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Interesting Creature Powers in Really Wild West (for Starfinder)
We did some specific “interesting” design things with whistlers yesterday. Today we’re just going over a short list of ideas for things you can do to spice up creature design in the Really Wild West. (Or GammaFinder, or any Starfinder setting, though you should consider the themes and tone of a specific setting when designing monsters for it.) Things like this should be obvious as soon as they come into play, and a good identify creature check should also reveal them.
This isn’t a comprehensive, or even very extensive list. Just a few ideas to get GMs thinking about interesting monster design.
Damage Type Reaction: Creatures that take more or less damage from specific damage types can be interesting, but they are common enough not to be special. However, if a creature has an unusual reaction to taking a specific kind of damage, that can make things more interesting.
Several of these are a mixed blessing, quite intentionally, but they are also complex enough you likely do want them to count against a creature’s total special abilities, just to keep fights from becoming too complicated. For the same reason, avoid fights with multiple creatures with different damage type reactions. Three Slag Beetles with acid reactions gives PCs a chance to learn how the ability works and plan around it. A fight with one Slag beetle, one Dire Bobcat with a fire reaction, and one Crystal Elemental with a sonic reaction is just a confused mess.
Acid: Target takes double damage from acid, but also partially dissolves into a toxic cloud. It gains a smoke cloud effect like a smoke grenade (which it is immune to) whenever it takes acid damage, and those that fail their save against the smoke also take secondary damage from it as a poison effect. good for creatures covered in hard armor of unusual composition (chitin, plastic, alchemically treated materials, and so on).
Bludgeoning: Creature takes half damage, but it knocked back 10 feet and knocked prone. Good for ephemeral, floating foes and those on narrow, tippy legs.
Cold: For one round target is slowed and becomes hard, but brittle. For that round it’s KAC increase by +2, but it takes extra damage from any kinetic attack that hits equal to its CR. Good for stone, crystal, and strange metal creatures.
Electricity: Target takes 1.5x damage, but is also hasted for 1 round. Great for machines, but also anything with unusual biology, including outsiders, undead, and aberrations.
Fire: Target takes normal damage, but catches on fire. Takes a burn of 1d6 per 5 CR, but also now does fire to melee attackers. Good for dry plant monsters, including fungus, and those covered in oily or greasy substances or thick fur.
Piercing: Target gains a bleed effect equal to half it’s CR in HP/round, but the blood is acidic and does secondary attack damage (Reflex for half) to all targets in reach.
Slashing: Sever part of the target. This acts as a wounding critical, but also turns the severed part into its own monster 4 CR lower than its parent. Great for undead, constructs, plants, and nearly any supernatural threat.
Sonic: Target takes 1.5x damage, but is now vibrating for 1d4 rounds causing attacks against it to suffer a 20% miss chance.
Intimidating Surprise: The creature has some kind of attack or transformation that is unexpected. Perhaps it looks like a typical snake, but can unhinge its jaw and make a sonic attack. Or it looks like a typical steam engine, but transforms into an iron golem. Or its melee attacks are accompanies by lightning and thunder strikes.
The first time this transformation or surprise attack takes place in a combat, the creature can make a free Intimidate check to demoralize the closest foe. Character who are warned about it but haven’t experienced it have the DC to be demoralized increased by +5. Those who have experienced it before have the DC increased by +10. After 2-3 such encounters, characters are likely immune.
(art by Dina)
Melee Awkward: A melee awkward creature simple isn’t designed to deal with foes that are right up against it. Imagine a Martian tripod with no tentacles to defend it, or a floating gun platform, or even a tank or giant acid-spitting pillbug. Melee attacks against a melee awkward target gain a +2 bonus, and if it has melee attacks of its own (most don’t) they suffer a -2 penalty. Making a creature melee awkward normally goes along with giving it some benefit or special ability that doesn’t count against its normal maximum number of such abilities.
One-Weapon Reach: The creature has more reach with one weapon or natural attack than all its others. This can be especially fun if the weapon is weaker and less accurate than it’s primary attacks, but has MUCH more reach. Consider doing 20-30 feet of reach, but make the attack the secondary attack of a creature 3 CR lower. Works best with solo foes or those used in no more than 2 per encounter, otherwise there is simply no place for PCs to go to avoid reach, and rather than be an interesting tactical choice this just becomes a constant annoyance.
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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
OFFENSE
Speed 40 ft.
Melee burning fist +8 (1d6+5 B and F)
Ranged pistol +11 (1d6+3)
Offensive Abilities eerie whistling (DC 12)
STATISTICS
Str +2; Dex +4; Con –; Int +0; Wis +1; Cha +0
Skills Acrobatics +8, Athletics +8, Intimidate +8
Languages none
SPECIAL ABILITIES
(See above for full descriptions)
Eerie Whistling, Full of Holes, Half Past Dead, Mark of the Moment
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GammaFinder Mutantiary part 1 (Hammerderm)
So we introduced some quick and easy rules for GammaFinder, a post-apocalypse campaign hack for Starfinder, introduced the concept of the Unburned World and its relics (Halidom), and then gave some Halidom game rules. We’ve done one pretty standard theme for the setting, and two really weird ones.
Since GammaFinder is remaining popular so far, I thought it was time for a Mutantiary (like a Bestiary, but for weird mutant threats). Of course, these can be used for any Starfinder-compatible setting.
We start, with the hammerderm.
HAMMERDERM CR 7 [COMBATANT]
XP 2,400 each
N Large Magical Beast
Init +4 Senses darkvision 60 ft., low-light vision, blindsight (vibration, 60 feet); Perception +20
DEFENSE HP 125
EAC 17; KAC 20
Fort +11; Ref +11; Will +6
Defensive Abilities bounce off
OFFENSE
Speed 40 ft. (burrow 40 ft., swim 20 ft.)
Melee bite +15 (2d6+11 S)
Ranged ping +18 (2d6+7 So, deafen)
Space 10 feet; Reach 5 feet
Offensive Abilities ping
STATISTICS
Str +5; Dex +4; Con +0; Int -4; Wis +2; Cha +0
Skills Athletics +14, Intimidate +14
Languages none
SPECIAL ABILITIES
Bounce Off (Ex) When an adjacent character makes an attack against a hammerderm and misses, but misses by less than 5, the attack literally bounces off the creature’s hide and reflects back at the attacker. The hammerderm makes an attack roll with a +13 bonus and, if the attack hits, it does its base damage (not including Specialization, ability modifiers, or special abilities) to the attacker.
Ping (Ex) The vibratory sonar of a hammerderm can be focused into a massive damaging “ping”. This counts as a ranged sonic attack with a 30 feet range increment and the deafen critical hit effect. It can fire through a material the hammerderm is currently burrowing or swimming through, but not other materials in contact with it — a hammerderm can ping through the earth it is digging through, but not through a concrete slap or boulder sitting on the earth. A target hit by the ping must make a DC 15 fortitude save or be deafened for 1d4 hours.
Hammerderms are much feared alpha predators most common in areas with long stretches of uninterrupted soil or sand, such as planes, prairies, deserts, river deltas, and beaches. They appear to be some horrific blend of shark and rhino, though its unclear if they are actually a product of mixing the dna of these creatures of if the Unburned World process that created them simply followed the from of those natural animals.
Hammerderms have massively powerful passive sonar, able to sense virbations in soil, water, and even the air making them almost impossible to sneak up on. They also possess an offensive sonic “ping,” a deafening bolt of focused sonic energy projected from an organ known as the tintabulum that runs along the front ridge of their head. If a hammerderm is killed without using any bludgeoning or sonic damage, the tintabulum can be extracted and sold (making up treasure equivalent to the appropriate amount for the hammerderm’s CR).
Hammerderms travel alone or in mated pairs, except when the moon is visible in the evening sky before nighttime, when they gather in small herds of 7-12. Hammerderms give live birth to 2-4 “peens,” which emerge fully capable of fending for themselves. A typical hammerderm is 12-15 feet long and weights around 5,000 lbs.
This is Just The Beginning
If the Mutantiary proves popular, we can do so much more with it! If you are looking for more GammaFinder-appropriate mutant critters right now, you can check out the grizzly boar and rattle-cat, which were designed for Really Wild West, but also work great in GammaFinder!
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Webbing Wednesday! noose webs
It’s Webnesday! When we take a look at web-related monster abilities for some d20 games!
This week, we look at: Noose Webs!
For Pathfinder!
Noose Webs (Ex): Any creature taking penalties or suffering a condition from this creature’s webs is also subject to choking every round any effort is made to free it from the webbing (by damaging the webbing, making an Strength check, and so on). Make a grapple check using the CMB of the creature that created the web (even if it is not present) against the target’s CMD. If the check is successful, the target cannot speak or breath and is fatigued that round. If the check is successful for a second consecutive round, the target also begins to suffocate.
For Starfinder!
Noose Webs (Ex): Any creature taking penalties or suffering a condition from this creature’s webs is also subject to choking every round any effort is made to free it fro the webbing (by damaging the webbing, making an Strength check, and so on). Make a grapple maneuver the melee attack bonus of the creature that created the web (even if it is not present) against the target’s KAC +8. If the check is successful, the target cannot speak or breath, takes bludgeoning damage equal to 1d4, +2 per CR of the creature creating the web, and is fatigued that round. If the check is successful for a second consecutive round, the target also begins to suffocate.
Armor’s environmental protections can prevent the inability to breath or speak (though not the bludgeoning damage) as long as they were active before the creature was affected by the web. Otherwise the webbing is wrapped around the target’s throat already, and activating the armor’s environmental protection has no effect.
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Webbing Wednesday! acid webs
It’s Webnesday! When we take a look at web-related monster abilities for some d20 games!
This week, we look at: Acid Webs!
For Pathfinder!
Acid Webs (Ex): Any creature taking penalties or suffering a condition from this creature’s webs also takes acid damage every round. The damage is 1 point for creatures of CR 1 or less, 1d3 for creatures of CR 2-3, 1d4 per 2 CR for creatures of CR 4 or higher. Additionally, this creature’s webs are immune to acid damage.
(Want to make things even worse? Add a swarm to the encounter!)
For Starfinder!
Acid Webs (Ex): Any creature taking penalties or suffering a condition from this creature’s webs also takes acid damage every round. The damage is 1d4, +1 point per CR of the creature. Additionally, this creature’s webs are immune to acid damage.
(Maybe add this ability to a Star-Drider!)
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Starfinder Roleplaying Game Monster Design Notes—Spellcasting Creatures, Western Rakshasa
We’re going to take a pause from the Multiclass ThemeType rules, to pick up a thread from a few weeks ago when I was discussing how to make creatures and NPCs using the Starfinder Roleplaying Game monster creation rules. I already did two entries in this series using Really Wild West creatures as examples—the grizzly boar for the combatant array, and the rattle-cat for the expert array.
Now, it’s time to talk about the spellcaster array, and for that, we need something special.
Western Rakshasa
Rakshasa are native outsiders—that is they are inhuman creatures of supernatural power, that are born in and native to the mortal world. They are among the more powerful and feared threats of Southern Asia, and plagued that section of the world of the Really Wild West for centuries before anyone in Europe or the Americas knew anything at all about them. Rakshasa are generally born to a rakshasa parent and a humanoid parent and few rakshasas immigrate out of South Asian, keeping their population elsewhere low. But there is a second circumstance where a rakshasa can be born—when human parents are exposed to great evil and cruelty and kept away from holy places, practices, and people, sometimes an reincarnated evil spirit is drawn to their misery, and born as a rakshasa in a concealed guise as the same race as its parents.
Sadly, the fact that the United States Naturalization Law of March 26, 1790 denied citizenship to all immigrants not of white lineage, and most South Asians who were brought to North America served as low-paid farm workers, often lead to situations where the immigrants were forbidden to practice their own religions, suffered cruelty and evils committed upon them, and were even sometimes imprisoned and used for experimentation by Caucasians seeking to gain more power through the expanding arts of theosophy and mad science.
As a result, in the mid 1800s, the first natural born western rakshasa began to appear.
Such creatures are natural deceivers, planners, leaders, and generally power hungry. They learn how to manipulate social systems to their advantage while just children, and are not above arranging horrible fates for their communities in order to be found as “lone survivors,” and adopted by wealthier, more affluent families, While some settle in to urban areas to gain political and economic power in increasingly large cities, others prefer to head to the frontier, to carve their own empires out of the wilderness as cattle barons, marshals, regional governors, and even the unquestioned leaders of outlaw gangs.
While an infant rakshasa might be less powerful than the CR 5 given here as a minimum, such a creature would never risk exposing itself. Any rakshasa willing to operate in any open manner is at least a young adult, and no less than CR 5. Western rakshasa are no more powerful or organized than their South Asian brethren, but they have grown to be one of the greatest threats any Really Wild West adventurer might encounter.
In their natural form, rakshasa have the appearance of anthropomorphic animals, usually predators, and have some joint or joints backwards from a human. The use of tiger-headed rakshasa with backwards-curling hands in the spectacularly popular 1897 Mark Twain novel “The Chronicle of Young Rakshasa,” where Huck Finn and Tom Sawyer encounter and must drive away a powerful Satan-like figure (who claims to be the “youngest of 44 master rakshasa”), has caused the common view of rakshasa to be exclusively this version, to the point that some rakshasas take the form when wishing to impress, even if they actually have different animals-features and reversed joints.
Building and Defining a Spellcaster
Spellcaster arrays are for creatures that should first and foremost be seen as users of supernatural powers. They gain either spell-like abilities or spellcasting automatically, allowing them to use such powers for offense and defense, while still having other special abilities to make them unique and interesting. Anytime you are making an NPC mystic or technomancer, you want to use the spellcaster array and the appropriate class graft, in addition to any creature graft.
But in this case, we’re going to write up creatures that have innate spellcasting abilities, as natural to them as their unholy blood.
As with the creatures we designed in the previous entries, we want to create a template graft, that a GM can use to create rakshasas of any appropriate CR. So, the final template graft looks like this:
WESTERN RAKSHASA TEMPLATE GRAFT (CR 5+)
Required Array: Spellcaster
Required Type: Outsider
Alignment: Lawful Evil
Size: Medium
Speed: 40 feet
Ability Score Modifiers: Dexterity, Charisma, Strength
Special Abilities: 0-Spellcasting (mystic and technomancer). 1- Change Shape (see below). Damage Reduction (equal to CR x 1.5, bypassed by good). 3- Detect thoughts (see below). 4-Spell Resistance (equal to CR +15).
Key Spells: 1st charm person, magic missile; 2nd caustic conversion, invisibility, 3rd arcing surge, holographic image
Skills: Master– Bluff; Good-Diplomacy, Sense Motive
Attacks: Multiattack melee (bite, two claws), melee weapon, ranged weapon.
Detect Thoughts (Su): A rakshasa can detect thoughts as per the spell of the same name. It can suppress or resume this ability automatically at the beginning of its turn. When a rakshasa uses this ability, it always functions as if it had spent three rounds concentrating and thus gains the maximum amount of information possible. A creature can resist this effect with a successful Will save.
To make this monster, a GM just takes the spellcaster array for the desired CR of the end monster, adjusts the numbers as noted for the outsider type, and enters those values in a stat block as directed by the template graft.
There are a few things to look out for with rakshasa. First, since they use the spellcaster array, they get spellcasting automatically, and you need to pick their spells known. The template graft offers some “key spells,” but that’s largely just to save you time and give you a feel for what a typical rakshasa of this type is likely to focus on. Feel free to deviate from this list if you wish. Also, the stat block doesn’t bother with 1st level spells, because the rakshasa is unlikely to run out of higher-level options during a typical fight. This is the same logic for giving it unlimited 2nd-level spells per day. If for some reason you need to know exactly how many lower-level spells an npc has, check out the rules in Starfinder Pact Worlds.
Secondly, as a tool user, the rakshasa needs weapons. The easy options is to pick melee and ranged weapons that are about 10th item level. The same applies if you plan to give them armor, though rakshasa don’t really need it, and it doesn’t impact their AC anyway (you give a creature armor if it makes sense for the creature to have armor, or if you want to use it as PC loot, of if you want them to have an armor upgrade—which may also serve as loot). Since this is a Really Wild West rakshasa I gave it a damascus repeating shotgun and limited it’s pistols to 6 rounds each, but you could swap that out for any weapons appropriate to your setting.
Finally, I gave them multiattack. That allows them to forgo using a melee weapon to make a series of natural melee attacks. Read the multiattack rules on how to figure out their damage and attack rolls, but this only matters if they take a full attack routine. They can just use their melee weapon to make a normal attack.
Here’s what a CR 10 western Rakshasa (one of the most dangerous things in all of the Really Wild West) looks like, for example.
Rakshasa, Western CR 10 [SPELLCASTER]
XP 9,600 each
LE Medium Outsider (evil, native, rakshasa, shapechanger)
Init +8 Senses darkvision (60 ft.); Perception +19
DEFENSE HP 140
EAC 22; KAC 23
Fort +9; Ref +11; Will +13
Defensive Abilities DR 15/good
OFFENSE
Speed 40 ft.
Melee +17 microserrated longsword (2d10+13, critical bleed 2d6)
Multiattack bite +11 (1d10+13 P), 2 claws +10 (1d10+13 S)
Ranged +19 damascus repeater shotgun (3d8+10 P) or
+19 elite revolving pistol (3d6+10 P)
Technomancer Spells Known (CL 10th) DC 18
4th (3/day)—greater invisibility, mind thrust (DC 22)
3rd (6/day)—arcing surge (DC 21), charm monster (DC 21), holographic image (DC 21),
lesser resistance armor
2nd (at will)—caustic conversion (ranged attack +18), invisibility
STATISTICS
Str +3; Dex +8; Con +3; Int +1; Wis +1; Cha +8
Skills Bluff +24, Diplomacy +19, Sense Motive +19
Languages Aklo, Common, Infernal
Other Abilities change shape
Gear Damascus repeater shotgun with 12 slugs and 12 shot, two elite revolving pistols with 36 rounds, microserrated longsword, 2 mk II serums of healing
SPECIAL ABILITIES
Change Shape (Su): As a standard action, a rakshasa can physically alter its form to look like any Medium humanoid or outsider, as long as it has seen a similar creature before. It can attempt to either mimic a specific creature or look like a general creature of any humanoid subtype it is familiar with. The rakshasa gains a +10 bonus to Disguise checks to appear as a creature of the type and subtype of the new form. The DC of the rakshasa’s Disguise check is not modified as a result of altering major features or for disguising themselves as a creature of a different type. The rakshasa can remain in an alternate form indefinitely (or until it takes another form).
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The Shape of Gelatinous Evolution
Idea: Gelatinous Oozes change shape from cubes as they age, and gain special powers, based on their shape.
Gelatinous Torus: Gets increased speed and Spring Attack
Gelatinous Pyramid: Gets Spell Resistance equal to 15 + CR
Gelatinous Reuleaux Triangle: Gains the power of two other oozes, selected as random.
Gelatinous Apollonian Gasket: Can cast enlarge and reduce person, even on oozes, at will
Gelatinous Hyperboloid: Can cast haste and slow at will, and time stop once per day
Gelatinous Lemniscate: Gains the ghost’s rejuvenation ability.
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Starfinder Monster Design and Really Wild West Bestiary—Rattle-Cat
We already looked at some general guidelines for building monsters for the Starfinder Roleplaying Game with the Grizzly Boar, an entry for the eventual bestiary for the Really Wild West setting hack which uses the combatant array for monster creation. Now, we’re going to look at building a monster using the expert array.
The Rattle-Cat
A Rattle-Cat is a predator and scavenger unique to North America, though it’s range on the continent is much broader than the snake it shares some characteristics with (likely due to it’s fur coat and warm-blooded nature). Rattle-Cats are ambush predators, depending on speed, stealth, and a mastery of terrain to get near their prey, before dashing out to bite and poison potential prey or threats. They also use their menacing rattle to intimidate any creature that poses a potential threat, a warning much of North American wildlife knows well enough to heed, and to drive away competition from potential scavenged kills, such as dead herd animals and carrion.
Rattle-Cats often travel alone as wandering creatures, but also sometimes form territorial packs (known as a “dirge of rattle-cats”) of up to 12-16 members, ruled over by the eldest female in the pack. They lay eggs which hatch big-pawed cubs with stubby tails, who can already move about and inject venom within an hour of hatching. A rattle-cat can be trained with some success if raised from hatching, making the eggs valuable in certain markets.
Building and Defining an Expert
The actual rules for building and defining a monster using the expert array are the same as those for any other creature, but the nature of the expert array means the emphasis needs to be different. An expert has a lower attack roll and does less damage per attack than a combatant, and has a slightly lower KAC and about 10% fewer hit points. In exchange, it gets a higher ability DC, base spell DC, and more master skills.
That means when deciding if a creature should use the combatant or expert array, the GM needs to ask “is the core conceit of this creature one that leans heavily on skills or abilities with save DCs?” (You use the spellcaster array if you creature is primarily a spellcaster—that’s pretty straightforward. Anything that is a straightforward fighting monster should be a combatant. But if some creature’s concept is built on special effects or opposed skill checks, it works better as an expert. It’s not able to deal or soak quite as much damage in a stand-up fight, but it is more likely to have the skills needed to be a noncombat threat to PCs, and it’s abilities are harder to resist.
So when building our template graft, we should have a fairly heavy focus on things that work well with complementary skills, and/or that have a save DC of some kind. Once we know the core abilities for the creature, it’s still possible to easily create a graft we can apply to the right array and type and/or subtype grafts to produce a version of the monster at any CR. Using the same format as we did for the Grizzly Boar template graft, here’s the graft for the Rattle-Cat.
Rattle-Cat TEMPLATE GRAFT
Required Array: Expert
Required Type: Animal
Alignment: Neutral
Size: Small (CR 1/3-CR 1/2), Medium (CR 2-CR 11), or Large (CR 12+)
Speed: 30 feet (Small), 50 feet (Large) or 60 feet (Huge)
Ability Score Modifiers: Strength, Dexterity, Wisdom
Special Abilities: 1-Poison bite (see Rattler Poison). 2-Rattle (see Rattle special ability). 3-Evasion. 4-Cloaking field (as the operative exploit). Bonus- Spring Attack (as the feat).
Skills: Master– Acrobatics, Intimidate, Stealth; Good-Athletics, Survival
Attacks: Melee (bite, with poison; critical: injection +2), no ranged.
Rattle (Ex): The tip of a rattle-cat’s tail makes a disturbing, rhythmic noise that most creatures other than rattle-cats and rattle-snakes find disconcerting. As part of a move action, a rattle-cat can rattle its tail to make an Intimidate check to demoralize all foes within 60 feet. Once a creature has been demoralized by this function of a Rattle-Cat’s rattle ability, it cannot be affected again for 24 hours. A Rattle-Cat can also make an Intimidate check to demoralize any creature that can hear it as a standard action.
Rattler Poison
Type poison (injury); Save Fortitude (DC set by array and CR)
Track Constitution; Frequency: 1/hour for 12 hours
Special: Multiple bites cannot move target down the Constitution track more than once per hour.
Cure: 2 consecutive saves
So, you can see that one major element of the rattle-cat is its poison, which it applies with every bite. Given how the poison rules in the Starfinder Roleplaying Game this could be extremely deadly very quickly, but the special restriction means that after the first bite you are just taking damage until the 2nd or subsequent hour. If untreated, the 12 hour duration makes you likely to die without treatment… which is exactly what we’re looking for in a poisoned Really Wild West creature, to help drive storylines. The poison is both a combat enhancer, and an after-combat driver of story and plot.
The Rattle ability is built off Intimidate skill rules, which works well with our Expert build. However, the Rattle-Cat is also well positioned to be a mobile ambush threat, with high Acrobatics and Stealth values as well. A combatant would have trouble being a major threat with Acrobatics and Intimidate and Stealth, all of which can call for checks with DCs based on the competence or skill of the foe. With evasion and the cloaking field, higher CR Rattle-Cats are even tougher to flush out, and the bonus Spring Attack feat (given for the same reason we gave the Grizzle-Boar a bonus ability) and high speed allows them to make hit-and-run attacks from cover in the wild.
A Rattle-Cat written up as a combatant would be more dangerous in a stand-up fight, but less able to use the tactics and abilities that make it interesting.
Here we bring the whole thing together for a CR 3 Rattle-Cat.
RATTLEE-CAT CR 3 [EXPERT]
XP 800
N Medium Animal
Init +2 Senses low-light vision; Perception +8
DEFENSE HP 35
EAC 14; KAC 15
Fort +4; Ref +4; Will +6
OFFENSE
Speed 50 ft.
Melee bite +9 (1d4+7 P plus rattler poison)
Offensive Abilities rattle
STATISTICS
Str +4; Dex +2; Con +0; Int -4; Wis +1; Cha +0
Skills Acrobatics +13, Athletics +8, Intimidate +13, Stealth +13, Survival +8
Languages none
Rattle (Ex): The tip of a rattle-cat’s tail makes a disturbing, rhythmic noise that most creatures other than rattle-cats and rattle-snakes find disconcerting. As part of a move action, a rattle-cat can rattle its tail to make an Intimidate check to demoralize all foes within 60 feet. Once a creature has been demoralized by this function of a Rattle-Cat’s rattle ability, it cannot be affected again for 24 hours. A Rattle-Cat can also make an Intimidate check to demoralize any creature that can hear it as a standard action.
Rattler Poison
Type poison (injury); Save Fortitude (DC 14)
Track Constitution; Frequency: 1/hour for 12 hours
Special: Multiple bites cannot move target down the Constitution track more than once per hour.
Cure: 2 consecutive saves
So that brings us through two of the three arrays, while helping to build a set of unique threats for the Really Wild West (though these monsters can be used in any Starfinder Roleplaying Game campaign). We still need to discuss the Spellcaster array, and maybe take a look at class grafts, in upcoming articles!
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Starfinder Roleplaying Game Monster Design Notes–Really Wild West Bestiary: Grizzly Boar
One of the great things about the Starfinder Roleplaying Game is that designing new monsters and NPCs is fast an easy. Most of the math is taken care of for you, allowing GMs to focus on cool ideas to make threats interesting, instead of having to bend over backwards making sure their core game stats are appropriate for threats of a given level.
That also gives people creating new settings for the game, like my Really Wild West setting hack, opportunities to present creatures in a new way. Rather than just offer a monster, it’s possible to write template grafts in such a way that a GM can adapt a few simple monster rules to create a version of a monster for any CR. A GM need not try to shoehorn the perfect creature concept into an encounter of an inappropriate level. Instead the monster concept can be presented in such a way that the GM can quickly and easily use it at any CR.
I’m going to provide some examples on how to do that, while at the same time talking a bit abut what makes good monsters, walking GMs through the monster creation process, and presenting some brand-new monsters perfect for the Really Wild West (but usable to fill the wildernesses of any Starfinder Roleplaying Game world’s wilderness).
We’ll start with the Grizzly Boar
GRIZZLY BOAR
A Grizzly Boar is a monstrous alpha predator roaming the deep woods and mountains of North America, with a range that is densest along the southeastern coast of the US, the eastern US/Mexico border, and on the whole west coast of North America. With a tusked, porcine head, massive furred body and huge claws, grizzly boars are territorial omnivores that do not fear humans and that will challenge wyverns, wolf packs, and even dragons of their size. When wounded, a grizzly boar will stalk whatever it perceives as a threat for hundreds of miles, until it becomes enraged enough to move in for a kill. Their coloration runs from dark brown in temperate zones to white in the far north, and similar, smaller species of tusk-bears can be found in northern and eastern Europe.
Building and Defining a Monster
Every Starfinder monster is built on one of three arrays presented in Starfinder Alien Archive—combatant, expert, or spellcaster. These arrays give the base values for a creature based on CR, ensuring they are an appropriate typical challenge for an average 4-person group of PCs of that level. In most cases the first decision a GM needs to make is what array to use for a given creature. Since the grizzly boar is described as a dangerous predator, but not listed as having any noteworthy magic abilities, it’s best represented with the combatant array. The template graft for the monster thus lists the combatant array as “required,” so a GM knows that grizzly boars are always build as combat-focused creatures.
After determining the array, a GM needs to know a creature’s type, since this impacts adjustments to the stats of the array and determined what keyword abilities affect the creature. A grizzly boar could be a magical beast, but again given that it seems to basically be a hybrid of boars and big bears, just making it an animal seems more appropriate. Again this is noted in the template graft. That means that when building a grizzly boar, the GM knows it gets all the things listed with the animal creature type graft presented in in Starfinder Alien Archive—low-light vision, Int modifier of -4 or -5, and a +2 increase to Fort and Ref saving throws.
While the combatant array will tell the GM what the grizzly boars top 3 ability score modifiers are for any given CR, those could be put anywhere. Since grizzly boars are strong, tough, and cunning, those modifiers should be put into Strength, Constitution, and Wisdom (in order from highest to lowest). That information also goes into the template graft. A GM can generally leave all the other ability score modifiers at +0, though if at higher CRs a +1 or +2 is desired for one of the remaining ability scores, that’s fine too.
All combatants gain between one and four special abilities, depending on their CR. These are the things that set a monster apart from other creatures of the same CR and type, and are the abilities that PCs are most likely to remember after facing a given monster. To make the grizzly boar template graft work for a grizzly boar of any CR, four special abilities are listed in order of priority, 1-4. If making a CR 1/3, ½, or 1 grizzly boar, it gains only the first listed ability (brute), while a CR 2-CR 11 grizzle boar also gains the second listed ability (gore). Additionally, since all of those options are passive and the grizzly boar is supposed to be among the tougher threats a group might face at its CR, and it has no ranged attacks, a single bonus special ability is listed (ferocity, a universal creature rules from Starfinder Alien Archive), which all grizzle boars receive regardless of CR.
Finally, all monsters built on the combatant array gain one master skill and two good skills, which are listed in the array. Creatures are assumed to gain Perception as a good skill, so it isn’t listed. For consistency sake, a few other notes are given, including the size of a grizzly boar based on it’s CR. These don’t have much impact on its stat block (though it does impact space and reach), but it helps a GM know that lower-CR grizzly boars are young cubs, runts, or from smaller species.
So, the final template graft looks like this:
GRIZZLY BOAR TEMPLATE GRAFT
Required Array: Combatant
Required Type: Animal
Alignment: Neutral
Size: Small (CR 1/3-CR 1), Medium (CR 2-CR 4), Large (CR 5-CR 11), or Huge (CR 12+)
Speed: 30 feet (Small and Medium), 40 feet (Large and Huge)
Ability Score Modifiers: Strength, Constitution, Wisdom
Special Abilities: 1-Brute (adjustment special ability, see Starfinder Alien Archive). 2-Gore (as the nuar racial trait). 3-Grab (claw). 4-Extra hit points (adjustment special ability, see Starfinder Alien Archive). Bonus-Ferocity.
Skills: Master– Athletics; Good-Intimidate, Survival
Attacks: Melee (tusk or claw), no ranged.
To make this monster, a GM just takes the combatant array for the desired CR of the end monster, adjusts the numbers as noted for the animal type, and enters those values in a stat block as directed by the template graft. If an ability just changes numbers (such as brute and extra hit points), the GM makes those changes, but doesn’t need to list those abilities in the state block (since, once the changes are made, the GM doesn’t need to be reminded of those abilities during combat, unlike something like gore, which impacts choices the GM makes). Here’s what a CR 6 Grizzly Boar looks like, for example.
GRIZZLY BOAR CR 6 [COMBATANT]
XP 2,400 each
N Large Animal
Init +0 Senses low-light vision; Perception +13
DEFENSE HP 90
EAC 18; KAC 20
Fort +10; Ref +10; Will +5
Defensive Abilities ferocity
OFFENSE
Speed 40 ft.
Melee tusk or claw +13 (3d4+13 P or S)
Space 10 feet; Reach 10 feet
Offensive Abilities gore
STATISTICS
Str +5; Dex +0; Con +3; Int -4; Wis +2; Cha +0
Skills Athletics +18, Intimidate +13, Survival +13
Languages none
SPECIAL ABILITIES
Ferocity (Ex) When a grizzly boar is brought to 0 Hit Points, it can fight on for 1 more round. It can act normally until the end of its next turn; if it has 0 HP at that point, it dies. If it would lose further Hit Points before this, it ceases to be able to act and dies.
Gore (Ex) A grizzly boar can charge without taking the normal charge penalties to the attack roll or its AC.
If the GM needs a group of 4 smaller, lower-level grizzly boars, it’s the work of 2-3 minutes to write up a new stat block to represent a pack of cubs or a herd of wild tusk-bears. If the GM wants to truly challenge a group of 6th level PCs with a massive grizzly boar threat, writing up a CR 9 version is just as fast and easy. Rather than just a single monster at a single CR, the grizzly boar template graft makes this creature a threat usable at any level.
In the coming weeks, we’ll present at least a couple more examples for creatures using the Expert and Spellcaster arrays, while filling out the Really Wild West Bestiary entries.
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