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)

 

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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.

 

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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.

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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.

Figure of the Week: Axe Beak

This weeks figure is the axe beak. They are prehistoric mega-fauna, flightless birds. I researched what scientists think the Diatryma looked like and used that color scheme. I thought that it turned out well. Below is an exerpt from the Pathfinder wiki:
“The axe beak appears like a predatory ostrich. It stands atop two powerful, muscular legs that give the axe beak much of its height. Each of these legs ends in a set of three-toed feet, each toe tipped with a sharp talon designed to tear flesh. Atop these legs is the axe beak’s broad body covered in large feathers and two short, stubby wings that clearly could not support such a large bird in flight. An elongated, feathered neck sprouts from the front of the body, leading to the axe beaks head which is bald like a vulture’s and sports the frightening sharp beak for which the creature is named. An axe beaks stands seven feet tall and, despite what their speed would suggest, these creature weigh upwards of five hundred pounds.[1]”

Excerpt from Beastiary 3:
Diatryma      CR 1XP 400
N Medium animal
Init +4; Senses low-light visionPerception +5
DEFENSEAC 14, touch 14, flat-footed 10 (+4 Dex)
hp 11 (2d8+2)
Fort +4, Ref +7, Will +0
OFFENSESpeed 50 ft.
Melee bite +1 (1d8)
Space 5 ft.; Reach 5 ft.
Special Attacks sudden charge
STATISTICSStr 10, Dex 19, Con 12, Int 2, Wis 11, Cha 10
Base Atk +1; CMB +1; CMD 15
Feats Run
Skills Perception +5
SPECIAL ABILITIES
Sudden Charge (Ex)When making a charge attack, an axe beak makes a single bite attack. If successful, it may also attempt to trip its opponent as a free action without provoking an attack of opportunity. If the attempt fails, the axe beak cannot be tripped in return.

Tiki Goblin

Tiki Goblin (12 RP)
Small Humanoid (Goblinoid)

Racial Traits

  • Ability Score Racial Traits: Tiki Goblins are fast, but weak and unpleasant to be around. They gain +4 Dexterity, –2 Strength, and –2 Charisma. (2 RP)
  • Type: Tiki Goblins are humanoids with the goblinoid subtype. (0 RP)
    • Darkvision: Tiki Goblins see perfectly in the dark up to 60 feet. (2 RP)
  • Size: Tiki Goblins are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks. (0 RP)
  • Fast Speed: Tiki  Goblins are fast for their size, and have a base speed of 30 feet. (1 RP)
  • Skilled: Tiki Goblins gain a +4 racial bonus on Ride and Stealth checks. (2 RP)
  • Tiki Shell: All Tiki Goblins are encased in a large coconut shell with magical properties. This gives them the ability to decorate it with tribal markings and gives them a +1 to Natural Armor. (1 RP)
  • Rope Runner: Tiki Goblins live on a city ship their whole lives. They learn to climb and rope-walk as soon as they can walk. This is natural to them. These goblins gain a +4 racial bonus on Acrobatics and Climb checks. (2 RP)
  • Swarming: Tiki Goblins are used to living and fighting communally with other members of their race. 1-4 Tiny and 2-4 Small members of this race can share the same square at the same time (they often stand on each other like a totem pole. If two members of this race that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares. (2 RP)
  • Languages: Tiki Goblins begin play speaking Goblin. Bonus: Common, Badgen, Draconic, Dwarven, Gnome, Halfling, and Lutra. (0 RP)

Alternate Racial Traits

  • Eat Anything Raised with little or no proper food, many tiki goblins have learned to survive by eating whatever they happen across and can digest nearly anything without getting sick. Tiki Goblins with this trait gain a +4 on Survival checks to forage for food and a +4 racial bonus on saves versus effects that cause
  • Junk Tinker: Tiki Goblins use ramshackle equipment and vehicles that seem like they should never function. Tiki Goblins gain a +2 racial bonus on driving checks and on Craft checks to build or repair weapons or vehicles without the proper tools. They can make the attempt with any material that can hold the right shape for a few uses, but normally unfit materials produce items with the fragile quality. This racial trait alters skilled, replacing the racial bonus on Stealth checks. Source: PCS:ISR
  • Weapon Familiarity: Tiki Goblins’ traditional weapons are the harpoon and the blowgun, useful weapons on their home, the sea. Tiki Goblins with this trait are proficient with harpoon and blowgun, and treat any weapon with the word “goblin” in it as martial weapons. This racial trait replaces skilled.
  • Sea Scavenger Tiki Goblins survive by scavenging for sea flotsam, refuse and hunting other creatures. Goblins with this trait gain a +2 racial
  • bonus on Perception and Survival checks, and can use Survival to forage for food while on the sea. This racial trait replaces skilled.

Racial Feats
The following feats are available to a tiki goblin character who meets the prerequisites.

  • Ankle Biter
  • Battle Singer
  • Burn! Burn! Burn!
  • Dog Killer, Horse Hunter
  • Fire Hand
  • Fire Tamer
  • Flame Heart
  • Goblin Gunslinger
  • Letter Fury
  • Lead From the Back
  • Roll With It
  • Tangle Feet

These are sea goblins dressed in coconuts (like box trolls). They accessorize their shells with trophies from sea creatures; use spears, harpoons, nets and blowguns.
These goblins sail the sea on city ships with hundreds+ of inhabitants, capturing ships and raiding coastal cities.

Cave Goblin

Small Humanoid (goblinoid)
Racial Traits

  • Ability Score Racial Traits: Goblin are fast, but weak and unpleasant to be around. They gain +4 Dexterity, –2 Strength, and –2 Charisma. (2 RP)
  • Type: Goblins are humanoids with the goblinoid subtype. (1 RP)
    • Darkvision: Goblin can see perfectly in the dark up to 60 ft. (2 RP)
  • Size: Goblin are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks. (0 RP)
  • Standard Speed: Goblins are fast for their size, and have a base speed of 30 feet. (1 RP)
  • Skilled: Goblins are slippery so gain a +4 racial bonus on Escape Artist. (2 RP)
  • Camouflage: Goblins can blend into their surroundings by subtle changes in their skin color. This grants a +4 circumstance bonus to Stealth checks. (2 RP)
  • Languages: Goblins begin play speaking Goblin. Bonus: Common, Atlantean, Draconic, Dwarven, Gnome, Halfling, Lycan and Mu. (0 RP)

Alternate Racial Traits

  • Cave Crawler: These goblins are born and raised in caves and rarely see the light of day. They gain a climb speed of 10 feet and the +8 racial bonus on Climb checks associated with having a climb speed. (1 RP)
  • City Scavenger Goblins who live within the boundaries of human cities survive by scavenging for refuse and hunting stray animals. Goblins with this trait gain a +2 racial bonus on Perception and Survival checks, and can use Survival to forage for food while in a city. This racial trait replaces skilled.
  • Eat Anything Raised with little or no proper food, many goblins have learned to survive by eating whatever they happen across and can digest nearly anything without getting sick. Goblins with this trait gain a +4 on Survival checks to forage for food and a +4 racial bonus on saves versus effects that cause the nauseated or sickened conditions. This racial trait replaces skilled.
  • Hard Head, Big Teeth Goblins are known for their balloon-like heads and enormous maws, but some have even more exaggeratedly large heads filled with razor-sharp teeth. Goblins with this trait gain a bite attack as a primary natural attack that deals 1d4 points of damage. This racial trait replaces skilled.
  • Junk Tinker: Goblins use ramshackle equipment and vehicles that seem like they should never function. Goblins gain a +2 racial bonus on driving checks and on Craft checks to build or repair weapons or vehicles without the proper tools. They can make the attempt with any material that can hold the right shape for a few uses, but normally unfit materials produce items with the fragile quality. This racial trait alters skilled, replacing the racial bonus on Stealth checks. Source PCS:ISR
  • Over-Sized Ears While goblins’ ears are never dainty, these goblins have freakishly large ears capable of picking up even the smallest sounds. Goblins with this racial trait gain a +4 bonus on Perception checks. This racial trait replaces skilled.
  • Weapon Familiarity Goblins’ traditional weapons are the dogslicer and the horsechopper, weapons designed specifically to bring down their most hated foes. Goblins with this trait are proficient with the dogslicer and the horsechopper, and treat any weapon with the word “goblin” in it as martial weapons. This racial trait replaces skilled.

Unlike the Tiki Goblins who live exclusively at sea, the Cave Goblins live mostly in caves below Mystra and many other continents. Most races consider them beastly vermin and kill them on site. Often using them to train their young in fighting skills.

Racial Feats
The following feats are available to a goblin character who meets the prerequisites.

 

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