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
Mithral dragons are very small for dragons of their age, slender and sleek. This makes them more agile and faster than many other dragons, but also more fragile, though it would be mistake to think them weak. It is only in comparison to other dragons that they can be considered frail, as their scales are still as hard as the metal from which they take their name, and their claws are sharper than razors, capable of leaving wounds that bleed profusely. Their breath weapons are a terror, a stream of blades that shred any caught in it, and the oldest of dragons leave a field of spikes stuck in the ground that rips up the legs of any who pass through it. These blades unfortunately don't last long enough to be collected and sold for the priceless bounty they'd represent, melting into smoke within a minute.
Young mithral dragons are often quite impetuous and aggressive, forming their horde early and intentionally, though rarely will they kill for sport or cruelty. This distinction is often lost on those who are victims of their raids, left with little but their lives, and those who stand up too forcefully to the dragon are often left bleeding out or dead. As they get older, mithral dragons tend to calm down and become more inclined to value friendship and knowledge over material value, a lesson they struggle to convey to their children.
In Golarion, where mithral instead goes by the name dawnsilver, these dragons take that name. In the Dragon Empire, these dragons are classed as a special type of metallic dragon, and share traits with them. This includes the Escalator and Flight traits, as well as the metallic dragon's intermittent breath. When the dragon uses its breath weapon, use the natural result of the first attack roll to determine how long the dragon must wait before it can use the breath weapon again. 1-5: The dragon can use its breath weapon again next turn. 6-10: The dragon must wait one turn before it can use its breath weapon. 11+: After waiting one turn, the dragon rolls a normal save at the start of its next turn. If it succeeds, it can use its breath weapon that turn. Otherwise it keeps rolling a save at the start of each turn until it regains its breath weapon attack. Once it uses its breath again, use the attack roll again to determine its next breath weapon attack.
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
Dawnsilver Dragon Spellcasters
Dawnsilver dragon spellcasters tend to cast the following spells.
Young Dawnsilver Dragon
Primal Prepared Spells DC 23, attack +15; 3rd haste, lightning bolt; 2nd blur, everlight, see the unseen; 1st charm, fleet step, force barrage, phantasmal minion; Cantrips (3rd) caustic blast, light, prestidigitation, telekinetic hand
Adult Dawnsilver Dragon DC 29, attack +21; as young dawnsilver dragon, plus 5th impaling spike, 4th mountain resilience, translocate, wall of fire; 3rd paralyze; Cantrips (5th) caustic blast, light, prestidigitation, telekinetic hand
Ancient Dawnsilver Dragon DC 37, attack +29; as adult dawnsilver dragon, plus 7th sunburst; 6th cursed metamorphosis, teleport; Cantrips (7th) caustic blast, figment, light, prestidigitation, telekinetic hand
Young dawnsilver Dragon Creature 7
Medium, Dragon, Primal
Perception +17; darkvision, scent (imprecise) 60 feet
Languages Common, Draconic, Empyrean, truespeech
Skills Acrobatics +17, Athletics +12, Diplomacy +15
Str +1, Dex +6, Con +1, Int +2, Wis +2, Cha +2
AC 26; Fort +14, Ref +19, Will +15; +2 status to all saves vs. primal
HP 90; Immunities acid, controlled, paralyzed, sleep, sonic
Reflective Defense [reaction] (light, visual); Trigger A creature within 30 feet of the dragon targets the dragon, and the dragon can see the attacker; Requirements The dragon is in dim or bright light; Effect The dragon reflects light into the creature's eyes, disrupting its focus; it must succeed on a DC 25 Reflex save or be dazzled until the end of the dragon's next turn.
Speed 50 feet, fly 150 feet
Melee jaws +17 (finesse, magical, reach 10 feet), Damage 2d8+7 piercing
Melee claw +17 (agile, finesse, magical), Damage 2d6+5 slashing plus Bleeding Wound
Melee tail +15 (finesse, magical, reach 10 feet), Damage 1d8+5 bludgeoning
Spells DC 23 ; 3rd heroism (×3); Constant truespeech
Bleeding Wound A creature damaged by the dragon's claws must succeed on a DC 25 Fortitude save or take 1d6 persistent bleed damage.
Draconic Frenzy [2 actions] The dragon makes two claw Strikes and one tail Strike in any order.
Draconic Momentum When the dragon scores a critical hit with a Strike, they recharge Shard Breath.
Shard Breath [2 actions] (primal) The dragon spits a stream of metallic shards in a 50-foot line that deals 6d6 slashing damage (DC 22 basic Reflex save). A creature that fails the save also takes 2d6 persistent bleed damage (4d6 on a critical failure). The dragon can't use Shard Breath again for 1d4 rounds.
Adult Dawnsilver Dragon Creature 11
Large, Dragon, Primal
Perception +21; darkvision, scent (imprecise) 60 feet
Languages Common, Draconic, Empyrean, truespeech
Skills Acrobatics +23, Athletics +21, Diplomacy +21
Str +4, Dex +6, Con +5, Int +4, Wis +4, Cha +4
AC 33; Fort +20, Ref +25, Will +21; +2 status to all saves vs. primal
HP 150; Immunities acid, controlled, paralyzed, sleep, sonic
Reflective Defense [reaction]( light, visual) As young dawnsilver dragon, but DC 29.
Speed 50 feet, fly 180 feet
Melee jaws +23 (finesse, magical, reach 10 feet), Damage 2d10+12 piercing
Melee claw +23 (agile, finesse), Damage 2d8+10 slashing plus Bleeding Wound
Melee tail +21 (finesse, reach 15 feet), Damage 1d10+10 bludgeoning
Primal Innate Spells DC 29 ; 6th dispel magic (×5); 3rd heroism (×3); Constant truespeech
Bleeding Wound As young dawnsilver dragon, but DC 29.
Draconic Frenzy [2 actions] As young dawnsilver dragon
Draconic Momentum As young dawnsilver dragon
Shard Breath [2 actions] (primal) As young dawnsilver dragon, but a 60-foot line, 10d6 slashing damage, and DC 28.
Ancient Dawnsilver Dragon Creature 16
Huge, Dragon, Primal
Perception +31; darkvision, scent (imprecise) 60 feet
Languages Common, Draconic, Empyrean, truespeech
Skills Acrobatics +30, Athletics +30, Diplomacy +29, Intimidation +29
Str +8, Dex +6, Con +5, Int +7, Wis +7, Cha +7
AC 42; Fort +25, Ref +32, Will +29; +2 status to all saves vs. primal
HP 225; Immunities acid, controlled, paralyzed, sleep, sonic
Reflective Defense [reaction] (light, visual) As young dawnsilver dragon, but DC 38.
Speed 50 feet, fly 220 feet
Melee jaws +32 (magical, reach 10 feet), Damage 3d10+14 piercing
Melee claw +32 (agile, finesse, magical), Damage 3d6+12 slashing plus Bleeding Wound
Melee tail +30 (finesse, magical, reach 10 feet), Damage 2d10+12 bludgeoning
Primal Innate Spells DC 37 ; 8th dispel magic (×5); 6th Heroism (×3); Constant truespeech
Bleeding Wound As young dawnsilver dragon, but 2d8 persistent bleed damage, and DC 38.
Draconic Frenzy [2 actions] As young dawnsilver dragon.
Draconic Momentum As young dawnsilver dragon.
Mithral Shards [free action] (primal); Trigger The dragon uses Shard Breath; Effect The causes the ground below the area of Shard Breath to become difficult and hazardous terrain for one minute. A creature that moves through the ground in the area takes 9 slashing damage for every square of that area it moves into.
Shard Breath [2 actions] (primal) As young dawnsilver dragon, except 60-foot line, 15d6 slashing damage, 4d6 persistent bleed damage (8d6 on a critical failure), and DC 37.
13th Age
Medium Mithral Dragon
3rd level troop [dragon]
Initiative +10
Shredding Claws +7 vs. AC – 8 damage.
Natural Even Hit: 4 ongoing damage.
C: Shard Breath +7 vs. PD (1d3 nearby) – 5 ongoing damage.
Darting Movement: The dragon gains a +5 bonus to disengage checks.
Reflective Defense: 1/round, as an interrupt action when the dragon is targeted by an attack against AC, the dragon can force the attacker to roll a save; on a failure, the attacker can’t add the escalation die to that attack.
Resist Acid and Thunder 12+.
AC 21 PD 18 MD 15 HP 38
Large Mithral Dragon
Large 6th level troop [dragon]
Initiative: +13
Shredding Claws +10 vs. AC (2 attacks) – 15 damage.
Natural Even Hit: 10 ongoing damage.
C: Shard Breath +10 vs. PD (1d3 nearby or far away enemies) – 15 ongoing damage.
Natural 16+: The save against the ongoing damage is hard (16+).
Darting Movement: The dragon gains a +5 bonus to disengage checks.
Reflective Defense: 1/round, as an interrupt action when the dragon is targeted by an attack against AC, the dragon can force the attacker to roll a save; on a failure, the attacker can’t add the escalation die to that attack.
Resist Acid and Thunder 14+.
AC 24 PD 21 MD 18 HP 120
Huge Mithral Dragon
Huge 9th level troop [dragon]
Initiative: +17
Massive Shredding Claws +13 vs. AC (3 attacks) – 40 damage.
Natural Even Hit: 20 ongoing damage.
Miss: 20 damage.
C: Shard Breath +13 vs. PD (1d3 nearby or far away enemies) – 50 ongoing damage (hard save ends, 16+).
Natural Even Hit: The next time the target moves during this battle, it takes 6d6 damage unless it makes a successful disengage check.
Darting Movement: The dragon gains a +5 bonus to disengage checks.
Inspire Awe: While an enemy has 72 hp or fewer, it takes a -4 penalty to limited attacks against the dragon.
Reflective Defense: 1/round, as an interrupt action when the dragon is targeted by an attack against AC, the dragon can force the attacker to roll a hard save (16+); on a failure, the attacker can’t add the escalation die to that attack.
Resist Acid and Thunder 16+.
AC 27 PD 24 MD 21 HP 430
Dissimortuum have three arms and an imposing mask bound to its face by strips of rotting flesh. They stalk the edges of small settlements and the corners of larger ones, picking off vulnerable targets and stripping body parts from its victims, collecting them into a large sack it drags behind it. They will also scavenge from battlefields and graveyards that are not protected from the presence of the undead, until they have the material needed to craft a new mask and body for a new dissimortuum. It will take usually at minimum a month for a dissimortuum to craft a new mask, and may take much longer if it cannot find a good source of satisfactory bones, but they are functionally immortal, and so are unendingly patient. Once finished, a dissimortuum mask is nearly indestructible, and even if the creature is destroyed the mask will survive. It may be a tempting souvenir for the killer, or it may be left behind and picked up by a passer-by, but anyone who puts the mask on risks being taken over by the dissimortuum's remaining will, blanking out for hours each day while it gathers body parts and builds a new body for the destroyed undead. In this way, even a destroyed dissimortuum may return, the mask affixed to its face once again giving it new unlife to continue its quest to create more of 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
Dissimortuum Creature 7
Rare, Medium, Undead, Unholy
Perception +13; darkvision
Languages Common
Skills Athletics +14, Stealth +13
Str +2, Dex +0, Con +3, Int -1, Wis +0, Cha +4
AC 23; Fort +18, Ref +11, Will +13
HP 115 (void healing); Immunities bleed, death effects, disease, poison, unconscious; Resistances physical 10 (except silver); Weaknesses 10 silver
Frightful Presence (aura, emotion, fear, mental) 60 feet, DC 25
Speed 25 feet, 25 climb
Melee claw +15 (agile), Damage 2d6+6 slashing
Rapid Claws [2 actions] The dissimortuum makes three claw Strikes, each against a different target. These attacks count toward the dissimortuum's multiple attack penalty, but the multiple attack penalty doesn't increase until it makes all the attacks.
Sneak Attack The dissimortuum deals an extra 1d6 precision damage to off-guard or frightened creatures.
Dissimoruum's Mask Item 7
Rare, Cursed, Magical
Usage worn mask; Bulk L
This indestructible bone mask doesn't detect as magical. If worn it afflicts you with dissimortuum's curse.
Dissimortuum's Curse (curse, incapacitation, void) Saving Throw DC 23 Will; Effect You take 2d6 void damage, and the mask fuses with you. You become controlled by the mask. While controlled, for 1d4 hours each day you will gather the necessary components to build a new body for the dissimortuum that originally owned the mask. You don't remember this time. It takes 24 combined hours of uninterrupted work to create the dissimortuum, placing the mask on it to animate it and ending the curse.
13th Age
Dissimortuum
Double-Strength 4th level troop [undead]
Initiative: +7
Claws +9 vs. AC (3 attacks) – 9 damage.
Crush Fearful: The dissimortuum deals +1 damage against frightened targets.
Fear: Enemies engaged with the dissimortuum who are below 18 hit points are dazed and do not add the escalation die to their attack.
Wall Climber.
Resist Negative Energy 18+.
AC 19 PD 17 MD 16 HP 102
Broodiken are vile little constructs, crude servants grown within a humanoid creature's body. One foot tall, with oversized heads and jaws filled with fangs, they otherwise resemble their creator, though if their creator had features such as wings or horns the broodiken gains decorative, ineffective versions that provide no mechanical changes.
Broodiken have little personality beyond a rough reflection of their creator's current emotions. They don't restrain their emotional show, growling and snarling if they feel anger and babbling happily if they feel joy. If sent beyond 100 feet from their creator, this lack of personality devolves into a helpless wailing, like that of an infant of their apparent species. The only time they can function further away is if given a specific target to hunt and kill. If their creator telepathically such a target, picturing it in their mind and sending that image to the broodiken, it will chase that target down without rest or distraction. Though they are poor trackers and cannot search effectively, so it's best not to rely on this as an assassination technique. As the broodiken cannot be recalled until their target is dead, if they lose the target and cannot find it again, they will hunt forever until destroyed.
Creating broodiken requires eating a specially prepared heart from a dead broodiken, a paradoxical means of creation that stumps sages as to the origin of this construct. Attempts to discover the first creator of the broodiken have led only to dead ends, and the occasional dead investigator, a fact that grows increasingly concerning to the small community intent on figuring out this mystery. Another unfortunate situation with broodiken is the fate of anyone who attempts to create a second brood while any members of their first one still live. As soon as the incubation starts the first brood furiously turns on their creator, attempting to kill them out of jealousy.
I'm not entirely convinced of the balance for the broodiken heart item, since giving a player a random collection of minions could be quite a swing in power, but given that the broodiken won't power up with the characters and will remain level 1 creatures I don't think it will be too big of a deal, at least as long as they aren't gained at really low level.
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
Broodiken Creature 1
Tiny Construct Minion
Perception +5; darkvision
Skills Stealth +7
Str -1, Dex +2, Con +3, Int -4, Wis +0, Cha -2
Bound to Creator If the broodiken is further than 100 feet from its creator, it cannot take any actions, and does nothing but cry loudly unless it has been given a target by Targeted Rage. If its creator dies, the broodiken loses its minion trait and attempts to attack the killer over any other target. If the broodiken can't see the creature that killed its creator, or that creature is dead, it simply attacks any creature it can see except another broodiken from the same brood.
AC 14; Fort +8, Ref +7, Will +5
HP 17; Immunities bleed, death effects, diseased, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious
Speed 20 feet, climb 20 feet
Melee jaws +7 (agile, finesse), Damage 1d10-1 piercing plus attach
Attach When a broodiken hits a target larger than itself, its jaws attach it to that creature. This is similar to grabbing the creature, but the broodiken moves with that creature rather than holding it in place. The broodiken is flat-footed while attached. While the broodiken is attached, Strikes it makes with its jaws automatically hit the attached creature, but it can't make Strikes against other targets.
Targeted Rage The broodiken's creatore can designate a single creature to be the target of the broodiken. The broodiken loses the minion trait, and can travel further than 100 feet away from its creator, but will not obey any orders until it kills that creature.
Broodiken Heart Item 7
Uncommon Consumable Magical
Price 85 gold
Usage held in one hand; Bulk L
Activate [one action] Interact
After you eat this seed, 2d4 broodiken begin gestating inside of you. They incubate for 1 month, during which you must consume a special blend of mud, ashes, and plants, which costs 5 gold per day for each incubating broodiken. During this time, you are drained 1, and cannot reduced your drained condition below 1.
The broodikens must be cut out at the end of this gestation period, a process that deals 1d4 slashing damage to you per broodiken. If they are not cut out, they instead chew themselves out, which takes 1d6 rounds, plus 1 round per broodiken in the batch, and deals 2d6 slashing damage per round. This damage cannot be reduced by any means. The newly birthed broodikens are loyal to you, and obey your telepathic commands as long as they are within 100 feet of you.
If you birth a second batch of broodiken, the first brood immediately become hostile, losing the minion trait and attempting to kill you.
Crafting Requirements Supply the heart of a dead broodiken.
13th Age
Broodiken
1st level mook wrecker [construct]
Initiative +3
Gnawing Bite +6 vs. AC - 3 damage, plus 1 damage for each other broodiken engaged with the target.
Bound to Creator: Choose one creature to be the broodiken’s creator. If the broodiken is far away from its creator, it is stunned and can do nothing but cry. If its creator dies, the broodiken enters a rage, gaining a +1 bonus to attack rolls, and will attack the enemy that killed its creator over all other targets.
AC 16 PD 14 MD 10 HP 11 (mook)
Mook: Kill one broodiken mook for every 11 damage dealt to the mob.
Psoglavs are unnerving looking creatures, even among other demons. Standing on average over 10 feet tall, their head is dog-like with a single eye in the center of its face and a metal jaw. Often they wear helmets that fully encase their head, though some lack this feature. The skin on their torso is a raw read, and they have bat like wings, a studded tail, and horse legs. Unlike many demons their claws are weak, but their metal jaws make up for that as a deadly weapon.
These demons are forged from raw Abyssal material by more powerful demons, and due to this artificial nature they tend to be more loyal and controllable than other demons. This doesn't make them safe to summon, just easier to predict, but relying too heavily on that can cause a summoner to lower their guard at the wrong moment. Psoglavs hate light, though they can function within it without issue if necessary. They will always remain within shadows and darkness whenever possible however.
This affinity for shadows extends to their key feature, the ability to emit a beam from their eye that can knock a creature off of its shadow. The abandoned shadow is placed under the psoglav's control, and it always tries to ensure the death of the shadow's original owner so that the psoglav can retain it forever as a minion. Or, at least as long as possible before its more chaotic impulses cause it to be careless with its minion and the shadow gets destroyed. Some say that the psoglav's shadow minions can control the body of their original owner upon death, but such silly and superstitious rumors should never be trusted.
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
Psoglav (Shadow Bonded Demon) Creature 7
Large, Demon, Fiend, Unholy
Perception +15; darkvision
Languages Abyssal, Common, Telepathy 100 feet
Skills Acrobatics +14, Athletics +15, Intimidation +12, Stealth +15
Str +5, Dex +6, Con +5, Int +3, Wis +4, Cha +3
AC 27; Fort +14, Ref +15, Will +13; +1 status to all saves vs. magic
HP 130; Weaknesses cold iron 10, holy 10
Creation Vulnerability The psoglav is linked to its shadow spawn. Each time a shadow spawn created by Shadow Ray is destroyed, the psoglav takes 3d6 mental damage.
Speed 35 feet, fly 60 feet
Melee jaws +16 (magical, unholy), Damage 2d10+9 piercing
Divine Innate Spells DC 23 ; 5th translocate; 4th invisibility, translocate (at will);
Divine Rituals DC 23; demonic pact
Shadow Ray [1 action] (divine, necromancy, shadow) The psoglav emits a beam from its single eye, targeting one creature within 60 feet of it. The target must attempt a DC 25 Reflex save. The psoglav can't use Shadow Ray again for 1d4 rounds.
Critical Success The creature is unaffected
Success The creature is pushed 10 feet directly away from the psoglav.
Failure The creature is pushed 20 feet directly away from the psoglav and becomes drained 1.
Critical Failure The creature is pushed 20 feet directly away from the psoglav, becomes drained 2, and leaves its shadow in the spot it started. Its shadow is transformed into a shadow spawn. The shadow spawn is under the control of the psoglav. It doesn't have Shadow Spawn or Steal Shadow as long as it is a shadow spawn. The shadow spawn survives for 1d12 days, during which the creature has no shadow. Once the shadow spawn dies, the creature's shadow returns. If the original creature dies, the shadow spawn becomes a full-fledged shadow, gains Steal Shadow, but is still under the control of the psoglav. The target becomes temporarily immune to having its shadow stolen for 24 hours, even if it regains its shadow during that time, but can still be affected by the rest of Shadow Ray's abilities.
13th Age
Psoglav
4th level leader [demon]
Initiative: +7
Metal Jaws +9 vs. AC - 12 damage.
C: Shadow Stealing Ray +9 vs. PD (one nearby enemy) - 5 negative energy damage, the target pops free from all enemies, a shadow spawn is created where the creature was (see below), and the target is immune to shadow stealing ray for the rest of the battle. The shadow spawn follows the psoglav’s orders and enters the initiative order after the next two creatures have taken their turns. See shadow spawn stats at end of this entry.
Limited Use: The psoglav can use this ability only when the escalation die is even.
Flight.
Shadow Door: 2/battle (not two turns in a row), as a move action, the psoglav can teleport to a nearby location.
AC 20 PD 18 MD 17 HP 54
Level 3 Shadow Spawn
Strength Stealing Touch +8 vs. PD - 7 negative energy damage.
Natural 16+: The target is also weakened until the end of the shadow spawn’s next turn.
Steal Shadow: If the shadow spawn reduces an enemy to 0 hit points, it creates a new shadow spawn at full hit points. It follows the same rules for shadows created by shadow stealing ray.
Shadow Resistance: The shadow spawn has resist damage 14+ to all damage except holy and force damage.
AC 17 PD 19 MD 15 HP 15
Chelicerae are an unnatural form of giant arachnid, theorized by some to have been ripped from another world entirely. Their internal organs are quite different from regular spiders and similar creatures, with additional organs (particularly around the head and mouth) that perform functions not clearly understood yet. Something in their unnatural bodies allows them to gather magical energy from other creatures, and repurpose it into their own magical spells.
They stalk isolated victims, capturing them and injecting their venom, which knocks prey unconscious and drains their strength. If given enough time, they'll bind an unconscious target up in webbing, but this takes some time and isn't feasible in the midst of combat. Otherwise, they'll simply carry the body with them and use it as a battery for as long as possible, relying on the victim's weakness to prevent them from escaping before they run out of power. Once there's no more juice to be wrung out of a person, the spider may discard them to wake up later, memory foggy and potentially lost far from home. Or it may kill them and use their bodies as animated puppets to help guard its home.
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
Chelicerae Creature 7
Uncommon Large Aberration
Perception +15; darkvision
Skills Acrobatics +16, Athletics +19, Stealth +16
Str +6, Dex +3, Con +3, Int +2, Wis +2, Cha +2
AC 23; Fort +16, Ref +14, Will +17; +1 status bonus to all saves vs. magic
HP 116
Speed 35 feet, climb 25 feet
Melee fangs +17, Damage 2d8+8 piercing plus Chelicerae Venom and Grab
Melee leg +17 (agile, reach 10 feet), Damage 2d6+6 bludgeoning
Occult Innate Spells DC 25, attack +17 ; 4th phantasmal killer (0 slots); 3rd haste, lightning bolt, paralyze (0 slots); 2nd invisibility, scorching ray (0 slots); 1st animate dead, burning hands, ray of enfeeblement (0 slots); cantrips (4th) acid splash, detect magic, ghost sound, mage hand
Chelicerae Venom (incapacitation, poison) The enfeebled condition from chelicerae venom lasts for 24 hours. Saving Throw Fortitude DC 25; Maximum Duration 4 rounds: Stage 1 unconscious (1 round); Stage 2 unconscious and enfeebled 1 (1 round); Stage 3 unconscious and enfeebled 2 (1 round); Stage 4 unconscious and enfeebled 4
Siphon Spell Slots The chelicerae doesn't have spell slots it can use to cast its innate spells. Instead, it must drain energy from living creatures it has grabbed to power its spells. As part of the Cast a Spell action, it can draw energy from a grabbed creature, expending one of the creature's spell slots of the same rank as the spell it wishes to cast. It can heighten any spell it knows to the rank of the siphoned spell slot, even if the siphoned slot is higher than 4th.
If it has a creature grabbed that has no spell slots (whether they've all been expended, or don't have any naturally), the chelicerae can instead increase the creature's stupified condition by an amount equal to the rank of the spell it wishes to cast, to a maximum of 4th rank. The creature's stupified condition can be increased to a maximum of double its Wisdom, and once it's stupified value has reached that point it can no longer be used to power any spells. The stupified condition from this effect is reduced by 1 each time the target completes a full night's rest.
13th Age
Chelicerae
Large 4th level troop [aberration]
Initiative: +8
Bite +9 vs. AC - 20 damage and the chelicerae grabs the target.
Natural Even Hit: The chelicerae can make a venom attack against the target as a free action.
[Special Trigger] Venom +9 vs. AC - The target is stunned (save ends).
C: Psychic Burst +9 vs. MD (1d4 nearby enemies) - 14 psychic damage.
Limited Use: The chelicerae must have an enemy grabbed to make this attack. The grabbed enemy either expends one of its spells until its next full heal up, or takes 10 mental damage and a cumulative -1 penalty to all attack rolls and defenses until its next full heal up (to a maximum of -4) if it doesn’t have any spells to expend.
Wall Climber.
AC 20 PD 15 MD 17 HP 106