[The AD&D Fiend Folio has two monsters, the dune stalker and the phantom stalker, that serve as Earth and Fire counterparts to the Monster Manual's invisible stalker. Why there isn't a water equivalent, I am not sure. Maybe there was one that was cut during development, or the authors considered the water weird to fill that niche. I've already done my take on the phantom stalker a long time ago with the scorching hunter, but never got around to the dune stalker. Until now. All three D&D versions of the dune stalker have a save or die effect, which is probably why it hasn't gotten an update since the 3.0 Monster Manual II. I've "softened" it to merely doing more hp damage than usual for its CR, stretched out over a few rounds in order to maximize tension while also increasing the likelihood for a character to get saved.
Speaking of maximizing tension, I've been unemployed for a year and my writing is my main source of income. Help save me by donating at the Creature Codex Patreon here]
Dune Stalker
CR 9 NE Outsider (elemental)
This hulking humanoid creature has a large, roughly triangular head with a leering face, broad shoulders and a narrow waist. Its skin is a rusty red hue and sandy texture. Its arms are long and muscular, the bony clawed fingers nearly touching the ground.
Dune stalkers are malevolent creatures of Earth that are consummate trackers and masters of sonic vibrations. Their own name for themselves is “katalofon”. They despise cold and moisture, and often dwell in areas where elemental earth and fire overlap. Katalofons are favored by Ayrzul and are used by the Fossilized King as spies and assassins, roaming far from the Blistering Labyrinth to collect intelligence and strike down his enemies. Their skill at tracking is such that mortal spellcasters often summon them to hunt down their own enemies. Dune stalkers resent being summoned and are uncommunicative around mortals, leading to rumors that they cannot speak.
Given their skill at tracking, a dune stalker will often follow a party at a distance for hours or days, spying on them in order to learn about their strengths and weaknesses. They attack from ambush, using their skill at climbing and leaping to set up in an inaccessible spot. From their ambuscade, they fire bolts of sonic energy from their mouths. When opponents close the gap into melee, or if they try to flee, the katalofon gets close, grabbing their target and pressing their faces together in what’s called the “kiss of death”. The kiss of death is lethal sonic vibrations that reverberate through a victim’s hard tissues, killing them by shattering their skeletons. After setting up one kiss of death, a dune stalker will often drop the suffering victim and attempt to give a kiss of death to another enemy. If summoned to perform a task, or if working for the will of Ayrzul, dune stalkers fight to the death. If engaged in cruelty for their own amusement, they flee when badly injured.
Dune stalkers stand between six and seven feet tall fully upright, but find stooped postures more comfortable.
Dune Stalker CR 9
XP 6,400
NE Medium outsider (earth, extraplanar)
Init +8; Senses darkvision 60 ft., Perception +21
Defense
AC 23, touch 15, flat-footed 18 (+4 Dex, +1 dodge, +8 natural)
hp 114 (12d10+48)
Fort +11, Ref +8, Will +10
DR 10/magic; Immune elemental traits, fire; SR 20
Offense
Speed 40 ft., climb 20 ft.
Melee 2 claws +15 (1d8+3 plus grab)
Ranged sonic pulse +16 touch (4d6 sonic)
Special Attacks kiss of death
Statistics
Str 17, Dex 19, Con 16, Int 13, Wis 14, Cha 16
Base Atk +12; CMB +15; CMD 30
Feats Dodge, Improved Initiative, Mobility, Point Blank Shot, Precise Shot, Toughness
Skills Acrobatics +23 (+27 jumping), Climb +26, Intimidate +18, Perception +17, Sense Motive +17, Stealth +19, Survival +21; Racial Modifiers +4 Acrobatics, +4 Survival
Languages Common, Terran
SQ desert walker, improved tracking
Ecology
Environment warm and temperate deserts (Plane of Earth, Plane of Fire)
Organization solitary or squad (2-6)
Treasure standard
Special Abilities
Desert Walker (Ex) A dune stalker ignores difficult terrain from rubble, sand or other natural desert terrain features.
Improved Tracking (Ex) A dune stalker takes no penalty to Survival checks when tracking and moving at any speed.
Kiss of Death (Su) A dune stalker can make a melee touch attack against a creature it is grappling as part of the action to maintain the grapple. If it hits, the creature takes 3d6 sonic damage and is stunned for 1 round. A successful DC 19 Fortitude save halves the damage and negates the stunning. Regardless of whether the save succeeds or fails, the creature is affected for the next 2 rounds, taking 6d6 points of sonic damage and stunned for 1 round on the second round, and 9d6 sonic damage and stunned for 1 round on the third round. A successful DC 19 Fortitude save each round halves the damage and negates the stunned condition for that round. A creature cannot be under the effect of multiple kisses of death from the same dune stalker at the same time. Although the effect cannot be dispelled, it ceases in the area of a silence spell. The save DC is Constitution based.
Sonic Pulse (Su) As a standard action at will, a dune stalker can fire a beam of sonic energy as a ranged touch attack at a range of 100 feet. A creature or object struck takes 4d6 points of sonic damage (no save).
[This is something of an experiment in a number of different ways. Firstly, this is the first true dragon I'm converting of my own initiative, instead of being sponsored to do it. Secondly, I am trying to encourage more people to subscribe to the Patreon at the $1 tier. I have almost twice as many free subscribers as I have paid ones, and while I want to keep the bulk of my monsters paywall free, perhaps having multiple dragon stat blocks will entice some folks to upgrade. So this is only the adult stat block, and the example stat blocks for the young and ancient dragons will be at the $1 tier for now. I do intend on eventually releasing paid monsters on the blog for free, but it will be at a delay.
As for the monster itself... with Pathfinder 2e Remastered shaking off the last scraps of the SRD, that meant that it lost the classic D&D chromatic and metallic dragons. Which on the one hand is a shame, because they're so iconic, but on the other hand, Pathfinder had been using its own original dragons more and more, and this shift encouraged them to create more original dragons. And I do mean "original". The conspirator dragon is a take on the "dragons are manipulating humanoid society" trope that D&D loves, only going in a weird body horror adjacent direction. PF2e Remastered lacks explicit alignments, but due to the conspirator dragon's super manipulative nature, I went with NE. I figure that these Remastered dragons are all less tied to their alignments than the classic ten, so feel even more free than usual to shift the conspirator dragon's alignment to the needs of your game. I'm using poison for the breath weapon because that's the way it is in the original. If you dislike poison dealing hp damage, change it to acid.
If you'd like to see stat blocks for young and ancient conspirator dragons, as well as other exclusive content, please visit the Creature Codex Patreon here]
Dragon, Conspirator
NE Dragon (CR varies)
This dragon is lean and wrinkled, as if its skin is designed to expand and contract. It has slim forelimbs with delicate clawed hands and walks upright. Its wings are more like enlarged hands, with claws protruding from the membrane. Its tail is long and worm-like, and fleshy tendrils emerge from its back. Strangest and most disturbing is the outline of a humanoid face on the upper surface of its head.
Conspirator dragons are sinister creatures with occult powers and a compulsion to manipulate the affairs of civilizations. They insinuate themselves into society in one or more humanoid guises and bending the will of the people around their own. Sometimes this is for the purpose of gaining wealth and power, but other times it is merely for the dragon’s entertainment. Most conspirator dragons become nobles, courtiers and others with access to privilege, but some pose instead as powerful warlords and allow humanoids to believe they’re in control rather than the other way around. Conspirator dragons are patient and subtle, but when their schemes are threatened, move quickly to crush their opposition and remove any evidence of their draconic nature.
From birth, a conspirator dragon can weave a flesh suit, conjured from ectoplasm and wrapping around itself in an impossibly perfect simulacrum of humanity. As wyrmlings, conspirator dragons disguise themselves as humanoid infants, taking on larger forms and more proactive roles as they age. Elder conspirator dragons sometimes masquerade as giants, especially if they seek physical conquest, but more often they maintain disguises of Medium size even as they grow much larger. A conspirator dragon’s musculature is designed to fold and deflate, with biological straps and latches that help hold their forms tight. The strain of condensing into a flesh suit is released as dangerous force if the suit is destroyed through violence or if the dragon chooses to.
The breath of a conspirator dragon is a cone of toxic smoke—the toxin denatures quickly, leaving swathes of necrotic tissue in its wake, but the smoke lingers and provides useful concealment for a quick escape or hit and run attacks. Even an infant conspirator dragon can generate deadly psychic vibrations at a distance, which they can use whether in their natural or disguised forms. As they age, conspirator dragons gain access to potent mind-influencing magic, and by adulthood a conspirator dragon often surrounds itself with charmed minions to do most of the fighting for it. Elder conspirator dragons become a mental blank spot, automatically passing from the memories of most creatures who encounter them in their natural form.
Conspirator dragons see themselves as above mere mortals, and speak in condescending tones when not in character. They are typically quite charming and persuasive, but rarely if ever afford themselves actual fondness towards any of their pawns. Their treasure hoards include as many secrets and extortion materials as they do physical treasures, such as copies of letters and evidence of crimes. Conspirator dragons usually live in cities, but may keep a lair in the wilderness nearby in order to stretch out into their draconic forms and relax.
Instructions for how to build a conspirator dragon, as well as the statistics for an adult conspirator dragon, are below the cut.
Conspirator Dragon
NE dragon (air)
Base Statistics
CR 4; Size Tiny; HD 5d12
Speed 40 ft., climb 30 ft.
Natural Armor +0; Breath Weapon cone, 2d6 poison
Str 12, Dex 19, Con 10, Int 13, Wis 16, Cha 17
Ecology
Environment any urban
Organization solitary
Treasure triple standard
Special Abilities
Aura of Forgetfulness (Su) All creatures within 120 feet of a wyrm or older conspirator dragon must succeed a Will save (Cha based DC) or their memory of the dragon fades away 1 minute after leaving the aura. The memories are filled in with false memories to explain details, such as attributing the dragon’s smoke breath to a nearby fire. On a success, the creature becomes immune to the aura of that conspirator dragon for the next 24 hours. A conspirator dragon’s aura of forgetfulness is suppressed when the dragon wears its conjured disguise.
Compression (Ex) A young adult or older conspirator dragon gains the compression universal monster ability.
Conjure Disguise (Su) By spending 1 minute, a conspirator dragon can create a flesh suit, replicating the appearance of a specific humanoid or giant of its size or smaller (including clothing if it so desires), and fold its body to fit inside of it. While creating this disguise, the conspirator dragon is considered flat-footed. The disguise is lost if the dragon stops in the middle of the process or it is interrupted. A conspirator dragon can conjure a disguise once per day.
The conjured disguise functions as the change shape ability, except that it grants the conspirator dragon a +16 racial bonus to disguise itself as an individual. A conspirator dragon can remain in its conjured disguise indefinitely, but the disguise is destroyed if the conspirator dragon is subject to a critical hit. If the conspirator dragon has the detonate disguise ability, destroying the disguise causes the detonate disguise to trigger, except that the effect suffers a -4 penalty to its save DC.
Detonate Disguise (Su) As a standard action, a very young or older conspirator dragon can burst out of its conjured disguise, assuming its true form. When it does so, all creatures adjacent to the conspirator dragon must succeed a Reflex save (Con based DC), or take bludgeoning damage equal to the dragon’s breath weapon, as they are pummeled with scraps of flesh. A creature that fails its save is dazzled for 1 round. Any creature now sharing a space with the dragon when it detonates its disguise is pushed to the nearest adjacent space.
Mental Blast (Su) As a standard action, a conspirator dragon can attack the mind of a creature within 100 feet. Treat this as a ranged attack with a range of 100 feet and no range increment that deals 1d8 psychic damage plus the conspirator dragon’s Charisma bonus. As the dragon’s size increases, the base damage of the mental blast increases, as if it were a typical natural weapon. A conspirator dragon can use this ability while in its conjured disguise or rushed transformation.
Numbing Blast (Su) A creature struck by the mental blast of an ancient or older conspirator dragon must succeed a Will save (Cha based DC) or be flat-footed until the end of the conspirator dragon’s next turn.
Rushed Transformation (Su) A juvenile or older conspirator dragon can, as a full round action, assume a humanoid form of its size or smaller once per day. This functions as a supernatural version of an alter self or giant form spell that lasts for 1 minute. When the effect ends, the conspirator dragon resumes its normal form and sheds scraps of flesh without detonating its disguise.
Smoke Breath (Su) When a conspirator dragon uses its breath weapon, the area affected is filled with smoke that obscures vision as per a fog cloud spell for 1 minute or until dispersed by wind. This smoke does not continue to deal damage.
Sneak Attack (Ex) A young conspirator dragon gains +1d6 sneak attack damage, as the rogue ability of the same name. Its sneak attack damage increases by one die every three age categories.
Spells A conspirator dragon uses the spellcasting of a psychic rather than a sorcerer.
Spell-like Abilities A conspirator dragon gains the following spell-like abilities, usable at will upon reaching the appropriate age category. Very young—charm person; Young—detect thoughts; Young adult—charm monster; Mature adult—modify memory; Old—mind probe; Great wyrm—dominate monster.
Twisting Body (Ex) A very young or older conspirator dragon gains a +1 dodge bonus to AC and CMD per 2 age categories, and a +2 racial bonus on Escape Artist checks per age category. It loses these bonuses inside a conjured or rushed disguise.
Adult Conspirator Dragon CR 12
XP 19,200
NE Large dragon (air)
Init +6; Senses dragon senses, Perception +16
Defense
AC 29, touch 14, flat-footed 24 (-1 size, +2 Dex, +3 dodge, +15 natural)
hp 172 (15d12+75)
Fort +13, Ref +11, Will +15
DR 5/magic; Immune charms, compulsions, paralysis, sleep; SR 23
Defensive Abilities twisting body
Offense
Speed 40 ft., climb 30 ft., fly 200 ft. (poor)
Melee bite +22 (2d6+12), 2 claws +22 (1d8+8), 2 wings +20 (1d6+4), tail slap +20 (1d8+12)
Ranged mental blast +16 (3d6+6 psychic)
Space 10 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks breath weapon (12d6 poison, 40 ft. cone, Ref DC 21), detonate disguise (12d6, Ref DC 21), smoke breath, sneak attack +2d6
Spells CL 5th, concentration +11 (+15 casting defensively)
2nd (6/day)—blur, undetectable alignment
1st (8/day)—comprehend languages, expeditious retreat, identify, vanish
0th—arcane mark, detect magic, light, mage hand, message, read magic
Spell-like Abilities CL 15th, concentration +21 (+25 casting defensively)
At will—charm person (DC 17), charm monster (DC 20), detect thoughts (DC 18)
Statistics
Str 26, Dex 15, Con 18, Int 19, Wis 22, Cha 23
Base Atk +15; CMB +24; CMD 39
Feats Alertness, Blind Fight, Combat Casting, Combat Reflexes, Deceitful, Improved Initiative, Multiattack, Toughness
Skills Bluff +24, Diplomacy +20, Disguise +21 (+37 with conjured disguise), Escape Artist +25, Fly +10, Intimidate +20, Knowledge (arcana, local, nobility) +18, Linguistics +14, Perception +24, Sense Motive +24, Spellcraft +18; Racial Modifiers +16 Disguise with conjured disguise, +12 Escape Artist
Languages Abyssal, Common, Draconic, Dwarven, Giant, Gnome, Infernal, Orc, Undercommon
SQ compression, conjure disguise (Large or smaller humanoid or giant), rushed transformation
[Sponsored by @thetygre, who wanted a modern meme unicorn as a counterpoint to the exalted unicorn. The instructions were to make them player facing, which inspired me to give them some flexibility in how they could be used in a party. Some of the sources I drew inspiration from include Uni from the Dungeons and Dragons cartoon, the Gravity Falls episode "The Last Mablecorn", and Donkey from Shrek.
If you'd like to be the unicorn investor who funds my great work, or just chip in a few bucks to help out, please visit the Creature Codex Patreon here]
Chromacorn
CR 2 N Magical Beast
This undersized equine has a proportionately large head and short legs. Its mane and tail are luxurious and rainbow-hued, and a gleaming metallic horn grows from its head.
Chromacorns are small, magically gifted kin to unicorns, embodying joy and whimsy. They like bright colors, sweet flavors, sparkles and rainbows, and can generate them through illusions if none are to be found in their immediate environment. Chromacorns vary in alignment as people do, but no matter their alignment have child-like personalities. Chromacorns universally consider adventuring to be fun and fascinating. Unlike ordinary unicorns, which are reclusive and distant towards mortals, chromacorns often seek people out, trying to find a kindred spirit to befriend and join on their adventures. Unfortunately, chromacorns lack the ability to detect alignment or to take no for an answer, leading them sometimes to bad ends and sometimes to deeply irritate those they hope to impress.
Most chromacorns do not seek out combat, although evil ones will occasionally pick fights they think they can win, especially if they are accompanied by a party of adventurers. Their horns are magic and can deal considerable damage on a charge. Chromacorns use their spell-like abilities to defend themselves, distracting enemies with illusions or stunning them with a color spray. A chromacorn can teleport, leaving a dazzling rainbow in the path between its starting point and its destination, but whether that is used to dive headlong into combat or to escape it depends on the chromacorn’s personality.
A chromacorn can be taken as a familiar by a character with the Improved Familiar feat. The character must be at least 7th level and have an alignment within one step of the chromacorn’s alignment. They may also join adventuring parties as a cohort (counting as a 6th level character for that purpose). Chromacorn cohorts often take levels in bard, sorcerer or oracle, or may take the giant template once instead of a level, willing themselves to become big enough to ride.
Chromacorn CR 2
XP 600
N Small magical beast
Init +2; Senses darkvision 60 ft., low-light vision, Perception +4
Defense
AC 14, touch 13, flat-footed 12 (+1 size, +2 Dex, +1 natural)
hp 15 (2d10+4)
Fort +5, Ref +5, Will +0
Immune charms, compulsion, poison
Offense
Speed 40 ft.
Melee gore +4 (1d4+1)
Special Attacks magic horn, powerful charge (gore, 2d4+2)
Spell-like Abilities CL 3rd, concentration +5 (+7 casting defensively)
At will—light, mage hand, prestidigitation
3/day—faerie fire, minor image (DC 13)
1/day—color spray (DC 13), cure light wounds, invisibility
Statistics
Str 11, Dex 15, Con 14, Int 8, Wis 11, Cha 14
Base Atk +2; CMB +2; CMD 14 (18 vs. trip)
Feats Combat Casting
Skills Acrobatics +6 (+10 when jumping), Perception +4
Languages Common, Sylvan
SQ alignment variation, rainbow jump
Ecology
Environment any forests
Organization solitary, pair, herd (3-8) or partnership (1 plus 1 humanoid)
Treasure incidental
Special Abilities
Alignment Variation (Sp) Chromacorns can be of any alignment; each alignment gains a 2nd level spell-like ability they can use once per day, as listed below.
Lawful good: calm emotions (DC 14)
Neutral good: resist energy
Chaotic good: protection from arrows
Lawful neutral: detect thoughts (DC 14)
Neutral: invisibility
Chaotic Neutral: knock
Lawful Evil: scorching ray
Neutral Evil: compulsive liar (DC 14)
Chaotic Evil: disfiguring touch (DC 14)
Magic Horn (Su) A chromacorn’s horn is treated as if it were a +1 weapon.
Rainbow Jump (Su) Once per day, a chromacorn can teleport up to 120 feet as a move action. Any attack it makes in the same turn as it uses its rainbow jump is treated as a charge. When a chromacorn uses this ability, a glowing rainbow appears in a straight line between its previous and current locations, causing all creatures within or passing through those spaces to succeed a DC 13 Fortitude save or be dazzled for 1 round. The rainbow persists for 1 minute. The save DC is Charisma based.
[The needleman is one of those monsters that's never the same twice. The original was a White Dwarf creation, the result of a botched raise dead spell incorporating the pine needles a corpse was laid on and fusing them into the resultant creature. Which makes you wonder why this happens so often that you could get encounter groups of up to 50 of them. It lost this origin in the 1e Fiend Folio, but retained its zombie-like appearance. 2e gave them an attempt at a realistic ecology, although it made them explicitly deciduous; they change color and go dormant in the winter, because the author I think didn't make the connection between needles and pine trees. 3e kept that flavor, but Tony DiTerlizzi provided the best illustration yet; its stick insect-like appearance foreshadows the look of the sprites in the Spiderwick books. And in 5e, they got updated as the "needle blight", becoming evil for the first time but losing their enmity with elves.
This version is picking and choosing bits I like best from all of the previous versions, but putting a new spin on why they don't really have a society, just hanging out in the forest despite being intelligent. Making them workers for a single tree also turns them into something of a spin on the orcwort, a monster that appears a couple pages later in the 3.0 Monster Manual 2. That's a giant carnivorous tree that grows vegetable orcs, "wortlings", to gather food for it. The orcwort doesn't really work well, because the orcwort is a CR 20 and its wortlings are CR 3, and D&D 3.x is the worst edition to do a "powerful boss with lots of weak minions" battle in. I avoid that problem by keeping the needlefolk's tree out of combat. It's just a tree.
If you don't mind me needling you a bit, check out the Creature Codex Patreon.]
Needlefolk
CR 2 N Plant
This bipedal creature resembles a humanoid insect made of plant material. Its head is small, featuring mandibles and eyestalks, and its long neck and shoulders are covered in sharp pine needles. Its limbs are spindly, ending in thorny claws.
Needlefolk are sapient carnivorous plants native to coniferous forests. They can perform photosynthesis, but cannot root in soil, and so occasionally feed on small animals to gain nitrogen and other minerals. They hunt birds, squirrels and other game by firing clusters of needles from their shoulders, which also serve to protect them from large herbivores that don’t mind their meals moving around. Needlefolk quite literally grow on trees; some magical confiers can grow needlefolk instead of the usual cones under periods of stress. The needlefolk protect the tree from loggers, beavers and other existential threats, tend to it to remove diseased wood or parasitic fungi, and carry its reproductive cones and plant them in environments where they’re likely to grow well. They do not especially care if other trees in the area are disturbed. If two needlefolk trees grow close to each other, their needlefolk will go to war, the winners eventually killing the losing tree to remove the competition.
Needlefolk are typically peaceful towards humanoids who leave their trees alone, but become violently agitated in the presence of elves. Needlefolk can sense the presence of elves at a remarkable distance, and when they do, recruit their fellows into armies to wage war. The incensed needlefolk will not hesitate to attack the companions of elves, but once all elves in the party are slain, retreat. The specificity of this ire raises questions as to its cause. The leading hypothesis is that some fey power granted trees the ability to grow needlefolk as a way to create a weapon against elves, but who holds this grudge and why is still a mystery.
Needlefolk CR 2
XP 600
N Medium plant
Init +2; Senses elf sense 360 ft., low-light vision, Perception +7
Defense
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 22 (3d8+9)
Fort +7, Ref +3, Will +3
Immune plant traits
Defensive Abilities spiny
Offense
Speed 30 ft.
Melee 2 claws +3 (1d4+1)
Ranged needles +4 (1d12+1)
Statistics
Str 12, Dex 15, Con 17, Int 6, Wis 15, Cha 6
Base Atk +2; CMB +3; CMD 15
Feats Deadly Aim, Point Blank Shot
Skills Perception +7, Stealth +6 (+14 in forests); Racial Modifiers +8 Stealth in forests
Languages Sylvan
SQ woodland stride
Ecology
Environment any forests
Organization solitary, pair or grove (5-50)
Treasure standard
Special Abilities
Elf Sense (Su) A needlefolk can sense the presence of elves within 360 feet, as if it had blindsense.
Needles (Ex) A needlefolk can launch a cluster of pine needles at a single target as an attack action. Treat this as an attack with a projectile weapon with a range increment of 20 feet that deals 1d12 points of damage plus the needlefolk’s Strength bonus.
Spiny (Ex) A creature striking a needlefolk with a natural weapon, unarmed strike or melee touch attack must succeed a DC 13 Reflex save or take 1d4+1 points of piercing damage.
Woodland Stride (Ex) A needlefolk ignores movement penalties from naturally occurring vegetation.
[As I have said before, I like how Paizo replaced generic elementals with individual creatures with their own abilities. I do not like how little flavor text each of these gets, typically one or two sentences. So like with a number of these retro-conversions, I had to expand on a single sentence in order to give this a full niche for encounter building and personality.
If you'd like to support me as I approach my monster 2100, please join the Creature Codex Patreon here]
Granite Glyptodont
CR 8 N Outsider (elemental)
This bulky creature looks something like a rhinoceros-sized armadillo made of stone. It has a blunt, squared off muzzle, a high back, and a long tail ending in a slab of jagged rock.
Granite glyptodonts are a lineage of earth elemental that embodies the patience and stability of stone. Effectively immortal unless slain through violence, granite glyptodonts dwell near rock formations and mineral deposits of great beauty and watch them slowly build and erode naturally. They tolerate the presence of other creatures if they have come to observe respectfully, but any attempt to damage, destroy or alter the glyptodont’s chosen geological formation is met with violence. Although a granite glyptodont’s tail can crush flesh and shatter bone, it also petrifies them. A granite glyptodont takes moral satisfaction in demonstrating the patience of stone to mortal creatures first-hand, and those who free themselves from their stony state are allowed to leave peacefully if they show evidence of contrition. Those that cannot free themselves become part of the glyptodont’s statue garden, where their slow erosion can also be contemplated.
Granite Glyptodont CR 8
XP 4,800
N Large outsider (earth, elemental, extraplanar)
Init +1; Senses darkvision 60 ft., Perception +19, tremorsense 90 ft.
Defense
AC 21, touch 10, flat-footed 20 (-1 size, +1 Dex, +11 natural)
hp 103 (9d10+54)
Fort +12, Ref +4, Will +11
DR 10/adamantine; Immune elemental traits
Offense
Speed 30 ft., burrow 20 ft.; earth glide
Melee tail +14 (2d12+9 plus calcify)
Space 10 ft.; Reach 10 ft.
Statistics
Str 23, Dex 13, Con 22, Int 10, Wis 20, Cha 11
Base Atk +9; CMB +16 (+18 bull rush); CMD 27 (29 vs. bull rush, 31 vs. trip)
Feats Alertness, Blind Fight, Combat Reflexes, Improved Bull Rush, Power Attack
Skills Knowledge (planes) +12, Perception +19, Sense Motive +19, Stealth +9 (+17 in rocky environments); Racial Modifiers +8 Stealth in rocky environments
Languages Terran
SQ thagomizer
Ecology
Environment underground (Plane of Earth)
Organization solitary or pair
Treasure incidental
Special Abilities
Calcify (Su) A creature struck by a granite glyptodont’s tail attack must succeed a DC 20 Fortitude save or take 1d4 points of Dexterity damage and be slowed (as the spell) for 1 minute. Additional failed saves increase the duration of the slow effect as well as deal more Dex damage. A creature reduced to 0 Dexterity is petrified for 24 hours. Every 24 hours, a petrified creature can attempt another DC 20 Fortitude save; if it succeeds, it is restored to 1 Dexterity and is slowed for the next 24 hours. If it fails three of these saves, it is petrified permanently until restored via break enchantment, stone to flesh or a similar effect. The save DC is Constitution based.
Thagomizer (Ex) A granit glyptodont’s tail attack deals bludgeoning and piercing damage.
[Sponsored by @justicegundam82. As with most of the nindoru I've done retroconversions for so far, a lot of the mechanical work was in paring down the power level to more suited for what Pathfinder 1e considers appropriate for the CR. The idja can reduce PC actions and confuse, so they're still pretty powerful even without a Strength of 22.
If you'd like to join justicegundam82 in sponsoring your own monsters, or if you just want to help out, please join the Creature Codex Patreon here]
Nindoru, Idja
CR 6 CE Outsider (native)
This creature resembles a rotting giant, with arms shattered and stretched until they move like tentacles. It wears a cape made of moldy straw, and holds a broken katana in its hands. The creature has no head, merely a wicker cage filled with blood-red butterflies affixed to the stump of its neck.
The idja are nindoru of forgetfulness, formed from the souls of those who reached enlightenment but renounced it in favor of the pleasures of the flesh. In their wracked form as nindoru, they have lost their heads entirely, their brains replaced with butterflies carrying fragments of the memories of their past lives and those of their victims. Idja consider their existence futile and unfair, intentionally losing themselves in their memories of fleeting pleasures day and night. As such, idja do not sleep, and are used by other nindoru as guardians and jailers.
The very presence of an idja causes memory lapses and forgetfulness, causing enemies to forget their tactics and purpose even in mid-battle. Their shattered arms are elastic and flexible, granting them superior reach even by comparison to other Large creatures. Idja favor weapons associated with high status, such as katanas, and like other nindoru can wield them easily no matter how rusted or broken they are. An idja can release its memory butterflies in combat, confusing enemies with glimpses of other lives. Although idjas are not very smart, they are tactically minded enough to coordinate attacks and spell-like abilities to eliminate one target at a time, all the better to shred their soul and create another nindoru to wallow in the same misery.
Idja CR 6
XP 2,400
CE Large outsider (native, nindoru)
Init +6; Senses darkvision 60 ft., Perception +11
Aura forgetfulness (30 ft., Will DC 15)
Defense
AC 18, touch 11, flat-footed 16 (-1 size, +2 Dex, +7 natural)
hp 73 (7d10+35)
Fort +10, Ref +4, Will +7
DR 5/silver; Immune death effects, energy drain, exhaustion, fatigue, sleep effects; Resist negative 10, psychic 10
Offense
Speed 30 ft.
Melee broken Large katana +11/+6 (2d6+7/18-20)
Space 10 ft.; Reach 15 ft.
Special Attacks manifest false memories, ruin wielder
Spell-like Abilities CL 6th, concentration +8 (+12 casting defensively)
At will—decrepit disguise (DC 13), mind thrust I (DC 13), quintessence (DC 13)
3/day— touch of idiocy, true strike
1/day—inflict pain (DC 15), shatter (DC 14)
Statistics
Str 19, Dex 15, Con 20, Int 7, Wis 14, Cha 14
Base Atk +7; CMB +12; CMD 24
Feats Combat Casting, Combat Reflexes, Exotic Weapon Proficiency (katana) (B), Improved Initiative, Power Attack
Skills Climb +14, Intimidate +12, Perception +12, Swim +14
Languages Aklo, Common, Necril
SQ soul shred (DC 21)
Ecology
Environment any land or underground
Organization solitary, pair or troop (3-6)
Treasure incidental (broken katana)
Special Abilities
Aura of Forgetfulness (Su) All creatures except nindoru within 30 feet of an idja must succeed a DC 15 Will save or be staggered for 1 round. This is a mind-influencing effect, and the save DC is Charisma based.
Manifest False Memories (Su) As a standard action once every 1d4 rounds, an idja can open its cage head and release blood butterflies in a 10 foot radius. All creatures except nindoru in the area must succeed a DC 15 Will save or take 1d4 points of Wisdom damage and be confused for 1 round. This is a mind-influencing effect, and the save DC is Charisma based.
Ruin Wielder (Su) Any broken weapon wielded by an idja ignores the penalties for being broken. The guhdggi can treat any broken weapon as a +1 weapon.
This conversion was short and sweet! I'm pretty satisfied with this critter, except for the swarm form ability. Please tell me if you think it's fine or if it should be toned down (or up). Other than that, enjoy!
Also, see here for general likhoradka traits.
LIKHORADKA, OGNEYA
Image (c) mimir.net, Ogneya
This grotesque hybrid between a bat and a mosquito has large bat-like ears, four spindly limbs ending in clawed hands, and bulging yellow eyes.
Organization solitary, pair, swarm (3-6) or infestation (7-12)
Treasure none
SPECIAL ABILITIES
Gas Vulnerability (Ex): An ogneya has a -2 racial penalty on saving throws against gas- or scent-based attacks (like a stinking cloud spell or a troglodyte’s stench). An ogneya’s immunity to poison does not apply to such attacks.
Miasmatic Presence (Su): An ogneya’s miasmatic presence causes bonebreaker fever in those who fail their saving throw.
Bonecrusher Fever: Miasmatic Presence – save Fort DC 14; onset immediate; frequency 1/day; effect 1d4 Dex damage; cure 2 consecutive saves
Swarm Form (Su): As a standard action, an ogneya can turn into a swarm of Diminutive biting mosquitoes. In this form, it assumes all the standard swarm traits and becomes immune to weapon damage. Its characteristics become: Armor Class 18, touch 18, flat-footed 14 (+4 Dex, +4 size); Speed 5 ft., fly 40 ft. (good); Melee swarm (2d6 plus distraction) and its Strength score falls to 1. Turning back into its standard form is a standard action for the ogneya. An ogneya can stay in swarm form for no longer than 6 consecutive rounds, and must wait one hour between uses of ths ability in order to use it again.
Among the likhorada, the ogneyas are creatures of sweltering heat, stagnant water, and exhausting fever. Their preferred hunting grounds are steaming jungles, marshes, river deltas, and overcrowded ports, where insects breed in abundance and exhausted laborers offer easy prey.
Unlike many fiends, ogneyas are neither patient conspirators nor grand strategists. They possess an almost childlike enthusiasm for spreading sickness, chattering excitedly as epidemics blossom around them. They compete with one another over whose fever can claim the most victims, and tales tell of whole swarms descending upon bustling harbor cities after hurricanes or floods, eager to turn natural disaster into widespread pestilence.
The one genuine vulnerability of the ogneya is poison gas. Smoke, toxic vapours, and noxious fumes all disrupt the swarm. It is the oldest protection against mosquitoes: light a smudge-fire, burn the right herbs, and the ogneya are repelled.
ELDER OGNEYA
While bonecrusher fever is their typical disease, a few ogneyas, more ancient than most of their kin, can spread different maladies. Suck ogneyas are stronger than their lesser kin, having the advanced simple templates, and spreading malaria with their miasmatic presence (save Fortitude DC 16; onset immediate; frequency 1/day; effect 1d3 Con damage and 1d3 Wis Damage; cure 2 consecutive saves).
[Oh how the star of the jermlaine has fallen! These vicious little humanoids might be considered one of the breakout stars of the Fiend Folio, as they turned up in lots of AD&D Forgotten Realms adventures, got a two page spread in the 2e Monstrous Manual, and even got cover status on the AD&D DC comic:
But after a rather desultory appearance in 3e's Monster Manual 2 that stripped out most of their flavor text, the jermlaines all but vanished. I suspect it's because they got usurped by a core monster. The idea of a small weak monster that fights in droves, sets lots of traps, and uses sophisticated and unfair tactics got transferred to kobolds thanks to "Tucker's kobolds" in Dragon Magazine and adventures like Dragon Mountain and The Sunless Citadel. And since kobolds are pathetic in a cute way and jermlaines are just sort of gross... the shift was never really questioned.
The 2e version of jermlaines calls them gremlins, which is fair, as the name is a mispronunciation of gremlin (like calling goblins "gerblins"). And jermlaines are fey in 3.0. But they don't really have magical abilities, and the Dragon Magazine "Ecology of the Jermlaine" article stresses their connection to gnomes. So I went that direction. There's plenty of gremlins in Pathfinder anyway (the jinkin even has a name very close to one of the jermlaine's aliases, jinxkin), and not a lot of Tiny humanoids.
If you'd like to support my writing and research into the nooks and crannies of D&D, please join the Creature Codex Patreon here]
Jermlaine
CR ½ NE Humanoid (gnome)
This tiny humanoid is the size of a human baby but clearly full grown, as well as filthy and disheveled. It wears little more than scraps, and its skin hangs loosely over its body. Its head is bald and conical, and it has jug ears.
Gnomes are well known for following their passions and obsessive interests in specific topics, and the jermlaines are an example of how this can potentially lead to an ill end. At least to others; jermlaines seem perfectly content with their lot in life. The ancestors of the jermlaines were gnomes who were fascinated by rats and sought to not only communicate with them better, but alter their own society and bodies to emulate them. Whether through alchemical mutation, druidic magic, the influence of their fey heritage or some combination thereof, these gnomes became smaller in stature and developed greater fecundity at a cost to their lifespans. Their name, jermlaine, is a corruption of the word “gremlin”, adopted by the jermlaine as mockery of the common misunderstanding that they belong to that lineage of destructive fey pests.
Jermlaines live lives as aggressive scavengers. They live (literally) in the shadows of other Darklands peoples such as caligni, drow, duergar or troglodytes, stealing their stored food and more portable supplies. They disdain larger humanoids to the point of cruelty, and typically fight to capture and humiliate instead of kill. Jermlaines will trap passages with trip wires, pits and nets, waiting to ambush creatures that pass through. Foes are swarmed while prone or entangled and beaten unconscious, then stripped, shaved (jermlaines favor humanoid hair for making ropes and nets), tied up and left near the lair of a predatory monster. Some creatures have learned that jermlaines living nearby result in occasional treats of humanoid flesh, and so consider them allies.
Jermlaines live in densely packed burrows accessible only through tunnels too narrow for larger humanoids to access easily. They love rodents of all kinds, treating rats, dire rats or osquips more like peers than pets; jermlaine clans with osquips rarely keep other types of rodents, lest they be devoured. Jermlaines are exceptionally fecund, with a single mother able to give birth to a dozen children in a year, who are fully grown within two years. Women are more likely to remain in the burrow to rear their many children and make tools and weapons, and men more likely to be sent out to forage and claim territory. Jermlaines are excellent alchemists, and are often equipped with acid, alchemist fire, tanglefoot bags and other alchemical weaponry. If a burrow becomes too crowded, the jermlaines will split apart, although these splintered families still often stay in touch, and members of one may join another if their burrow is wiped out.
A jermlaine stands about one foot tall and weighs ten pounds on average. Their baggy skin is sometimes mistaken for ponchos in low light, and helps them slip through tight spaces and out of the grip of their foes. Jermlaines do not live long—they are old by twenty, and thirty years is ancient by their reckoning.
Jermlaine CR ½
XP 200
NE Tiny humanoid (gnome)
Init +2; Senses blindsense 60 ft., darkvision 30 ft., Perception +2
Defense
AC 15, touch 15, flat-footed 12 (+2 size, +2 Dex, +1 dodge)
hp 10 (3d8-3)
Fort +1, Ref +4, Will +6
Defensive Abilities evasion, lucky
Offense
Speed 40 ft.
Melee sap +5 (1d3-2 nonlethal) or longspear +3 (1d4-2/x3)
Ranged dart +5 (1d2-2)
Space 2 ½ ft.; Reach 0 ft. (5 ft. with longspear)
Special Attacks dirty fighting, sneak attack +1d6
Statistics
Str 6, Dex 15, Con 8, Int 13, Wis 12, Cha 9
Base Atk +1; CMB +1; CMD 9
Feats Dodge, Mobility, Weapon Finesse (B)
Skills Climb +6, Craft (any one) +7, Escape Artist +7, Handle Animal +3, Perception +2, Stealth +11 (+15 underground); Racial Modifiers uses Dex to Climb, +2 to any one Craft skill, +4 Escape Artist, +4 Stealth when underground
Languages Gnome, Undercommon, speak with rodentsEcology
Environment underground
Organization solitary, pair, gang (3-12 plus 1 rat swarm, 2-12 dire rats or 1d6 osquips) or burrow (14-48 plus 1 2nd level rogue per 10 individuals and 1 3rd to 6th level spellcaster plus 4-24 dire rats, 2-4 rat swarms or 2-12 osquips)
Treasure standard
Special Abilities
Dirty Fighting (Ex) A jermlaine deals its sneak attack damage when making attacks against entangled or prone foes.
Lucky (Ex) A jermlaine gains a +1 luck bonus on all saving throws.
Speak With Rodents (Su) A jermlaine can communicate with rodents and rodent-like magical beasts as if they shared a language.