC 15 negates. This is a mind-affecting pattern effect. The save DC is Charisma-based, and includes a +8 racial bonus.
Warpwake (Su) Wherever it goes, a renegade pigment leaves behind temporary smears of color that randomly overwrite any terrain they touch, creating surreal but fleeting landscapes. Any space a renegade pigment occupied or passed through since the beginning of its last turn counts as difficult terrain for all creatures other than renegade pigments.
Warpwave (Su) A renegade pigment's colors rub off on other creatures, randomly warping their flesh into strange new forms. The first time each round that a given corporeal creature is hit by a renegade pigment's slam attack or subject to a renegade pigment's engulf special attack, that creature must succeed on a DC 20 Fortitude save or be affected as if by a protean's warpwave ability. See the description of the protean for details on warpwave effects. Other renegade pigments are immune to this ability. The save DC is Constitution-based.
A renegade pigment is an amorphous blob of shifting colors that feeds upon the flesh and the colors of other living things, leaving ravaged, gray-scale corpses in its wake. The scintillating colors of the pigment's body can hypnotize prey, but its touch is even more dangerous, overwriting reality as if it was the brush of a demented painter and the world itself was a giant canvas.
A slain renegade pigment can be used as if its corpse were marvelous pigments. The entire corpse must be utilized as a whole to function in this manner, making it considerably larger, heavier, and harder to transport than actual marvelous pigments.
@fictionfan and Kazarath: You're both welcome. I'm glad my monsters will see some use at the table.
Any other takers? My game tonight was cancelled, so I have time for more.
|Epic Meepo RPG Superstar 2009 Top 16, 2012 Top 32
Okay, heres one. Huge sized, cross between a hamster and a tarantula.
Well, the hamster component of your monster adds no new abilities to the tarantula component, so your giant arachnid space hamster already exists; just use the stats for a giant tarantula. Add the young simple template on the fly and refluff the appearance as desired. No need for a new monster write-up.
(Besides, I'm fairly sure that monster goes against my request in the OP that people please not ask me to make joke monsters. I'd prefer this thread to focus on suggestions of a less comedic sort.)
|Mage Evolving
Brambleman wrote:Okay, heres one. Huge sized, cross between a hamster and a tarantula.
Well, the hamster component of your monster adds no new abilities to the tarantula component, so your giant arachnid space hamster already exists; just use the stats for a giant tarantula. Add the young simple template on the fly and refluff the appearance as desired. No need for a new monster write-up.
(Besides, I'm fairly sure that monster goes against my request in the OP that people please not ask me to make joke monsters. I'd prefer this thread to focus on suggestions of a less comedic sort.)
I suppose youre right. Sorry to break protocol.
|Epic Meepo RPG Superstar 2009 Top 16, 2012 Top 32
|3 people marked this as a favorite.
@Mage Evolving: Here are two variants of the same monster, one a bit like an alien, the other a bit like a predator:
Feral Xill (CR 6)
This sleek, jet-black humanoid is a cross between an insect and reptile, with four arms, scaly skin, and fanged mandibles.
Feral Xill (CR 6)
NE Medium outsider (native)
Init +8; Senses darkvision 60 ft.; Perception +13
AC 21, touch 14, flat-footed 17 (+4 Dex, +7 natural)
hp 67 (9d10+18)
Fort +8, Ref +10, Will +6
Speed 40 ft.
Melee 4 claws +14 (1d6+4 plus grab), bite +14 (1d4+4 plus paralysis)
Special Attacks implant, paralysis (1d4 hours, DC 16)
Str 18, Dex 18, Con 14, Int 14, Wis 12, Cha 11
Base Atk +9; CMB +13 (+17 grapple); CMD 27
Feats Combat Reflexes, Improved Initiative, Iron Will, Weapon Focus (bite, claw)
Skills Acrobatics +16, Climb +20, Intimidate +12, Perception +13, Sense Motive +13, Stealth +18, Survival +13, Swim +16; Racial Bonus +4 Climb, +4 Stealth
SQ feral, incubator
Environment warm forest, jungle, or underground
Organization solitary, pair, gang (3–6), or hive (7–70)
Treasure none
Feral (Ex) Though surprisingly intelligent, feral xill have been rasied in the wild, and lack any form of society, living instead like wild beasts. A feral xill is not proficient with any manufactured weapon, doesn't use tools, and cannot speak or understand any language.
Implant (Ex) As a standard action, a feral xill can lay 2d6 eggs in a helpless creature. A feral xill's eggs hatch in 24 hours, at which point the young consume the host from within, inflicting 1 point of Con damage per hour per young until the host dies, at which point young emerge. These young are always feral xill instead of standard xill. A remove disease spell (or similar effect) rids a victim of all implanted eggs or active young, or they can be cut out one at a time with DC 20 Heal checks (each attempt takes 10 minutes). If a check fails, the healer can try again, but each attempt (successful or not) deals 1d4 points of damage to the patient.
Incubator (Ex) A feral xill can produce cocoons in which to incubate its eggs, though eggs hatched in a cocoon produce xill spawn instead of full-grown xill. Xill spawn are stunted, verminous creatures. They are mechanically identical to scarlet spiders, except they are CR 1/2, have paralysis (1d4 minutes, DC 10) in place of poison, and have the implant special attack of a feral xill. A xill spawn that uses its implant special attack dies immediately after laying its eggs. Xill spawn eggs that hatch inside a living host grow into full-sized feral xill.
One in ten young produced by a standard xill is hatched without the ability to planewalk. Standard xill summarily kill any such young that hatch on the Ethereal Plane, seeing them as defective creatures unworthy of life, but those hatched on the Material Plane sometimes escape into the wild. These feral xill grow to adulthood without the benefit of a true society, developing neither tools nor language.
Despite their lack of a culture, feral xill often thrive in the wilderness at the edge of civilization. Single individuals give rise to thriving hives whose members regularly abduct living hosts in which to implant their eggs. But even a lack of hosts won't stop a hive from growing. Feral xill are also able to incubate their eggs in cocoons. Though the spawn produced in such a manner are stunted creatures, they retain the ability to implant eggs in living hosts, and can give rise to a new generation of full-grown feral xill.
Xill Hunter (CR 6)
This stocky, greenish-brown humanoid is a cross between an insect and reptile, with four arms, scaly skin, and fanged mandibles.
Xill Hunter (CR 6)
LN Medium outsider (extraplanar, lawful)
Init +8; Senses darkvision 60 ft.; Perception +13
AC 21, touch 14, flat-footed 17 (+4 Dex, +5 natural, +2 shield)
hp 67 (9d10+18)
Fort +8, Ref +10, Will +6
Speed 40 ft.
Melee adamantine starknife +13/+8 (1d4+3/x3), 2 claws +13 (1d4+3 plus grab), bite +7 (1d3+1); or 4 claws +13 (1d4+3 plus grab), bite +12 (1d3+3)
Ranged masterwork heavy repeating crossbow +15 (1d10/19-20), net +13 (entangled)
Special Attacks multiweapon mastery, walk unseen
Str 17, Dex 18, Con 14, Int 14, Wis 12, Cha 11
Base Atk +9; CMB +12 (+16 grapple); CMD 26
Feats Combat Reflexes, Improved Initiative, Iron Will, Weapon Focus (claw, heavy repeating crossbow)
Skills Acrobatics +16, Climb +15, Intimidate +12, Knowledge (planes) +14, Perception +13, Sense Motive +13, Stealth +14, Survival +17; Racial Bonus +4 Survival
Languages Common, Infernal
SQ planewalk
Environment any (Ethereal Plane)
Organization solitary, pair, or gang (3–6), or tribe (7-28)
Combat Gear javelin of lightning; Other Gear masterwork heavy steel shield, adamantine starknife, net, masterwork repeating heavy crossbow, 10 adamantine bolts
Treasure triple standard (combat gear, other gear)
Multiweapon Mastery (Ex) A xill hunter never takes penalties to an attack roll when fighting with multiple weapons, and treats claws as primary attacks even when also wielding weapons.
Planewalk (Su) A xill hunter can shift from the Ethereal Plane to the Material Plane as a move action. Shifting from the Material Plane to the Ethereal Plane takes 2 consecutive full-round actions, during which time the xill is immobile. As a xill fades away, it becomes harder to hit: opponents have a 20% miss chance in the first round and a 50% miss chance in the second. A xill can take a single willing or helpless creature with it when it switches planes.
Walk Unseen (Su) Once per day per three Hit Dice it possesses, as part of shifting from the Ethereal Plane to the Material Plane with its planewalk ability, a xill hunter may choose to gain the benefits of greater invisibility, as per the spell (CL 10th).
One in ten young produced by a standard xill is sterile, lacking the ability to paralyze victims and implant eggs. Unable to propagate the species, these xill are relegated to the fringes of xill society, where they form small tribes of fierce hunters who find purpose in a religious practice revolving around ritualistic trophy hunts and complex codes of honor.
Xill hunters make regular forays into the Material Plane to hunt dangerous creatures such as seasoned adventurers and feral xill. These latter targets are particularly popular, as feral xill are reviled by all other members of their race, being even lowlier than the sterile xill hunters in the eyes of their kin.
A xill hunter's code of honor demands that the hunter battle worthy opponents in honorable, face-to-face combat, but is silent about the treatment of opponents who have yet to prove themselves. Until a foe demonstrates an ability to survive a xill hunter's more dastardly tactics, the hunter has no qualms about using its ability to walk unseen to grant itself an unfair advantage against that opponent.
Xill Champions
The most accomplished xill hunters are known as xill champions. They are often xill hunters with levels of ranger or rogue. Xill champions collect adamantine weapons, shields, jewelry, and masks, having a great fondness for that metal. When possible, they also carry ropes of entanglement in place of the traditional nets carried by ordinary xill hunters, and any number of other magical items that can be used to entrap, maim, or kill their prey.
@Brambleman: No worries. We're still cool.
|Epic Meepo RPG Superstar 2009 Top 16, 2012 Top 32
I would love to see a Patra, from the original Legend of Zelda, It was a monster that only appeared in the final dungeon. It was a floating eye with a swarm of lesser floating eyes that would orbit the larger one in the middle. The swarm would spin faster and slower ( and thereby widening their orbit) and would slam attack poor Link whenever they occupied the same space. You could not engage the Controller eye until all lesser eyes were destroyed. Appropriate CR would be between 10 and 12 I would think.
|Epic Meepo RPG Superstar 2009 Top 16, 2012 Top 32
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@BigDTBone: I've been waiting for an excuse to post this eye monster somewhere:
Orb of Eyes (CR 11)
LE Large aberration
Init +7; Senses blindsight 120 ft., darkvision 120 ft.; Perception +28
AC 25, touch 12, flat-footed 22 (+3 Dex, +13 natural, –1 size)
hp 133 (14d8+70)
Fort +9, Ref +7, Will +12
Defensive Abilities interposing eyes; Immune mind-affecting effects
Speed fly 30 ft. (perfect)
Melee bite +18 (2d8+13)
Space 10 ft.; Reach 5 ft.
Special Attacks whirling eyes
Spell-Like Abilities (CL 12th)
At will—greater prying eyes (8th) (12 eyes, replacing any eyes previously created by this ability)
Str 28, Dex 16, Con 21, Int 19, Wis 16, Cha 23
Base Atk +10; CMB +20 (+22 bull rush); CMD 33 (35 vs. bull rush)
Feats Blind-Fight, Combat Casting, Combat Expertise, Fly-by Attack, Improved Bull Rush, Improved Initiative, Power Attack
Skills Bluff +16, Diplomacy +16, Fly +26, Intimidate +23, Knowledge (planes) +21, Perception +28, Sense Motive +17, Stealth +16; Racial Bonus +8 Perception
Languages Aklo, Common, Infernal, Undercommon; telepathy 100 ft.
SQ clairvoyant eyes, flight
Environment any underground
Organization solitary
Treasure standard
Clairvoyant Eyes (Su) An orb of eyes sees everything the eyes created by its greater prying eyes spell-like ability can see, at the time they see it, regardless of distance between the eyes and the orb.
Interposing Eyes (Su) As an immediate action, an orb of eyes that witnesses a creature making an attack or casting a spell can respond to that attack or spell by creating a barrier of floating, disembodied eyes. This duplicates the effects of a resilient sphere spell (CL 12th, DC 20) targeting the orb of eyes. The effect ends once the attack or spell to which the orb is responding is resolved. Activating this ability dismisses any greater prying eyes effect the orb of eyes currently has in effect.
Whirling Eyes (Su) As a move action, an orb of eyes can create a whirling barrier of floating, disembodied eyes. This duplicates the effects of a blade barrier spell (CL 12th, DC 22), always creating a ringed barrier centered on the orb. This barrier lasts until the orb of eyes next performs an action, up to a maximum duration of 1 round. Activating this ability dismisses any greater prying eyes effect the orb of eyes currently has in effect.
Though its body is little more than a floating sensory organ with an attached digestive system, an orb of eyes is a surpringly complex creature. Its alien mind and its senses extend into strange, higher dimensions, from which the orb can produce servile, disembodied eyes. These floating eyes are frequently used to gather information, allowing the orb to better manipulate those around it for its own amusement. It is theorized that an orb's disembodied eyes also play a role in the orb's reproductive process, though this is a matter of speculation; orbs are born in remote dimensions, only precipitating into the normal world after their reproductive years are behind them.
Taking the swarm idea and applying it to lower level monsters to make them a threat for higher level PCs. Such as:
- orc swarm
- goblin swarm
- kobold swarm
- lizardfolk swarm
It's worth noting that we already have a Monkey Swarm, so the precedence for non-vermin swarms has already been established.
|Tiny Coffee Golem
|Epic Meepo RPG Superstar 2009 Top 16, 2012 Top 32
@CrackedOzy: Since PF is backwards compatible, you can just use the 3.5 rules for mobs (3.5 DMG II, pg. 59)
@BEGS: I'm not familiar with zergs and ultralisks.
@TinyCoffeeGolem: The chocobo is already statted up (using either 3.0 or 3.5 rules, I don't recall which) in an old issue of Dragon Magazine. As for Starcraft, I'm not familiar with any of its races.
In fact, let me just state for the record that I've never actually played any game on a computer, ever. Feel free to give me a monster concept that you'd like me to work on, but chances are good that the name of an existing monster from a computer game is not a concept that I'd recognize.
|Richard Leonhart
|Epic Meepo RPG Superstar 2009 Top 16, 2012 Top 32
@Richard Leonhart: Since I requested no silly monsters, I extracted the non-silly parts of your suggestion and turned them into this deadly-serious, extremely creepy monster:
Mara Clown (CR 9)
LE Large outsider (giant, native, oni, shapechanger)
Init +7; Senses darkvision 60 ft., low-light vision; Perception +13
AC 21, touch 12, flat-footed 18 (+4 armor, +3 Dex, +5 natural, –1 size)
hp 92 (8d10+48); regeneration 5 (fire or acid)
Fort +12, Ref +5, Will +10
Speed 40 ft.
Melee 2 slams +14 (1d6+7 and grab)
Ranged improvised weapon +10 (up to 2d6+7)
Space 10 ft.; Reach 10 ft.
Special Attacks gaze, hexes (cackle, evil eye, misfortune, DC 17), kidnap
Spell-Like Abilities (CL 8th)
Constant—mage armor (1st)
At will—hideous laughter (2nd) (DC 15), invisibility (2nd)
3/day—dispel magic (3rd), grease (1st) (DC 14), stinking cloud (2nd) (DC 15)
1/day—dimension door (4th)
Str 24, Dex 17, Con 23, Int 17, Wis 14, Cha 17
Base Atk +8; CMB +16; CMD 29
Feats Combat Reflexes, Improved Initiative, Iron Will, Throw Anything
Skills Bluff +14, Disguise +14, Intimidate +14, Knowledge (arcana) +14, Perception +13, Perform (comedy) +13, Sense Motive +13, Spellcraft +14, Use Magic Device +14
Languages Common, Giant, Gnome, Goblin
SQ change shape (Small or Medium humanoid; alter self)
Environment temperate hills
Organization solitary, pair, or gang (1-2 and 2-4 bugbear rogues of 2nd-4th level)
Treasure double
Gaze Hideous laughter (as per the spell, CL 3rd), 30 feet, Will DC 17 negates. The save DC is Charisma-based.
Hexes (Su) A mara clown can use the cackle, evil eye, and misfortune witch hexes (save DC 17), with an effective witch level equal to its racial Hit Dice. A mara clown's racial Hit Dice stack with any witch levels it possesses for the purpose of any hex, major hex, or grand hex it possesses.
Kidnap (Ex) While grappling, a mara clown can make a grapple check to move as a swift action. In addition, a mara clown who uses the dimension door spell-like ability while grappling may bring along any creature grappling it. An unwilling creature may attempt a DC 17 Will save to negate the effect of the dimension door on itself. This save DC is Charisma-based.
Possessed of a demented and infectious sense of humor, mara clowns are oni who wear the body of an ogre with a warped, clown-like face. Some mara clowns play up this characteristic, dressing in colorful entertainer's outfits that complement their face, while others treat their facial features as incidental, preferring plain trousers and sleaveless shirts. Whatever their garb, mara clowns delight in abducting children, becoming invisible or assuming the forms of harmless playmates in an effort to get close to their victims. The abduction of well-guarded children, in particular, is a form of sport among mara clowns. Abducted children are rarely seen again.
|Epic Meepo RPG Superstar 2009 Top 16, 2012 Top 32
|3 people marked this as a favorite.
@Brambleman: I'll see your rat king and raise you a fused swarm template:
Rat King (CR 3)
Fused rat swarm
N Medium animal
Init +6; Senses low-light vision, scent; Perception +8
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 16 (3d8+3)
Fort +4, Ref +5, Will +2
Defensive Abilities discorporate, half damage from piercing weapons; Immune critical hits, flanking
Speed 15 ft., climb 15 ft., swim 15 ft.
Melee melee touch +2 (1d6 plus disease and distraction)
Special Attacks disease, distraction (DC 12)
Str 10, Dex 15, Con 13, Int 2, Wis 13, Cha 2
Base Atk +2; CMB +2; CMD 14
Feats Improved Initiative, Skill Focus (Perception)
Skills Balance +6, Climb +10, Perception +8, Stealth +6, Swim +10; Racial Modifiers uses Dex to modify Climb and Swim
Environment any
Organization solitary, pack (2–5), or infestation (6–12)
Treasure none
Discorporate (Ex) A rat king dies when reduced to 0 hit points. When a rat king dies, unless its body has been completely destroyed, its remains immediately become a normal, full-strength rat swarm.
Disease (Ex) Filth fever: Melee touch—injury; save Fort DC 12; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.
A rat king is formed from numerous rats that have been fused together. Most of these rats are joined at the tail, though others are more completely melded together. Though these component rats may once have been independent creatures, the rat king they have formed is a singular being with a single, rat-like mind.
Siphonophore (CR 7)
Fused jellyfish swarm
N Medium vermin (aquatic)
Init +1; Senses darkvision 60 ft.; Perception +0
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 54 (12d8)
Fort +8, Ref +5, Will +4
Defensive Abilities discorporate, half damage from piercing weapons; Immune critical hits, flanking
Speed swim 20 ft.
Melee melee touch +9 (3d6 plus distraction and poison)
Special Attacks distraction (DC 16), poison
Str 10, Dex 13, Con 10, Int —, Wis 10, Cha 2
Base Atk +9; CMB +9; CMD 20
Skills Swim +8, Stealth +27; Racial Modifiers Stealth +16
Environment any aquatic
Organization solitary or bloom (2–8)
Treasure none
Discorporate (Ex) A siphonophore dies when reduced to 0 or fewer hit points. When a siphonophore dies, unless its body has been completely destroyed, its remains immediately break apart to form a normal, full-strength jellyfish swarm.
Poison (Ex) Melee touch–injury; save Fort DC 16; frequency 1/round for 6 rounds; effect 1d4 Dex; cure 2 consecutive saves.
Found in deep water, siphonophores have bodies that resemble long, winding strands of jellyfish. Ordinary siphonophores are fragile creatures whose component parts die if separated from the main body. The siphonophore described in the stat block above is a monstrous version of the ordinary siphonophore, hardier and more compact than its less-monstrous cousins.
Creating a Fused Swarm
"Fused swarm" is an aquired template that can be added to any swarm of corporeal creatures (hereafter referred to as the base swarm). The base swarm fuses into a single creature that has the statistics of the base swarm, modified as follows.
CR As base swarm +1.
Size and Type The fused swarm is Medium, and loses the swarm subtype.
Defensive Abilities Unless otherwise stated, a fused swarm loses all swarm traits. A fused swarm takes half damage from piercing weapons and gains the following defensive ability.
Discorporate (Ex) A fused swarm dies when reduced to 0 or fewer hit points. When a fused swarm dies, unless its body has been completely destroyed, its remains immediately break apart to form a normal, full-strength swarm of the same kind as the base swarm.
Immune A fused swarm is immune to critical hits and flanking.
Attack A fused swarm loses the swarm attack of the base swarm, but gains a melee touch attack that deals the same amount of damage and delivers the same special attacks.
Space and Reach The fused swarm has a space of 5 feet and a reach of 5 feet.
Abilities A fused swarm has a minimum Strength score of 10.
CMB and CMD A fused swarm has a CMB and CMD based upon its ability scores and base attack bonus, as normal.
Note that (non-monstrous) siphonophores are actual, real-world animals.
I've had an idea for a demon for some time. For lack of a better name, I've just called them "infiltrator" demons. They are medium sized, vaguely humanoid shaped demons of CR5-7. They steal (Drain) Chr. as a touch attack. When their target has a CHR of 0, that demon looks and gains some of the personality of its victim. As well, i can see the demon having some sort of hold person type spell-like ability.
And fyi, the victim transforms into a 'grey' when taken to 0 chr under the influence of the demon. (a 'grey' is a template I already have, but would like to see your vision of it)
|Tiny Coffee Golem
List of starcraft units. Scroll down to the zerg section for pictures and short bio's.
More zerg nastiness and why they fit really well into a fantasy setting.
Sarah Kerrigan the queen of blades History pictures and why she's "basically the queen b@~~& of the universe"
The zerg are an awesome race for a fantasy setting. If these get stated up as a cohesive race i would totally use them in a game. As a matter of fact if you take on this ginormous task I'd recommend a new thread for feedback as I predict a lot of it.
|Boxhead Contributor
|Epic Meepo RPG Superstar 2009 Top 16, 2012 Top 32
Well... aside from flying butler monkeys.... What about Vampiric Rose Bushes? Their ghastly white petals get blood red when they drink blood. NE plant. Stationary.
Floating puffball plant that glows, resembles willow the wisp from a distance. Plant grows small stalks, then when mature turns into a puff ball and floats away dropping seeds now and then, gives off a small luminescence.
|Epic Meepo RPG Superstar 2009 Top 16, 2012 Top 32
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@Kryzbyn: Here's a dragon loosely inspired by the moorwyn you mention:
Starmetal Wyrm (CR 10)
CE Large dragon
Init +5; Senses darkvision 60 ft., low-light vision; Perception +15
AC 24, touch 10, flat-footed 23 (+1 Dex, +14 natural, –1 size)
hp 115 (11d12+44)
Fort +11, Ref +8, Will +10
DR 10/adamantine; Immune cold, fire, paralysis, pattern effects, sleep
Speed 40 ft., fly 80 ft. (clumsy)
Melee adamantine bite +17 (2d6+10), 2 adamantine claws +17 (1d8+7)
Space 10 ft.; Reach 5 ft.
Special Attacks breath weapon (60-ft. line, DC 19, 6d6 plus blindness, usable every 1d4 rounds)
Spell-Like Abilities (CL 11th)
At will—dancing lights (0), flare (0) (DC 10)
1/hour—rainbow pattern (4th) (DC 15)
Str 25, Dex 12, Con 19, Int 12, Wis 13, Cha 12
Base Atk +11; CMB +19; CMD 30 (34 vs. trip)
Feats Cleave, Improved Initiative, Improved Vital Strike, Iron Will, Power Attack, Vital Strike
Skills Bluff +15, Fly +9, Intimidate +15, Knowledge (arcana) +15, Perception +15, Sense Motive +15, Stealth +11
Languages Common, Draconic
SQ no breath, starflight
Environment any land or underground
Organization solitary
Treasure double (adamantine scales)
Breath Weapon (Su) A starmetal wyrm's breath weapon is a line of starlight. Any creature in the area of the breath weapon is blinded. A successful save to halve the damage dealt by the breath weapon also negates this blindness. This is a light effect.
Starflight (Su) A starmetal dragon can survive in the void of outer space. It flies through space at an incredible speed. Although exact travel times vary, a trip within a single solar system should take 3d20 hours, while a trip beyond should take 3d20 days (or more, at the GM's discretion)—provided the starmetal dragon knows the way to its destination.
In many cultures, comets and falling stars have long been seen as harbingers of doom. It is perhaps not a coincidence that these celestial events often herald the arrival of a starmetal wyrm. Distant cousins of earthbound metallic dragons, starmetal wyrms are rapacious predators that fly through the void between the stars. As a result of such flights, their bodies are infused with starlight, which they use to fuel their breath weapons and spell-like abilities.
Starmetal wyrms are also noted for their namesake adamantine scales. These scales can be harvested from a slain starmetal wyrm, producing usable adamantine worth double the standard treasure value of a creature of the starmetal wyrm's Challenge Rating.
In the past, attempts have been made to breed populations of starmetal wyrms as a source of adamantine, but such efforts have proven largely ineffectual. Starmetal wyrms breed infrequently, with centuries passing between generations. Only over millenia would a population of starmetal wyrms produce quantities of adamantine sufficient to rival those found at tradition sources. This hasn't stopped sages from speculating that all adamantine deposits are actually the remnants of ancient starmetal wyrm burial grounds.
Starmetal Wyrms of Golarion
The largest population of starmetal wyrms on Golarion can be found lurking in the caves beneath the nation of Numeria. All known wyrms belonging to this population have clipped wings, depriving them of the ability to fly, either in the air or between the stars. Rumor suggests that these starmetal wyrms were prisoners aboard the starship that crashed over Numeria long ago, having recently awakened from suspended animation amidst its ruins.
@strongblade: Here's my interpretation of a Charisma-draining, identity-stealing demon:
Demon, Fetch (CR 7)
CE Medium outsider (chaotic, demon, evil, extraplanar)
Init +3; Senses darkvision 60 ft.; Perception +21
AC 20, touch 13, flat-footed 17 (+3 Dex, +7 natural)
hp 84 (8d10+40)
Fort +7, Ref +9, Will +10
Defensive Ability shadow blending; DR 10/cold iron or good; Immune electricity, fire, poison; Resist acid 10, cold 10; SR 18
Speed 30 ft., fly 50 ft. (average)
Melee 2 claws +11 (1d4+1 plus 1d6 Charisma damage); or melee touch +11 (1d6 Charisma damage)
Special Attacks zombify
Spell-Like Abilities (CL 12th)
Constant—tongues (4th)
At will—detect thoughts (2nd) (DC 20), shadow walk (self plus 50 lbs. of objects only) (6th), plane shift (7th) (self plus 50 lbs. of objects only, to the Abyss, the Material Plane, or the Plane of Shadow only)
1/day—summon (level 3, 1 shadow demon 50%)
Str 13, Dex 17, Con 20, Int 18, Wis 14, Cha 27
Base Atk +8; CMB +11; CMD 22
Feats Agile Maneuvers, Combat Reflexes, Iron Will, Weapon Finesse
Skills Bluff +27, Diplomacy +19, Disguise +19 (+39 when using change shape), Escape Artist +11, Intimidate +16, Knowledge (history) +15, Knowledge (local) +15, Perception +21, Sense Motive +13, Stealth +14; Racial Modifiers +8 Bluff, +8 Perception
Languages Abyssal, Celestial, Common, Draconic; tongues, telepathy 100 ft.
SQ change shape (Small or Medium humanoid, alter self), mimic victim
Environment any (Abyss)
Organization solitary, pair, or cabal (3–12)
Treasure NPC gear
Mimic Victim (Su) When a fetch uses change shape, it can assume the appearance of specific individuals it has turned into living zombies using its zombify ability. While mimicking a specific individual, a fetch may make a DC 20 Knowledge (history) check to remember the details of any given event that individual could have remembered, were that individual not a living zombie.
Shadow Blending (Su) Attacks against a fetch in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.
Zombify (Su) Whenever a fetch deals Charisma damage to a Small or Medium humanoid, if the total Charisma damage dealt to that humanoid exceeds its Charisma score, the humanoid is subject to a dominate person effect (as per the spell with the fetch as the caster, no save, CL 11th) and becomes a living zombie.
Born from mortal souls wracked with envy for the lives of specific others, fetches are demons with an affinity for the Plane of Shadow and a penchant for imitating humanoids. A fetch's methods of impersonation are particularly cruel: in order to take the place of its target, a fetch must first feed upon and mutilate that person's soul, transforming the unfortunate victim into an empty shell. The fetch, meanwhile, acquires the victim's memories, and often a few of the victim's personality traits, though never anything as redeeming as altruism or compassion.
Humanoids sired by fetches belong to the race known as fetchlings, and are native to the Plane of Shadow. Direct descendants are often half-fiend fetchlings, while those further removed from their fetch ancestor are fiendish fetchlings, fetchlings with the abyssal or shadow sorcerer bloodline, or ordinary fetchlings without any specific template or sorcerer bloodline.
More to come.
|Epic Meepo RPG Superstar 2009 Top 16, 2012 Top 32
|5 people marked this as a favorite.
@Tiny Coffee Golem (and BEGS): protoss and Terrans are just humanoids with class levels, cool gear, and vehicles, but here's a race of mutagenic, hive-themed critters that can fill the role of zergs, tyranids, and whatnot:
N magical beast
Environment temperate or warm hills
Organization solitary, pair, nest (3–6), or hive (7–28 drones, 3–6 hulks, 1 queen)
Treasure none
Receptive (Ex) A hivespawn doesn't speak or understand any language, but creatures with telepathy can use that special quality to communicate with hivespawn as if they had a language.
Scythe-Like Claws (Ex) A hivespawn's scythe-shaped claws deal base and critical damage as if they were scythes designed for a creature one size smaller than the hivespawn, including that weapon's x4 critical multiplier.
Spines (Ex) A hivespawn can loose a number of dart-like spines indicated in its ranged attack from its body as a standard action with a toss of its head or a lash of its tail. Make an attack roll for each spine—all targets must be within 30 feet of each other. The spines have a range increment of 120 ft. The creature can launch only 24 spines in any 24-hour period.
Hivespawn Hatchling (CR 1)
N Small magical beast
Init +2; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft.; Perception +8
AC 18, touch 13, flat-footed 16 (+2 Dex, +5 natural, +1 size)
hp 9 (1d10+4)
Fort +5, Ref +4, Will +1
Immune acid, disease, poison
Speed 30 ft., burrow 20 ft.
Melee 2 claws +2 (1d6/x4)
Ranged 2 spines +4 (1d3)
Special Attacks scythe-like claws, spines
Str 10, Dex 14, Con 17, Int 1, Wis 13, Cha 6
Base Atk +1; CMB +0; CMD 12 (20 vs. trip)
Feats Skill Focus (Perception)
Skills Perception +8
SQ receptive
Hivespawn Drone (CR 3)
N Large magical beast
Init +0; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft.; Perception +10
AC 16, touch 9, flat-footed 16 (+7 natural, –1 size)
hp 28 (3d10+12)
Fort +6, Ref +3, Will +2
Immune acid, disease, poison
Speed 30 ft., burrow 20 ft.
Melee 2 claws +6 (2d4+3/x4)
Ranged 2 spines +2 (1d6+3)
Space 10 ft.; Reach 5 ft.
Special Attacks scythe-like claws, spines
Str 16, Dex 10, Con 17, Int 3, Wis 13, Cha 6
Base Atk +3; CMB +7; CMD 17 (25 vs. trip)
Feats Skill Focus (Perception), Weapon Focus (claw)
Skills Perception +10
SQ receptive
Hivespawn Hulk (CR 7)
N Huge magical beast
Init +6; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft.; Perception +11
AC 22, touch 10, flat-footed 20 (+2 Dex, +12 natural, –2 size)
hp 84 (8d10+40)
Fort +11, Ref +8, Will +5
Immune acid, disease, poison
Speed 40 ft., burrow 20 ft.
Melee 2 claws +13 (2d6+6/x4)
Ranged 4 spines +8 (1d8+6)
Space 15 ft.; Reach 10 ft.
Special Attacks scythe-like claws, spines
Str 23, Dex 15, Con 20, Int 3, Wis 13, Cha 6
Base Atk +8; CMB +16; CMD 28 (36 vs. trip)
Feats Improved Initiative, Iron Will, Skill Focus (Perception), Weapon Focus (claw)
Skills Perception +11
SQ receptive
Hivespawn Queen (CR 14)
N Huge magical beast
Init +8; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft.; Perception +27
AC 24, touch 12, flat-footed 20 (+4 Dex, +12 natural, –2 size)
hp 202 (15d10+120); fast healing 10
Fort +17, Ref +13, Will +10
Immune acid, disease, mind-affecting, poison; SR 25
Speed 40 ft., burrow 20 ft.
Melee 2 claws +22 (2d6+8/x4)
Ranged 6 spines +23 (1d8+8)
Space 15 ft.; Reach 15 ft.
Special Attacks scythe-like claws, spines, terrain manipulation
Spell-Like Abilities (CL 15th; concentration +21)
3/day—black tentacles (4th), creeping doom (7th)
Str 26, Dex 18, Con 26, Int 21, Wis 17, Cha 22
Base Atk +15; CMB +25; CMD 39 (47 vs. trip)
Feats Combat Reflexes, Improved Initiative, Iron Will, Point-Blank Shot, Precise Shot, Skill Focus (Perception), Vital Strike, Weapon Focus (claw)
Skills Climb +34, Craft (traps) +20, Knowledge (arcana) +20, Knowledge (planes) +20, Perception +27, Spellcraft +20, Use Magic Device +21
Languages telepathy 1 mile
SQ extradimensional womb, receptive
Extradimensional Womb (Ex) The interior of a hivespawn queen's body is linked to an extradimensional space in which she stores eggs and recent hatchlings. Only hivespawn eggs and hivespawn hatchlings can enter this space, which can easily hold two dozen of each. Only one egg or hivespawn hatchling can enter or exit the space per round. Eggs and hatchlings stored in the space do not count against the queen's carrying capacity.
Terrain Manipulation (Su) As a full-round action that doesn't provoke attacks of opportunity, a hivespawn queen can thrust her hands into the ground to superimpose the features of her extradimensional womb onto the world around her. For as long as the queen remains in her space, and for 1 minute thereafter, all terrain within 100 feet of her is coated in alien sludge. All surfaces within that area count as difficult terrain for creatures other than hivespawn, and all hivespawn within that area that don't already have fast healing gain fast healing 1.
The hivespawn are a race of aggressive, insect-like creatures with a tendency to devour all in their path. Hivespawn queens are intelligent beings with potent magical abilities, but other hivespawn are possessed of an intelligence little greater than that of an animal. As a result, hivespawn queens spend most of their time supervising the actions of their less intelligent kin, though a many queens harbor ambitions beyond the maintenance of their hives.
Towards these ends, some queens experiment with strange alchemical processes and magical rituals, intent on mutating their kindred into new and more powerful forms. These projects lend themselves well to hivespawn, whose body chemistry is unusually malleable, but a few hivespawn queens also conduct such experiments on creatures other than hivespawn, often captives captured for that express purpose.
Mutagenic Drone (CR 4) A mutagenic drone is a hivespawn drone with the hybrid template (see "Creating a Hybrid," below). The evolution points of a typical mutagenic drone are spent on the breath weapon (acid) evolution or the flight evolution (wings, 50 ft. speed). Other common evolutions include bite, climb, increased damage, increased natural armor, and energy attacks (acid).
Mutagenic Hulk (CR 8) A mutagenic hulk is a hivespawn hulk with the hybrid template (see "Creating a Hybrid," below). The evolution points of a typical mutagenic hulk are spent on the following evolutions: claws, increased damage (claws), limbs (arms), rend, and trample.
Mutagenic Queen (CR 15) A mutagenic queen is a hivespawn queen with the hybrid template (see "Creating a Hybrid," below). The evolution points of a typical mutagenic queen are spent on the following evolutions: breath weapon (acid, 3/day) and energy attacks (acid).
Overseer (CR 14) When a hivespawn queen lives beyond her reproductive years, hormonal changes transform her into a bloated, balloon-like creature known as an overseer. She loses all other speeds and gains a fly speed of 30 feet (perfect). Though she no longer lays eggs, she retains the extradimensional womb special quality. Her extradimensional womb can hold drones in addition to hatchlings. Each drone counts as eight hatchlings when determining how many creatures the womb can hold.
Creating a Hybrid
"Hybrid" is a template that can be added to any living, corporeal creature, hereafter referred to as the base creature.
CR As base creature +1.
Other Statistics The base creature gains a number of evolution points equal to its (newly modified) Challenge Rating, up to a maximum of 8 evolution points. These points are spent on evolutions, as if the base creature were the eidolon of a summoner with a level equal to the base creature's racial Hit Dice.
Note that the Queen of Blades would be a high-level human psion with the hybrid template that I snuck in at the very end of the the hivespawn monster description.
|Epic Meepo RPG Superstar 2009 Top 16, 2012 Top 32
|2 people marked this as a favorite.
@Boxhead: That probably is cheating a bit, because that's not really a new monster. It's been floating around for over a year now, and, more importantly, has already been discussed at length on the boards. That being said, at least you picked the Superstar monster most people thought couldn't be done. So here's a beetle that gets inside your head:
Phantom Beetle (CR 1/2)
N Small vermin
Init +0; Senses low-light vision; Perception +0
AC 12, touch 11, flat-footed 12 (+1 natural, +1 size)
hp 2 (1d8–2)
Fort +0, Ref +0, Will +0
Immune mind-affecting effects
Weakness fragile
Speed 30 ft., fly 30 ft. (poor)
Melee bite +1 (1d4)
Special Attacks death curse
Str 10, Dex 11, Con 7, Int —, Wis 10, Cha 11
Base Atk +0; CMB –1; CMD 9 (17 vs. trip)
Skills Fly –2
SQ luminescence
Environment any land or underground
Organization solitary, cluster (2–6) or colony (7–12)
Treasure none
Death Curse (Su) When a creature slays a phantom beetle, the slayer is affected by the curse of nerves. Curse of Nerves: save Will DC 10; onset 1 day; frequency 1/day; effect 1d2 Wisdom and creature suffers fleeting hallucinations that cause it to to become shaken for the next 24 hours unless it is immune to fear; Cure —. The save is Charisma-based.
Fragile (Ex) A phantom beetle dies if reduced to –5 or fewer hit points.
Some animals produce toxins in their body as a defense mechanism, poisoning those foolish enough to eat them. Phantom beetles instead produce psychic trauma, amplifying their own instinctive fear of death to pollute the minds of those who take their lives. This psychic assault settles into the brain of its victim, becoming a curse that eats away at its victim's sanity. The victim is haunted by vague hallucinations that lurk at the edge of his perception, suggesting terrible things preparing to attack and kill him, just as he attacked and killed the phantom beetle responsible for the curse.
In most circumstances, phantom beetles are non-aggressive, relying on their reputation to dissuade potential attackers and retreating if threatened. However, phantom beetles get territorial when it comes to their immediate lairs, and will attack if they are perturbed within the confines of the their own nests, usually a single, remote chamber in an underground complex.
@Shizvestus: the vampire rose already exists in the Tome of Horrors; here are a seed-puff monster and a much-overdue flying monkey:
Flying Monkey (CR 1)
Half-fiend baboon
LE Small outsider (native)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +6
AC 15, touch 14, flat-footed 11 (+3 Dex, +1 natural, +1 size)
hp 7 (1d8+3)
Fort +5, Ref +5, Will +2
DR 5/magic; Immune poison; Resist acid 10, cold 10, electricity 10, fire 10; SR 12
Speed 30 ft., fly 60 ft. (good)
Melee bite +4 (1d4+2), 2 claws +4 (1d3+2)
Special Attacks smite good 1/day
Spell-Like Abilities (CL 1st; concentration +0)
3/day—darkness (2nd)
Str 14, Dex 17, Con 16, Int 6, Wis 14, Cha 9
Base Atk +0; CMB +1; CMD 14
Feats Weapon Finesse
Skills Acrobatics +11, Climb +10, Fly +13, Perception +6, Stealth +11; Racial Modifiers +4 Acrobatics, +4 Climb
Environment warm forests or plains
Organization solitary, pair, or mission (3–6)
Treasure none
Smite Good (Su) Once per day as a swift action, a flying monkey can smite good as the smite evil ability of a 1st-level paladin, except affecting a good target. The smite persists until the target is dead of the flying monkey rests.
The spawn of ordinary primates and bestial fiends of unknown ilk, flying monkeys are ill-tempered brutes. Despite their foul attitude, they recognize and gravitate towards power, willing to debase themselves at the feet of powerful spellcasters, particularly witches, should such service provide them an opportunity for personal advancement. Whether in the service of a spellcaster or not, flying monkeys enjoy missions of kidnapping, theft, and other forms of thuggery for fun and profit.
A 5th-level lawful evil spellcaster with the Improved Familiar feat can gain a flying monkey as a familiar.
Ghostflower Seed (CR 2)
N Small plant (incorporeal)
Init +1; Senses low-light vision, tremorsense 30 ft.; Perception +1
AC 14, touch 14, flat-footed 12 (+2 deflection, +1 Dex, +1 size)
hp 8 (1d8+4)
Fort +6, Ref +1, Will +1
Defensive Abilities incorporeal; Immune plant traits
Speed fly 30 ft. (perfect)
Melee incorporeal touch +2 (1d6)
Special Attacks implant
Str —, Dex 13, Con 19, Int —, Wis 12, Cha 15
Base Atk +0; CMB –1; CMD 10 (can't be tripped)
Environment any land
Organization solitary, pair, or drift (3–6)
Treasure none
Implant (Su) When a ghostflower seed reduces a living creature to 0 or fewer hit points with its incorporeal touch attack, the seed implants itself in that creature's flesh, becoming an inert object instead of a creature. For as long as the seed remains implanted, it siphons nutrients from the victim's body; the victim begins to starve, no matter how much food the victim consumes. A remove disease spell (or similar effect) rids a victim of all implanted seeds, or they can be cut out one at a time with DC 20 Heal checks (each attempt takes 10 minutes). If a check fails, the healer can try again, but each attempt (successful or not) deals 1d4 points of damage to the patient. If a creature dies while implanted with ghostflower seeds, a ghostflower plant will grow from his grave. Except for the seeds it will eventually produce, this plant is harmless.
Produced by magical flowers that grow only on graves, ghostflower seeds begin life as small, fibrous puffs. Soon after being released from their parent plant, these seed puffs rarefy and expand, becoming balls of incorporeal light that bear a striking resemblance to will-o-wisps. In this form, a ghostflower seed is willfully mobile, seeking out a living creature in which to plant itself. Once successful, the seed becomes an inert object inside its victim's body, feeding off its host until its host dies, perchance to germinate in its host's grave, producing a new ghostflower plant.
|Richard Leonhart


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Ok, I have to ask this....why sugar in salad?
1 tablespoon sugar (to cut the vinegar a little)
Oh, I make a watermelon and Feta salad that is divine. Use your favorite lettuce, a little red onion or shallot, and top with Feta sliced from a whole block (more moist than the crumbled) and watermelon. I serve mine with a bottled Feta dressing, but any vinaigrette would work.
I stopped in a deli yesterday for some sliced ham and was looking at their cold salads display while waiting my turn. On impulse, i purchased a small container labeled "Spicy Thai Noodles".Oh my, was it ever scrumptious! It had fettuccini noodles, shredded carrots, sliced spring onions, chopped peanuts.
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Photo #34066
Last Name: Pierson
First Name : Lizzie
Middle Name:
Subject's City:
Subject's State: Kentucky
Subject's County: Jackson
Subject's Country: USA
Date: 1921-1940
Photographer's City:
Photographer's State:
Nee: Hornsby
Type** : B&W
Comments: Lizzie Pierson (Nee: Hornsby) | Kentucky USA | 1921-1940 | Comments: Lizzie was the daughter of Mathias & Rosanne Hicks-Hornsby.
The wife of Charles Pierson.
The Mother of Charles Everett, Fred, & Frank Pierson.
The sister of Martha Susan, Laura, Ollie, Julie, Ed, John, Frank, Esther, Jesse, George & Charles Hornsby.
The half sister of Alex & Pauline Hornsby.
Digital Image Only? NO
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