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Tuesday 15 March 2016

Golarion Critters

Runelords conversion of Books 1-2: https://docs.google.com/document/d/1kloyX_I_8wP9WGzwzKj-tJMh-TfyGcotrIu7xuHUjF8/edit

Stats below also Adapted from https://forum.rpg.net/showthread.php?734841-5e-Monster-Conversions

Faceless Stalker
Medium aberration, chaotic evil
Armor Class 12
Hit Points 90 (12d8+36)
Speed 30ft.

ST 16 (+3)
DE 14 (+2)
CO 16 (+3)
IN 14 (+2)
WI 12 (+1)
CH 16 (+3)

Skills Deception +5, Stealth +4
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60ft., passive Perception 11
Languages Aquan, Common, Tongues
Challenge 3 (700 XP)

Shapechanger. The faceless stalker can spend 10 minutes to polymorph into a new form. Performing this transformation is somewhat painful, but the faceless stalker can maintain its new form indefinitely once it has achieved it. It can change back to its true form as a bonus action and gains advantage on attack rolls, damage rolls, skill checks, and saving throws for 1 round after it does so. Faceless stalkers retain their own innate abilities when they assume their new form and do not gain any of those belonging to the creature they mimic. A faceless stalker gains advantage on Deception checks when they are used in conjunction with this ability. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies.
Faceless. In its natural form, a faceless stalker has no discernible facial features. It gains advantage on saving throws made to resist attacks or effects that target the senses. This includes gaze attacks, odor-based attacks, sonic attacks and similar attacks. This bonus does not apply to illusions.
Actions
Multiattack. The faceless stalker makes two ranged attacks or two melee attacks, but can hit with his slam only once.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) slashing damage.


Sinspawn
Medium aberration, neutral evil
Armor Class 13 (natural armour)
Hit Points 45 (6d8+18)
Speed 40ft.

Str 16 (+3), Dex 14 (+2), Con 16 (+3), Int 9 (-1), Wis 10 (+0), Cha 8 (-1)

Skills Perception +2, Stealth +4
Senses Darkvision 60ft.; passive Perception 12
Languages Thassilonian
Challenge 2 (450xp)

Special Actions
Charm Resistance. Sinspawn have advantage on saving throws against charm effects.

Attack actions
Multiattack. The Sinspawn makes two attacks with its claws & 1 with its bite.

Claws. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 1d6+3 slashing damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 1d6+3 piercing damage.

Sinful Wound. A target who takes damage must succeed on a DC 11 Wisdom saving throw, or be Poisoned. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. A target who saves is immune to this effect for the next 15 minutes.
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Skaveling (Giant Undead Bat)
Large undead, chaotic evil

Armor Class 16 (natural armor)
Hit Points 58 (9d8+18)
Speed 20ft., 40ft (hover)

ST 17 (+3)
DE 15 (+2)
CO 14 (+2)
IN 8 (-1)
WI 14 (+2)
CH 13 (+1)

Saving Throws Wis +4
Skills Perception +4, Stealth +4
Senses blindsight 90ft, passive Perception 14
Languages Undercommon
Challenge 3 (700xp)

Diseased. When Skaveling does damage the target must make a DC 14 Constitution save or be affected by Ghoul Fever, as above.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5ft., one target.
Hit: 2d8+5 piercing damage. The target must make a DC 14 Constitution save or be paralyzed for d4 rounds. The creature can make a new save on the end of their turn.
Screech Recharge (6). The Skaveling produces an ear-splitting screech that stuns in a 20-foot-radius burst. All creatures in the area must make a DC 16 Constitution save or be stunned for d3 rounds. Each creature can make a new save on the end of their turn.

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Yeth Hound
Medium monstrosity, neutral evil

Armor Class 13 (natural armor)
Hit Points 36 (8d6+8)
Speed 50ft.

Str 16 (+3), Dex 13 (+1), Con 13 (+1), Int 7 (-2), Wis 11 (+0), Cha 8 (-1)

Skills Perception +4
Senses darkvision 60ft., passive Perception 14
Languages understands Abyssal (cannot speak)
Challenge 2

Special Actions
Keen Hearing and Smell. The yeth hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Attack actions
Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 2d6+3 piercing damage. If the target is a creature, it must succeed on a DC13 Strength saving throw or be knocked prone.
Bray (Recharge 5-6). The yeth hound lifts up his head and howls, the sound sending shivers and igniting the deep down fear of being something's prey. The yeth hound's bray effects an sphere of 30ft in radius, and all creatures who are not evil and/or an outsider make make a DC14 Wisdom save or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the yeth hound is visible to the target, ending the effect on itself on a success.
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NPCs

Xanesha

Large monstrosity, chaotic evil Lamia, some Slaadi
Armor Class 19 (natural armor)
Hit Points 134 (13d10+63)
Speed 40 ft., climb 40 ft., swim 40ft
STR
DEX
CON
INT
WIS
CHA
17 (+3)
20 (+5)
17 (+3)
16 (+3)
15 (+2)
18 (+4)
Skills Acrobatics +13, Arcana +9, Athletics +11, Deception +8, History +10, Insight +7, Persuasion +7, Insight + 4, Stealth +3
Senses darkvision 60ft., passive Perception 12
Languages Abyssal, Common, Draconic, Thassilonian
Challenge 6 (2,300 XP)
Innate Spellcasting. Xanesha's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components.
At will: disguise self (any humanoid form), major image
3/day each: charm person, major image, mirror image, scrying, suggestion
1/day: geas
Spellcasting. Xanesha is a 6th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). She has the following spells prepared:
Cantrips (at-will): Acid Splash, Dancing Lights, Mage Hand, Mending, Poison Spray
1st level (4 slots): Cure Wounds, Feather Fall, Magic Missile, Shield, Sanctuary
2nd level (3 slots): Invisibility, Scorching Ray, Spiritual Weapon
3rd level (3 slots): Dispel Magic, Spirit Guardians
Sneak Attack. Once per turn, Xanesha can deal an extra 1d6 damage to one creature he hits with an attack if he have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
She doesn’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and she doesn’t have disadvantage on the attack roll.
Medusa’s Mask. Xanesha gets Advantage on saves vs visual effects. Including Gaze and Sight based Illusions.
Impaler of Thorns (Pike). Once per long rest when striking with this weapon all creatures within 30 feet of the creature struck make a DC 14 Wisdom save or become frightened. A creature can make a new save at the end of every round. The target that is hit when this ability is activated must make a DC 14 Wisdom dave or become incapacitated for 1 round.
Actions
Multiattack. Xanesha makes three attacks: three with Impaler of Thorns or two with Impaler of Thorns and one with Intoxicating Touch.
Impaler of Thorns (Pike). Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 14 (2d10 + 3) slashing damage.

Intoxicating Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one creature.
Hit: The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks.
Legendary Actions
Xanesha can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Xanesha regains spent legendary actions at the start of her turn.
Heal. Xanesha can heal herself for 3d8 + 4.
Impale. Xanesha makes an attack with Impaler of Thorns.
Spells. Xanesha may cast an innate spell or a spell from her normal spellcasting.

Justice Ironbriar

Medium humanoid (elf), neutral evil
Armor Class 19 (Half Plate, shield)
Hit Points 65 (8d8+22)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
8 (-1)
18 (+4)
12 (+1)
13 (+1)
16 (+3)
13 (+1)
Skills Deception +7, History +5, Intimidate +5, Perception +8, Persuasion +5, Religion +8, Stealth +10
Condition Immunities sleep
Senses darkvision 60ft., passive Perception 11
Languages Common, Draconic, Elven, Halfling, Infernal, Varisian
Challenge 5 (1,800 XP)
Spellcasting. Ironbriar is a 6th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). He has the following spells prepared:
Cantrips (at-will): Light, Mending, Sacred Flame, Spare the Dying
1st level (4 slots): Charm Person, Command, Cure Wounds, Guiding Bolt, Shield of Faith
2nd level (3 slots): Enhance Ability, Hold Person, Invisibility, Spiritual Weapon
3rd level (2 slots): Dispel Magic, Mass Healing Word, Suggestion, Spirit Guardians
Reaper’s Mask. Cast confusion twice per day.
Fey Ancestry. Ironbriar have advantage on saving throws against being charmed, and magic can’t put him to sleep.
Cunning Action. Ironbriar can take a bonus action on each of his turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Sneak Attack. Once per turn, Ironbriar can deal an extra 1d6 damage to one creature he hits with an attack if he have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
He doesn’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and he doesn’t have disadvantage on the attack roll.
Copycat. You can create an illusory double of yourself as a bonus action. This double functions as a single Mirror Image and lasts for 6 rounds, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the Mirror Image spell. 5/day.
Actions
Channel Negative Energy. Ranged Spell Attack: All creatures within 30 ft. must succeed on a DC 14 Wisdom save. 9 (3d6) necrotic damage. 4/day.
Dazing Touch. Melee Spell Attack: +6 to hit, reach 5ft., one target.
Hit: A living creature you touch becomes incapacitated for 1 round. Creatures with more than 6 HD are unaffected. 5/day.
Multiattack. Ironbriar makes two ranged attacks or two melee attacks.
Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) slashing damage.
Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target.

Hit: 7 (1d6 + 4) piercing damage. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.

The Skinsaw Man

Medium undead, chaotic neutral Ghast
Armor Class 17 (Studded Leather Armor)
Hit Points 94 (12d8+40)
Speed 30ft.
STR
DEX
CON
INT
WIS
CHA
16 (+3)
18 (+4)
16 (+3)
11 (+0)
10 (+0)
8 (-1)
Saves Dexterity +6, Wisdom +2
Damage Resistances necrotic
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Skills Acrobatics +8, Athletics +8, Deception +6, Insight +4, Intimidate +6, History +8, Perception +2, Persuasion +6, Sleight of Hand +4, Stealth +8
Senses darkvision 60ft, passive Perception 10
Languages Common
Challenge 4 (1,100xp)
Stench. Any creature that starts its turn within 5 feet of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's Stench for 24 hours.
Turning Defiance. The ghast and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.
Actions
Multiattack. The Skinsaw man makes three attacks: one with his War Razor, one with his bite, and one with his Claw.
War Razor. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 10 (1d10 + 4) slashing damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 12 (2d8 + 4) piercing damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be diseased by Ghoul Fever for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 7 (d6 + 4) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Nualia
Medium humanoid (aberration), chaotic evil

Armor Class 16 (18) (+1 breastplate)
Hit Points 65 (11d8+11), 8 temporary hit points
Speed 30ft.

Str 16 (+3), Dex 12 (+1), Con 14 (+2), Int 10 (+0), Wis 16 (+3), Cha 11 (+0)

Saving Throws Wisdom +6,
Senses passive Perception 15
Languages Common, Goblin, Celestial
Challenge 4

Special Actions

Guided Strike. Once per day, Nualia can gain a +10 bonus to a single melee attack roll. She may use this ability after the roll has been made, but before the attack is determined to be a hit or a miss.

Fury of the Abyss (6 uses/long rest). Nualia gains advantage on her next melee attack roll, and deals an additional 1d6 damage. Until the beginning of her next turn, however, she grants advantage against melee attacks against her.

Spellcasting. Nualia is a 3rd-level spellcaster. Her spellcasting ability is wisdom (spell save DC14, +6 to hit with spell attacks). Nualia has the following spells prepared:

Cantrips (at will): Sacred Flame,
1st Level (4 slots): Cure Wounds, Guiding Bolt, Sanctuary, Shield of Faith
2nd Level (3 slots): Aid, Lesser Restoration, Spiritual Weapon
3rd Level (2 slots): Dispel Magic

Attack actions
Multiattack. Nualia makes two Longsword attacks.
Longsword. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 1d10+5 slashing damage.
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