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Showing posts with label Monster. Show all posts
Showing posts with label Monster. Show all posts

Monday, 25 March 2019

Korleth - Underground ice predator

Korleth

N(E) Medium Aberration
Init +0 Senses Darkvision 60 ft.; Perception +8,
 DEFENSE
AC 23 touch 10, flat-footed 23 (+13 natural)
hp 45hp (7d8+14 con)
Fort +4, Ref +2, Will +4
Immune Cold; DR 10 / missile
 OFFENSE
Speed 20 ft., Swim 40 ft.
Melee Claw +12 (1d8+7) or 2 claws +9 (1d6+5)
Ranged Club +5 (1d8+7 )
Special Attacks Surprise, Rend
 STATISTICS
Str 24, Dex 10, Con 15, Int4 , Wis 8, Cha 8
Base Atk +5 CMB +12 CMD 22
Feats Power Attack, Imp Bull Rush,
Skills +7 Perception, +10 Climb, +20 Swim, +15 Stealth, +4 Survival

Languages  Korleth 
Environment Icy Terrain
Organization  Gang (2-8), Tribe 21-40
Advancement 8-12 HD (Large Size); 12-17 HD (Large Size)
Treasure Value  None
 SPECIAL ABILITIES

Surprise: Korleth gain a +10 hide bonus when hiding in icy terrain. Korleth are considered scentless, so creatures cannot track them using their scent.

Rend: If a Korleth hits on both attacks on the same target, they inflict an additional 2d8 damage.

Fearsome icy predator. Nine foot tall, four feet wide humanoid turtle shape, short fat legs, with a incredibly tough white chitinous shell. They have huge sharp claws which they use to rip apart other creatures in combat. Have a five foot or longer tail.

They will usually wait just below the surface of the snow, then reach out to grab victims and pummel them, or will jump out to overwhelm their foes with their brute strength.

When they are well fed, they can be docile and playful. Liking to lie on their backs watch the moons and sing long melodious, sweetly voices songs. Due to their hunger, few creatures ever get a chance to see this side of the Korleth.

Combat: Korleth attack creatures weaker themselves whenever they outnumber their opponents or see weakness in other creatures. Their primary attack is using surprise tactics, often bull rushing opponents into icy waters.

Thursday, 21 March 2019

Psider - Devious Psionic Spider Carnivores

Always loved using my psionic creatures. The general rule is for creatures that couldn't get into a class, if they have magic type abilities it's better fit them into the psion role as opposed to a cleric or wizard.

Psider

Large Size Beast (Psionic)

Hit Dice: 8d10+24 (60 hp)
Initiative: +2
Speed: 30 ft, Climb 30
AC: 18 (+7 natural, -1 size, +2 Dex), 11 touch, 15 flat-footed
BAB ase Attack/Grapple: +8 / +18
Attack: +14 (Bite, 2d8+7)
Full Attack: +14 (Bite, 2d8+7) or 2 legs +10 (Smash 1d8+6)
Reach: 10 ft / 10 ft
Special Attacks: Poison, Webs, Psionics
Special Qualities: Dark Vision, Tremorsense 60 ft, Vermin Traits, PR 21
Saves: Fort: +6, Ref: +8, Wis: +5
Abilities: Str 23, Dex: 14, Con: 16, Int: 15, Wis: 10, Cha: 10
Skills: Craft (Webbing)+8, Climb +16, Stealth +7, Jump +20, Move Silently +7, Perception +11
Feats: Mental Leap (+10), Psionic Bite, Psionic Focus (Auto)
Environment: Caverns, Dungeons, Dark Icky Places
Organization: Solitary, Pair, Bridge
Challenge Rating: 7
Treasure: Standard
Alignment: Usually Neutral Evil
Advancement: By character class

Psiders are devious psionic carnivores that hunt the lower recesses of many dungeons. They seek prey to devour as well as for psionic enlightenment, seemingly going out of their way to trap psionicists or spellcasters alive in their web prisons. They appear as standard large sized spiders, with light grey, green or purple fur on their backs and lower sides. Many colour their legs red or yellow depending upon their rank within the web. These psionic spiders are intricate planners, carefully planning both their beautiful webs and their deadly tactics to inflict maximum devastation.

Until they activate a psionic power, few can tell the danger they truly face.

Combat
Psiders begin combat by controlling the environment around them, often using control light to minimize their prey’s chance at detecting them. Next they may use their webs to capture foes, or their psionic energy push to inflict as most damage as possible from a distance. When possible they drop from high distances, inflict their poisonous bite then jump away before others can counter-attack. If there is more than one psider, one will always attack first as the others watch their foes, if someone heals the poison damage, they strive to eliminate the healer.

Poison: DC 16, 1d8 Str/1d8 Str

Web: Entangle: DC 16 Escape Check, Strength Check DC 20; HP 16.

Web Coccoon: If they grapple a large or smaller victim for ten consecutive rounds, or if they hold an unconscious person, they can wrap thousands of silky strands around a victim. Those entrapped must make a DC 50 to escape the cocoon via either a strength check or escape artist check. No spells or powers can be used while entombed (no somatic, verbal or material manipulation is possible.)

Psionics: Powers of an 8th level Psion; PSP: 50; DC 10+(1d10)
Detect Psionics, Catfall (100 ft), Grease (Psionic), Wall-walk, Control Light, Charm (Psionic), Brain Lock, Energy Push (2d6), Escape Detection

Skills: Psiders gain a +8 bonus to climb and jump skills. These creatures are fantastic natural jumpers, always able to take ‘10’ on any jump check; assume they roll a 40 on jump checks. (+10 for Mental Leap)

Psionic Bite: Any time a psider is able to gain their focus, they inflict +2d6 additional dmg with their bite.



Wednesday, 13 March 2019

Rokan - evil, bat-winged, serpent spell-caster (Anti-Coatl)

My inspiration for the Rokan is to be an evil Coatl - a direct threat, not one hiding in the corners inspiring or teaching, but one that is very active in completing its goals. This is a winged serpent creature that uses magic in devious ways, but it has two aspects, as they can switch to a larger, spell-less figure in physical combat. They join evil groups to learn forbidden magic and gain access to magical nexus sites but will not hesitate to flee if a battle turns against them or the organization.

Rokan

Small Size Magical Beast
Hit Dice: 82 hp (11d8 + 33 con)
Initiative: +9 (small), +2 (Large)

Speed: (when small) 20 ft, Fly 60 (Good); 40 ft (Cannot fly when large sized)
AC: 24 (+8 natural, +1 size, +5 Dex), touch 17, flat-footed 18
Base Attack/Grapple: +3/+10 (Large form only)
Attack: Bite+11 (2d6+5) (Large Size only)
Special Attack: Grapple +15 (3d6) (Large Size only)
2nd Special Attack: Back Slap +10 (2d8+5)
Base Atk +12 CMB +10 CMD 25 (Small)

Special Attacks: Spells as 12th level Sorcerer (Small Size Only), Turn Undead as 8th level evil Cleric
Special Qualities: Change to Large Size; +15 Constrict 2d8 (Grapple)
Saves: Fort +10 Ref +12 (+8 when large) Will +3

Abilities: Str 11, Con 16, Dex 21, Int 16, Wis 10, Cha 20 *Switch Str and Dex scores when they change to large size

Skills: Diplomacy, +12, Knowledge (Arcana) +9, Knowledge (Planes) +9, Perception +12, Move Silently +9, Sense Motive +9, Spellcraft +12, (Escape Artist +20 in small size)
Feats: Eschew Spell Component, Hover, Improved Initiative, Imp Evasion

Environment: Magical Nexi or Evil Temples
Organization: Solitary
Challenge Rating: 12

Treasure: Double Standard
Alignment: Neutral Evil
Advancement: by character class (always Sorcerer)

Radiate protection from Good 20 ft radius: Good-aligned characters will suffer a –2 to all of their attacks and saving throws when facing a Rokan.

Aura of Fear: Creatures within 20 ft of a Rokan are affected by a powerful fear effect. Those who fail a will saving throw (DC 18) will suffer the effects of a fear spell. Those who save are not affected. Creatures who pass their saving throw are unaffected by the same Rokan's fear effect for 24 hours.

Large Size: AC 21, Speed 30 ft., climb 30 ft., swim 30 ft;

The Rokan is a dual sized creature, it`s primary form is a small bat-winged, serpent with small spike horns that wields spells. It's larger body is between 15 to 20 feet long and three feet wide - it is very good in combat, especially at constricting victims. They have a rough black skin with small barely noticeable yellow triangles. When they expand to their large size, their wings are absorbed into their body and these yellow scales dominate most of its scales. They will not hesitate to take down foes using either strategy.

They often work for evil organizations for high payments, either as a protector or a spell-casting ally. While not cowards, they have a habit of retreating when combat is going against them or their allies. This gives them a horrible reputation. When the going is smooth, there are few mortal spell-casters as beneficial as a Rokan to have on your side.

Combat: Rokan are superb natural sorcerers with a wide variety of spells and other abilities. They have no pre-set plan, as they try to gauge any situation and react quickly to almost any situation. They switch to their large form to inflict heavy damage or to constrict foes. All spells they cast upon themselves in their small form are retained if they switch size. They radiate a protection from good and fear aura within a 20 ft radius in both forms.

They can control undead as an 8th level evil priest in their small size only. Undead still listen to Rokan who have switched size - but they cannot attempt to turn more undead in their large format. One of their primary motivators is magical treasure, so they are always keen not to destroy magical items, especially those they can actually use.

Typical Spells as 12th level Sorcerer; Spells per Day: 6/6/6/6/6/5/3; Spells Known: 9/5/5/4/3/2/1*
1st level: Shield, Obscuring Mist, Ray of Enfeeblement, Colour Spray, Magic Missile
2nd level: Protection from Arrows, Glitterdust, Mirror Image, Blindness, Levitate
3rd level: Dispel Magic, Lightning Bolt, Gaseous Form, Vampiric Touch
4th level: Shout, Bestow Curse, Stoneskin
5th level: Dismissal, Feeblemind
6th level: Disintegrate (item only)

Set Form: Rokan never use magic that manipulates their fform, they take a -8 on skill or spell checks if forced into an alternate form.

Friday, 15 February 2019

Advanced & Superior Petitioner

One of the planar creatures I enjoy using is the petitioner, a mortal that has died and are en route to their version of heaven but they get stuck in someplace in between. I really like the thematic idea of a place between the heavens and the mortal plane. That's why I created the Elder World, which is where petitioners (and many others) reside in my game reality. These are the more advanced versions of petitioners found in the core books.

A Not so Final Destination

When intelligent creatures die, if they are not yet ready to enter their final destination to the heaven of their beliefs, most are reborn in the afterlife as petitioners, preparing for when they are ready. What is much less recognized is that for some beings this becomes a preferred existence and they continue to grow, learn and exude their faith but never commit to going to their final destination.

While most reborn into this stage remain just for a short time, for a very few petitioners have key positions that they or their sponsors want them to continue especially if the "greater cause" would suffer if the current holder would leave. These rare few are bound to remain in their position for indefinite periods and can gain in stature and power. Nobody can truly fathom why some petitioners stay in their role for a lifetime or more but those who are are truly devoted to the cause and cannot be swayed from their personal divine path.

At the moment of their creation, most petitioners have no memories of their past mortal existence. A few may have a flash of one point of their lives but the advanced ones remember much more of their mortal lives simply because the more they exist, the more chances they have to remember. Some grey-beards believe memories are stained into a soul and can be reawakened with specific actions. 

Their appearance matches the description found for the general petitioner entry in Bestiary 2, but since they are rediscovering their former existence small features of who they once were begin to bleed into who they are now.

Most petitioners in the Outer-Lands are rural folk as there are few large communities, their roles are to help the departed reach their final goal as they try to find how to do the same. Advanced and Superior Petitioners are very different, having individual and unique roles required by both the plane, citizens, visitors and even the faithful. They do not have to attack or prevent others from travelling thru or interacting with their common brethren, only if the opposition is preventing the faithful from moving onto their next destination - that is the only absolute crime in the Elder-Lands.

While petitioners have various viewpoints and alignments they are rarely enemies with each other, even if a different alignment. However they are usually defensive when outer Planar beings visit, they need to balance distinct allegiances. Their task is to help newly reborn find their place in the afterlife, they are mentors and guides but rarely actually leave their communities.

All petitioners start as the Low or Basic petitioner, and then through service they may advance in levels which eventually means they attain a higher level of performance. They keep their primary appearance but become more angelic (or demonic if appropriate) gaining wings, halo, golden glow and divine weapons or tools as fits their status and power.

As unliving creatures, they can be turned, but not in the Outer-Lands. While they are immortal creatures they can be killed, and some believe that this is their point when their soul is pushed towards the higher level plane.

Advanced Petitioner
Type                           Medium Outsider                   
AC                             18         (+3 natural, +2 Dex, +3 light armour)
HD                             5                                              
Saves                         Fort     +3        Ref      +3        Will   +0
Init                             +5                                           
Speed                        40 ft                                       
BAB                         CMB               CMD              
Melee                          Range             
Special Attacks           Memory Flood, 3rd level Summon Once/day                                  
Special Defenses         Dmg Reduction 5/+1, Immune to Mind Effecting affects,   
Skills                           Craft, Knowledge (Any 2) +10, Perception, Sense Motive Survival +12
Typical Feats               Dodge, Mobility, Cleave, Imp Bull Rush, Iron Will  
Attribute Boons: Arrange boons +3,+2 X 2, +1 X 3
Str       14        Con     16        Dex     15       
Int       12        Wis      14        Cha      13

Environment                       Elder World
Organisation                       2-8 (when on a mission), 1-2 with 11-30 least petitioners
Treasure                              Half Typical

Typical Roles: librarian, soldier, guide, watcher, sneak, historian. 

Spells:   Bless, Sanctuary, Holy Word 3/week, Commune (1/day)

Petitioner Lesser - Memory Flood, Summon, Imitation, 40 skill points, 4 Feats, 13 SR, 5 HD

Memory Flood: Petitioners spend a second lifetime (or longer) learning about their own and other beings histories, so they have a wealth of memories and history to call upon. Three times a day they can infuse good or negative memories to enable others a + / - 4 to any roll for creatures they can see. There is no saving throw to avoid the affect but magic resistance can prevent it.This is a near instant affect, for example, if someone was attacking the petitioner they could flood the foe with feelings of weakness and failure, and it would affect their next attack roll. They can also do this to discourage foes, by making them forget key facts thus hoping they will lose focus.

Summon: Able to call a 1-2 HD native creature to assist them in running errands or contact allies

Skill Imitation: If they are near someone with a higher skill level than them (swimming, climbing, hiding, etc) they can imitate the expert, gaining half of the experts base skill. Do not use bonuses from higher attribute bonus or magic bonuses to determine the skill boost. They can do this five times a day. 

Bathed in the waters of the Pure, cleansed and pure, these are pure souls dedicated to a specific purpose, guiding the newly dead to their ultimate destination. Each newly dead soul has a path that they must find and take, but it is unique to them. It usually takes days or months before a petitioner finds their own way.

*   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   

Superior Petitioner
AC                  20                    (+7 natural, +3 Dex)  
HD                  14                                            
Saves               Fort     +7        Ref      +7        Will   +5
Init                  +5                                           
Speed              40 ft                                       
BAB                CMB               CMD              
Melee                                      Range             
Special Attacks           Memory Flood (5/day), 6th level Summon     **                   
Special Defenses         Dmg Reduction 15 /+2, SR 21, Immune to Mind Influencing affects
Skills                           Acrobatics, Intimidate, Knowledge (Any 3) +15, Perception, Sense Motive,                                               Stealth +12
Typical Feats                Dodge, Mobility, Cleave, Imp Bull Rush, Iron Will  
Typical Boons:              Str       18        Con     19        Dex     17       
                                      Int       14        Wis      18        Cha     16 (24 to petitioners of their faith)
Environment                       Elder World
Organisation                       1, 2-4 (when on a mission), 1-2 with 11-30 least petitioners
Treasure                              Triple Typical

|Superior petitioners are often the souls of adventurers who have become apart of the heavenly missions for a long time. They have served for such a long time many do not know how to let go of this part of their existence. Their main goal is hunting down and stopping impediments for souls to get to their final destinations. They are leaders of their kind, and have incredible influence among petitioners. Good aligned ones are often mistaken for angels, as they may have wings, halo, etc. 

Spells: As 8th level cleric, DC 15+ spell level,

Spells Known: Sanctuary, Bless, Bestow Curse, Dispel Magic, Charm Monster, Dimension Door, Discern Lies, Hold Person;  Commune (3/day); Open Magical Portal 1/day & Holy Word 2 /day
Greater Memory Flood: As Advanced Petitioner but 7 times a day at +/- 6
Higher Skill Imitation: As Advanced Petitioner but 7 times a day and matches the experts bonus
Summon: Able to call a 5 HD native creature to assist them in running errands or contact allies

75 skill points, 7 Feats, 21 SR, 10 HD


Thursday, 14 February 2019

Dexo-Pus, Sentient, 10 tentacled Octopus variant

I was originally going to call this creature the Hexopus but then realized that this was the greek base for six, not ten. While I still kinda like that sound better, I'm gonna stick with the Dexo. Think of this as a sentient, kinda nasty, octopus creature, with fully capable tentacles. As they age, they learn to utilize more of their tentacles in combat.

Dexopus

N Medium Aberration
Init +1 Senses Darkvision 60 ft.; Perception +0
 DEFENSE
AC 12 touch 12, flat-footed 10 (+2 Dex)
hp 13hp (2d8+4 con)
Fort +2, Ref +2, Will +3
 OFFENSE
Speed 30 ft., Swim 40 ft.
Melee Tentacle +4 (1d4+1)
Ranged Spear +4 (d6)
Hindrance: -1 on constitution checks / saves if they do not bathe once a day

 STATISTICS
Str 12, Dex 14, Con 14, Int 10, Wis 11, Cha 9
Base Atk +1 CMB +2 CMD 13
Feats Weapon Finesse
Skills Escape Artist +6, Swim +12, Climb +3; Racial Modifiers +2 Escape Artist, +4 Swim
Languages Lizardith
Other Gear Net, Spear or other hunting items
 ECOLOGY
Environment Any non desert
Organization   Pool (2-4) or Pod (20-80)
Treasure Value  Average (Coins or gems)
 SPECIAL ABILITIES

The Dexopus is a cunning creature capable of using complex tactics. It appears the same as their water-based, animal kin the octopus, except it has ten tentacles and is either red, pink or orange in colour. Their tentacles are approximately ten feet in length, but they use most of it for their height which mirrors a five foot tall humanoid.

Like their ocean kin they are incredible swimmers, most are just as good on land and many have fantastic climbing abilities. Enemies often believe they are solely water-based, but this is not true, they only need to soak themselves in water for one hour a day, and many pods are in the mountains or forests, so they are not actually bound to oceans.

Just the same as many creatures, they desire wealth and magic, if they can do so through peaceful means, like commerce. If not, they are willing to take any risks necessary. They make allies with like-minded creatures, equally willing to partner with humanoids or monsters for mutual defense. Though not violent, they are aggressive beings, as they look for ways to increase their influence. Since much magic and money are found underground, that's where the dexopus tends to settle down. They sometimes welcome other aberrations into their communities - especially those gifted with magic.

Lizardith is one of the most utilized languages in my game world. Lizard Men are highly intelligent and virtually control large portions of the under-earth caverns, sharing and competing with Dwarf for food & resources. The Dexopus often have small pod towns in warm caverns, but are more likely to be competitors than allies with the Lizard Men.

HD Advancement
3 HD +5 in skills; Gain 1 Feat; +1 in Natural AC
4 HD +2 to any attribute; +5 in skills, Multiattack
5 HD Gain 1 Feat; +5 in skills; +1 in Natural AC, Increase Tentacle Damage
6 HD +2 to any attribute; +5 in skills; Perfect Climb
7 HD +1 in Natural AC; Gain 1 Feat,  Gain additional tentacle attack (3rd attack using tentacle)
8 HD +2 to any attribute, Increase Tentacle Damage
9 HD +1 in Natural AC; +5 in skills; Gain 1 Feat, Increase Tentacle Damage
10 HD +4 to any two attributes; +10 in skills, +3 in Natural AC, Gain additional tentacle attack (4th tentacle  attack), Gain 2 Feat

A Dex-o-Pus normally advances through this table. If they take a level in any class, they are unable to advance any further on this table. Most members of their pod advance using the HD table below, but some members pick rogue, ranger or sorcerer class. Most of their leaders are usually sorcerers who have gained 2-4 levels.

Ink Cloud A dex-o-pus can emit a 10-foot-radius sphere of ink once per hour as a free action. The ink provides total concealment for one round and a 50% chance of missing with aimed attacks and a 25% chance with physical attacks for another two rounds. Some Dexopusi specialize with ink clouds, they are able to increase either the length of time the cloud will increase vision.

Sticky Tentacles (Ex): Their tentacles have small suckers that enable a powerful sticky capacity if it is able to latch on to someone or something. Add +6 bonus on CMD if holding on to someone.

Perfect Climb: As long as they have eight or more tentacles touching a wall or ceilings, treat as they are affected by the Spider Climb Spell, so they never fall unless forced down. They can attack no more than once if also maintaining their grip to climb, or twice if they are simply standing still.

Increase Tentacle Dmg: 1-4 HD: 1d4 dmg; 5-7 HD 1d6 dmg, 8 HD 1d8 dmg, 9 HD 1d10 dmg, 10 HD 2d12 dmg


Monday, 11 February 2019

Cracked or Crannick - Inhuman with cracked skin than can destroy objects by touch

So many times it is a picture or image that inspires a monster, for the crannick it is the idea of a man with dozens of small cracks or tattoos all over their bodies. When they touch an item, then can share their cracks but in doing so, they crack the physical object.

Crannick (The Cracked)

Type
Medium Monstrous Humanoid
AC
13
HD
 1d6 (4 hp)
Saves
Fort +2 Ref +2 Will +2
Init
+1
Speed
30
BAB
+1 CMB +4 CMD 16
Melee
Range +2 / 1d6 or by weapon
Special Attacks As per HD listing
Special Defenses  
As per HD listing
Str 13 Con 11 Dex 13 Int 9 Wis 11 Cha 8
Skills Any two physical skills +4; Any two mental skills +3
Feats Weapon Finesse
Environment Any Urban
Organization Penny (1) or Farthing (2-5)
Treasure Value Standard

Inhuman. Appears similar to humans except at close range shows cracks in their skin, especially their hands. Some have connections with Thieving Guilds or nefarious religious groups but generally work alone as free agents. It is believed that these were humans broken due to torture or self-experimentation . If the stories are to be believed, the Crannem were human spirelanders who were part rogues to an evil empire. When they were recognized for their crimes, they were tortured to give up their information, but the torture turned them into something else.

Their bodies torn apart reshaped themselves from their horrific experience, rebuilt from their cracking, until those experiences literally defined the Crannem into something else. At first appearance, the Crannick were a little like bald, lithe humans with tiny cracks in their skin. But when the Crannick concentrated, they could spread their cracks to other objects, and immediately share their experiences about being torn apart, which did exactly that to the objects. They became experts, not at torturing but at getting information or equipment, as they could tear apart any prison or padlock and were paid well for their unique abilities.

The Crannick are a small group, that fit well into groups of rogues and scoundrels. They follow orders and complete their missions, but their loyalty is with their kin, as they are always accomplishing larger goals that others do not see or understand. They reside in most towns and cities, in the underbelly of the communities. They are like a cult, as they accept rogues and warriors who are interested in joining them. Once they complete the tests to join the group, they are brought to a remote location and tortured for weeks until they are transformed into a Crannick. This suffering is needed as it helps to define the Crannick, without it the newcomer would never understand the experience.

Abilities by HD
2 HD Know history, Age and Faults of Object; +10 skill points, Gain Feat
2 HD Find Weakness or defect # 2; +5 skill points; Gain new feat; +1 AC
3 HD +5 skill points; Gain new feat; Destroy Doors (2/day + 1 /3 con)
4 HD Gain + 2 to any Ability Score; Fist 1d6; +1 to AC; +5 skill points; Shatter Weapon
5 HD +5 skill points; Gain new feat; Split Wall (2/day + 1 /3 con)
6 HD +1 to AC; +5 skill points; Gain new feat
7 HD Gain + 2 to any Ability Score; +5 skill points; Gain new feat; Crack Armor (Fort DC 15)
8 HD +1 to AC; +5 skill points; Cracking Touch
9 HD Gain Immunity to Petrification; +5 skill points
10 HD+1 to AC; +5 skill points; Gain new feat; Cracking Touch (3/day)
11 HD Gain + 2 to any 2 Ability Scores; +5 skill points; Gain new feat; Fist 1d10
12 HD Regenerate Other (2/day); +1 to AC; +5 skill points; 
Cracking Touch (6/day)
13 HD Gain + 2 to any 3 Ability Scores; +12 skill points; +3 to AC; Gain new feat; Remote Cracking

A crackus must complete this HD table before they are able to take other classes, if at any time they take a level or HD in a class, they are unable to take new HD levels.

Cracking Touch is their most renown ability, if able to touch an item for three rounds, they can tear it apart by making the weaknesses multiply until it is no longer effective. At 10 HD it increases to three times a day. At 13 HD, they can do this without the need to physically touch the object, called Remote Cracking

Know History, Age and Feature of Object: (3/day) Need a minimum of 3 rounds to observe object (DC 13)

Find Weakness or defect:(3/day) Need a minimum of 3 rounds to observe object (DC 14)

Destroy Doors (2/day + 1 /3 con) Need a minimum of 4 rounds of touching (Ref DC 15)

Shatter Weapon  (1/day + 1/4 con) Need a minimum of 5 rounds of touching (Ref DC 16)

Split Wall (2/day + 1 /5 con) Need a minimum of 5 rounds of touching (Ref DC 15)

Crack Armor (1/day + 1/5con) Need a minimum of 2 rounds to destroy object  (Fort DC 17)

Wednesday, 6 February 2019

Jessalox - Purple Furry Haired Humanoid with different modes of action

These creatures are basically living librarians, creatures who exist to store and share knowledge. They usually exist in huge libraries, behaving much like cats, and absorb secrets that are either told to them or that they hear.

Jessalox

N Medium Aberration
Init +6 Senses Darkvision 60 ft.; Perception +10

 DEFENSE
AC 16 touch 12, flat-footed 14 (+2 Dex, +4 natural) +3 Bonus in Warrior Mode
hp 36hp (8d8+0 con)
Fort +2, Ref +4, Will +10
Defensive Abilities  Darkvision, Acid, Electricity, Sonic Resistance: 15, Immune: enchantment, poison polymorph & silence spells; DR 10/magic, SR 17

 OFFENSE
Speed 30 ft.
Melee Slam +7 (1d6+1) or or +12 Talon X 2 (1d10+7 / 17-20 in warrior mode)

 STATISTICS
Str 13, Dex 14, Con 10, Int 13, Wis 18, Cha 10
Base Atk +6 CMB +7 CMD 19
Feats Improved Initiative, Uncanny Lore, Imp Trip, Precise Memory
Skills +5 Acrobatics , +10 Climb , +8 Escape Artist , +6 Knowledge (any) , +12 Perception, +10 Stealth , +6 Survival
Languages Common, Dwarven, Lizardith
 ECOLOGY
Environment  Any (Usually towers or libraries)
Organization  Solitary, Circle (2-5)
Treasure Value  Double
 SPECIAL ABILITIES
Ability (Ex)  Uncanny Lore: When asked any question, they can add +10 to someone else’s knowledge checks. They may also utilize any cleric, magical or psionic item that gives a bonus to any intelligence or knowledge based abilities.

New Feat: Precisely Conditioned Memory: This ability enables the Jessalox to unknowingly hold information but not to be aware of it. If their memory, even deep memory is scanned or read what they know is not revealed, but when the pre-set conditions happen, they can recall everything in perfect detail.

A purple furry humanoid gazes at you with two large blue, unblinking eyes…”You, have a question?”

The Jessalox are a mystery. These aberrations were made to be living repositories of legend, with impeccable unfailing memory but where they come from is unknown.  They are usually found in remote towers, serving clerics and wizards as living librarians.  While they store much knowledge they cannot access it for themselves. Someone needs to ask them a question, before they can regurgitate the information.

They are medium sized humanoids, with light purple furry skin. A unique organ on the outside of their chest acts as both their heart and lungs, a small slice on the side of the beating pump can be seen through furred bone bracke. Their fur is immaculately manicured, as they seem to take immeasurable pride in cleaning in with whatever way they can, licking themselves or their circle colleagues. They have large ears without external lobes. Large, three segmented eyes with a translucent eyelid – they never need to blink, but will sometimes do so in mimicing people they talk with! They have a five foot long tail that is always whisking back and forth. Like cats, Jessalox are reserved beings and only seem to be interested in eating, sleeping or climbing up the walls.

When asked a question, another side to these beings often comes out, they are instantly focused and answer with forthright determination. While intelligent & thoughtful, they can only take specific action if gently nudged, they are very likely to lose their focus. When alone, these creatures are avid readers, going out of their way to read new, different or interesting facts. They rarely show this aspect of their personality to others.

Combat
Few could believe that a creature as docile as a Jessalox has a deadly side, but they transform in the blink of an eye. In fact, this is exactly what happens, when Jessalox blink, their eye colour changes and so do their abilities. The second form is of a warrior. Their last form is of a sonic screamer. Their transformation is a free action in any round.

1st set of eyes: (Blue) Recorder. They memorize everything they see and hear; this is their default form. They can recall almost anything in a month period, but they have unlimited memory if specifically asked to memorize small bits of detail.

2nd set of Eyes: (Red) The Warrior. When trouble comes this form adapts their body for battle. They gain +10 on their strength, +6 to their dexterity & constitution. Their hands change into deadly talons: (1d10+7 / 17-20.) They can maintain this form nearly indefinitely, but when they end combat, they must sleep for ten minutes for every round of combat that they took part in.They cannot revert to their first form, they must sleep, but they can delay this until the trouble is over.

3rd set of Eyes: (Black) Screamer. When they cannot avoid trouble, they change into a statue like form (+15 AC, 5 move; SR: 25.) They emit an incredibly loud scream, inflicting both a shatter effect and 8d8 sonic damage to all creatures within a 60 ft radius; (Will DC 17). Those who fail their save are deafened for 3 hours. Creatures directly in front of the jessalox suffer a –4 to their save. They can do this no more than once every five rounds, and lose 20% of their current hit points.



Wednesday, 30 January 2019

Ood - tentacled faced humanoid

This is a monster inspired/stolen from Dr Who. I am a huge fan of both the old and new versions of the show and I like using stylized beasts based on it.


Ood

Medium-Size Humanoid
Hit Dice: 2d6+2 (11 hp)
Initiative: +1
Speed: 30 ft.
AC: 15 (+1 Dex, +2 Natural, +2 leather armor), touch 5, flat-footed 5
Attacks: Energy Blast Touch +3 melee
Damage: Touch 1d6+1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Orb blast
Special Qualities: Blindsight, Minor Telepathy
Saves: Fort +1, Ref +4 Will +4
Abilities: Str 8, Dex 10, Con 16, Int 12, Wis 16, Cha 8 / 13
Skills: Athletics +5, Perform +8; Singing +12, Craft +7 (Medicine +10), Survival +8
Climate/Terrain: Any underground or Swamp
Organization: Circle (2-8) or Voice (1 Ood)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral (80% tend towards LN)
Advancement: By Class (Bard, Fighter, Monk, Druid, Artificier)


Alien Appearance: Humanoid, hairless, small black eyes and many short tentacles on their chin. They cannot speak aloud but have a minor telepathy power for creatures that they can see. The difference in their charisma scores are those with an Ood Orb and those without one. Typically no more than two Ood in a circle have an orb.

They can learn to speak if the individual spends time away from their circle, where group speech and thought is assumed. Few Ood choose to do this and are content and comfortable in their circles. Only individual Ood gain more than four HD.

The Ood were once servile slaves, forced to serve Lords from other worlds. Even when free they are driven to help others. If simple tasks they take action right away, but for longer more complicated tasks it takes them time to evaluate what their best choice of action should be.

They are often strangers in my dungeons, ignored by the primary inhabitants unless they can be used as slaves or most often as sources of info.

While generally very quiet, Ood sing collectively wonderful and personal songs when they are emotionally moved.

Magic Items
Ood are not inherently magical, but many have been trained to create magical devices that help them survive, and communicate with other creatures. After seeing a device, they need to spend one day with magical equipment to create a device to assist them. However it is an ood only device, few creatures can ever utilize the items the ood make for their own kin.

Orb: This is the primary item most ood carry, it is an small orb made of a soft metal, that allows them to speak out loud as well as to sing. The orb can release a shock that inflicts 1d6 damage on close range (20 feet or less). Some Ood, especially those that take fighter class take feats to increase the damage and range the orb can inflict beyond the table below.

1-4 HD      1d6 Dmg           Range 20 feet
5-6 HD      1d8 Dmg           Range 30 feet
7-8 HD      1d10 Dmg         Range 50 feet
9 HD +       2d6 Dmg or 1d8 Dmg for 2 targets

Shared Saving Throw: As an individual, the ood are not always the best at saving throws, but when they come together for a purpose, they learn to trust in their comrades. They add +1 to every saving throw for every two additional ood in their collective. If not in groups, give individual Ood -2 on all mental saving throws.

Minor Telepathy: Ood can telepathicly communicate with intelligent creatures but need to have bonded with them.

Stolen from the New Who series

Monday, 19 November 2018

Seymourian

A native and twisted plant form found in some of the deepest jungles of the land. While unsure of their origin, they have long been a nightmare to root out. These twisted entities try to manipulate the environments to control others to do their bidding.

Seymourian

NE Medium Plant
Init +2 Senses Low-light vision; Perception +6

 DEFENSE

AC 16 touch 9, flat-footed 16 (+7 natural, -1 size)
hp 75hp (10d8+30 con)
Fort +10, Ref +3, Will +3
Defensive Abilities Immune mind-affecting effects, poison, sleep, polymorph, stunning

 OFFENSE
Speed 10 ft.
Melee Bite +8 (1d12+2/X3), Root Tentacles +6 (1d8+3)
Special Attacks Tentacles Reach 25 ft
Spell Like Abilities (CL 9th)
Summon Small Animals, Detect Alignment or Magic (5/day)
Charm Animal or Humanoid (4/day; DC 14) & Control Plant (4/day; DC 15)

 STATISTICS
Str 19, Dex 11, Con 16, Int 13, Wis 11, Cha 11
Base Atk +7 CMB +12 CMD 22 / +12 to avoid being tripped, bull rushed, etc
Feats Deep Roots, Multi-Attack
Skill Bonus +4 Perception
Skills +7 Perception , +10 Stealth; +8 Knowledge (Plant), +4 Stealth bonus if planted outside
Languages Druid, Fae, Elf plus one

 ECOLOGY
Environment    Any Forest
Organization   Solitary or Pod (2-4)
Treasure Value  Standard
Advancement (11-16 HD - Medium), (17-22 HD Large)

 SPECIAL ABILITIES

Root Reach - Their roots can stretch out up to 200 ft their base. They cannot attack in this area, but can move objects closer to them.

Non-Detection: The Seymourian has a DC 25 to be found or caught by magic spells, otherwise they are observed as normal plants.

This plant has long been a nuisance in forests and gardens. Appear as larger than normal plants, with an extensive root system. But when cultivated by either an evil druid or someone with knowledge they can breed a smart and quite dangerous specimen that is sentient. These creatures control an environment as their home, and anything in their radius can be affected by their charms.

Appear as a large sized, heavily rooted, broad leafed flower, with a bright rose or red petals. While it is almost impossible to immediately notice them (DC 18) if intruders see the Seymourian talk, they notice small eyes, nose and mouth in the largest petal. Seymourians try to control the creatures around them for their own purposes, whether looking for followers, wealth or love.

It often has allies that are only vaguely aware of what they are, they just know the entity can protect or raid a forest area better than anyone else.

Friday, 19 January 2018

Swamp Swimmer (Dianoga)

Every now and then I am hit by a sudden blast of nostalgia and think of an old toy or game or song that I want to use in my game inspired write-ups. This was definitely one of them. I was looking for the trash monster (Dianoga) from the original Star Wars movie, didn't see it quickly online, and decided to write it up.


Swamp Swimmer (Dianoga)

CN Large aberration
Init +6; Senses blindsight 60 ft.; Perception +5

AC 21, touch 12, flat-footed 17 (-1 Size, +3 Dex, +8 natural)
hp 60hp (8d8+24 con)
Fort +5, Ref +7, Will +6
Defensive Abilities freedom of movement

Speed 20 ft., Swim 40 ft.
Melee bite +11 (1d8+5), 3 tentacles +8 (1d4+3)
Space 5 ft.; Reach 10 ft.

Str 21, Dex 16, Con 18, Int 5, Wis 11, Cha 7
Base Atk +11; CMB +11; CMD 24
Feats Blind-Fight, Improved Initiative, Lightning Reflexes, Power Attack
Skills Swim +15, Perception +5, Stealth +17 (Bonus +10 Stealth and Swim in water or swampy environments)
Languages None spoken (some may understand lizardith or common)
SQ Change colour (add +10 to stealth checks for up to 10 minutes)

Environment Swamp or forest (prefers a wet environment)
Organization solitary
Treasure Incidental
Advancement Large (9 - 15 HD), Huge (16-24 HD)

This creature appears to be a large green-grey slug with at least five ten foot long tentacles and a single eye on a stalk that it can subtly raise out of the water to view everything around it.  It hunts in watery or swampy areas, using it's camouflage abilities to sneak up to their prey. While it can survive on oozes and small creatures that reside in swampy areas, it prefers to hunt larger more intelligent things. Some Swamp Swimmers learn to drown their opponents then store the carcases underwater to feed on them later.

They are equally as active during the day or night. They are solitary creatures, budding one or two tadpole offspring every four to five years, that swim off to survive on their own without need of nurturing.

Many lizardith bards, druids & rangers prefer a Swamp Swimmer to accompany them in their tasks. Unless compelled to, Swamp Swimmers prefer to stick to watery areas, but it can survive for weeks away from its natural habitat. 


Thursday, 19 October 2017

Avatar (Simple Template) plus Ogre Avatar

Most times when I create something, I am a little tedious about both the playing details and technical ones. I have dozens of tables, monsters and other things kinda ready to release, but I don't. I tend to go over it again and again until it feels ready. I gotta get better at letting go.

Anyway, this is what I do for most holy servants, an Avatar adjustment to the central creature that best represents them.

Avatar (Simple Template)

Type Monstrous Humanoid (treat as before)
AC                         +10 Natural AC
HD                         +10 HD
Saves                       Fort +8 Ref +8 Will +8 
Init                          +5
Speed                      50 (Base Land)  
Melee                       Increase by 2 attacks or by two-fold
Special Attacks        Turn or Control Undead at 10th HD bonus      
Special Defenses.     Elemental Resistance 25, +DR 10 / +2 weapons
Skills                       +10 HD (60 skill points) or Six Skills Maxed
Feats                         Dodge, Weapon Finesse, Weapon Damage, Weapon Focus (or 4 new feats)
Str +10  Con +10  Dex +10 . Int +6. Wis +6. Cha +12
Environment            Garden, Temple, Any Holy Site
Organization            Solitary
Treasure Triple        Triple (Coins or gems)
Advancement           None

An Avatar is a divinely boosted servant to do the biding of the faithful. Every deity has one of these to serve their purposes, some in their heavenly abode or one of their earthly one. For those who come to the mortal world, they must be called via a ritual, so it is very rare for one to be present outside the heavenly location. For a entity like Razzgurk at least 500 sacrifices be given in one night to appease the Ogre gods to enable this powerful servant to come down to the mortal realm in order to serve.

Example

Razzgurk - Ogre Avatar of Rampage

CE Large humanoid (giant)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +15

Defense
AC 27, touch 18, flat-footed 27 (+4 armor, –1 Dex, +15 natural, –1 size)
161hp (14d8+98 con)
Fort +19, Ref +12, Will +14

Offense
Speed 40 ft. (40 ft. base)
Melee 3 X greatclub +13 (2d8+10)
Ranged javelin +8 (1d8+5)
Space 10 ft., Reach 10 ft.

Statistics
Str 31, Dex 18, Con 25, Int 12, Wis 16, Cha 19
Base Atk +10; CMB +21; CMD 35
Feats Iron Will, Toughness, Dodge, Weapon Finesse, Weapon Damage, Weapon Focus
Skills Climb +17, Perception +15, Knowledge (Religion) +10,
Languages Giant

Ecology
Environment temperate or cold hills
Organization solitary
Treasure standard (hide armor, greatclub, 4 javelins, other treasure)


Wednesday, 28 June 2017

Ravok - living exo-skeleton battle armour

Have used these creatures a few times, as end the big-bad monsters at the end of the dungeon, hunting anyone that come inside their domain. Their tail is quite powerful and a source of known magic in a low magic world. They were inspired by the predator movies, an intelligent creature, that uses their hunting skill to inflict mayhem. Now, imagine them in a magical setting, and they did not choose to wear the hyper-magical suit but it was imposed on them due to trickery, forced to commit unspeakable actions that they cannot fully control.

Ravok

Medium Winged Insectoids AC 21 (+6 Dex, +5 Natural)
HD 7d8 +14 (60 hp)

Saves Fort +7 Ref +12 Will +2
Init +7
Speed 50 ft

BAB +6 CMB +15 CMD +22
Melee +13 / +13 pinchers (1d10+5) +13 tail (1d12/15-20)
Range +16 (Spear 2-12 +8 dmg)
Special Attacks Tail acts as a +3 enchanted weapon
Special Defenses Immune to 3rd level and lower enchantment and illusion effects, Insectoid Telepathy 100 ft

Str 19       Con 15    Dex 24
Int 13       Wis 10    Cha 13
Skills Acrobatics, Climb, Intimidate, Perception, Stealth Survival +12, Jump + 24

Feats Imp Bull Rush, Power Attack, Cleave, Jumping Attack Focus (+3)
Tail Feats Only: Imp critical & Imp Disarm 

Climate/Terrain Any Remote / Night time on mission
Organization         Solitary, Pair or Order  (3-12)
Challenge Rating 6
Treasure               None
Alignment             Strongly Lawful (50% Neutral, 40% Evil)

The Ravok were initially adapted as an exo-skeleton for an insectoid race that were dying off due to the great winter.  The people were enclosed within dark gray armored skin, and their natural features were enhanced given huge pincer claws, mandibles, multi-sectioned eyes with an acutely sensitive antenna & large, extremely spiked tail. The pincers can open up for the wearer's hands to perform delicate actions for about 20% of them. Most use spears as their primary weapon but their tail is important due to its strength and in ceremonial rites. They cannot fully speak. but can scream in pain or if it brings terror to those it hunts.

They are known as an unmatched terror, long feared for their assassinations, and dark plots bringing destruction to individuals and groups alike. They are feared and watched for, but their history and their situation isn't. It's long been misunderstood why they attack groups within cities, but they are compelled to complete missions. Their vendettas are more subtle and very personal, often much less violent.

Many communities will attack the Ravok on sight because of their histories of devastating raids. Ravok have few battle scruples, they attack and maim weaker beings on sight. One favorite tactic is to rip the arms off an opponent to attack those who investigate the screams. Because these creatures attack at night or during storms, many places don`t places realize they are being threatened until too late. Small circles of them will sometimes take over castles or dungeons to plan long term actions.

Originally this insectoid race were called the Ryush, an intelligent, hard-working trading group found in hives through-out the North. When the endless winter came, the conditions caused their numbers to drop, and their leaders turned to the Chavok, the ruling elite for help. They hired the Doposylla, an infamous slug race known for their body modification magic, who promised life but did not reveal the entire truth of the transformation. The Ryush were transformed into the Ravok and were doomed to remain in the exo-suit as they cannot survive outside their armor. Their controls were held by the Chavok Lords, as they paid for the transformation. Ever since their rebirth, the Ravok cannot survive in the wilds and even worse they are bound to obey their Chavok Lords as was written into their contract. The Ryush have ever since despised the Chavok and work to bring ruin to them and their allies as well as to free their kin locked inside the armored skins.

Some groups of the Ryush remain hidden in secret locations, as a few frozen nests of unborn Ryush were kept safe until their new homes were created. They dedicate themselves to staying free from the influence of the Chavok or other would be Masters.  These are only a few hives that the non-armored Ryush can exist, and this is usually where they give birth to their young. The most talented or strongest are choosing to inherit the body armor of the champions who fall. These Ryush are fully aware beings, trying to both protect their kin, make connection with other races and to bring the Chavok to justice.

Ryush AC 12 (+1 Dex, +1 natural armor), HD 1d8 +1 (5 hp), Saves Fort +2 Ref +2 Will +2, Init +1, Speed Fly 40, Attack: Pinchers +2 (1d4+1) or Tail +0 (1-3), Special Insectoid telepathy within 20 ft; Advance in any class. 

Tuesday, 21 March 2017

Gargoyle Brood ('Goyle or Cross-Breed Template)


One of my favorite creatures in a Tower Dungeon is the Gargoyle and the core idea of this beast was to mix the race to create a mixed variety of them. I really like this template and its one of the most useful templates in my gaming world. The idea is that the Gargoyle brood, referred to as Goyles, is a mish-mash of different creatures, winged warriors with minotaur, elven or dwarven abilities.

I will be honest, it was only after thinking about the whole process that I kinda grossed myself out. It made sense but its ugly. It's not really something that has come up in -game, but its a neat process that works out stylistically.

Gargoyle Brood (Template)

Size and type: Change to Monstrous Humanoid
Hit Dice: +1d8
Speed: As original creature; gains fly 20 (Poor)
Armor Class: +2 natural AC on top of base creature
Attack: Gains Claw Attack (2 X 1d4 dmg)
Feat: Gain Multi-Attack

Adjustments:
1-3 HD: 1d4 dmg; +2 Natural AC Bonus; 1 Dmg Red; Fly 20 (Poor)
3-6 HD:1d6 dmg; +3 Natural AC Bonus; 3 Dmg Red; Fly 30 (Average)
7-8 HD: 1d6 dmg; +4 Natural AC Bonus; 5 Dmg Red; Fly 40 (Average) + Tail Atk (1-3 dmg)
9-10 HD: 1d8 dmg; +5 Natural AC Bonus; 7 Dmg Red; Fly 50 (Good) + Tail Atk (1-6 dmg)
11-13 HD: 1d10 dmg; +6 Natural AC Bonus; 10 Dmg Red; Fly 60 (Good) + Tail Atk (1-8 dmg)
14-16 HD: 2d12 dmg; +8 Natural AC Bonus; 15 Dmg Red; Fly 80 (Perfect) + Tail Atk (1-10 dmg)

Special Attacks: Tail Swing (1d3) at 7 HD
Special Qualities: Dmg Reduction/by HD, Darkvision, Plus feature from maternal side
Abilities: Str +4, Dex +2, Con +4 at birth; +2 / every HD higher
Skills: Gain base skills as per their matron species. Then +4 bonus on acrobatics, intimidate, perception, +8 fly skill check bonus; +6 / every HD higher
Environment: Spirelands or Lonely Towers
Organization: Wing (3-6 gargoyles); Brood (11-20); Family (23-80)
Treasure: Half Standard
Alignment: Always Evil (Tend towards Neutral)
Level Adjustment: As base class +1

Appear quite similar to the standard gargoyle race, but these are the by-products of gargoyle’s ability to inter-breed with other species. Most have small horns, tough leathery skin, long but lightweight wings which appear folded while on foot. While most gargoyles use claws, the brood will use short swords or short bows to gain an advantage on their foes. They prefer smaller weapons as it is easier for them to carry in the air.

A gargoyle has two ways to reproduce: the first is through a rookery, which creates the standard gargoyle found in the Monster Manual, with small broods every year. As a fecund species, they can mate with any other humanoid species to create a cross-breed with features of both. Many tribes expand their numbers by forcefully mating with humanoids for specific traits to grow their tribes abilities.

For example, a dwarf-breed would be short and squat with abilities mimic their home species ability with precious stones. While a minotaur-breed would be larger and stronger. However, Goyle types are infertile, they cannot reproduce to form their own distinct racial group.

Most times, the "other" or mother species, are kept prisoner in the gargoyle lair, as their gestation period is half the time of the non-goyle. Sadly, due to the birthing process, most mothers do not survive the birth, thus there is always a need for more slaves. Mother is a generic breeding term, as the carrying breed does not actually have to be a female, but since the gargoyles are always looking for a mate that can survive the gestation and birth process, they look for female volunteers.

The brood have long been hated through-out the domain, as their slavery and mating process angers many peoples who have suffered at their hands. Their raids occur in a cyclical pattern usually every five to ten years. They attack towns at night to steal females away. They prefer smaller towns because the defenses are usually a lot less, and it is much easier to travel to and from them without being noticed.

Most packs have lairs in abandoned ruins. They will sometimes work with a lamia or medusa, but they really have no need as they have a wide group of brood members with various abilities. Goyles are fiercely territorial, claiming a mountain or Tower as their own territory and defend it to the bitter end.

Every Goyle pack is unique. Some work wing-on-wing with standard gargoyles, others are seen to be servants to the stone masters, in non-combat roles. They are strongest when the Goyle Brood forms a pack on their own.

Goyles do not gain the Freeze ability of full-blooded Gargoyles naturally, however after 7 HD they can gain it by taking using a feat to gain the ability.

*   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *

Minotaur-Goyle
AC 17 touch 11, flat-footed 15 (+2 Dex, +6 natural, -1 size) 
hp 60hp (8d10+16 con)
Fort +4, Ref +8, Will +6
Special defenses  8 Dmg reduction

Speed 30 ft.
Melee Heavy Axe +11  (2d6+6/×3) and gore +4 (1d6+2) or +9/+9 claw (1d10+4)
Special Attacks powerful charge (gore +12, 2d6+6)

Str 19, Dex 14, Con 15, Int 7, Wis 10, Cha 8
Base Atk +8 CMB +13 CMD 25
Feats Great Fortitude, Improved Bull Rush, Power Attack, Multi-Attack, Track
Skills Fly +8, Intimidate +10, Perception +10, Stealth +2, Survival +10; Racial Modifiers +4 Perception, +4 Survival
Languages Minotaur, Gargoyle