Monster Conversion - Frostwind Virago (3.5 to PF1e)
Found this and decided to share it. Back before the pandemic happened, my group was playing the “Reign of Winter” Paizo AP. Needless to say they took a major detour, and as such I had to come up with something, and I recalled this cold lady. Given the fey they’d already come across over the adventure, this made sense. Unfortunately, our game was called short for obvious reasons, then one of our players got a transfer, and a couple of us lost contact. Needless to say they’ll never see this creature now, which is a shame.
Art is from Monster Manual V.
If you like what I do, I have a Ko-Fi page (linked) for those who would like to support me monetarily. There is no pressure or obligation to do so. A like and/or a share would also be appreciated just as much.
I hope everyone is staying safe and healthy.
Anyone curious about these creatures can give them a read on the Forgotten Realms wiki. They’re one of my favourite creatures in Monster Manual V.
Her charm effect is a little higher a DC than I would have liked, but it’s better than the original CR 31 she had back in 3.5e, and I made sure the other abilities are more balanced comparatively. Also fixed her very unbalanced unearthly grace that seemingly gave her 1.5x her Charisma modifier. One of the bigger downsides of fey is definitely them only having d6 hit points and 1/2 Base Attack. Makes balancing monster more difficult.
FROSTWIND VIRAGO
A pale female with smooth, attractive features and glossy blue eyes, this creature is draped in a fur cloak. Despite the fact that flakes of frost dust her shoulders, face, and arms, she seems charming.
Frostwind Virago (CR 16; XP 76,800)
NE Medium fey
Init +7; Senses low-light vision; Perception +30
Aura mind freeze (30 ft.)
DEFENSE
AC 31, touch 23, flat-footed 23 (+7 Dex, +5 deflection, +1 dodge, +8 natural)
hp 228 (24d6+144)
Fort +18, Ref +26, Will +22
DR 10/cold iron; Immune cold; SR 27
OFFENSE
Speed 30 ft., fly 60 ft. (perfect), swim 20 ft.
Melee 2 frostbite touches +20 each (2d6+12 plus 3d6+12 cold)
Special Attacks captivating call, icy vortex
STATISTICS
Str 17, Dex 24, Con 20, Int 16, Wis 17, Cha 20
Base Atk +12; CMB +19; CMD 38
Feats Agile Maneuvers, Combat Expertise, Dodge, Flyby Attack, Improved Disarm, Mobility, Persuasive, Spring Attack, Toughness, Weapon Finesse, Weapon Focus (frostbite touch), Whirlwind Attack
Skills Acrobatics +32, Bluff +30, Diplomacy +30, Escape Artist +30, Fly +26, Intimidate +30, Knowledge (nature) +18, Perception +30, Sense Motive +30, Stealth +30, Survival +30, Swim +23; Racial Modifiers +8 Fly, +4 Intimidate, +4 Survival, +8 Swim
SQ unearthly grace
Languages Auran, Common, Elven, Sylvan
SPECIAL ABILITIES
Captivating Call (Su) When a frostwind virago speaks and wills it to be so, all creatures (other than frostwind viragos) within a 300-foot-radius spread must succeed on a DC 27 Will save or become captivated. This is a language-based, sonic mind-affecting ability. A creature that successfully saves cannot be affected again by that same frostwind virago’s call for 24 hours. The save DC is Charisma-based.
A captivated victim walks toward the frostwind virago, taking the most direct route available. If the path leads into a dangerous area, that opponent receives a second saving throw. Captivated foes can take no actions other than to avoid attack. A captivated victim within 5 feet of a frostwind virago stands there and offers no resistance to the fey’s attacks. The effect continues for as long as the frostwind virago speaks and for 1d4 rounds thereafter. A bard’s countersong ability allows a captivated victim to attempt a new Will save.
Frostbite Touch (Su) A frostwind virago’s touch disrupts matter and freezes it. Each set of damage is modified by the frostwind virago’s Dexterity and Charisma bonus. The damage dealt is piercing and cold damage.
Icy Vortex (Su) A frostwind virago can produce a whirling mass of ice shards that lasts 1 round in a 30-foot radius around herself. Creatures in the area take 6d6 points of piercing damage plus 6d6 points of cold damage unless they make a Reflex DC 27 for half. The save DC is Charisma-based.
Mind Freeze Aura (Su) At the end of each of a frostwind virago’s turns, creatures within 30 feet of her must succeed on a DC 27 Will save or be shaken for 1 round. Those who fail by 5 or more are dazed for 1 round, and those who fail by 10 or more are stunned for 1 round. The save DC is Charisma-based. A frostwind virago can suppress this ability at will as a free action. Frostwind viragos are immune to this aura.
Unearthly Grace (Su) A frostwind virago adds her Charisma modifier as a racial bonus on all her saving throws, and as a deflection bonus to her Armor Class.
ECOLOGY
Environment cold mountains
Organization solitary or court (frostwind virago plus 1-4 frost giants)
Treasure standard
Last month, I released a conversion of a couple of Pathfinder 2e monsters converted to 1e. At the time I did it for the Throne of Night adventure path that sadly did not get completed, but lots of people are still running it despite that setback. Recently, I came across another adventure that could be fun to play as a side game for the AP, but I quickly learned that one of the monsters exclusive to it the scenario is not anywhere online. Instead of explaining to people how I’d change it, I thought it would be just as easy to convert it myself and show rather than tell.
By the by, the adventure is called “Unearthing Bael Moden” and it can be found in the Warcraft RPG Horde Player’s Guide on page 235. It was originally written for four level 2 PCs.
The trogg is a humanoid creature from the the Sword & Sorcery release of the Warcraft RPG. Rather than explain in detail what exactly these creatures are, I’ll just link their RPG write up instead. Way easier.
For those not looking to read all of that text, the TL;DR version would be “the first life form created by titans and are a grotesque parody of a dwarf, considered very distant cousins. Their flesh is living stone, and they have a capacity for great violence.”
What I found interesting is that there were two official stat blocks for the creature, including their own system rules. Unfortunately, Pathfinder 1e has to ignore some of those, so I combined the two stat blocks and converted it over as best as the monster creation rules would allow, while keeping the abilities as close to the original as possible. Note that Warcraft has the language Low-Common, which I switched to Undercommon.
Art is from the Warcraft RPG book.
Without further ado, the trogg’s stat block.
TROGG (CR 1; 400 XP)
CE or CN Medium humanoid (earth, trogg)
Init +1; Senses darkvision 120 ft.; Perception +3
DEFENSE
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
hp 15 (2d8+6)
Fort +6, Ref +1, Will +1; +2 vs. poison
Defensive Abilities defensive training (+4 dodge AC vs. giants), ferocity
OFFENSE
Speed 30 ft.
Melee club +4 (1d6+4) or
slam +4 (1d4+3)
Special Attacks hatred (+1 atk vs. dwarves and giants), rage of the earth
STATISTICS
Str 16, Dex 13, Con 17, Int 8, Wis 12, Cha 7
Base Atk +1; CMB +4; CMD 15
Feats Alertness, EnduranceB
Skills Intimidate +3, Perception +3, Sense Motive +3, Stealth +5; Racial Modifiers +4 Intimidate
Languages Dwarven, Undercommon
SQ stonecunning, weapon familiarity (greatclub)
Gear club
SPECIAL ABILITIES
Armor Trained (Ex) A trogg is proficient with hide armor, leather armor, and light or heavy shields. A trogg can move at their normal speed while wearing hide armor.
Rage of the Earth (Ex) This ability is similar to the barbarian’s rage ability, except that it lasts a number of rounds equal to 5 + the trogg’s (newly improved) Constitution modifier. This ability stacks with barbarian levels when determining the total number of rounds a trogg can rage per day.
Stalker (Ex) Perception and Stealth are always class skills for troggs.
I don’t have a Patreon, but I do have a Ko-Fi page (linked) for anyone who’d like to support me monetarily. There’s no pressure or obligation to do so.
Back during the 3.0 and 3.5 days of D&D, there was a creature released in the Forgotten Realms books called the draegloth. They were elite champions created by Lolth to protect the main drow houses. Said to be the outcome due to Lolth and a glaberzu getting together. Half-drow, half-demon. No half-fiend template here. There was also an “abomination” version created from a glaberzu and a drider.
While they were given weapons by the matriarchs of each house, a draegloth was a brutal combatant that preferred to use their teeth and claws. Particularly powerful draegloth were blessed by their deity and were given cleric or favored soul class levels. With Pathfinder 1e, you’d have cleric or oracle levels, with oracles likely being the more predominant class. That said, it’s much more likely that they’d be barbarians. In Pathfinder terms, you could argue that a truly “favored one” would be a barbarian/oracle/rage prophet. Actually, that’d probably be the most frighting outcome.
Most draegloths stand around 8 feet tall and weigh in around 350 lbs. They can be male or female, and like most drow and demons, are typically chaotic evil.
What’s even more interesting is that back when Sean K. Reynolds worked for WotC, he developed a 3PP half-draegloth template that could be on a regular drow or even a drider. Part of the lore was if a draegloth angered or displeased Lolth, they’d be turned into a drider as punishment. So if the monster presented here is too much, then the template is a nice second option. Even though it’s 3.5, it still balances out with some of the templates granted by Pathfinder 1e.
The reason I even bring this up is because of my recent updates with the Throne of Night. Once you’ve been fighting a few dozen drow, you get tired of the same old, same old. This is a nice (optional) change of pace. Gives both the players and GM something more to play with, and add something new to the game. I mean, we already have a drow marilith in Book 4. Why not go even further down the rabbit hole?
Without further ado, the converted draegloth.
Looking into it, there’s actually a few different versions of this monster. The one I’ll be using is the 3.5 Drow of the Underdark version. It’s got a few more abilities, but also their resistances is more balanced for their CR. I always found it odd how these creatures had resistance to all elements at 20. Nothing like making the wizard feel completely useless because they didn’t max out their 5d6 fireball roll.
While the creature does have four arms, only two of them have claws and are used for fighting. The other two are much small and slender. They’re typically used for spellcasting.
Played with the stats some, gave a couple of bonus feats and racial modifiers for skills to boost them up to both a typical CR 5 for Pathfinder and make them equal to the numbers they originally had. Regarding the skill choices, Champions of Ruin did a Savage Species Progression that listed all of their “class skills”, so I went with those. It also gave their additional languages. Unfortunately, there wasn’t much I could do about their damage. Normally, a CR 5 should deal an average of 20 damage per round. This guy will do 26. With Power Attack, he’ll deal even more. I did lower his attack bonus though. Probably won’t help much in the grand scheme of things.
DRAEGLOTH (CR 5; 1,600 XP)
CE Large outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +12
DEFENSE
AC 18, touch 12, flat-footed 15 (+3 Dex, +6 natural, –1 size)
hp 57 (6d10+24)
Fort +9, Ref +8, Will +5; +2 vs. enchantments
Immune poison, sleep effects; Resist acid 10, cold 10, electricity 10, fire 10; SR 16
OFFENSE
Speed 30 ft.
Melee bite +9 (1d8+4), 2 claws +9 (1d6+4)
Space 10 ft.; Reach 10 ft.
Spell-like Abilities (CL 6th, concentration +8)
4/day—darkness
1/day—dancing lights, desecrate, faerie fire, unholy blight (DC 16)
OFFENSE
Str 18, Dex 17, Con 18, Int 13, Wis 12, Cha 15
Base Atk +6; CMB +13; CMD 26
Feats Combat CastingB, Blind-Fight, Cleave, Iron WillB, Power Attack
Skills Acrobatics +6 (+17 when jumping), Climb +10, Knowledge (arcana) +8, Knowledge (planes) +9, Knowledge (religion) +10, Perception +12, Spellcraft +10, Stealth +10, Survival +5; Racial Modifers +2 Perception, +2 Stealth
Languages Abyssal, Elven, Undercommon
SQ drow blood
SPECIAL ABILITIES
Drow Blood (Ex) A draegloth is immune to magical sleep effects and gains a +2 racial bonus on its saving throws against enchantment spells. However, it is treated as being both an drow and an evil outsider for the purposes of spells and abilities that rely on creature type.
Powerful Leaper (Ex) A draegloth uses it’s Strength to modify Acrobatics checks made to jump, and has a +10 racial bonus on Acrobatics checks made to jump.
A draegloth that gains a higher intelligence has access to the following bonus
languages: Aboleth, Aquan, Common, Draconic, Drow Sign Language, Gnome, and Goblin. Originally they had access to the Kuo-toan language, but that’s a D&D exclusive monster. Instead, James Jacobs gave a list of monsters that you can substitute for others. For the kua-toa, he suggested skum, and they know Aboleth. Fitting considering the campaign.
Typical treasure from draegloth is everything their matriarch master gave them. These usually include a necklace of fireballs II, cloak of resistance +1, and ring of protection +1.
If you’re looking to advanced these with class levels, they are combat types. So anything with full BAB would increase the CR by +1 per level, while a cleric, rogue, or wizard would increase the CR by +1 per 2 levels, up to the 6 HD. After that the ratio is 1:1.
A “Favored One” draegloth is typically cleric 7 while an “Overseer” is usually barbarian 3. Both can be found in either breastplate or a chain shirt, generally made of adamantine.
For those who watch Critical Role, *SPOILERS*, the newest episode had Vox Machina take on three iron golems that had been modified with a magma core. It was horrifying. Funny enough, I had designed something similar while I was running a homebrew game for my old group. Thanks to Rite Publishing coming out with the 101 Not So Simple Templates book, I was able to advance a few golems that my party would think that they could easily take down. Unfortunately, we never got to that point, and they’ve seen sitting on my hard drive waiting to be finished. I never had completed them beyond note taking, but episode 108 inspired me to finish them. Hopefully I’ll be able to use them on my current group. Only time will tell.
Iron Golem image by dleoblack
Note all the fire damage that the golem can deal. This is important when it comes to healing itself (especially the firebomb). Also, try to have 2-3 golems fighting together so that they can partially heal one another with their bursts. Having be the guardians of a fire wizard, or fighting alongside fire elementals, or having the ground be so hot that it does 1d6 points of fire damage would definitely be to their benefit too. However, if you do that, make sure to increase the encounter level (EL) by +1 as the environment is completely in their favour.
Iron Furnace Golem (CR 15; XP 51,200)
N Large construct
Init +2; Senses darkvision 60 ft., low-light vision; Perception +2
DEFENSE
AC 30, touch 10, flat-footed 29 (+2 Dex, +20 natural, –1 size)
hp 180 (20d10+70)
Fort +6, Ref +8, Will +8
Defensive Abilities blazing innards, shatter stash (firebomb), smoking burst; DR 15/adamantine; Immune construct traits, magic
OFFENSE
Speed 20 ft.
Melee 2 slams +32 (2d10+19/19–20)
Space 10 ft.; Reach 10 ft.
Special Attacks breath weapon (DC 20), fiery eruption (DC 20), powerful blows
STATISTICS
Str 36, Dex 14, Con —, Int —, Wis 15, Cha 1
Base Atk +20; CMB +34; CMD 45
SPECIAL ABILITIES
Blazing Innards (Ex) A divine furnace creature's interior body is filled with a fiery liquid similar to molten iron. If it suffers more than 10 points of damage from a single melee piercing or slashing attack, liquid metal spurts from the wound and onto the attacker, inflicting 2d6 points of damage (–2 points to non-adjacent attackers, minimum of 1 point of damage). Half the damage is fire damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks.
Breath Weapon (Su) As a free action once every 1d4+1 rounds, an iron golem can exhale a 10-foot cube of poisonous gas. This gas cloud persists for 1 round; any creature within the area when the golem creates it (as well as any creature that passes through the cloud during the remainder of that round) is exposed to the cloud's poisonous effects. This poison is magically created each time the golem uses this power.
Breath weapon—inhaled; save Fort 20; frequency 1/round for 4 rounds; effect 1d4 Constitution damage; cure 2 saves. The save DC is Constitution-based.
Fiery Eruption (Ex) As a free action once every 4 rounds, a divine furnace creature can cause fiery energy to erupt from its upper body and flow over the surrounding area, much like a cauldron boiling over. All creatures within a 30-foot radius of the furnace creature takes 15d6 damage. Half the damage is fire damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks. A successful Reflex save DC 20 halves this damage.
Immunity to Magic (Ex) An iron golem is immune to spells or spell-like abilities that allow spell resistance. Certain spells and effects function differently against it, as noted below.
• A magical attack that deals electricity damage slows an iron golem (as the slow spell) for 3 rounds, with no saving throw.
• A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. An iron golem gets no saving throw against fire effects.
• An iron golem is affected normally by rust attacks, such as those of a rust monster or a rusting grasp spell.
Powerful Blows (Ex) An iron golem inflicts one and a half times its Strength modifier and threatens a critical hit on a 19–20 with its slam attacks.
Shatter Stash (Ex) Parts of the golem are made with hollowed sections carved from deliberately weaker materials, designed to shatter when struck by attackers. A confirmed critical deals critical damage to the construct and shatters the hollowed section, releasing whatever substance the creator placed inside. Once the shatter stash is damaged, this modification is destroyed (it cannot be repaired). A construct can only have one shatter stash at a time. After the modification is destroyed, the construct can be modified with shatter stash again at the normal cost.
Firebomb stash: A 15-foot burst of fire explodes out of the modified construct's stash. Creatures within the burst must succeed on a DC 12 Reflex saving throw or take 2d6 points of fire damage. A successful save halves the damage. Cost 1,200 gp.
Smoking Burst (Ex) Once per minute as a free action, a divine furnace creature can cause a large, choking cloud to roil forth from its body. It creates a thick, dense area of smoke in a 60-foot radius centered on its body. Living creatures can't breathe in the smoke and must hold their breath or suffocate. The smoke provides partial concealment against adjacent opponents and total concealment against opponents who are farther away. The cloud lasts for 1d4+1 rounds.
Sources:
101 Not So Simple Templates (Divine Furnace Golem template)
Pathfinder Bestiary
Pathfinder Ultimate Magic (Building and Modifying Constructs: Complex Modifications)
Another monster on the list that’s in the 2e module is the sword spider. This was probably the hardest to convert just because of how the monster creation rules are. This is one of the most unbalanced CR 5 creatures I’ve seen. They can barely hit the broad side of a barn, but when they do, they deal CR 11 average damage. It’s ridiculous. I don’t know if this makes them a strong CR 5 or a weak CR 7.
Unlike the previous two monsters, this one actually has an updated picture.
All monsters converted are property of their original copyrighted owner.
Sword Spider
This spider has a sleek, hairy, black body with brown stripes. Its legs have bony plates with sharp, raised ridges that cut like sword blades.
CR 5
XP 1600
N Large vermin
Init +1; Senses darkvision 60 ft.; Perception +12
---DEFENSE---
AC 18 touch 10, flat-footed 17 (+1 Dex, +8 natural, –1 size)
hp 45 (7d8+14)
Fort +7, Ref +3, Will +2
Immune mind-affecting effects
---OFFENSE---
Speed 20 ft., climb 20 ft.
Melee 8 legs +8 (1d6+2), bite +3 (1d8+4 plus poison)
Space 10 ft.; Reach 5 ft.
Special Attacks impalement
---TACTICS---
Sword spiders lash out with the sword-like blades on each leg in melee combat. They can direct their attacks against creatures on all sides, but usually cannot bring more than four legs to bear against a single enemy.
---STATISTICS---
Str 18, Dex 13, Con 14, Int —, Wis 11, Cha 3
Base Atk +5; CMB +11; CMD 21 (33 vs. trip)
Skills Acrobatics +10, Climb +12, Perception +12, Stealth +1; Racial Modifiers +6 Acrobatics, +8 Climb, +12 Perception, +4 Stealth
-----SPECIAL ABILITIES-----
High Jumper (Ex) The sword spider uses its Str modifier instead of its Dex modifier for Acrobatics checks.
Impalement (Ex) Against formidable prey, a sword spider jumps high into the air to land atop an opponent, with all eight legs together in a tight mesh of blades. It makes only a single attack roll (+8 melee), but if that attack is successful, the opponent takes damage from three leg blades if size Small or smaller, four blades if Medium-size, five blades if Large, six if Huge, and all eight if Gargantuan or larger. If the spider descends more than 20 feet to make this attack, it adds +1 point of damage to each leg.
Poison (Ex) Bite—injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1 Strength damage; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.
-----ECOLOGY-----
Environment warm forest and underground
Organization solitary or brood (2-5 in drow pens)
Treasure incidental
This giant hunting spider is native to jungles, but were long ago introduced into the Underdark by drow traders. They can tolerate a wide range of temperatures and habitat. They are often kept in pens and used in war by drow.
Still in the middle of converting a bunch of monsters for a 2e module to Pathfinder, and here’s another monster conversion I thought I’d share with all of you.
Just to note, I’m working on a basic bestiary for Purple Duck Games right now. Just a 10 monster mini bestiary, but it’s still something. These will include creatures like the cavern giant, the gloom, and a few others that I’ve already shared on my blog like the cavernivore and blessed ring.
This particular monster was technically already converted as the stone roper in the Tome of Horrors, but this is one of those things where a CR 6 version just doesn’t cut it for a level 10 party. So, here’s my take on the creature. I kept the abilities of the roper and stone roper, and merged them together.
Like the spirit troll, the image hasn’t been updated since the 1980′s.
All monsters converted are property of their original copyrighted owner.
Originally converted to Pathfinder via Tome of Horrors Complete.
Storoper
This creature is a vaguely cone-shaped creature with six tentacles and a large, gaping mouth filled with serrated teeth.
CR 10
XP 9,600
CE Medium aberration
Init +6; Senses darkvision 60 ft., low-light vision, tremorsense 200 ft.; Perception +24
---DEFENSE---
AC 25, touch 12, flat-footed 23 (+2 Dex, +13 natural)
hp 126 (12d8+72)
Fort +10, Ref +8, Will +13
Defensive Abilities stony hide; Immune electricity; Resist cold 10, SR 21
Weaknesses vulnerability to fire
---OFFENSE---
Speed 10 ft.; climb 10 ft.
Melee bite +18 (3d8+13/19–20)
Ranged 6 strands +12 touch (1d4 Strength)
Special Attacks pull (strand, 5 feet), strands, venom pulse
---TACTICS---
Most encounters with a stone roper begin when it fires its strong, sticky strands. A stone roper attacks anything that comes within 50 feet by suddenly shooting out its tentacle strands. It prefers to attack two victims at once, each with three strands. The first two victims struck are affected with its venom pulse. If this succeeds, they are immediately released before they can be affected by the stone roper's Strength damage weakening effect. If the venom fails, the stone roper continues to hold the creatures and the weakness takes effect on the creatures' turn.
---STATISTICS---
Str 28, Dex 15, Con 23, Int 13, Wis 16, Cha 12
Base Atk +9; CMB +18; CMD 30 (can't be tripped)
Feats Improved Critical (bite), Improved Initiative, Iron Will, Lightning Reflexes, Skill Focus (Perception), Weapon Focus (strand)
Skills Climb +32, Knowledge (dungeoneering) +16, Perception +24, Stealth +17 (+25 in stony or icy areas), Survival +18; Racial Modifiers +8 Climb, +8 Stealth in stony or icy areas
Languages Aklo, Terran, Undercommon
---SPECIAL ABILITIES---
Stony Hide (Ex) A stone roper's tough hide renders it immune to damage from nonmagical ranged attacks, save those of unusually large size (such as boulders hurled by a giant).
Strands (Ex) Most encounters with a stone roper begin when it fires up to six strong, sticky strands up to 50 feet away (no range increment). A roper's attacks with its strands are treated as ranged touch attacks. Strands can be severed by any amount of slashing damage (a strand is AC 20). Once a strand has successfully struck a victim, it remains attached until severed or retracted by the stone roper (which it may do as a free action). Attached strands do no further Strength damage, but the struck individual is subject to the pull effect each round, and is subject to the stone roper's venom pulse ability. A creature that begins its turn attached to a strand is numbed and weakened by the strange material, and for each strand attached must make a DC 22 Fortitude save or take 1d4 points of Strength damage. The save DC is Constitution-based, and poison resistances and immunities apply.
Venom Pulse (Ex) Twice per day, a stone roper can exude a pulse of venom through all of its attached strands as a free action. A creature attached to a strand must succeed on a DC 22 Fortitude save or be paralyzed (multiple attached strands to not require multiple saves or increase the save DC). A paralyzed creature appears to have been turned to stone (DC 20 Perception check or close inspection reveals that this is in fact not the case). One round after being paralyzed, the victim recovers and must succeed on a DC 22 Will save or act as if under the effects of a charm monster spell for 2d4 minutes. A charmed creature fights for and defends the stone roper. If the stone roper is killed, a charmed victim acts as if under the effects of a confusion spell for 1d6+2 rounds. The save DCs are Constitution-based, and poison resistances and immunities apply.
---ECOLOGY---
Environment underground
Organization solitary
Treasure 10% coins; 50% goods (stone only); no items (see text)
Storopers are distant relatives of the common roper though the two races are do not (as far as sages know) associate with one another. Storopers are always found underground and never venture forth to the surface world. They have a dislike for sunlight, though it doesn't harm them in any way.
Storopers are primarily predators, dining on a diet of fresh meat taken from whatever they can find and kill. When food is scarce, storopers become scavengers and dine on carrion.
Storopers look like small statues of a standard roper. Storopers are mottled gray and brown like stone and have a rock-like body. Cutting a stone roper open reveals its treasure (inside its gizzard).
A typical stone roper stands 5 feet tall and weighs about 1,000 pounds.
Last May, I was going through a few bestiaries, and came across this monster from a 3.5 revised 3pp publisher. Back then, I said:
So I had mentioned before, that the cavernoivore would be a great monster to add to (Throne of Night), however, it was 3.5 and not yet converted. Well, I was bored last night and that's exactly what I did. This was much more difficult than I thought it would be because 3PP creations sometimes go way out there for mechanics. This was no exception. Also, it now had to conform to the PF Monster Creation rules set forth by the bestiaries. So, here's my take on it. And yes, I have no problem if Gary takes this. He's welcome to have a more expert-like person go over it with a fine tooth comb.
Considered putting it up on my blog, but figured I'll just put it here. Most people would be likely to see it. I'll probably put it up on my blog later.
Well, it’s later so here I am putting it up on my blog. As I brought up before, this is a monster that's perfect for any dwarf that's getting claustrophobic and looking to get back to the surface.
The monster originally came from Complete Minions by Bastion Press. Originally it was a CR 10. With the Pathfinder bestiary building rules, this thing is definitely a CR 12.
Normally it’s @thecreaturechronicle who does the monster conversions among those whom I follow, and I still to mainly races or monster builds, but this one was just too cool to not add to my library.
So, without further ado, the Cavernivore.
CAVERNIVORE
A huge and hungry underground reptile appears. Its large and ferocious maw, completely filled with sharp and jagged teeth, also has three luminescent tendrils which extend from its head and give off light.
Cavernivore (CR 12; 19,200 XP)
N Huge magical beast
Init +6; Senses darkvision 60 ft., low-light vision; Perception +19
DEFENSE
AC 27, touch 10, flat-footed 26 (+2 Dex, +17 natural, –2 size)
hp 162 (12d10+96)
Fort +16, Ref +11, Will +6
OFFENSE
Speed 40 ft., climb 10 ft.
Melee bite +22 (4d8+12) and 2 claws +22 (2d6+12)
Space 15 ft.; Reach 15 ft.
TACTICS
Before Combat The cavernivore is a lazy beast and prefers to lie around and let its prey come to it. Consequently, it prefers to attack from a position of surprise.
As creatures close in on the cavernivore's location, make a Perception check for the cavernivore. If successful, it maneuvers its tendrils so that they remain out of sight. If the cavernivore fails its roll, creatures can identify the light source as a tendril with a successful DC 20 Perception check. If this roll is failed, the party is surprised when they turn the corner and come face to face with the creature. Unless creatures make a genuine effort to move silently and without a light source, the cavernivore is probably not surprised by their presence. For its surprise attack, the cavernivore uses its Power Attack feat to attempt to finish a victim off in one cruel bite
During Combat Once in melee, the creature attacks with its powerful jaws, as well as its strong claws. Its light tendrils offer it little advantage in a fight, so it retracts them to ensure they are not injured. It uses its Power Attack against less armored opponents in order to kill them off sooner.
If its prey flees the battle, the creature only pursues if it has not downed a single victim. Otherwise, it stays and expends its energies eating and digesting those left behind.
STATISTICS
Str 34, Dex 14, Con 26, Int 5, Wis 11, Cha 13
Base Atk +12; CMB +26; CMD 38
Feats Blind-Fight, Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Skill Focus (Perception)
Skills Climb +24, Perception +19, Stealth +4 (+16 underground); Racial Modifiers +8 Climb, +8 Perception, +12 Stealth underground
SQ luminescence
SPECIAL ABILITIES
Luminescence (Ex) The cavernivore has three long and flexible tendrils ending in luminescent glands. These glands give off a weak but constant full spectrum glow, each shedding bright light to a range of 30 feet and shadowy illumination to a range of 60 feet. The light resembles sunlight, but does not adversely affect sunlight sensitive creatures. The cavernivore cannot turn off or extinguish these lights, but it can cover its tendrils with its body as a move action and completely smother the light. It cannot hide unless its light is concealed. The tendrils can be targeted with sunder attacks. Each has 8 hp (separate from the cavernivore’s total hit points).
ECOLOGY
Environment underground
Organization solitary or pair
Treasure standard
The creature has full control over these appendages, which can stretch out as far as 15 feet. The cavernivore spends its time deep underground, using its natural light source as a lure to lost visitors who are desperately seeking a path to the surface.
Cavernivores like to lurk around sharp corners in deep caverns. They hide their bodies around a corner, while their light tendrils extend into the main passage, giving the appearance of weak sunlight filtering through from above. When it hears prey approach, the monster slowly pulls its tendrils back around the bend in order to keep up the appearance of natural light. If all goes as planned, its victim is in for a nasty surprise when confronted with a solid wall of teeth.
A pursuing cavernivore is extremely terrifying. It moves at great speed through most caverns, and can climb better than most adventurers. The best way to elude one is to find a passageway too narrow for it to enter.
Campaign
This creature is at its best when used underground to lure a lost party of adventurers into its gaping maw. However, adventurers are not likely to fall for this trick more than once or twice. But there are other possibilities.
The cavernivore is famous for its light glands, which continue to glow for up to a week after the creature is killed. These glands are extremely valuable in spells and items that generate light or protect against the undead. If fresh, or preserved magically, the glands fetch a high price from the right buyer. Certain powerful items, such as the hammer of the sun, cannot be made at all without the glands of these creatures. Adventurers may need to make a quest underground in order to collect the materials to manufacture some important device. Of course, if the journey back takes more than a week, the party must solve some difficult issues with keeping the creature alive so that its glands can still be used for item creation.
As these creatures are relatively dim, they are occasionally dominated by other races. Urgoda, for example, have been known to bind these creatures and use them as guardians for their strongholds.
---------------------------
For added good measure, the hammer of the sun is in Bastion Press Arms & Armor. For convenience sake, I’m adding it here.
Hammer of the Sun: This sturdy golden war-hammer is a potent weapon against both undead and living evil-doers. Anyone other than a paladin that picks up this hammer receives one negative level, which cannot be restored and remains until the hammer is put down again. In the hands of a paladin, the weapon’s true power manifests; it is powerless in the hands of any other class.
This +4 disrupting warhammer is weightless and sheds daylight, as the spell, whenever held. Once per day, the hammer allows its wielder to cast the spell sunburst, with the hammer as the focus of the spell.
Strong conjuration; CL 15th
Prerequisites Craft Magic Arms and Armor, daylight, sunbeam, heal, levitate; Market Price 240,800 gp; Cost to Create 120,400 gp + 9,632 XP.
I'm in an evil adventure. Instead of raising the barbarian, my character is thinking of turning her into a ghoul. If her player, the GM, and myself are all on board with this, how would we go about doing this? She still wants to be able to enrage, and we'd rather apply a template that doesn't mean she has to be one level lower than everyone else. Maybe, at the most, use up a feat on Being a Ghoul.
I’ve actually run into this problem recently myself, as a character of mine recently got ghoul-ified. As undead, you no longer have a Constitution score, and you are no longer affected by fatigue (like you would be at the end of a rage). Normally, anything Constitution-based for a creature that becomes undead is switched over to being Charisma-based, but this can potentially create some imbalance issues if you’re looking at just the numbers, but the penalties for being undead (like being destroyed at 0 hit points, hiding your appearance, ghoul stench, hunger for flesh, etc.) I feel balances things out okay.
My best recommendation is to take a peek at Green Ronin Publishing’s Advanced Bestiary, which actually has a ghoul template to apply to your character and makes this whole process much more straightforward.