Another year has come and gone, and another Monster Week has arrived (April 20-24). This year, it's everything that has to do with the fey. When I did Kraken Week, I did species options, and when I did Dragon Week, I converted monsters to add to the game. I figured this year I'd go back to converting a playable to race to the newly minted 5.5 (formally 2024) rules.
Reminder that this was originally created and hosted by Point Hat and Ginny Di, for YouTubers to come together and do videos on that year's chosen monster. It’s been encouraged for others to join in as well. I’m not a YouTuber, so I post to this Tumblr blog.
The artist is for the logo is Antonio Demico, aka Pointy Hat himself.
For this entry, we're looking at the killoren from the Races of the Wild 3.5 book that came out in February 2005, over 22 years ago.
Without just copying and pasting everything here, the Forgotten Realms wiki has ecology lore on the killoren. When I mentioned the Races of the Wild book, I linked that to the original 3.5 design so you could compare this version with that one, if you wanted to. Overall, I think I did a pretty good job in keeping it close to the original, while balancing the aspects to each other.
As before with my entries, there’s no real “official” way to judge how powerful a creature is. There are definitely a lot of 3PP supplements and homebrew out there, which I tend to have to use as a guide. For this, I used the updated Detect Balance Plus, which did both 2014 5e and 2024 5.5 breakdowns on the same spreadsheet. This worked out to be around 32 points, which is close to where the elf and gnome sit. I was thinking of doing more, as dragonborn, goliath, and warforged are even more powerful, but ultimately decided against it. You'll notice this species doesn't have darkvision, which is rare in current day D&D, but a lot of fey like the changeling, fairy, and centaur do not.
Now, let's talk stats.
I'd forgotten how bare bones 5.5e design is. You're defaulted to a narrow choice of alignment and age, available languages are determined by DM, and your ability scores are now determined by your Background.
Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself and magic can’t put you to sleep.
Manifest Nature's Might. After you finish a Long Rest, choose one of the options below. The manifested aspect lasts until you choose a different one with this trait.
Here are the aspect options:
Aspect of the Ancient. Your hair becomes snow white and your eyes turn sky blue. You have Expertise in the Intelligence (Nature) skill, gain resistance to Psychic damage, and are immune to the Charmed condition.
Aspect of the Destroyer. Your hair and eyes turn coal black. When you hit a target with an attack roll and deal damage to it, you can also deal 1d6 Radiant damage to that target. The damage increases by 1d6 if the target is an aberration, construct, fiend, humanoid, ooze, or undead. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Aspect of the Hunter. Your hair and eyes turn forest green, and your skin color becomes an earthy-tone brown. When you roll Initiative, you can add your Proficiency Bonus to the roll. In addition, you gain proficiency in the Perception and Stealth skills if you don't already have it, and you have Advantage on Dexterity (Stealth) and Wisdom (Perception) checks.
Naturalist. You have proficiency in the Animal Handling, Nature, or Survival skill.
As always, if you like what I do, whether it’s monster conversions, adventure path add-ons, or race builds, 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. It lets people know I exist out there.
EDIT: Learned that Alluria Publishing changed the name of "oakling" to "treefolk" when it was converted to a PF2E ancestry. While I don't have the supplement itself, the sample of it showed enough of a change to update the Plant Physiology trait. There are now different heritages in PF2E's version, similar to the subraces of 5e and lineages of the 2024 rules, but it wasn't enough for me to completely revise what I wrote here. That said, it does talk about specific treefolk rations for 40 sp that are bottles containing the equivalent of artificial or "specially formulated" sunlight.
First off, apologies for being silent for this long. It's been a rough few months with lots of doctor appointments, and having to go to the hospital for extensive tests after I had a really bad and terrifying medical episode. Still have to visit a hospital in another city altogether. What I can say is that it's not cancer, and the findings weren't bad enough that I'll need surgery (yet). I will need to get scans once a year to monitor things. I'll take the wins where I can though. For now, I'm doing alright and getting through the days.
Now, for what people actually want to see.
I don't know how many of you have been following or care about the 5.24/5r/5.5e PHB that WotC released last month, or any of the other books coming out in the upcoming months and years. I'm still unsure myself on this change to the game, but I will say that I really liked the Path of the World Tree barbarian subclass. I'm a sucker for Greek and Norse mythology, and absolutely love stories that involve Yggdrasil and the Nine Realms. So the fact that a barbarian subclass that revolves around that very mythology just made me giddy during the One D&D playtest. I really want to play one some day.
A bit of a side tangent before continuing: one of the first 3PP books I ever bought for Pathfinder 1e was the Remarkable Races supplement from Alluria Publishing. It was something I came across when looking for a race that would best represent a player wanted, which was a cat race. This was before the catfolk came out, and Alluria had released the anumus, which was a person with an animal head. While going through that book, I came across the oakling, essentially a treant PC race, and it's one that's stuck out to me. There was even a 4e version of the book.
Now, why did I bring up that book? Because I had a really ridiculous idea that I'd love to try out. A sentient tree, possibly tied to the Tree of Life itself, that visits the different realms using its power to aid adventurers and save the realms from evil. Essentially, a Path of the World Tree tree. It's bordering on a Dad Joke, but still. That thought process led me down a rabbit hole and eventually I converted the oakling for my own benefit. I even took the Race feats, merged, and converted them too. I ended up with four feats just for the oakling. I didn't add them here, but if there's interest, I could post them later.
Note: the conversion I'm doing today, will be for 5e (even though I'm still calling it species and not race in the stat block), not for the new 5.24 book, but it wouldn't be hard to convert it over. I'll be keeping in line with the Monsters of the Multiverse book specifically. If you want to use this in the new edition, you'd mostly just remove the ability score bonuses (which are now tied to Backgrounds), remove the Age and Alignment, and minimize the text for Creature Type and Size, and Languages. You'd likely have to lose the Natural Armor too. Elves are allowed skills, so you should be allowed to keep that too.
Much like the Wyvaran, this will essentially be a simple 1-to-1, and taking from a couple of different feats. If you're curious to learn more about the oakling, you can check out its lore and original PF1e stats here.
Art from Alluria Publishing's 4e Remarkable Races.
As always, if you like what I do, whether it’s monster conversions, adventure path add-ons, or race builds, 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. It lets people know I exist out there.
I hope everyone is staying safe and healthy.
Now, let’s talk stats.
Unlike Pathfinder, there’s no real “official” way to judge how powerful a creature is. There are definitely a lot of 3PP supplements and homebrew out there, which I tend to have to use as a guide. For this, I used the updated Detect Balance Plus, which did both 5e and 5.24 breakdowns on the same spreadsheet. This worked out to be around 30-31 points, which is around firbolg, giff, half-drow, and lizardfolk.
Oakling/Treefolk Species 5e
Ability Score Increase. Your Strength score increases by 2 and your Wisdom score increases by 1.
Age. As humanoids related to treants, oaklings have long lifespans. An oakling reaches adulthood around 30, and the oldest of them can live for 600 years.
Alignment. Oaklings often lack malice and do not take pleasure in killing, nor do most feel that deception and corruption are logical paths. They don’t fully understand the concept of sympathy, and tend to have expressionless eyes. They are typically neutral.
Creature Type. You are a Humanoid. You are also considered a Plant for any prerequisite or effect that requires you to be a plant.
Size. Oaklings are between 6 and 8 feet tall and weigh between 300 and 450 pounds. Your size is Medium.
Speed. Your base walking speed is 30 ft.
Leaf Speech. Through high frequencies beyond the range of human hearing, you can communicate in a limited manner with Plants and vegetation. These are typically one-word remarks regarding each of your statuses; hungry, thirsty, injured, and so on.
Natural Armor. You have tough, bark-like skin. When you aren't wearing armor, your AC is 12 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
Nature’s Heritage. Your connection to nature and plants gives you an intuitive connection to the natural world. You have proficiency in one of the following skills of your choice: Insight, Medicine, Nature, or Survival.
Plant Physiology. You have advantage on saving throws you make to avoid or end the poisoned or stunned condition on yourself. Moreover, through a combination of photosynthesis, absorbing minerals with your roots, or scavenging decaying matter, you can gain enough nourishment to sustain you for one day.
Plant-like Demeanor. You have advantage on saving throws you make to avoid or end the charmed or frightened condition on yourself. You also don't need to sleep, and magic can't put you to sleep.
Rooted Foot. When you are prone, standing up uses only 5 feet of your movement.
Sentry's Rest. When you take a long rest, you spend at least 6 hours in an inactive, motionless state, instead of sleeping. In this state, you appear inert, but you remain conscious.
Solar Healing. As an action, while in sunlight, you regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.
Languages. You can speak, read, and write Common and Sylvan.
Here's hoping I can play this character, even for a one-shot some day. Also hoping that someone sees this and wants to do the same.
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.
Advanced Races Compendium This massive book clocks in at 338 pages, 1 page front cover, 1 page editorial, 2 pages of ToC, 1.5 pages of SRD, 3 pages of advertisement, 1 page back cover, leaving us with a colossal328.5 pages of content, so let’s take a look! Wait a second, though – A quick glance at the list of developers for this book will show you that I worked on this. I am writing this…
Advanced Races: Tosculi This installment of the Advanced Races-series clocks in at 14 pages, 1 page front cover, 1 page editorial/ToC, 1 page SRD, leaving us with 11 pages of content, so let’s take a look, shall we? So, what are the Tosculi? Well, the simple reply would be that they are lethal wasp-people that sports a dread hivemind, nigh-sociopathic towards all but the members of their…
Years ago Bastion Press came out with a supplement called “The Lore of Gods Part Two: The Asgardians.” Inside is a template that you can add to any humanoid, making them into an Asgardian. It’s 3.0 so there’s an issue with the DR, of course. At the time that I discovered it, I had a friend who’d been looking to join my group of Pathfinders. We were a simple homebrew world group that were just looking to play around, nothing more. This was also before we had the Advanced Race Guide. The Thor movie had just come out, and she said she wanted to play as Thor’s daughter. Sure, why not? Scrounged around, and discovered the Mighty Godling class created by then 3PP Super Genius Games, now Rogue Genius Games.
I made her a human, and threw on the template of Asgardian Humanoid. For the most part, this worked well. I hadn’t thought anything about it being overpowered. However, looking at it now, the numbers say otherwise.
Original Template (to be added to any humanoid):
Humanoid type changes to Outsider type.
+2 Con, +2 Int, +2 Wis, -2 Cha
+1 to all saves
Resistance fire 15, electricity 15, sonic 15
DR 10/magic and evil (DR 10/+2)
All class and level HD are maximum hit points
Asgardian Humanoid Race
Native Outsider - 3 RP
Standard Abilities +2 Con, +2 Wis, -2 Cha - 0 RP
Standard Languages - 0 RP
Speed 30 ft. - 0 RP
Size Medium - 0 RP
Advanced Intelligence +4 - 4 RP
Lucky, Lesser +1 to all saves - 2 RP
Elemental Resistance 5 fire, electricity, sonic - 3 RP
Damage Reduction DR 5/evil - 6 RP
Toughness - 2 RP
Total: 20 RP
I’d like to think that I did rather well in capturing the original. I did another version of this to try and match it closer, but it came out to be 30 RP. You’re welcome to use it. Technically speaking, I’m told since sonic isn’t part of the standard, that it should probably cost 2 RP, but whatever. Hopefully the revision that’s supposed to come out this year will have sonic added in. That said, I doubt they’ll ever give an option for maximum hp or for turning someone into a true outsider. I also wonder if they’ll ever allow two DR to mix (DR evil + magic, DR silver + magic, etc), or bump energy resistance to 15.
Monstrous Add-on:
Advanced Energy Resistance feat: fire, electricity, sonic +10 - 6 RP (4 Winds Fantasy - Planar Templates)
DR 10/evil - +2 RP
Hardy Stock feat (+1 hp per level, stacks with Toughness) - 2 RP (Green Ronin - Freeport Companion)
Total: +10 RP (30 RP)
This is just my take on it. Feel free to use it. Looking back, I never would have guessed that the Mighty Godling Asgardian that I let my friend play was a Monstrous Race character. You’d never guess from how the game went. A standard elf ranger/wizard/arcane archer and an aasimar mysterious stranger (gunslinger) outdid the entire rest of the party. I even penalized her 1500 XP as per the old PF rules for using aasimar and tiefling races from back in the day. Just goes to show that numbers don’t mean everything.