there should be like secret extra editions of dnd that wotc denounces as false like christian apocrypha
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there should be like secret extra editions of dnd that wotc denounces as false like christian apocrypha
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Before you take on the Bastardhall, get the ins and outs of the bone-chilling new Pathfinder Adventure Path, Bastion of Blasphemies, straight from the developer in yesterday's blog!
Lake Troll
Lake trolls are slightly larger, stronger, and more intelligent than the more common trolls, though fortunately they are also less common. They are aquatic, and slightly slower on land compared to common trolls, but the most terrible thing about them is their much stronger and more consistent regeneration. Fire or acid cannot shut it down, at least not alone. In fact, they have no fear of acid, but instead cold weakens their aquatic infused bodies. Their powerful regeneration will power through one of cold or fire alone, needing both in rapid succession to shut down their regeneration and allow their deaths. Even experienced hunters may not be aware of this distinction, allowing a lake troll that's been burned terribly to ambush them when it springs back to life to assault them. Even worse, these clever trolls take delight in breaking weapons, tearing apart wood and even steel to leave their foes unarmed and far less able to face them.
Inspired by the Tome of Beasts 1. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as access to my premade adventures and other material I’m working on, consider backing me there!
Pathfinder 2e
Lake Troll Creature 7 Uncommon Large Amphibious Giant Humanoid Troll Water Perception +15; darkvision, scent (imprecise) 60 feet Languages Jotun Skills Athletics +17, Intimidation +15 Str +6, Dex +1, Con +6, Int -1, Wis +0, Cha -2 AC 22; Fort +19, Ref +14, Will +11 HP 150 (regeneration 20 (special)); Weaknesses cold 10, fire 10 Persistent Regeneration The lake troll's regeneration is reduced to 10 for 1 round if it takes either cold or fire damage, and is deactivated if it takes both cold and fire damage within a single round. Speed 20 feet, swim 40 feet Melee jaws +17 (reach 10 feet), Damage 2d10+10 piercing Melee claw +17 (agile, reach 10 feet), Damage 2d8+10 slashing Sundering Rend [1 action] Requirements The lake troll hit the same enemy with two consecutive claw Strikes in the same round; Effect The target must succeed on a DC 25 Reflex save or their weapon takes damage equal to one claw Strike.
13th Age
Lake Troll 6th level double-strength spoiler [large giant] Initiative: +11 Vulnerability: cold, fire Sundering Claws +10 vs. AC (2 attacks) – 22 damage. Dual Hits: If the lake troll hits the same enemy with two claw attacks during its turn, unless the target succeeds on an immediate normal save (11+) their weapon is damaged and reduces its damage die by 1 size until the end of the battle. If it’s a magic weapon, the save is instead easy (6+). Miss: 6 damage. Trollish regeneration: If the troll is damaged at the start of its turn, it heals 20 hit points. If it took cold or fire damage since its last turn, it must succeed on an easy save (6+) to regain the hit points, and if it took both fire and cold damage since its last turn this becomes a hard save (16+). If the troll moves from 0 or negative hit points to positive hit points, it can take a standard turn. Rubbery flesh: At 0 hit points or lower, a troll cannot take any actions, but it does not die, is not helpless, and still uses its standard defenses against attacks. At the start of its turn, a troll dies it if it has –40 hit points or fewer after attempting its regeneration save. Since a troll below 0 hit points is not helpless, heroes cannot use a coup de grace against it. Swimmer: The lake troll breathes water and air, and loves ambushing out of the water. AC 20 PD 20 MD 15 HP 160
Weeping Treant
These towering treants can reach heights of a touch over 30 feet. though their bodies are slender and they have gnarled and twisted trunks. Most significant are the thick tears of sap that run down their humanoid faces and drip down their bodies. These treants defend dark, unnerving forests, protecting the entire region or specific locations within the forest. The reason for their weeping is unknown, with many debates, but no one able to provide a reason more compelling than "that's what trees do." The treants themselves refuse to speak of the reasoning, and tend to get annoyed or even furious with those who keep asking about it.
Inspired by the Tome of Beasts 1. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as access to my premade adventures and other material I’m working on, consider backing me there!
Pathfinder 2e
Weeping Arboreal Creature 6 Uncommon Huge Plant Wood Perception +13; low-light vision Languages Arboreal, Common, Fey Skills Athletics +15, Stealth +9 (+13 in forests) Str +5, Dex -1, Con +4, Int +1, Wis +3, Cha +0 AC 22; Fort +17, Ref +11, Will +13 HP 105; Resistances bludgeoning 5, piercing 5; Weaknesses axes 5, fire 10 Acidic Tears Whenever the weeping arborial is hit by a Strike, each creature in a 5-foot emanation takes 1d12 persistent acid damage (DC 24 basic Reflex save). Speed 5 feet Melee branch +15 (reach 10 feet), Damage 2d6+9 bludgeoning Ranged rock +13 (brutal, range increment 60 feet), Damage 2d8+9 bludgeoning Throw Rock [1 action]
13th Age
Weeping Treant 6th level elite wrecker [huge plant] Initiative: +5 Vulnerability: Fire Crashing Branches +11 vs. AC – 30 damage. Miss: 6 damage, and the weeping treant can make a crashing branches attack against a different target as a free action (once per turn). Ranged: Hurdled Debris +9 vs. PD (one nearby enemy or far-away enemy at -2 atk) – 40 damage. Miss: 10 damage. Acidic Tears: When an enemy engaged with the weeping treant hits it with an attack, that enemy must make an immediate normal save (11+) or take 1d12 acid damage. Hardwood Resistance: The weeping treant has resist damage 12+ to all damage except fire damage and melee weapon damage. AC 23 PD 20 MD 16 HP 140
Treacle
Honestly, the treacle barely functions as a monster, being much more of an environmental hazard and a gotcha trap for characters who are a bit too trusting. Slow, weak, and lacking in any threatening offenses, these oozes instead have a very primitive form of telepathy that they can use to take on a form that a nearby creature would find harmless. They then try to lure in victims, making non-threatening sounds and waiting to have an opportunity to make physical contact. Once in contact, the treacle slowly draws blood through the creature's skin, feeding on it without leaving any marks or creating any pain. This works far better on creatures that are asleep or paralyzed, in which case it is very possible that the victim will die. In the wild they take the form of a creature's offspring and attempt to infiltrate families to feed on the other young or the parent, but their options and appearances are far more varied and capable among humanoids. Pets, infants, or lost objects are all options, and an infestation of treacle can remain a problem in a community for a long time before all the oozes are discovered.
Inspired by the Tome of Beasts 1. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as access to my premade adventures and other material I’m working on, consider backing me there!
Pathfinder 2e
A treacle really doesn't function as a combat threat, but also isn't quite fast enough for me to think it deserves a hazard stat block like that one scorpion I did. It is an exploration threat, but with a creature stat block, which is interesting enough for me to include even if it's not going to show up in very many places.
Treacle Creature -1 Tiny Ooze Perception +4; motion sense 60 (imprecise) feet Skills Deception +5 Str -3, Dex -2, Con +3, Int -5, Wis -2, Cha +1 AC 9; Fort +6, Ref +0, Will +2 HP 14 Speed 15 feet, climb 10 feet Change Shape [1 action] (concentration, polymorph) The treacle the appearance of any tiny creature or object. This doesn't change its Speed or its attack and damage modifiers with its Strikes. The treacle has an automatic result of 25 on Deception checks and DCs to pass as the creature or object it's mimicking. Drain Blood [10 minutes] Frequency Once per hour; Requirement The treacle is touching a paralyzed, restrained, unconscious, or willing creature; Effect That creature takes 1d8 bleed damage (DC 16 basic Fortitude save). This damage occurs so slowly and unobtrusively that the target must succeed at a DC 16 Perception check or else they don't realize they've been damaged. When contact with the treacle breaks, the target can attempt a DC 14 Perception check to see blood on their skin or clothes.
13th Age
Really the treacle has absolutely no place in a 13th Age game as a creature. This is just an environmental hazard, a character who interacts positively with the treacle needs to make a successful DC 15 skill check to either notice the feeding happen or identify the treacle based on flaws in its disguise, or else they lose a recovery. If they have it during a full-heal up and don't identify it, they start their next arc with one less recovery, and they have to keep attempting this until they figure out the source of their tiredness and weakness. If you want to be especially mean, don't even tell them they're losing the recoveries, just count them down and start imposing penalties if they run out without realizing it.
Tosculi Hive-Queen
A hive-queen is the true nerve center of each hive-city, a psychic unifying force for each hive. Her will upon the hive is like iron, able to sense every member and communicate with them instantly, even looking through their eyes if they are close enough. This is called the Golden Song, a shared consciousness the hive-queen uses to ensure the hive acts toward one solid goal, and any tosculi that cannot hear her song is exiled at best. This means the hive-queen is a potential failure point for the hive-city however, as if anything happens to her and she has not prepared the hive plunges into full chaos.
In order to prevent this, each hive-queen has several potential heirs ready at any given time, immature daughters she trains and observes. The most promising is selected when she feels her death is near, and fed a special serum the hive-queen ferments in her gut, which finishes the daughter's maturation to a full hive-queen. Typically her first action upon this growth is to direct the hive-city to destroy her mother and sisters, to remove any challenge to her rule so she can have her own heir daughters. If the hive-queen is killed without preparing her heir, most hives fail and die shortly after, though one of the daughters may be able to grow to full maturity and eliminate her sisters to take control of the hive before this death.
Inspired by the Tome of Beasts 1. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as access to my premade adventures and other material I’m working on, consider backing me there!
Pathfinder 2e
Tosculi Hive-Queen Creature 8 Rare Large Beast Tosculi Perception +17; darkvision Skills Acrobatics +18, Athletics +15, Deception +14, Diplomacy +16, Intimidation +16, Society +15 Str +3, Dex +6, Con +4, Int +3, Wis +3, Cha +4 Items +1 kukri (4) AC 26; Fort +16, Ref +18, Will +15 HP 157 Golden Song (mental, primal) The hive-queen is a psychic nexus for all the tosculi of her hive. She knows the distance and direction to each one, can communicate instantly and telepathically with any member of her hive within 20 miles, and can share the senses of any member of her hive within 1 mile as a single action with the concentrate trait. If any member of her hive gains a condition or is damaged, the hive-queen knows this. A member of her hive within a 60-foot emanation of her is immune to mental effects that target only a specific number of creatures. If a mental effect targets all creatures in an area, only the hive members in the area are affected. Speed 35 feet, fly 60 feet Melee kukri +19 (agile, finesse, magical, trip), Damage 2d6+7 slashing Melee stinger +18, Damage 2d6+7 piercing plus queen venom Encouraging Pheromone [2 actions] The hive-queen releases a cloud of pheromones that causes all tosculi within a 60-foot emanation (including herself) to gain 10 temporary hit points that last for 1 minute. The hive-queen can't release the pheromones again for 1d4 rounds. Glittering Dust [1 action] The hive-queen releases a cloud of glittering golden particles in a 30-foot emanation. Each non-tosculi in the area must attempt a DC 26 Fortitude save. The hive-queen can't use Glittering Dust again for 1d4 rounds. Critical Success The creature is unaffected. Success The creature is dazzled for 1 round. Failure The creature is blinded for 1 round, then dazzled for 1 minute. If they were invisible, they become concealed instead for 1 minute. If they were already concealed for any other reason, they are no longer concealed for 1 minute. Critical Failure As failure, except the creature is blinded for 1 minute, then dazzled for 1 hour, and the other effects have a duration of 1 hour. Implant Egg [2 actions] (manipulate); Requirement A paralyzed, restrained, or unconscious living creature is within the hive-queen's reach; Effect The creature is exposed to tosculi larva. Queen Venom (poison); Saving Throw DC 26 Fortitude; Maximum Duration 10 rounds; Stage 1 clumsy 2 (1 round); Stage 2 clumsy 4 (1 round); Stage 3 paralyzed (1 round) Tosculi Larva (disease); Saving Throw DC 24 Fortitude; Maximum Duration 6 weeks; Stage 1 paralyzed, and does not need to eat or drink (1 week); Stage 2 as stage 1 plus drained 1 (1 weeks); Stage 3 as stage 1 plus drained 3 (1 week); Stage 4 the creature dies and an adult tosculi can emerge from the corpse as an interact action. The hive-queen chooses when she lays the egg what form of tosculi is born from it, though she cannot choose for it to be another hive-queen.
13th Age
Tosculi Hive-Queen 6th level double-strength leader [large humanoid] Initiative: +12 Lashing Scimitars +11 vs. AC (4 attacks) – 10 damage. Natural 16+: The hive-queen can make a great stinger attack as a free action. [Special Trigger] Great Stinger +11 vs. AC – 8 damage and the target is stuck (save ends). CQ: Glittering Dust +11 vs. PD (1d2+1 nearby enemies) – The target is shocked (easy save ends, 6+). Natural 14+: The target is hindered and shocked (easy save ends, 6+). Quick Use: 1/round, as a quick action, if the escalation die is even. Implant Egg +11 vs. PD (one stuck, stunned, or unconscious enemy) – 30 damage, and the target must start making last gasp saves as a tosculi larva grows within them. On the fourth failed save, the target dies and the hive-queen rolls a d20: on a 1-10, a new tosculi drone crawls out of the body (with no crossbow attack); on an 11-15, a new tosculi warrior crawls out of the body, and on a 16+ a new tosculi elite bow raider (with no bug bow attack until they can gather a bow in some way, such as from a body) crawls out of the body. Flight: The hive-queen is quite an agile flyer for her size, though not as much as the smaller members of her hive. Heartening Pheromones: When the escalation die reaches 6, the hive-queen releases a cloud of pheromones that cause all nearby living tosculi to gain temporary hit points equal to half their maximum hit points (including herself). Hive Mind: The hive queen knows the distance, direction, and condition of all members of her hive within 20 miles, and can use the senses of any member of her hive within 1 mile. Tosculi that are in the same battle as the hive-queen are immune to the effects of an attack against MD (though not damage) unless that attack can target multiple enemies. AC 22 PD 20 MD 18 HP 150
Eberron deserves a shit ton of praise for a lot of stuff but specifically props to it for just having the guts to outright say "Yeah magic works like completely differently for non-player characters".
Because like yeah, once you take a step back, memorizing three dozen different spells and being able to fully cast each of them within six seconds is an insane thing to ask of Joe Average who works at the telegraph station and just needs to cast Sending a bunch.
If your job is anything other than getting killed by gnolls for a living you don't fucking need Wizard levels. Just learn the one spell you need to do your job and you're set. The Esoteric Order of Aureon is a scam to sell you 50gp worth of rare inks per spell level
Tosculi Elite Bow Raider
Above the warriors of a hive are the elite raiders. Physically significantly larger, over five feet, and smarter with greater allowed individual decision making, elite raiders are given command of drones and warriors when the queen can't personally manage everything. They lead larger raiding parties against more secure targets, and a band always remains with the queen as an honor guard. Each raider's life is considered to be worth any number of drones or warriors, never thrown away carelessly and the lower members of a hive will sacrifice themselves without hesitation to try and protect a raider.
Inspired by the Tome of Beasts 1. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as access to my premade adventures and other material I’m working on, consider backing me there!
Pathfinder 2e
Tosculi Elite Bow Raider Creature 5 Medium Beast Humanoid Tosculi Perception +12; darkvision Languages Diabolic, Kholo, Tosculi Skills Acrobatics +13, Athletics +11, Stealth +13 Str +2, Dex +4, Con +3, Int +1, Wis +3, Cha +1 Items composite longbow (20 arrows) AC 22; Fort +12, Ref +13, Will +10 HP 75 Evasive [reaction] Trigger The tosculi is targeted by a ranged Strike or spell attack roll; Effect The tosculi gains a +2 circumstance bonus to AC against the triggering attack. After the attack, they Fly 5 feet. Speed 25 feet, fly 35 feet Melee claw +13 (agile, finesse), Damage 2d4+6 slashing Ranged composite longbow +15 (deadly d10, range increment 100 feet, propulsive, reload 0, volley 30 feet), Damage 1d8+5 piercing Hunt Prey [1 action] (concentrate) The tosculi designates a single creature they can see and hear, or one they're Tracking, as their prey. The tosculi gains a +2 circumstance bonus to Perception checks to Seek the prey and to Survival checks to Track the prey. The first time the tosculi hits the designated prey in a round with a ranged Strike, they deal an additional 1d8 precision damage. This effect lasts until the tosculi uses Hunt Prey again. Hunting Shot [1 action] Frequency Once per round; Requirement The tosculi is wielding a ranged weapon with reload 0 and has designated a creature as their prey using Hunt Prey; Effect The tosculi makes two Strikes with the required weapon against their prey. If both Strikes hit, combine their damage for the purpose of resistances and weaknesses.
13th Age
Tosculi Elite Bow Raider 5th level archer [humanoid] Initiative: +12 Claw and Duck +9 vs. AC (2 attacks) – 8 damage. Natural Even Hit or Miss: The tosculi can pop free from the target. Quick Shot: If the tosculi is unengaged after its first attack but before making its second attack, it can make a no trigger bug bow attack in place of its second claw and duck attack. Ranged: Bug Bow +11 vs. AC (1 nearby or far-away enemy) – 15 damage. Natural 16+: 25 damage. Miss: 3 damage. Evasive: The tosculi gains +1 AC and PD against ranged attacks. Flight: Tosculi elite bow raiders fly even faster than tosculi warriors. AC 20 PD 20 MD 15 HP 70
Tosculi Drone and Warrior
Tosculi are a species that combine elements of humanoids and wasps. Unlike wasps they can share a true hive mind, called the Golden Song, which created and sustained by the hive-queens. Each hive-queen has her own song, though most often it is learned from her mother and the previous queen of her hive, meaning that these songs tend to pass down through generations of a hive. Most of these hives are quite predatory, quickly turning to banditry, livestock theft, and even raiding small settlements. Those few tosculi that cannot hear their queen's Golden Song are exiled, forced to try and live among other creatures and never seen as tosculi by any of their people.
The majority of a tosculi hive are drones, born to be workers and builders for the hive. They are the smallest and weakest of their hive, and are discouraged from even learning or growing as individuals. They stand between 3 and 4 feet, and have weaker wings that prevent them from even flying, instead being only able to glide. During raids or war, drones may be used as one-way scouts, relying on the queen's Golden Song to convey what the drone sees to the hive's warriors, so the drone can report on enemy position and status without any expectation of returning alive.
Warriors are the next most common members of a hive, slightly larger than drones but not significantly. They oversee work crews and battle groups of drones, or may be gathered up in large numbers to act as a fighting force. With more allowance to act independently than drones, they can develop some distinct skills and personality traits, though these are expected to be subordinate to the queen's command and control. Their most important role is to collect hosts for the hive's eggs, paralyzing choice creatures and returning them to the hive for the queen to plant her eggs within.
Inspired by the Tome of Beasts 1. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as access to my premade adventures and other material I’m working on, consider backing me there!
Pathfinder 2e
Tosculi Drone Creature 0 Small Beast Humanoid Tosculi Perception +5; darkvision Languages Tosculi Skills Acrobatics +5 Str -1, Dex +3, Con +2, Int -1, Wis +1, Cha -3 Items crossbow (10 bolts) AC 15; Fort +4, Ref +5, Will +3 HP 20 Speed 20 feet Melee claw +7 (agile, finesse), Damage 1d4+1 slashing Ranged crossbow +7 (range increment 120 feet, reload 1), Damage 1d8 piercing Glide [1 action] (move) The tosculi drone glides gently through the air, moving 5 feet toward the ground and up to 25 feet forward. As long as the tosculi spends at least 1 action gliding each round, it remains in the air at the end of each turn. For the purpose of determining damage from falls, a tosculi drone always treats falls as if they were 20 feet shorter. Swarming Stance A tosculi drone can share the same space as another tosculi , but no more than two tosculi can occupy the same space. When tosculi share the same space, they gain a +1 circumstance bonus to attack rolls.
Tosculi Warrior Creature 2 Small Beast Humanoid Tosculi Perception +7; darkvision Languages Tosculi Skills Acrobatics +11, Athletics +7 Str +1, Dex +5, Con +3, Int +0, Wis +1, Cha +1 AC 19; Fort +9, Ref +11, Will +5 HP 32 Speed 20 feet, fly 30 feet Melee mandibles +9 (finesse), Damage 1d8+3 piercing Melee claw +11 (agile, finesse), Damage 1d4+3 slashing Melee stinger +9 (finesse), Damage 1d6+3 piercing plus warrior venom Prepare Host [2 actions] Requirements The tosculi warrior is adjacent to a paralyzed creature; Effect The tosculi warrior makes a stinger Strike against the target where it delivers an exceptionally potent dose of warrior venom. The target takes a -2 circumstance penalty to the save against warrior venom from this Strike, and if they fail they are paralyzed for 1 minute (or 1 hour on a critical failure). Swarming Stance A tosculi warrior can share the same space as another tosculi, but no more than two tosculi can occupy the same space. When tosculi share the same space, they gain a +1 circumstance bonus to attack rolls. Warrior Venom (poison); Saving Throw DC 17 Fortitude; Maximum Duration 10 rounds; Stage 1 clumsy 1 (1 round); Stage 2 clumsy 2 (1 round); Stage 3 clumsy 3 (1 round); Stage 4 clumsy 4 (1 round); Stage 5 paralyzed (1 round)
13th Age
Tosculi Drone 4th level mook wrecker [humanoid] Initiative: +8 Scrabbling Claws +7 vs. AC – 8 damage. Miss that’s a natural 8+: One claw still catches for 4 damage. Ranged: Stinger Crossbow +8 vs. AC (one nearby or far-away enemy) – 5 damage. Gliding Wings: The tosculi drone can glide, which is like flying except it can’t move upward and can only go horizontally and slightly down. Skittering: The tosculi drone gains a +1 bonus to scrabbling claws attacks for each ally engaged with the target (max +4 bonus). AC 19 PD 17 MD 14 HP 17 (mook) Mook: Kill one tosculi drone mook for every 17 damage dealt to the mob.
Tosculi Warrior 4th level spoiler [humanoid] Initiative: +10 Many Sharp Claws +7 vs. AC (2 attacks) – 8 damage. Natural 16+: The tosculi can choose to deal 4 damage instead of 8, and make a stinger attack as a free action. Miss: 2 damage. Stinger +8 vs. AC – 4 damage, and unless the target succeeds on an immediate normal save (11+), they are stuck (save ends). Prepare Host +7 vs PD (one stuck, stunned, or unconscious enemy) – 5 ongoing poison damage and the target is stuck (hard save ends both, 16+). If the target is reduced to 0 hp by this damage, they don’t need to make death checks and stop taking the ongoing damage, but are stunned (hard save ends, 16+) if they recover hit points. Flight: Unlike drones, tosculi warriors can fly, and are quite fast and agile at it. Skittering: The tosculi warrior gains a +1 bonus to attack rolls for each ally engaged with the target (max +4 bonus). AC 20 PD 19 MD 14 HP 54
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Tophet
Hollow statues usually made of brass or bronze with iron reinforcements, tophets were initially created as a method of ritual execution or sacrifice. The subject is placed inside of the tophet, then a fire is lit within or below the statue to burn them to death. Those who worship entities of fire, or simply want their execution platform more independent, will animate their tophet so it can hunt down its own victims, a perpetual fire burning inside its body by magic. No fuel is needed for this, beyond a symbolic offering of wood or coal on occasion, but a tophet that doesn't get a sacrifice for long enough may go on a rampage until it claims a victim for itself.
Inspired by the Tome of Beasts 1. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as access to my premade adventures and other material I’m working on, consider backing me there!
Pathfinder 2e
Tophet Creature 8 Huge Construct Perception +16; darkvision Skills Athletics +18 Str +6, Dex +0, Con +5, Int -2, Wis +0, Cha -2 AC 27; Fort +19, Ref +14, Will +14 HP 134; Immunities bleed, death effects, cold, disease, doomed, drained, fatigued, fire, healing, nonlethal attacks, paralyzed, poison, sickened, unconscious, vitality, void; Resistances physical 10 (except adamantine) Fiery Heart (arcane, aura, fire) 30 feet. Whenever the tophet's inner fire is lit the tophet casts bright light in the aura, and creatures within the area have resistance 5 to cold damage. Speed 30 feet Melee fist +18 (magical, reach 10 feet), Damage 2d10+10 bludgeoning plus Grab Ranged gout of flame +16 (fire, magical, range 100 feet), Damage 3d10 fire plus 1d10 splash fire Pilot Light [1 action] (arcane, fire) The tophet either lights or douses its internal flame. While its flame is lit, the tophet's fiery heart aura is active and it Swallow Whole [1 action] (attack) Large, 4d6 fire, Rupture 20
13th Age
Tophet 5th level double-strength blocker [huge construct] Initiative: +6 Scorching Fist +11 vs. AC (2 attacks) – 15 damage. Natural 16+: Unless the target succeeds on an immediate normal save (11+), they are thrown into the tophet’s open belly. While in the belly, the target is grabbed, hindered, and takes 15 ongoing damage. The tophet’s hands are not occupied while it has a creature in its belly so it can keep fighting other creatures normally. R: Gout of Flame +11 vs. PD (1d2 nearby enemies in a group) – 15 fire damage. Natural 14+: 5 ongoing fire damage. Fiery Heart: All nearby creatures gain resist cold 12+. Inorganic Immunity: The tophet is immune to effects. It can’t be dazed, weakened, confused, made vulnerable, or touched by ongoing damage. Resist Cold and Fire 16+: When a cold or fire attack targets this creature, the attacker must roll a natural 16+ on the attack roll, or it deals only half damage. AC 22 PD 19 MD 14 HP 140
I totally understand why, of all the playable species first introduced in the Planescape campaign setting, tieflings would be the one to make the jump to the D&D core, but sometimes I like to imagine the world where it had been rogue modrons instead. The standard D&D species are humans, elves, dwarves, hobbits, and cubes.
Tell me this isn't a face that would be welcome at any table.
Titanoboa
Extremely rare, these gigantic snakes are territorial and voracious. Their body extends absurdly long, impossible to measure unless they are dead, and they can lift their head up as high as 20 feet off the ground before lunging out to strike at prey. They devour large amounts of food to sustain themselves, relying on their glistening and sparkling scales to distract and stun prey so they can pick off whole groups with ease. They live for hundreds of years and only mate rarely, producing a small brood of half a dozen offspring with each one.
Inspired by the Tome of Beasts 1. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as access to my premade adventures and other material I’m working on, consider backing me there!
Pathfinder 2e
Titanoboa Creature 12 Uncommon Gargantuan Animal Perception +20; low-light vision, scent (imprecise) 60 feet Skills Acrobatics +20, Athletics +26, Stealth +20, Survival +20 Str +8, Dex +0, Con +5, Int -4, Wis +0, Cha -4 AC 30; Fort +25, Ref +20, Will +18 HP 232 Sparkling Scales (aura, visual) 30 feet. The titanoboa reflects light from its scales in a distracting, hypnotic pattern. A creature that starts its turn within the area while the titanoboa is in light must attempt a DC 29 Will save. Critical Success the creature is unaffected. Success the creature is dazzled for 1 round. Failure The creature is dazzled and fascinated 1 for 1 round. Critical Failure The creature is dazzled, fascinated, and stunned 1 for 1 round. Speed 40 feet, climb 40 feet, swim 40 feet Melee jaws +26 (reach 15 feet), Damage 3d10+14 piercing plus Grab Melee tail +26 (agile, reach 20 feet), Damage 3d8+14 bludgeoning plus Push 15 feet Greater Constrict [1 action] 2d10+12 bludgeoning, DC 36 Slither [1 action] The titanoboa Strides, Climbs, or Swims up to half its Speed, pulling any creatures it has grabbed with it. Swallow Whole [1 action] (attack) 2d10+12 bludgeoning, Rupture 28 Wrap in Coils [1 action] Requirements A Huge or smaller creature is grabbed or restrained in the titanoboa's jaws; Effect The titanoboa moves the creture into its coils, freeing its jaws to make attacks, then uses Greater Constrict against the creature. The titanoboa's coils can hold as many creatures as will fit in its space.
13th Age
Titanoboa 8th level double-strength blocker [huge beast] Initiative: +11 Lunging Bite +13 vs. AC (can target nearby enemies) – 60 damage. Natural Even Hit: The titanoboa can grab the target, pulling them to engage it if they’re not already engaged – 20 automatic grab damage. The titanoboa can grapple nearly any number of enemies at once as it keeps transferring them from its mouth to its coils. Functionally there’s a limit, but it’s more than there are player characters fighting it. Constrict +13 vs. PD (all grabbed enemies) – 40 damage. Natural 16+: The target is shocked until the end of the titanoboa’s next turn. Sparkling Scales: At the start of the titanoboa’s turns, each nearby enemy must succeed on an immediate easy save (6+) or be stunned until the start of the titanoboa’s next turn. An enemy can choose to be dazed to automatically succeed on this save. Wall Climber and Swimmer. AC 24 PD 22 MD 17 HP 320
Corrupted Titan
Where ancient titans retained some measure of their pride and might despite surrendering significant power to survive, these titans descended down further and further. Weakened significantly beyond even the ancients, these titans have lost nearly all their magic and live as little more than wild beasts, hiding in isolated wilderness and hunting anything edible they can find. Their moods swing wildly, they are fiercely territorial, and deeply hate symbols and agents of the gods.
Inspired by the Tome of Beasts 1. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as access to my premade adventures and other material I’m working on, consider backing me there!
Pathfinder 2e
These titans are not even worth the slightest attention from any titan or god agent, usually ignored unless they're immediately in the presence, and then casually eliminated. Of course, regular humanoids are actively threatened by these titans which can devastate smaller communities that they stumble across.
Corrupted Titan Creature 8 Rare Huge Humanoid Titan Perception +15; darkvision Languages Jotun Skills Athletics +20, Intimidation +14, Survival +15 Str +6, Dex -2, Con +5, Int -2, Wis -1, Cha -2 Items hide armor, +1 striking greatclub AC 24; Fort +19, Ref +12, Will +13 HP 161; Immunities death effects, disease Speed 40 feet Melee greatclub +21 (backswing, magical, reach 15 feet, sweep), Damage 2d10+12 bludgeoning Melee fist +18 (agile, reach 15 feet), Damage 2d4+12 bludgeoning Ranged rock +20 (brutal, range increment 80 feet), Damage 2d8+12 bludgeoning Earthstrike [2 actions] (divine) The titan slams its fists into the ground and creates a shockwave dealing 9d6 bludgeoning damage in a 60-foot line (DC 28 basic Reflex save). A creature that fails this save is also pushed 10 feet away from the titan (20 feet and knocked prone on a critical failure). The titan can't use Earthstrike again for 1d4 rounds. Shout of the Void [1 action] (divine) The titan utters a scream that attempts to counteract all ongoing magical effects in a 30-foot cone (counteract rank 4, counteract modifier +18). The corrupted titan can't use Shout of the Void again for 1d4 rounds. Throw Rock [1 action] Wide Swing [1 action] The titan makes a single greatclub Strike and compares the attack roll result to the ACs of up to 2 foes within their reach. This counts as two attacks for the titan's multiple attack penalty.
13th Age
The Orc Lord once utilized these lessened titans as living siege weapons, but with his death they have gone wild and are now uncontrolled again. Some have gathered armies of now leaderless orcs under themselves, but most are just rogue and wild threats.
Degenerate Titan 7th level triple-strength wrecker [huge humanoid] Initiative: +8 Giant Smashing Club +12 vs. AC (1d3 attacks) – 45 damage. Miss: 10 damage. Natural 1-5: The titan takes 10 damage. CQ: Earthstrike +12 vs. PD (1d4 nearby enemies) – 35 damage and the target pops free from any enemies. Natural 16+: The target and one enemy near the target both take 10 damage. Natural 10 or below: Any of the titan’s allies engaged with the target take 10 damage. Miss: 15 damage. Limited Use: 1/battle, recharges when the titan scores a critical hit with giant smashing club or his hit by a critical hit. CQ: Shout of the Void +12 vs. MD (all nearby enemies) – Any ongoing positive effect on the target ends. Limited Use: 1/battle. AC 21 PD 22 MD 16 HP 390
<p>Over the last year, Paizo has been navigating one of the most challenging periods in our company’s history. I want to speak to
Oof. Posted on Jun 9, 2026, here's a summary on EnWorld:
Paizo is laying off 12 employees, due to losses sustained from Diamond Comics' bankruptcy last year. Paizo announced the news in a post made to their website today, citing losses caused by ongoing litigation surrounding Diamond's bankruptcy. Paizo stated they lost $2 million in 2025, which has necessitated the move. Diamond was Paizo's exclusive bookstore distributor and Paizo was one of several RPG companies caught up when Diamond declared bankruptcy last year. JP Morgan Chase claimed a lien on all product currently held by Diamond after they declared bankruptcy, which included stock owned by Paizo that was held by Diamond for consignment sales. Diamond also appealed the termination of Paizo's exclusive contract, meaning that Paizo hasn't been able to move to a new bookstore distributor. Paizo is currently working with their union on the layoffs, with severance offered to impacted employees. If volunteers aren't found, Paizo will layoff the least-senior employee in each impacted division. Additionally, Paizo will reduce their new Pathfinder Society and Starfinder Society offerings to once a month starting in October. Foundry VTT modules for organized play will also be paused until Paizo can find a way to increase profitability. "These changes are not a retreat," Paizo said of the changes. "Paizo believes strongly in the power of Organized Play and always will, but the current publishing model for Society scenarios is not working and we need to slow down, stem the financial losses from a struggling program and evaluate where to go from here."
Ancient Titan
When the titans of old rebelled against the gods in the early ages of the world, some fled rather than join one side or the other. Seen as cowards and traitors by both sides of the war, they were forced to go into hiding, or offer themselves as vassals to some powerful agents to ensure their protection, even after the war ended and the gods won. None liked to see surviving titans who did not pick a side, and so these ancient titans diminished, surrendering some of their power and lessening the threat they could offer to the winners of the war. Eventually these titans were deemed irrelevant enough to be ignored, and could live on so long as they didn't interfere with the god's domain except where specifically invited. This hasn't fully stripped their strength of course, they are still beings towering 60 feet tall, and recall a few words of power from the ancient times that they can use to tear open ruptures in reality for a moment at a time.
Inspired by the Tome of Beasts 1. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as access to my premade adventures and other material I’m working on, consider backing me there!
Pathfinder 2e
Ancient titans are far weaker than the remaining true titans, having surrendered so much of their power and magic to hide away. Elysian titans see them as cowards who are below attention, while Danava and Thanatotic titans see them as traitors on par with the Elysians. Other banished titans likely share the second view, and so each titan that escapes from the prisons the gods bound them to is a threat to the ancient titans.
Ancient Titan Creature 12 Rare Gargantuan Humanoid Titan Perception +23; darkvision, truesight Languages Common, Empyrean, Jotun Skills Acrobatics +21, Arcana +28, Diplomacy +23, Intimidation +25 Str +6, Dex +1, Con +6, Int +3, Wis +3, Cha +5 Items +1 composite longbow (20 arrows), +1 resilient breastplate, +1 striking greatsword AC 32; Fort +25, Ref +20, Will +22 HP 198; Immunities death effects, disease Impossible Stature (aura, divine, illusion, mental) 100 feet. Titans warp perception and distance around them to seem even larger and more imposing. A creature that enters or begins its turn within the emanation must succeed at a DC 34 Will save or its movement toward the titan is movement over difficult terrain (greater difficult terrain on a critical failure) for 1 round. Speed 40 feet Melee greatsword +25 (magical, reach 30 feet, versatile P), Damage 3d12+12 slashing Melee fist +22 (agile, reach 30 feet), Damage 3d4+12 bludgeoning Ranged composite longbow +19 (deadly d10, magical, propulsive, range increment 100 feet, reload 0, volley 30 feet), Damage 2d8+9 piercing Divine Innate Spells DC 31, attack +23 ; 6th scrying, spirit blast; 4th dispel magic (at will); Constant truesight Eldritch Singularity [2 actions] (manipulate, occult) The ancient titan rips open a momentary rupture to an eldritch location in a spot within 100 feet of it. Each creature in a 60-foot emanation centered on the rip takes 8d6 force damage and must attempt a DC 31 Fortitude save. Until the start of the titan's next turn, the titan automatically attempts to counteract any spell or magical effect that is cast within the area or an ongoing spell or magical effect that enters the area (counteract rank 6, counteract modifier +23). The titan can't use Eldritch Singularity again for 1d4 rounds. Critical Success The creature is unaffected. Success The creature takes half the damage. Failure The creature takes full damage and is pulled 10 feet toward the center of the emanation. Critical Failure The creature takes double damage, is pulled up to 60-feet toward the center of the emanation, taking 1d6 bludgeoning damage per 10 feet traveled, and is knocked prone.
13th Age
Ancient titans are those who submitted to mortal Icons for protection after the war between their kin and the gods, placing themselves metaphorically under mortals and thus binding themselves low. While they don't directly serve the current Icons, they are unable to oppose them, and can be easily recruited by Icons, so they mostly remain in isolation to avoid this.
Ancient Titan 13th level troop [huge humanoid] Initiative: +15 Stomp +18 vs. AC (2 attacks) – 50 damage. Natural Even Hit: The target is also stuck (save ends). CQ: Gigantic Blade Sweep +18 vs. AC (1d3 nearby enemies in a group) – 60 damage. Miss: 20 damage. R: Tree-Sized Longbow +18 vs. AC (one nearby or far-away enemy) – 100 damage. Miss: 20 damage. CQ: Eldritch Singularity +18 vs. PD (2d3 nearby enemies) – 60 force damage. Natural 12+: The target pops free from all enemies. Natural 16+: The target pops free from all enemies, takes an extra 10 damage, and moves to a nearby location of the titan’s choice. All enemies the titan rolls a natural 16+ against must be moved to the same location. Miss: 30 force damage. Limited Use: 1/battle. Impossible Stature: The titan ignores opportunity attacks and can’t be intercepted. Creatures gain a +5 bonus to attempt to disengage the titan. Enemies that attempt to move and engage the titan must succeed on an immediate easy save (6+) or fail to cover the distance somehow. True Seeing: The titan is immune to invisibility, ignores illusions, sees magical effects, etc. Nastier Special CQ: Word of Ancient Power +18 vs. MD (one nearby enemy) – 120 psychic damage. Natural 14+: The target is also stunned (easy save ends, 6+). Natural 18+: The target must succeed on an immediate normal save (11+) or be reduced to 0 hit points. Limited Use: 1/battle for free. The titan takes 50 damage each time it uses this action after the first. AC 29 PD 26 MD 25 HP 450
Theullai
A raging cloud of mist and ice takes on the form of a massive, clawed wolf, howling like a dozen screaming banshees. Theullai are servants and creations of Boreas, lord of the north wind, to be heralds assassins, and hunting hounds. Surrounded by swirling winds that strip away magical protections and capable of unleashing bursts of fatal cold or screams that tear at the mind of those who hear it.
Inspired by the Tome of Beasts 1. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as access to my premade adventures and other material I’m working on, consider backing me there!
Pathfinder 2e
Theullai are hazards around the crown of the world and the nearby areas. Some bring Boreas' commands to those who dwell within or close to his territory, sometimes they are sent to raze settlements or destroy people or creatures Boreas has taken a dislike to, sometimes they are just flying for fun and may or may not lash out at creatures they come across.
Theullai Creature 10 Uncommon Huge Air Elemental Perception +18; darkvision, snow vision Languages Common, Dwarven, Sussuran Skills Acrobatics +21, Athletics +20, Stealth +19 Str +6, Dex +7, Con +5, Int +0, Wis +0, Cha +2 Snow Vision The theullai ignores the concealed condition from snow. AC 30; Fort +20, Ref +24, Will +17 HP 149; Immunities bleed, cold, paralyzed, poison, sleep, sonic; Weaknesses fire 10 Algid Aura (aura, cold, primal) 10 feet, 2d6 cold, DC 27 basic Fortitude save. When a creature in the aura uses a spell or magical effect that protects against cold or a creature under such an effect ends their turn in the aura, the theullai automatically attempts to counteract it (counteract rank 5, counteract modifier +19). Speed fly 100 feet Melee claw +21, Damage 2d8+10 slashing plus 1d6 cold Blizzard [1 action] (air, aura, cold, primal); Frequency Once per day; Effect An icy blizzard swirls around the theullai in a 50-foot emanation for 10 minutes. Creatures inside the blizzard are concealed, and all creatures outside the blizzard are concealed to creatures within it. Freezing Breath [2 actions] (cold, primal) The theullai exhales an icy blast that deals 6d12 cold damage to all creatures in a 40-foot cone (DC 27 basic Reflex save). The theullai can't use Freezing Breath again for 1d4 rounds. If the theullai would take cold damage or be targeted by a cold effect, their Freezing Breath recharges. Howl of the Maddening Wind [1 action] (emotion, mental, primal); Frequency Once per hour; Effect The theullai releases a howl that tears at the mind. All non-air elemental creatures within a 100-foot emanation must attempt a DC 26 Will save. Critical Success The creature is temporarily immune to the Howl of the Maddening Wind of all theullai for 24 hours. Success The target is slowed 1 for 1 round. Failure The target is confused for 1 round. Critical Failure The target is confused for 1 minute
13th Age
Theullai are most often found swarming out of the northern reaches of the world, carrying the word and threat of Boreas to realms outside of his immediate command. The Icons of the Dragon Empire may be concerned at the increasing number of theullai arriving, potentially heralding an attempt by this Lord of the North Wind to expand his territory.
Theullai 7th level double-strength troop [huge elemental] Initiative: +13 Vulnerability: Fire Icy Claws +12 vs. AC (2 attacks) – 25 damage. Natural 14+: If the target is wearing light armor or no armor, they take an extra 10 cold damage. If they’re wearing heavy armor, they are dazed (save ends). CQ: Blizzard Breath +12 vs. PD (1d4 nearby enemies) – 25 cold damage plus damage equal to double the escalation die. Limited Use: 1/battle, recharges the first time the escalation die reaches 5. Algid Aura: The cold resistance of any nearby enemies is reduced by an amount equal to the escalation die. For example, resist cold 16+ would be reduced to resist cold 14+ when the escalation die is 2. Flight: The theullai flies like a freezing winter wind. Resist Cold 20+: When a cold attack targets this creature, the attacker must roll a natural 20+ on the attack roll or it only deals half damage. Nastier Special CQ: Howl of the Maddening Wind +12 vs. MD (1d3+1 nearby enemies) – The target is shocked (hard save ends, 16+). Natural 14+: The target is shocked and dazed (hard save ends, 16+). Natural 18+: The target is confused (save ends). Limited Use: 1/battle. This is a very spoiler type action. AC 22 PD 21 MD 17 HP 250