Figure of the Week: Swamp Troll

This weeks figure is a Privateer Press Hordes Swamp Troll. I decided to  make him light-skinned because he lives in caves or in a jungle so dense the swamp troll  rarely sees sun, he even has algae growing on his skin in places.

Pathfinder Bestiary excerpt:

Swamp Troll          CR 3          XP 800

CE Large humanoid (giant)

Init +2; Senses darkvision 60 ft., low-light visionscentPerception +3

DEFENSE

AC 16, touch 11, flat-footed 14 (+2 Dex, +5 natural, -1 size)
hp 38 (4d8+20); regeneration 3 (acid or fire)
Fort +9, Ref +3, Will +2
Weaknesses swamp dependent

OFFENSE

Speed 30 ft., swim 30 ft.
Melee bite +6 (2d6+4), 2 claws +6 (1d6+4)
Space 10 ft.; Reach 10 ft.
Special Attacks rend (2 claws, 1d6+6)

TACTICS

Swamp trolls are aggressive predators that attack living creatures on sight (especially when hungry). When hunting a swamp troll moves quietly along, easing closer to its prey and then finally striking with its claws and bite when within range. Swamp trolls rarely fight to the death unless threatened or hungry.

STATISTICS

Str 18, Dex 14, Con 20, Int 6, Wis 9, Cha 4
Base Atk +3; CMB +8; CMD 20
Feats Improved Natural Attack (bite)B, Iron WillSkill Focus (Perception)
Skills Perception +3, Stealth +4 (+8 swampy or forested areas), Survival +3, Swim +12; Racial Modifiers +4 Stealth (+8 Stealth in swampy or forested areas)
Languages Giant
SPECIAL ABILITIES
Swamp Dependent (Ex) Swamp trolls keep their bodies covered in a thick coating of mud and swamp water. Without such a coating, they lose their regeneration ability and eventually suffocate. They can survive away from their murky home for 1 hour per 2 points of Constitution. After that, they begin to suffocate. They cannot regenerate while subject to suffocation from being away from their swamp for too long.

 

This slideshow requires JavaScript.

 

Advertisements

Chosen of Ssliora (Template)

Chosen of Ssliora

The “Chosen of Ssliora” is an acquired template that can be added to any reptilian creature, or other follower of Ssliora that is chosen by the Priesthood. They are paragons of their race that are chosen to guard the holy lake Takshila (or other holy site), to make sure the Gods rules are followed throughout the land. There are three types of Chosen: Huntsmen, Enforcers and Teachers. Usually, the alignment of a creature that becomes a chosen of Ssliora matches that of the God that invested it with power. Sometimes, however, a God punishes a wayward worshiper or an enemy of the faith by making it a Chosen of Ssliora.

Prerequisites: Reptilian race (naga, lizardfolk, etc).

Challenge Rating: Same as the base creature +1.

Size and Type: Size and type are unchanged, but the creature might gain one or more alignment or elemental subtypes, depending on the alignment and portfolio of the deity that granted it the template. Possible subtypes include: air, chaotic, cold, earth, good, lawful, neutral and water. For instance, a Chosen of Ssliora would have the lawful and good subtypes, even if it were actually of some other alignment. Similarly, a neutral god of water and ice would grant its chosen of Ssliora the water and cold subtypes.

Initiative: A Chosen of Ssliora gains a +4 bonus on initiative rolls.

Speed: A Chosen of Ssliora is gifted with incredible speed. Each of its speeds is double the corresponding speed of the base creature. If the base creature flies, the Chosen of Ssliora maneuverability becomes perfect if it was not already. The water subtype, if acquired, grants the chosen a swim speed equal to its highest speed.

Defensive Abilities: A Chosen of Ssliora gains the following defensive abilities.

  • Ability Healing (Ex): A Chosen of Ssliora heals 1 point of ability damage per round in each damaged ability score.
  • Fast Healing (Ex): While a Chosen of Ssliora is in water, they have the fast healing ability.
  • Immunity to Mind-Affecting Effects (Su): The Chosen of Ssliora are taught to guard their minds, so are immune to all mind-affecting effects.
  • Immunity to Disease and Poison (Ex): Chosen of Ssliora are so hardy that they are immune to disease and poison.

Weaknesses: A Chosen of Ssliora has the following weakness.

  • Bound to the Faith (Ex): A cleric or paladin of Ssliora can rebuke or command the Chosen of Ssliora as though it had only 1/2 the total Hit Dice (character level) it actually possesses. Establishing command over the Chosen of Ssliora is performed as described in the Command Undead feat, and uses one of the cleric or paladin’s daily channel energy abilities.

Special Attacks: A Chosen of Ssliora retains all the base creature’s special attacks and gains those described here.

  • Dimension Door (Su): At will, a Chosen of Ssliora can use dimension door as the spell (caster level equals chosen of Ssliora Hit Dice) to reach any location within the Temple or Lake of Takshila (see Sacred Site, below). They can also use this ability in the dispensation of their duties.

Spell-Like Abilities: A Chosen of Ssliora gains spell-like abilities according to its Hit Dice, as indicated on the following table. These abilities are cumulative. Caster level equals chosen of Ssliora’s Hit Dice. The save DCs are Charisma-based.

Special Qualities: A Chosen of Ssliora retains all the base creature’s special qualities and gains those described here.

  • Blessed Life (Ex): A Chosen of Ssliora does not age or breathe. They do not require food, drink, or sleep.
  • Sacred Site (Ex): Each Chosen of Ssliora is assigned to guard a specific site sacred to the deity that invested it with power. This area may be a structure, series of structures, or natural site with clearly defined borders. It can be as large as a city, but in most cases it is a single temple complex or a sacred grove.  The Chosen of Ssliora is charged with protecting the site from harm and preventing incursions by those not of the faith. Most Chosen guard the temple island of Takshila, but there are various shrines on the island of Nagpur/Slithoria

Abilities: Change from the base creature as follows: Wis +4, Cha +4.

Skills: A Chosen of Ssliora gains a +5 racial bonus on Sense Motive, and Perception checks.

This slideshow requires JavaScript.

 

 

Giant Water Bear

Sorry for posting this so late in the day, but this creature took me almost 2 days to research, so I could do it justice. I am in the process of learning how to use the Pathfinder process of creating monsters.

I based this creature on a currently alive microscopic animal called Tardigrade. They were discovered by Johann August Ephraim Goeze originally named the tardigrade kleiner Wasserbär (Bärtierchen today), meaning “little water bear” in German. The name Tardigradum means “slow walker” and was given by Lazzaro Spallanzani in 1776.[25] The name ‘water bear’ comes from the way they walk, reminiscent of a bear‘s gait. The biggest adults may reach a body length of 1.5 mm (0.059 in), the smallest below 0.1 mm. Newly hatched tardigrades may be smaller than 0.05 mm.

SEM image of Hypsibius dujardini

The most convenient place to find tardigrades is on lichens and mosses. Other environments are dunes, beaches, soil, and marine or freshwater sediments, where they may occur quite frequently (up to 25,000 animals per liter). Tardigrades, in the case of Echiniscoides wyethi,[26] may be found on barnacles.[27]Often, tardigrades can be found by soaking a piece of moss in water.[28]

Meet the toughest animal on the planet

Water bear YouTube video

They have also been in a few horror and scifi movies recently that have this creature as their monster. The most recent is Star Trek: Discovery Episode–The Butcher’s Knife Cares Not for the Lamb’s Cry. Below is my Pathfinder rendition of the water bear.

Giant Water Bear CR 6

XP 3000

N large magical beast (aquatic)

Init +6, Senses Blindsense 100 ft, Darkvision 60 ft; Perception +8

Defense

AC 24, touch 15, flat-footed 18, (+6 Dex, +9 Natural, -1 size)

HP 88 (10d10 +40)

Fort +19 Ref +13 Will +9

Offense

Speed Swim 60 feet land 15 ft

Melee bite +18 (1d8+9 plus attach), 2 claws +9 (1d6+4)

Space 10ft; Reach 5 ft

Special Attacks Attach

Statistics

Str 27 Dex 22 Con 30 Int 2 Wis 22 Cha 13

Base attack +10; CMB +19 (+23 when attached); CMD 35 (can’t be tripped)

Feats Blind-Fight, Great Fortitude (+2), Skill Focus (+3 Perception), Weapon Focus (+1 bite),

Skills Perception +12, Swim +18*, Stealth +12

Racial Modifiers +8 Swim

Special Qualities amphibious, DR 10/magic, blindsense, carapace, blood drain, transparernt

Ecology

Environment any body of water

Organization solitary

Treasure none

Special Abilities

Amphibious (Ex): Water bears have the aquatic subtype, they always have swim speeds and can move in water without making Swim checks. An aquatic creature can breathe both air and water. Aquatic creatures always treat Swim as a class skill (+8 racial bonus to Swim checks).

Attach (Ex): If a water bear hits with its bite attack, it latches onto its target and automatically grapples. A water bear loses its Dexterity bonus to AC, but holds on with great tenacity and automatically inflicts bite damage each round. An attached creature can be struck with a weapon or grappled itself. To remove a water bear through grappling, the opponent must win the grapple check, or Escape Artist check against it, the water bear is removed..

Blindsense (Ex): Using non-visual senses such as acute smell or hearing, a water bear with blindsense notices things it cannot see, with a range of 60 feet. The creature usually does not need to make perception checks to pinpoint the location of a creature within range of its blindsense ability provided that it has line of effect to that creature. Any opponent the creature cannot see still has total concealment against the creature with blindsense, and the creature still has the normal missed chance when tagging photos that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its dexterity bonus to armor class against creatures that cannot see.

While in the open water, this ability is used as a radius ability, with a range of 100 feet.

Carapace (Ex): A water bear possesses a hard shell that is an exceptionally tough and highly reflective armor. It deflects all rays, lines, cones and even magic missile spells, although area of effect spells affects them normally. There is a 30% chance of reflecting any such effect back at the caster otherwise is merely in negated. Check for reflection before rolling to overcome the creature’s spell resistance, if there is any.

Damage Reduction 10/Magic (Ex): Water Bears are resistant to any type of damage, because of their carapace. They can absorb 10 hit points worth of any type of elemental, or melee damage. If they are reduced to 0 hit points, they deflate like a balloon and feign death (hibernation).

Blood Drain (Ex): When a water bear makes a successful bite attack it’s teeth burrow into an opponent’s flesh to drain is bodily fluids at the end of each turn it is attached, inflicting 1 point of Strength and Constitution damage. The subject of such an attack must succeed on a Fortitude save or take full damage, they can save for half. The DC save is Constitution-based.

Transparent (Ex): Water bears are hard to see, even under ideal conditions, and it takes a DC 15 Perception check to notice one. Creatures who fail to notice a water bear and walk into it are automatically hit by its melee attack, or grappled; are considered flat-footed and surprised.

Vulnerabilities

Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds a water bear for 1 round overloading its sense receptors. It must also succeed on a DC 18 Will save or retreat immediately to the deepest recesses of its lair, dropping any victim currently grappled. On subsequent rounds, it is dazzled as long as it remains in the affected area.

Vulnerability to Alcohol (Ex): Water bears are vulnerable to alcohol. A pint of alcohol poured or thrown on a water bear deals no damage but causes it to take a -4 penalty on grapple checks for 1 minute (it causes its muscles to twitch uncontrollably).

 

Water bears are parasites (like leaches or lampreys) from the Plane of Water originally, they came through the portal on the island of the Naga and Lizardfolk. They lived in the waters on the island until the Mage Wars, many were washed to sea when water from the portal upsurged and pushed them to the sea. Where a shock-wave hit them and mutated many of them in various ways.

They have  barrel-shaped body with 8 stubby legs. Their body is split into four segments with a pair of legs on each that have 4-8 claws per foot, the legs have no joints. Their hide is made of chitin that they molt periodically, the mouth is round like a lamprey that are like hollow needles. They are closely related to leeches and their diet usually consists the bodily fluids of plants, bacteria, or animals.

They’re able to hibernate for multiple years (1-30+) depending on how much they eat before sleeping, during which they take on a mummified state and appear dead.

 

This slideshow requires JavaScript.

Yuant-ti

Yuan-ti     (15 RP)

Medium monstrous humanoid (monstrous humanoid, reptilian

Racial Traits

  • +2 Dexterity, +2 Constitution, -2 Charisma: Yuan-ti are much more flexible and hardy than other races, but due to their appearance and their serpent nature they don’t seem to make a lot of friends amongst the humanoids (0 RP)
  • Medium: Yuan-ti are considered medium creatures. (0 RP)
  • Monstrous Humanoid: Yuan-ti are considered to be monstrous humanoids. (3 RP)
    • Yuan-ti have the Darkvision (60 ft) trait.
  • Speed: Yuan-ti can slither at 30 ft. per round. They can also climb at 20 ft and have a +8 bonus to climb checks. (2 RP)
  • Legless: Yuan-ti have no legs, and therefore cannot be tripped. (-2 RP)
  • Hardy: Yuan-ti are hardy against their own poisonous bites, which can happen during mating rituals. They gain a +2 bonus to saving throws vs. most poisons. (3 RP)
  • Poisonous Bite: All Yuan-ti can bite for 1d3 damage. Their fangs can inject poison, usually a neurotoxin that causes paralysis. Paralytic Venom: Injury; save Fort DC 10 + the 1/2 user’s Hit Dice + the user’s Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The poison can be modified with certain feats. (3 RP)
  • Claws: Yuan-ti receive two claw attacks. These are primary natural attacks. The damage is based on their size. (2 RP)
  • Battle Hardened: Yuan-ti are constantly on alert for Lizardfolk raids and continually skirmish with them so gain a +1 CMD. (4 RP)
  • Languages: Yuan-ti can speak draconic and Common). Yuan-ti with higher intelligence can learn orc, elvish, and Sylvan. (0 RP)

Alternate Racial Traits

  • Frightful Gaze: Yuan-ti gain the following supernatural ability: Creatures within 30 feet of a member of this race that meet its gaze must succeed at a Will saving throw (DC 10 + the 1/2 user’s character level + the user’s Charisma modifier) or stand paralyzed in fear for 1 round. This is a mind-affecting fear effect. A target that successfully saves cannot be affected by the user’s frightful gaze for 24 hours. (6 RP)
  • Poison Use: Some naga are skilled with poison and never risk accidentally poisoning themselves when applying it to weapons. This replaces the Poisonous bite (which becomes a standard bite) trait.
  • Slapping Tail: The yuan-ti have a tail they can use to make attacks of opportunity with a reach of 5 feet. The tail is a natural attack that deals 1d8 points of damage plus the yuan-ti’s Strength modifier. This replaces the battle hardened or poisonous bite trait.
  • Prehensile Tail: Members of this race have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action. This replaces the poisonous bite trait.
  • Tripping Tail: Yuan-ti can hit with their slapping tails, so they can choose make a trip attack as a free action that does not provoke attacks of opportunity. (3 RP)

 

This slideshow requires JavaScript.

Giant Serpentweed

While converting old monsters to Pathfinder, I found this creature on http://pandius.com.

Giant Serpentweed

by Jamie Baty

Large Plant

Hit Dice: 9d8 (40 hp)
Initiative: +2 (+2 Dex)
Speed: 0 ft. (0 squares)
Armour Class: 13 (-1 size, +2 Dex, +2 natural), touch 11, flat-footed 11
Base Attack/Grapple: +6/+14
Attack: Bite +10 melee (2d6 +4)
Full Attack: Bite +10 melee (2d6 +4)
Space/Reach: 10 ft. / 20 ft.
Special Attacks: –
Special Qualities: Low-light vision, plant traits, root of the problem, tremorsense
Saves: Fort +6, Ref +5, Will -1
Abilities: Str 18, Dex 14, Con 11, Int 0, Wis 2, Cha 4
Skills: Listen +10, Spot +10
Feats: Alertness, Combat Reflexes, Dodge, Weapon Focus (Bite)
Environment: Any marsh or aquatic
Organisation: Plant (2-5)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 10-18 HD (Large); 19-27 HD (Huge)
Level Adjustment: –

The giant serpentweed is a flesh-eating plant found in bogs and areas of standing water. Much of the plant lives under water, rooted to the bog bottom, but it has 2d5 stalks that reach above the surface. These thick, scaly stalks each end in a digestive sac that resembles a toothed mouth. From a distance, the stalks look like giant snakes.
Note: The above stats are for one stalk, not the entire plant.

Combat
The serpentweed stalks normally lie in wait just under the surface of the water. From there, they detect the vibrations of passing creatures, which they then attack aggressively.
The stalks can attack anything within a 20-foot radius of the plant. When a stalk loses all of its hit points, it is severed. When all the stalks are severed, the plant can no longer attack, but the plant itself is not dead. The only way to kill a serpentweed permanently is to burn the underwater roots. A severed stalk will grow back within six months.

Root of the Problem (Ex): Stalks of giant serpentweed that are severed regrow within six months. Giant serpentweed can only be permanently destroyed by inflicting 25 points of fire damage directly to the underwater root system. The roots are AC10 and have the same saves as a stalk.

Tremorsense (Ex): Giant serpentweed is sensitive to vibrations in the water and can automatically pinpoint the location of anything that is in contact with the water within 60ft.

Plant Traits: A plant creature possesses the following traits (unless otherwise noted in a creature’s entry): Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, polymorph, and stunning; Not subject to critical hits; Plants breathe and eat, but do not sleep.

X9 28, DMR2 91, CoM

I couldn’t find any better pics. These are good, but according to the description above, they are plants and the ones below are animals.

 

This slideshow requires JavaScript.

Nagan

Nagan  (11 RP)

Medium Aberration (aberration, reptilian) 

Racial Qualities

  • +2 Dexterity, +2 Wisdom, -2 Charisma: Naga are much more flexible than other races, but due to their appearance and their serpent nature they don’t seem to make a lot of friends amongst the humanoids. (0 RP)
  • Medium: Naga are considered medium creatures. (0 RP)
  • Aberration: Naga are considered to be aberrations. Thus have the Darkvision 60 ft trait. (3 RP)
  • Speed: Naga can slither at 30 ft. per round.  (0 RP)
  • Legless/Limbless: Naga have no legs, and therefore cannot be tripped. (-2 RP)
  • Natural Climbers: Naga have a climb speed of 30 feet, and may take 10 on climb checks even when distracted or threatened and have a +8 bonus to climb checks. (2 RP)
  • Hardy: Naga are hardy against their own poisonous bites, which can happen during mating rituals. They gain a +2 bonus to saving throws vs. all natural poisons. (3 RP)
  • Poisonous Bite: All naga can bite for 1d3 damage. Their fangs can inject poison, usually a neurotoxin, that causes paralysis. Paralytic Venom: Injury; save Fort DC 10 + the 1/2 user’s Hit Dice + the user’s Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The poison can be modified with certain feats. (3 RP)
  • Prehensile Tail: Members of this race have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action. (2 RP)
  • Languages: Naga can speak Draconic and Common Bonus: Nagas with higher intelligence or the proper training can learn to speak, Terran, Dwarven, Elvish, and Sylvan. (0 RP)

Alternate Racial Traits

  • Hypnotic Gaze: Some naga gain the following supernatural ability: Once per day, a member of this race can attempt to hypnotize a single target as per the spell hypnotism (caster level equal to its character level). The effects of the hypnotic gaze last only 1 round. This replaces poisonous bite and hardy.
  • Frightful Gaze: Naga gain the following supernatural ability: Creatures within 30 feet of a member of this race that meet its gaze must succeed at a Will saving throw (DC 10 + the 1/2 user’s character level + the user’s Charisma modifier) or stand paralyzed in fear for 1 round. This is a mind-affecting fear effect. A target that successfully saves cannot be affected by the user’s frightful gaze for 24 hours. This replaces prehensile tail and poisonous bite.
  • Slapping Tail: The naga have a tail they can use to make attacks of opportunity with a reach of 5 feet. The tail is a natural attack that deals 1d8 points of damage plus the naga’s Strength modifier. This replaces prehensile tail.
  • Tripping Tail: Naga can hit with their slapping tails, so they can choose make a trip attack as a free action that does not provoke attacks of opportunity. This replaces poisonous bite or hardy.
  • Poison Use: Some naga are skilled with poison and never risk accidentally poisoning themselves when applying it to weapons. This replaces the Poisonous bite (which becomes a standard bite) trait.

The Nagans appearance varies widely. Any species of snake may be used, as well as a snake or humanoid head.

This slideshow requires JavaScript.

Figure of the Week: Frogman

Today’s Figure of the Week is the Frogman, it is a Dark Heaven Legends Reaper figure, wielding a short spear and a turtle shell shield, wearing a sea-shell breastplate, elbow guards, bracers, greaves and a grass skirt. I had fun painting him and am looking for more to paint in the future.

A link for the Grippli Pathfinder advanced race.