Making Interesting Monsters in Really Wild West (For Starfinder)
You don’t want foes you write up for Really Wild West (or any Starfinder game) to just be sacks of Hit Points with attack rolls. You want to make them interesting. One option for an interesting monster is to give it unusual strengths and weaknesses. You shouldn’t do this for every monster, but it’s a good choice for major foes that are a linchpin of an adventure (even if the adventure is just a sub-section of a bigger quest).
With Starfinder, you can design a plan for a monster by picking it’s array, type, and a few mandatory and optional special abilities. Then, you can aply those to an array at any CR to get themonster you need.
Here’s an example: the whistler.
Whistlers are undead combatants.
Every whistler has mark of the moment, which we don’t count against their total number of special abilities because it’s a mixed blessing and has a low DC skill check to identify crucial info about it. Every whistler also has half past dead and full of holes, and has a EAC/KAC 1 lower than normal, so we count all that as as one special ability (20% miss to offset the lowered ACs).
Eerie whistling and gunslinger skills are optional powers. Some whistlers have them, some don’t. Add them if you do a high-enough CR whistler to have the abilities to spare, otherwise ignore them.
Eerie Whistling (Su): Anyone within 100 ft/CR of a whistler is affected by its eerie whistling sound, made by wind passing through it’s incomplete body, and must make a Will save or be shaken. Creatures remain shaken while within line of effect, but may make a new Will save at the beginning of each round. A success save ends the shaken effect, and the creature is immune to being shaken by that whistler for 24 hours. This is a sense-dependent, mind-affecting, fear effect.
Full of Holes (Su): A whistler’s body is incomplete. Any attack against it that target’s the whistler’s EAC or KAC has a 20% miss chance, as the attack goes through part of the whistler that is already missing. Force effects ignore this miss chance.
Gunslinger Skills (Ex): Many whistler’s were expert gunslingers. For some reason, the grit of a gunslinger makes them more likely to become whistlers. A whistler can have gunslinger abilities, using it’s CR as its gunslinger level.
Half Past Dead (Su): When a whistler has taken half or more of its HP it began a fight with, it fades away… for a time. It may be gone for 1d10 rounds (25%), 1d10 minutes (25%), 1d10 hours (25%) or 1d10days (25%). When it returns (anywhere within 1 mile of its last location) it has healed its CR in HP, or has fully healed if it was gone for a day or more.
A whistler being held at bay does not disappear, and if dropped to 0 HP is destroyed.
A whistler bound to a specific place rolls twice to see how long it is gone when at that place, and appears in the shorter timeframe.
Mark of the Moment (Su): Every whistler bears the marks of the moment of its death. Those that died by fire seem burned and partly made of ash, those that dies by piercing damage have holes punched cleanly through them.
Select one damage type that killed the whistler (acid, bludgeoning, cold, electricity, fire, piercing, slashing, or sonic). The whistler is immune to damage of this type, but also fears it. A successful attack that deals that damage doesn’t harm the whistler, but does cause it to target that foe next, and be shaken for 1 round as it reals from the memory of its death. An obvious source of that damage type can be used to hold the whistler at bay, as the Intimidate task.
Mark of the Moment is always the first piece of additional useful information gained by a successful identify creature check, and when exposed to its feared damage type a successful Sense Motive check (DC 10 + 1.5x whistler’s CR) reveals it is shaken by attacks and can be held at bay with obvious sources of such damage.
(art by breakermaximums)
Whistlers are among the most feared of the Passed, because they are unpredictable and hard to get rid of. Regions with a whistler are often seen as cursed, and their anger at the living causes them to attack nearly at random. They are named for the hollow whistling sound wind makes as it passed through their perforated bodies.
Here is a sample whistler.
Whistler CR 3 [COMBATANT]
XP 800, each
NE Medium Undead
Init +4 Senses darkvision 60 ft.; Perception +13
DEFENSE HP 40
EAC 13; KAC 15
Fort +4; Ref +4; Will +3
Defensive Abilities gunslinger’s dodge, full of holes (20% miss), mark of the moment (fire), undead immunities, unliving
Speed 40 ft.
Melee burning fist +8 (1d6+5 B and F)
Ranged pistol +11 (1d6+3)
Offensive Abilities eerie whistling (DC 12)
Str +2; Dex +4; Con –; Int +0; Wis +1; Cha +0
Skills Acrobatics +8, Athletics +8, Intimidate +8
(See above for full descriptions)
Eerie Whistling, Full of Holes, Half Past Dead, Mark of the Moment
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