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Statblock Sunday #8

Yes, I’m late again, and again I am blaming this one on Gen Con!  It was a wild ride, but it has finally ended.  Todd Gamble and I currently sit in our hotel lobby waiting the seven hours until our plane departs from Indy for Seattle.  Hope you enjoy this new monster!  This is perfect for the Silent Forest in our campaign setting (hint, hint).

Create a Pathfinder Roleplaying Game statblock for this monster and get your creature published in an upcoming Adventure-A-Week adventure!

MONSTER-CLOSED

Every Sunday we post the picture of a monster here on the AaW Blog. Your job is to take it and build a Pathfinder Roleplaying Game statblock suitable for such a creature. Any CR is fair game. Winner may just get their statblock published within an adventure and have their name appear in the credits!

Bonus points will be awarded to those authors that tie the monster into the AaW Campaign Setting (available via Adventureaweek.com).

 

 

How to submit your statblock:

Email your properly formatted statblock to submit(at)adventureaweek.com

 

Proper Formatting:

zzMonstername CR ##
XP ##
zzAlignment zzSize zzType
Init +##; Senses zz, zz,; Perception +##
Aura zz (## ft., DC ##)

—– Defense —–
AC ##, touch ##, flat-footed # (+## zzModifier, +##zzModifier)
hp ## (##d##+##); fast healing ##
Fort +##, Ref +##, Will +##
DR ##/zzMaterial; Immune zz; Resist zz ##, zz ##;SR ##
Weaknesses zz, zz

—– Offense —–
Speed ## ft., fly ## ft. (zzManeuverability)
Melee zzAttacktype +## (zzDamage plus zzOthereffect), zzAttacktype +## (zzDamage)
Ranged zzAttacktype +## (zzDamage)
Space ## ft.; Reach ## ft.
Special Attacks zz, zz
Spell-Like Abilities (CL ##zz; concentration +##)
At will—zzzz
1/day—zzzz

—– Statistics —–
Str ##, Dex ##, Con ##, Int ##, Wis ##, Cha ##
Base Atk +##; CMB +## (+## zzConditionalmaneuverbonus); CMD ## (## vs. zzManeuvername)
Feats zzFeatname, zzFeatname
Skills zzSkillname +##, zzSkillname +## (+## zzCondition); Racial Modifiers +## zzSkillname, +## zzSkillname in zzCondition
Languages zzLanguage
SQ zz

—– Ecology —–
Environment zzClimate zzTerrain
Organization zz, zz, or zz
Treasure zzCategory

—– Special Abilities —–
zzName (Ex/Sp/Su) zzDescription


Here are some tips for using the above stat block, and building stat blocks in general.

## is a placeholder for a number, so an entry like “Init +##” should be something like “Init +2″ or “Init -2″ in your monster stat block.

zz is a placeholder for anything other than a number (obviously, “zzSize” means you should replace it with a game term for size, such as “Medium,” not “zzMedium”).
When you are finished, your monster stat block should not have ## or zz in it at all.

If your monster doesn’t have an ability mentioned in the sample stat block format (such as DR, SR, Immune, an “plus” effect for a melee or ranged attack, a conditional skill bonuses, or racial skill modifiers), delete that ability and its placeholders. For example, if your monster doesn’t have damage reduction, delete the “DR ##/zzMaterial” and the semicolon after it so the line starts with “Immune.”

If your monster has an ability that isn’t presented in the sample stat block format (such as Spells Known), add it to the stat block, making sure to put it in the correct section of the stat block (for example, Spells Known goes in the Offense section) and match the bold and/or italic format for that ability as shown in a printed stat block.

If the monster doesn’t have Feats, Skills, or Languages, delete the entire Feats, Skills, or Languages line.

If your monster has Space 5 ft. and Reach 5 ft., delete that entire line (the default is a monster with that size and reach).

When you are finished, your stat block shouldn’t have any “blank” entries like “DR —.”

The Defense, Offense, Statistics, and Ecology lines have “—–” at the beginning and end to visually offset those section headers. This is because the messageboard code doesn’t allow you to underline text, and this is an easy and clear way to duplicate the printed stat block format for this purpose. Do not tamper with those lines.

In a printed stat block, the individual listings for the spell-like abilities are indented, but it’s difficult to make that work in the messageboards, so if your monster has spell-like abilities, just use the non-indented format as presented in the above sample stat block.

If your monster has a new ability (such as “Arcane Vengeance” or “Eyeball Eater”), you must explain it in the Special Abilities part of the stat block.

If your monster has a common ability from the Pathfinder RPG Core Rulebook (such as sneak attack) or a universal monster rule from the Bestiary or Bestiary 2 (such as grab or stench), you do not need to provide the description of that ability in the Special Abilities part of the stat block (we assume the reader knows how sneak attack, grab, and stench work, or can look them up in the appropriate book).

When in doubt as to how to format part of your stat block, check the monsters in the Bestiary and universal monster rules.

 


LEGAL STUFF:

1. Anyone can submit an entry.

2. One entry per person at any one time. An entry must be your own work, not being published previously or considered by any other publisher, and it must original and not infringe upon copyrighted material.

3. All entries become property of Adventureaweek.com, LLP.

4. By submitting an entry you authorize the use of your name and likeness without additional compensation for promotion and advertising purposes in all media.

5. Adventureaweek.com, LLP reserves the right to withdraw or terminate this endeavor at any time without prior notice.

6. All decisions of Adventureaweek.com, LLP and their arbiters are final.

7. There is no compensation provided – any entries are given freely by their creators for use by Adventureaweek.com, LLP in perpetuity.

8.  Your statblock must be properly formatted.  Please follow the directions as listed above on this page.

 

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Statblock Sunday #7

Yep, I’m aware this post is late.  I’m going to blame it on Gen Con being around the corner.  Enjoy stating this bad boy up…. and we’ll see you at Gen Con 2013!  😀

Create a Pathfinder Roleplaying Game statblock for this monster and get your creature published in an upcoming Adventure-A-Week adventure!

MONSTER-CLOSED

Every Sunday we post the picture of a monster here on the AaW Blog. Your job is to take it and build a Pathfinder Roleplaying Game statblock suitable for such a creature. Any CR is fair game. Winner may just get their statblock published within an adventure and have their name appear in the credits!

Bonus points will be awarded to those authors that tie the monster into the AaW Campaign Setting (available via Adventureaweek.com).

 

 

How to submit your statblock:

Email your properly formatted statblock to submit(at)adventureaweek.com

 

Proper Formatting:

zzMonstername CR ##
XP ##
zzAlignment zzSize zzType
Init +##; Senses zz, zz,; Perception +##
Aura zz (## ft., DC ##)

—– Defense —–
AC ##, touch ##, flat-footed # (+## zzModifier, +##zzModifier)
hp ## (##d##+##); fast healing ##
Fort +##, Ref +##, Will +##
DR ##/zzMaterial; Immune zz; Resist zz ##, zz ##;SR ##
Weaknesses zz, zz

—– Offense —–
Speed ## ft., fly ## ft. (zzManeuverability)
Melee zzAttacktype +## (zzDamage plus zzOthereffect), zzAttacktype +## (zzDamage)
Ranged zzAttacktype +## (zzDamage)
Space ## ft.; Reach ## ft.
Special Attacks zz, zz
Spell-Like Abilities (CL ##zz; concentration +##)
At will—zzzz
1/day—zzzz

—– Statistics —–
Str ##, Dex ##, Con ##, Int ##, Wis ##, Cha ##
Base Atk +##; CMB +## (+## zzConditionalmaneuverbonus); CMD ## (## vs. zzManeuvername)
Feats zzFeatname, zzFeatname
Skills zzSkillname +##, zzSkillname +## (+## zzCondition); Racial Modifiers +## zzSkillname, +## zzSkillname in zzCondition
Languages zzLanguage
SQ zz

—– Ecology —–
Environment zzClimate zzTerrain
Organization zz, zz, or zz
Treasure zzCategory

—– Special Abilities —–
zzName (Ex/Sp/Su) zzDescription


Here are some tips for using the above stat block, and building stat blocks in general.

## is a placeholder for a number, so an entry like “Init +##” should be something like “Init +2″ or “Init -2″ in your monster stat block.

zz is a placeholder for anything other than a number (obviously, “zzSize” means you should replace it with a game term for size, such as “Medium,” not “zzMedium”).
When you are finished, your monster stat block should not have ## or zz in it at all.

If your monster doesn’t have an ability mentioned in the sample stat block format (such as DR, SR, Immune, an “plus” effect for a melee or ranged attack, a conditional skill bonuses, or racial skill modifiers), delete that ability and its placeholders. For example, if your monster doesn’t have damage reduction, delete the “DR ##/zzMaterial” and the semicolon after it so the line starts with “Immune.”

If your monster has an ability that isn’t presented in the sample stat block format (such as Spells Known), add it to the stat block, making sure to put it in the correct section of the stat block (for example, Spells Known goes in the Offense section) and match the bold and/or italic format for that ability as shown in a printed stat block.

If the monster doesn’t have Feats, Skills, or Languages, delete the entire Feats, Skills, or Languages line.

If your monster has Space 5 ft. and Reach 5 ft., delete that entire line (the default is a monster with that size and reach).

When you are finished, your stat block shouldn’t have any “blank” entries like “DR —.”

The Defense, Offense, Statistics, and Ecology lines have “—–” at the beginning and end to visually offset those section headers. This is because the messageboard code doesn’t allow you to underline text, and this is an easy and clear way to duplicate the printed stat block format for this purpose. Do not tamper with those lines.

In a printed stat block, the individual listings for the spell-like abilities are indented, but it’s difficult to make that work in the messageboards, so if your monster has spell-like abilities, just use the non-indented format as presented in the above sample stat block.

If your monster has a new ability (such as “Arcane Vengeance” or “Eyeball Eater”), you must explain it in the Special Abilities part of the stat block.

If your monster has a common ability from the Pathfinder RPG Core Rulebook (such as sneak attack) or a universal monster rule from the Bestiary or Bestiary 2 (such as grab or stench), you do not need to provide the description of that ability in the Special Abilities part of the stat block (we assume the reader knows how sneak attack, grab, and stench work, or can look them up in the appropriate book).

When in doubt as to how to format part of your stat block, check the monsters in the Bestiary and universal monster rules.

 


LEGAL STUFF:

1. Anyone can submit an entry.

2. One entry per person at any one time. An entry must be your own work, not being published previously or considered by any other publisher, and it must original and not infringe upon copyrighted material.

3. All entries become property of Adventureaweek.com, LLP.

4. By submitting an entry you authorize the use of your name and likeness without additional compensation for promotion and advertising purposes in all media.

5. Adventureaweek.com, LLP reserves the right to withdraw or terminate this endeavor at any time without prior notice.

6. All decisions of Adventureaweek.com, LLP and their arbiters are final.

7. There is no compensation provided – any entries are given freely by their creators for use by Adventureaweek.com, LLP in perpetuity.

8.  Your statblock must be properly formatted.  Please follow the directions as listed above on this page.

 

Posted on Leave a comment

Statblock Sunday #6

Create a Pathfinder Roleplaying Game statblock for this monster and get your creature published in an upcoming Adventure-A-Week adventure!

MONSTER-CLOSED

Every Sunday we post the picture of a monster here on the AaW Blog. Your job is to take it and build a Pathfinder Roleplaying Game statblock suitable for such a creature. Any CR is fair game. Winner may just get their statblock published within an adventure and have their name appear in the credits!

Bonus points will be awarded to those authors that tie the monster into the AaW Campaign Setting (available via Adventureaweek.com).

 

 

How to submit your statblock:

Email your properly formatted statblock to submit(at)adventureaweek.com

 

Proper Formatting:

zzMonstername CR ##
XP ##
zzAlignment zzSize zzType
Init +##; Senses zz, zz,; Perception +##
Aura zz (## ft., DC ##)

—– Defense —–
AC ##, touch ##, flat-footed # (+## zzModifier, +##zzModifier)
hp ## (##d##+##); fast healing ##
Fort +##, Ref +##, Will +##
DR ##/zzMaterial; Immune zz; Resist zz ##, zz ##;SR ##
Weaknesses zz, zz

—– Offense —–
Speed ## ft., fly ## ft. (zzManeuverability)
Melee zzAttacktype +## (zzDamage plus zzOthereffect), zzAttacktype +## (zzDamage)
Ranged zzAttacktype +## (zzDamage)
Space ## ft.; Reach ## ft.
Special Attacks zz, zz
Spell-Like Abilities (CL ##zz; concentration +##)
At will—zzzz
1/day—zzzz

—– Statistics —–
Str ##, Dex ##, Con ##, Int ##, Wis ##, Cha ##
Base Atk +##; CMB +## (+## zzConditionalmaneuverbonus); CMD ## (## vs. zzManeuvername)
Feats zzFeatname, zzFeatname
Skills zzSkillname +##, zzSkillname +## (+## zzCondition); Racial Modifiers +## zzSkillname, +## zzSkillname in zzCondition
Languages zzLanguage
SQ zz

—– Ecology —–
Environment zzClimate zzTerrain
Organization zz, zz, or zz
Treasure zzCategory

—– Special Abilities —–
zzName (Ex/Sp/Su) zzDescription


Here are some tips for using the above stat block, and building stat blocks in general.

## is a placeholder for a number, so an entry like “Init +##” should be something like “Init +2″ or “Init -2″ in your monster stat block.

zz is a placeholder for anything other than a number (obviously, “zzSize” means you should replace it with a game term for size, such as “Medium,” not “zzMedium”).
When you are finished, your monster stat block should not have ## or zz in it at all.

If your monster doesn’t have an ability mentioned in the sample stat block format (such as DR, SR, Immune, an “plus” effect for a melee or ranged attack, a conditional skill bonuses, or racial skill modifiers), delete that ability and its placeholders. For example, if your monster doesn’t have damage reduction, delete the “DR ##/zzMaterial” and the semicolon after it so the line starts with “Immune.”

If your monster has an ability that isn’t presented in the sample stat block format (such as Spells Known), add it to the stat block, making sure to put it in the correct section of the stat block (for example, Spells Known goes in the Offense section) and match the bold and/or italic format for that ability as shown in a printed stat block.

If the monster doesn’t have Feats, Skills, or Languages, delete the entire Feats, Skills, or Languages line.

If your monster has Space 5 ft. and Reach 5 ft., delete that entire line (the default is a monster with that size and reach).

When you are finished, your stat block shouldn’t have any “blank” entries like “DR —.”

The Defense, Offense, Statistics, and Ecology lines have “—–” at the beginning and end to visually offset those section headers. This is because the messageboard code doesn’t allow you to underline text, and this is an easy and clear way to duplicate the printed stat block format for this purpose. Do not tamper with those lines.

In a printed stat block, the individual listings for the spell-like abilities are indented, but it’s difficult to make that work in the messageboards, so if your monster has spell-like abilities, just use the non-indented format as presented in the above sample stat block.

If your monster has a new ability (such as “Arcane Vengeance” or “Eyeball Eater”), you must explain it in the Special Abilities part of the stat block.

If your monster has a common ability from the Pathfinder RPG Core Rulebook (such as sneak attack) or a universal monster rule from the Bestiary or Bestiary 2 (such as grab or stench), you do not need to provide the description of that ability in the Special Abilities part of the stat block (we assume the reader knows how sneak attack, grab, and stench work, or can look them up in the appropriate book).

When in doubt as to how to format part of your stat block, check the monsters in the Bestiary and universal monster rules.

 


LEGAL STUFF:

1. Anyone can submit an entry.

2. One entry per person at any one time. An entry must be your own work, not being published previously or considered by any other publisher, and it must original and not infringe upon copyrighted material.

3. All entries become property of Adventureaweek.com, LLP.

4. By submitting an entry you authorize the use of your name and likeness without additional compensation for promotion and advertising purposes in all media.

5. Adventureaweek.com, LLP reserves the right to withdraw or terminate this endeavor at any time without prior notice.

6. All decisions of Adventureaweek.com, LLP and their arbiters are final.

7. There is no compensation provided – any entries are given freely by their creators for use by Adventureaweek.com, LLP in perpetuity.

8.  Your statblock must be properly formatted.  Please follow the directions as listed above on this page.

Posted on 3 Comments

New Monster: Planar Pariah

Creature19_Nharmyth_JPG_webres

Looming before you is a massive spine-tailed horror, vaguely serpentine in shape. A nest of lashing tentacles replaces the monster’s head, accompanied by massive horns, a tiny circular maw and one terrible eye in its chest.

Planar Pariah CR 18
XP 153,600
NE Huge outsider (evil, native)
Init +6; Senses darkvision 60ft, low-light vision, True Seeing; Perception +24,
Aura Mark of the Pariah (100 ft., bars teleporting magic – see below)

—– Defense —–
AC 33, touch 10, flat-footed 31 (+2 Dex, +23 Natural, -2 Size)
hp 279 (18d10+180); Regeneration 10 (electrical or any aligned)

Fort +16, Ref +15, Will +16

DR 20/any aligned weapon; Immune poison; Resist Acid 20, Cold 20, Fire 20, Sonic 20; SR 32
Weaknesses Electrical Vulnerability, Fear of the Heavens, Divine Retribution

—– Offense —–
Speed 40 ft.
Melee 2 gores +24 (2d6+8), sting +24 (2d4+8+4d6 acid), 2 tentacles +22 (1d8+4 plus grab) 2 tentacle bites +22 (1d6+4 plus Narcotic Injection)
Ranged Noxious Spit +19 (see below)
Space 15 ft.; Reach 15 ft.

Special Attacks Gaze of Terror, Narcotic Injection, Noxious Spit

 

Spell-Like Abilities (CL 18th, Concentration +21)

1/day (empowered) disintegrate (DC 23)

—– Statistics —–
Str 27, Dex 15, Con 31, Int 16, Wis 16, Cha 16
Base Atk +18; CMB +28; CMD 40 (can’t be tripped)

Feats Combat Reflexes, Eldritch Claws, Empower Spell-Like Ability: disintegrate, Improved Initiative, Iron Will, Lightning Reflexes, Lunge, Multiattack, Skill Focus: Stealth

Skills Bluff +24, Knowledge (Arcana) +24, Knowledge (History) +24, Knowledge (Planes) +24, Knowledge (Religion) +24, Perception +24, Sense Motive +24, Spellcraft +24, Stealth +21

Languages Common, Celestial, Abyssal, Infernal

—– Ecology —–
Environment any prime material plane
Organization solitary
Treasure double standard

—– Special Abilities —–
Acid Injection (Ex) The barbed stingers on a Planar Pariah’s tail contain an insidious dose of powerful acid that is injected directly into an opponent’s body whenever its attack inflicts damage, dealing 4d6 acid damage.

Divine Retribution (Ex) Whatever wrong Planar Pariahs once committed has set the powers of the planes against them; all non-native outsiders receive a +1 to attack and damage rolls against a Planar Pariah and spells cast by divine spellcasters ignore half of the creature’s SR (additionally, they treat the Planar Pariah’s elemental resistances as if they were all 5 rather than 20.)

Fear of the Heavens (Ex) All Planar Pariahs have a deep unshakable fear and hatred for the gods, whom they believe hunt them with lightning. If exposed to the thunder, electrical damage, or the presence of a thunder storm, a Planar Pariah must make a Will save (DC 25) or become shaken for 1d6 rounds. If reduced to half its total hit points or less by electrical damage, it must make a second saving throw or become frightened for 1d4 rounds; any natural lightning strike causes the Planar Pariah to become panicked on a failed saving throw for 1d3 rounds.

Narcotic Injection (Ex) The tiny fanged tentacles a Planar Pariah possesses have a vile purpose; they secrete a mind numbing narcotic. Outside of combat this is used to pacify their “worshipers” and as a gift to those few exceptional individuals that please them; in combat the blissful stupor can render a foe helpless.
Type Drug (Injury), Addiction: Severe, Fortitude DC 29, Effects: Euphoric Bliss +1d2 Cha, -5 to attack and skill checks for 1 minute, Damage:1d6 Wisdom, 1d6 Intelligence

Noxious Spit (Ex) As a swift action, a Planar Pariah may belch forth a blob of noxious acid from the tiny circular maw atop their head as a ranged touch attack against a target within 60 feet that deals 1d8 acid damage on a successful hit. Any creature struck by this attack must make a Fortitude save against poison (DC 29) or become sickened by the smell for 1d6 rounds (a successful save negates this effect.)

The Planar Pariahs are a race of strange beings forgotten by most of reality. In time immemorial they committed a slight long lost to history’s decay but offensive enough to merit a response from the gods and the very planes themselves. They now aim to depose the divine, severing worlds from their planar connections to gain freedom from divine wrath and ascend to greater power in the process. The tiny handful of these creatures that live across the prime material worlds plot and scheme against the very cosmos to this ignoble end.

Planar Pariahs seek out groups that will worship them as gods; lizardfolk, serpentfolk, kobolds and isolated human tribes are popular targets but anyone who can be manipulated is fair game. They possess a distinct hatred of Couatls, often vilifying the feathered serpents and commanding their faithful to slay them whenever possible.

Planar Pariah by Chris Crowe

Art by Nicholas Cloister

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Statblock Sunday #5

How would you like to get your hands dirty and crunch some numbers for new Pathfinder monsters which will be included in our upcoming adventures?  Check out this week’s monster drawn by the talented Nicholas Cloister!

To learn more about Statblock Sunday jump to the section below.

MONSTER-CLOSED

How would you like to write Pathfinder Roleplaying Game statblocks for monsters appearing in our published adventures?

Every Sunday we will post the picture of a monster here on the AaW Blog. Your job is to take it and build a Pathfinder Roleplaying Game statblock suitable for such a creature. Any CR is fair game. Winner may just get their statblock published within an adventure and have their name appear in the credits!

Bonus points will be awarded to those authors that tie the monster into the AaW Campaign Setting (available at Adventureaweek.com).

 

 

How to submit your statblock:

Email your properly formatted statblock to submit(at)adventureaweek.com

 

Proper Formatting:

zzMonstername CR ##
XP ##
zzAlignment zzSize zzType
Init +##; Senses zz, zz,; Perception +##
Aura zz (## ft., DC ##)

—– Defense —–
AC ##, touch ##, flat-footed # (+## zzModifier, +##zzModifier)
hp ## (##d##+##); fast healing ##
Fort +##, Ref +##, Will +##
DR ##/zzMaterial; Immune zz; Resist zz ##, zz ##;SR ##
Weaknesses zz, zz

—– Offense —–
Speed ## ft., fly ## ft. (zzManeuverability)
Melee zzAttacktype +## (zzDamage plus zzOthereffect), zzAttacktype +## (zzDamage)
Ranged zzAttacktype +## (zzDamage)
Space ## ft.; Reach ## ft.
Special Attacks zz, zz
Spell-Like Abilities (CL ##zz; concentration +##)
At will—zzzz
1/day—zzzz

—– Statistics —–
Str ##, Dex ##, Con ##, Int ##, Wis ##, Cha ##
Base Atk +##; CMB +## (+## zzConditionalmaneuverbonus); CMD ## (## vs. zzManeuvername)
Feats zzFeatname, zzFeatname
Skills zzSkillname +##, zzSkillname +## (+## zzCondition); Racial Modifiers +## zzSkillname, +## zzSkillname in zzCondition
Languages zzLanguage
SQ zz

—– Ecology —–
Environment zzClimate zzTerrain
Organization zz, zz, or zz
Treasure zzCategory

—– Special Abilities —–
zzName (Ex/Sp/Su) zzDescription


Here are some tips for using the above stat block, and building stat blocks in general.

## is a placeholder for a number, so an entry like “Init +##” should be something like “Init +2″ or “Init -2″ in your monster stat block.

zz is a placeholder for anything other than a number (obviously, “zzSize” means you should replace it with a game term for size, such as “Medium,” not “zzMedium”).
When you are finished, your monster stat block should not have ## or zz in it at all.

If your monster doesn’t have an ability mentioned in the sample stat block format (such as DR, SR, Immune, an “plus” effect for a melee or ranged attack, a conditional skill bonuses, or racial skill modifiers), delete that ability and its placeholders. For example, if your monster doesn’t have damage reduction, delete the “DR ##/zzMaterial” and the semicolon after it so the line starts with “Immune.”

If your monster has an ability that isn’t presented in the sample stat block format (such as Spells Known), add it to the stat block, making sure to put it in the correct section of the stat block (for example, Spells Known goes in the Offense section) and match the bold and/or italic format for that ability as shown in a printed stat block.

If the monster doesn’t have Feats, Skills, or Languages, delete the entire Feats, Skills, or Languages line.

If your monster has Space 5 ft. and Reach 5 ft., delete that entire line (the default is a monster with that size and reach).

When you are finished, your stat block shouldn’t have any “blank” entries like “DR —.”

The Defense, Offense, Statistics, and Ecology lines have “—–” at the beginning and end to visually offset those section headers. This is because the messageboard code doesn’t allow you to underline text, and this is an easy and clear way to duplicate the printed stat block format for this purpose. Do not tamper with those lines.

In a printed stat block, the individual listings for the spell-like abilities are indented, but it’s difficult to make that work in the messageboards, so if your monster has spell-like abilities, just use the non-indented format as presented in the above sample stat block.

If your monster has a new ability (such as “Arcane Vengeance” or “Eyeball Eater”), you must explain it in the Special Abilities part of the stat block.

If your monster has a common ability from the Pathfinder RPG Core Rulebook (such as sneak attack) or a universal monster rule from the Bestiary or Bestiary 2 (such as grab or stench), you do not need to provide the description of that ability in the Special Abilities part of the stat block (we assume the reader knows how sneak attack, grab, and stench work, or can look them up in the appropriate book).

When in doubt as to how to format part of your stat block, check the monsters in the Bestiary and universal monster rules.

 


LEGAL STUFF:

1. Anyone can submit an entry.

2. One entry per person at any one time. An entry must be your own work, not being published previously or considered by any other publisher, and it must original and not infringe upon copyrighted material.

3. All entries become property of Adventureaweek.com, LLP.

4. By submitting an entry you authorize the use of your name and likeness without additional compensation for promotion and advertising purposes in all media.

5. Adventureaweek.com, LLP reserves the right to withdraw or terminate this endeavor at any time without prior notice.

6. All decisions of Adventureaweek.com, LLP and their arbiters are final.

7. There is no compensation provided – any entries are given freely by their creators for use by Adventureaweek.com, LLP in perpetuity.

8.  Your statblock must be properly formatted.  Please follow the directions as listed above on this page.

 

Posted on 2 Comments

New Monster: Magna Graphia

Creature 7 Othnorian Firewalker

The creature in the distance moves with grace and speed, bounding across the blackened earth like a comet through the nights sky. As it draws closer you can see its body is composed of thick magma and hard rock, smoke and flames constantly issuing from its body. It is only now that you realize the beast is not running along the ground at all but is some how darting across flowing lava, like a human sized water-strider moving across the surface of a running river, made of melting stone.

Magna Graphia (Lava Strider)                                 CR 4  
XP 1200
CN Medium outsider (earth, elemental, fire, native)
Init +7; Senses Thermalsight (60 ft.), Perc. +9

DEFENSE

AC 17 (+3 dex, +4 natural armor)
hp 30 (5d10+5)
Fort + 8, Ref +10 , Will +4
Immune Elemental traits, fire
Weakness Vulnerable to cold

OFFENSE

Speed 50 ft.; lava walk
Melee slam +7 (1d8+2 plus burn)
Special Attacks Powerful charge (slam, 2d6+4 plus burn); burn (1d4, DC 13)

STATISTICS

Str 14, Dex 16, Con 12, Int 4, Wis 12, Cha 11
Base Atk +5 ; CMB +7 ; CMD 20
Feats Improved Initiative, Improved Natural Attack (slam), Run
Skills Acrobatics +11 Jump +15, Perception +9
Languages Ignan

SPECIAL ABILITIES

Thermalsight (Ex) This ability functions like Blindsight but is based on the Lava Striders ability to sense minute differences in temperature and air pressure. While it is possible to effectively “blind” a Lava Strider using spells or abilities that generate heat and cold only those that have a duration longer than 1 round are sufficient to disorient a Lava Walker and must completely obscure any heat signatures (such as a Wall of Ice surrounding the entire party).

Burn (Ex) A lava strider deals fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire.

Lava Walk (Ex) Lava striders are able to move across lava as if it were solid ground, so long as they make at least one move action per round. Otherwise they begin to drown as normal and must pull themselves free of the lava before they may use this ability again.

ECOLOGY

Environment Temperate desert, plains
Organization Solitary, pair, pack (3-12)
Treasure Standard

Life is perhaps the last word that comes to mind when one thinks of the Scorched Lands, the blasted and cracked earth punished by the Shard of the Sun, and yet still life persists even here. Learned sages refer to them as Magna Graphia but are more commonly known as Lava Striders. These four legged elementals have found a home in a rather unlikely place, but they seem perfectly suited to the harsh environment they now inhabit.
Lava Striders are similar in a number of ways to magma elementals but have adapted to living in the material world and as such are no longer true outsiders. The four legged creatures are built for speed and power, their bodies composed equally of hardened rock, flowing magma and gouts of fire. Atop the rounded back flames arch and fly into the hazy air while a series of six protuberances spread equidistant around the creatures fiery hump constantly spew smoke and long streams of flame. The beasts heads consist of little more than a rounded stump of flowing magma, broken shards of dark slate pushing backwards to reveal bright molten rock. Long strands of dripping lava lash and dangle about the body and head, sending droplettes of quickly cooling lava flying into the air. Lava Striders are usually 5 feet tall at the shoulders and weighs 150 pounds.

Though clearly of elemental origin Lava Striders now call the material plane home and as such they must eat and sleep like other mortals, though what constitutes feeding and slumber for the Lava Strider may not follow conventional wisdom. They gain the majority of their sustenance from mineral deposits which they slowly subsume into their bodies but have a strong preference for worked or precious metals when available, making them a menace to adventurers in an already dangerous land. The process of melting and then consuming worked metal takes too much time to be effective in combat but unless protected from fire even magical items will eventually succumb to the heat.
Lava Striders are usually solitary hunters, their ability to move swiftly across flowing lava allows them to reach mineral sources even other creatures immune to the intense heat may not be able to reach. Packs of as many as a dozen Striders have been sighted but only at fresh volcanic eruptions or when bringing down dangerous prey (like a party of adventurers wearing delicious metal armor). Even in such circumstances their tactical behavior varies little, preferring to use their Power Charge to rush foes before fleeing swiftly and then charging again until their prey or they are dead.

HABITAT & SOCIETY

Though the vast majority of Lava Striders are found along the Scorched Lands they do exist in other regions, especially those with frequent volcanic activity but require extreme heat and rich minerals to sustain themselves. This often leads to interactions with other elemental and fire based creatures, but only those who use or require metal and minerals see much reason in bothering with the simple minded Striders. Red dragons have a particular hatred for the beasts, as they have been known to slip into the dragons treasure hordes and devour precious coins and magical equipment. A red dragon that spots Lava Striders in its domain will sometimes fly out to kill them directly, usually with spells and claw, or by sending out minions to at least chase the swift elementals away.
The reproductive habits of Lava Striders are not well known but scholars who have dared the Scorched Lands brutal terrain claim that the creatures bifurcate after consuming large quantities of minerals and precious metals. Young Lava Striders grow quickly when food is plentiful but show no more connection to their “twin” than they do any other of their species. There have been reported cases of Lava Striders consuming particularly powerful magical items made of metal and taking on strange arcane powers or growing to fantastic sizes, the fact that the creatures leave very little behind and that the mysterious energies seem to fade from their bodies with time make it difficult to confirm such reports.

VARIANTS

Magic Infused Lava Strider (+2 CR): When a Lava Strider consumes a magical item with a value of 3000 gp or more it temporarily absorbs some of that objects energy. For the next 2d4 days the Lava Strider gains a +1 deflection bonus to AC, its natural attacks are considered magical for the purposes of overcoming damage reduction and deal an addition point of damage (arcane or divine depending on the nature of the item) with each successful hit. The Lava Strider also gains SR 14 and becomes extremely aggressive towards those carrying magical items.

 

Magna Graphia (Lava Strider) by Jordan Kirk Ferguson (Mr.DTwenty)

Art by Nicholas Cloister