And because it would be rude not to:
Nemesio wrote:You've been pretty thorough so far...
How about revisiting those Walking Dead rules of yours.
...Or some iconic Ravenloft monsters like the broken ones,
Broken One
As mongrelman (B2). Replace sound mimicry with accelerated natural healing.
Accelerated natural healing (Ex): The broken one is immune to bleed damage. If it rests for 1 hour, it undergoes natural healing as though it had had a full night’s rest.
Broken ones can be further individualised by using the ogrekin deformities (B2).
Markovian Broken One
“Markovian broken one” is an acquired template that can be added to any animal of Small, Medium or Large size (hereafter referred to as the base creature). The Markovian broken one retains all the base creature’s statistics and special abilities except as noted below.
CR: Same as the base creature.
Alignment: Usually evil.
Type: Changes to monstrous humanoid.
Hit Dice: The base creature gains 2 racial Hit Dice (d10s).
Saves: Base save bonuses are Fort +1/3 HD, Ref +1/2 HD + 2, and Will +1/2 HD + 2.
Speed: The base creature loses all types of movement other than its land speed. It’s land speed becomes 20 ft if Small and 30 ft if Medium or Large.
Attacks: If the base creature has bite or claw attacks, the damage dealt is equivalent to a creature one size smaller than the broken one. Slam attacks are unchanged. All other natural attacks are lost. The broken one also loses any special attacks that rely on its natural attacks.
Special Qualities: The broken one is able to manipulate objects and weapons as effectively as humans do with one pair of limbs. Limbless animals like snakes gain arms and legs. It is able to learn and speak languages, although most only speak Balok. Broken ones are proficient with simple weapons. The broken one gains darkvision 60 ft and accelerated natural healing.
Accelerated natural healing (Ex): The broken one is immune to bleed damage. If it rests for 1 hour, it undergoes natural healing as though it had had a full night’s rest.
Ability Scores: Int +3d6, Cha +1d3
dread elementals,
Dread Elementals
CR +1. This simple template can be applied to any creature with the elemental subtype. The elemental gains the Mists subtype and the hateful quality. Its alignment is NE.
Hateful (Ex): The elemental gains SR equal to 11 + elemental’s CR to ignore protection from evil, magic circle against evil and similar spells. Dread elementals accidentally summoned by summon monster or summon nature’s ally spells are uncontrolled by their casters.
The elemental gains a further ability depending on its associated element. Elementals that are composed of a mixture of elements have one ability at the GM’s discretion.
Blood (Water): The elemental gains blood drain (1d2 Con). The elemental heals 5 hit points per point of Constitution drained. It loses the vortex ability and gains the engulf ability instead at the same DC.
Grave (Earth): Sink (Su): The elemental can make one opponent within 30 ft who is standing on earth or stone sink into the ground as a standard action. The elemental makes a CMB check. If this succeeds, the target is grappled and takes damage equal to the elementals slam attack. Grappled creatures can’t move without first breaking the grapple. On subsequent rounds, the elemental can maintain the grapple as a swift action, doing further slam damage to their opponent. The grappled creature can be pinned with a further standard action, but not moved. Only one creature can be affected by this ability at a time, and only once per 24 hours.
Mist (Air): Infuse evil (Su): The elemental can make a touch attack against a living corporeal opponent. If the opponent fails a Fortitude save (DC 10 + 1/2 Hit Dice + Str bonus), they are charmed (as charm person) and their alignment becomes evil. This effect lasts for a number of minutes equal to the elemental’s CR; at that time, the victim must make another Fortitude save or the effect becomes permanent until removed with remove curse or similar spells.
Pyre (Fire): The elemental gains the burn ability. If it already has this ability, the DC increases by 2 and the damage increases as a weapon of increased size.
or shadow fey...
Arak (Shadow Fey)
The Arak are an ancient and immortal race of fey, created millennia ago by the Sorcerer-Fiend on the Plane of Shadow. They now inhabit the Shadow Rift, although they can find their way through Fractures into many of the Lands of the Mists. Many are members of the Seelie or Unseelie Courts, but all are fickle, alien creatures, fascinated with the lives of mortals.
The Shadow Fey Simple Template
This template can be applied to any fey creature. All fey born in the Shadow Rift gain this template. Gwydion can also bestow this template on fey creatures who visit the Obsidian Gate. This template has already been applied to the Arak below.
CR: +0
Rebuild Rules: Senses gains darkvision 120 ft; Defensive Abilities gains a +3 luck bonus to AC; Special Qualities Gains Sunlight vulnerability (Ex): In direct sunlight, Seelie Breeds take damage equal to their CR each round. They do not take damage when shaded. Unseelie Breeds take damage equal to half their CR each round in direct sunlight, and 1 point of damage per round when shaded.
Muryan
CR 4 (XP 1,200)
CN Medium fey
Init +3; Senses darkvision 120 ft, low light vision; Perception +9
Aura slow, 30 ft, Will DC 13 negates
Defense
AC 18, touch 18, flat-footed 15 (+3 Dex, +2 deflection, +3 luck)
hp 27 (5d6+10)
Fort +3, Ref +7, Will +5
Defensive Abilities DR 5/mithral, Immune wooden weapons, electricity, SR 15
Weaknesses sunlight vulnerability 2/1
Offense
Speed 40 ft
Melee Scimitar +4 (1d6+2, crit 18+, plus sickened 1d6 rounds, Fort DC 15)
Missile Composite longbow +5 (1d8+2, crit x3)
Statistics
Str 15, Dex 17, Con 14, Int 12, Wis 12, Cha 12
Base Atk +2; CMB +4; CMD 17
Feats Power Attack, Step Up, Combat Reflexes
Skills Acrobatics +11 (5), Climb +10 (5), Escape Artist +13 (5), Knowledge (nature) +9 (5), Perception +9 (5), Perform (dance) +11 (5), Survival +9 (5)
Languages Sylvan, Aklo
Ecology
Environment any
Organization solitary, pair, gang (3–6), or pack (7–12)
Treasure standard
Special Abilities
Spells Prepared (CL 5th); DC 11 + spell level
0th – bleed, touch of fatigue, flare, ray of frost
1st – magic missile, shocking grasp, magic weapon
2nd – scorching ray, spontaneous immolation
Change shape (Su) weasel, dire weasel; beast shape II; up to 3 hours duration
Blinding strike (Ex) On a critical hit with its scimitar, the muryan’s victim must make a Reflex save (DC 15) or be blinded for 1 hour. The save is Dexterity based.
Powrie
CR 4 (XP 1,200)
CE Tiny fey
Init +9; Senses darkvision 120 ft, low light vision; Perception +9
Defense
AC 20, touch 20, flat-footed 15 (+5 Dex, +2 size, +3 luck)
hp 17 (5d6)
Fort +1, Ref +9, Will +5
Defensive Abilities DR 10/platinum, Immune slashing weapons, electricity, SR 15
Weaknesses sunlight vulnerability 2/1
Offense
Speed 20 ft, fly 60 ft (good)
Melee Bite +7 (1d3 plus blindness; DC 13, permanent, plus 3d6 sneak)
Missile Dagger +7 (1d2, crit 19+, plus 3d6 sneak)
Statistics
Str 11, Dex 20, Con 10, Int 13, Wis 12, Cha 13
Base Atk +2; CMB +0; CMD 15
Feats Weapon Finesse, Improved Initiative, Stealthy
Skills Acrobatics +13 (5), Disable Device +13 (5), Escape Artist +13 (5), Perception +9 (5), Stealth +23 (5), Survival +9 (5), Use Magic Device +9 (5)
Languages Sylvan, Aklo
Ecology
Environment any
Organization solitary, pair, gang (3–6), or pack (7–12)
Treasure standard
Special Abilities
Spells Prepared (CL 5th); DC 11 + spell level
0th – daze, ghost sound, dancing lights, bleed
1st – silent image, vanish, ventriloquism
2nd – blur, haunting mists
Change shape (Su) wasps; vermin shape II; up to 3 hours duration
Leer (Su) As a standard action, the powrie can frighten creatures within 30 ft who fail a Will save (DC 13; 1d6 rounds). This is a mind-affecting fear effect and a gaze attack. The save is Charisma based.
Shriek (Su) As a standard action, the powrie can deafen all creatures within 30 ft who fail a Fortitude save (DC 13; 1 hour). The save is Charisma based.
Shee
CR 5 (XP 1,600)
TN Medium fey
Init +6; Senses darkvision 120 ft, low light vision; Perception +12
Defense
AC 16, touch 16, flat-footed 13 (+3 Dex, +3 luck)
hp 24 (7d6)
Fort +2, Ref +8, Will +7
Defensive Abilities DR 10/lead, Immune stone weapons, fire, heat, SR 16
Weaknesses sunlight vulnerability 7/0
Offense
Speed 40 ft.
Melee Rapier +6 (1d6, critical 18-20)
Missile Shortbow +6 (1d6 plus cursed arrows, crit x3)
Statistics
Str 11, Dex 15, Con 10, Int 14, Wis 14, Cha 17
Base Atk +3; CMB +3; CMD 15
Feats Spell Focus (enchantment), Weapon Finesse, Improved Initiative, Skill Focus (Knowledge [history])
Skills Acrobatics +12 (7), Diplomacy +13 (7), Perception +12 (7), Knowledge (history) +13 (7), Knowledge (local) +7 (2), Knowledge (nature) +8 (3), Knowledge (planes) +7 (2), Perform (sing) +13 (7), Sense Motive +12 (7), Use Magic Device +13 (7)
Languages Sylvan, any 2 mortal languages
Ecology
Environment any
Organization solitary, pair, gang (3–6), or pack (7–12)
Treasure standard
Special Abilities
Spells Prepared (CL 7th); DC 15 + spell level
0th – daze, dancing lights, resistance, prestidigitation
1st – charm person, memory lapse, sleep
2nd – touch of idiocy, unnatural lust, blur
3rd – deep slumber, suggestion
Change shape (Su) birds; beast shape III; up to 8 hours duration
Cursed arrows (Su) Anyone struck by an arrow from a shee’s bow must make a Will save (DC 16) or be affected by doom (CL 7th). This is a mind-affecting effect. The save is Charisma based.
Perilous beauty (Su) Any living creature that attempts to attack the shee must make a Will save (DC 16). If the save fails, the creature must roll twice for all attacks against the shee and take the worst roll. A target who saves against this effect is immune to the perilous beauty of that shee for 24 hours. Outsiders with the Evil descriptor are also immune. This is a mind-affecting effect. The save is Charisma based.
Charming kiss (Su) Any willing or helpless creature kissed by a shee must make a Will save (DC 16) or be permanently charmed, as charm monster (CL 7th).
Lore master (Ex) As the bard ability of the same name.
Sith
CR 5 (XP 1,600)
LE Medium fey
Init +3; Senses darkvision 120 ft, low light vision; Perception +11
Aura frightful presence (30 ft, DC 14, shaken 2d6 rounds, can suppress aura as a free action)
Defense
AC 21, touch 17, flat-footed 17 (+3 Dex, +1 dodge, +3 luck, +4 mage armour)
hp 24 (7d6)
Fort +2, Ref +9, Will +6
Defensive Abilities DR 10/silver, Immune wooden weapons, fire, heat, SR 16
Weaknesses sunlight vulnerability 3/1
Offense
Speed 40 ft.
Melee Rapier +7/+7 (1d6, critical 18-20)
Missile Ray +6
Statistics
Str 11, Dex 17, Con 10, Int 17, Wis 13, Cha 12
Base Atk +3; CMB +3; CMD 16
Feats Spell Focus (necromancy), Weapon Finesse, Silent Spell, Still Spell
Skills Acrobatics +13 (7), Perception +11 (7), Knowledge (arcana) +10 (7), Spellcraft +10 (7), Knowledge (religion) +10 (7), Stealth +13 (7), Intimidate +8 (7), Sense Motive +11 (7), Use Magic Device +11 (7)
Languages Sylvan, Draconic, Aklo, Infernal
Ecology
Environment any
Organization solitary, pair, gang (3–6), or pack (7–12)
Treasure standard
Special Abilities
Spells Prepared (CL 7th); DC 15 + spell level
0th – bleed, disrupt undead, touch of fatigue, mage hand
1st – ray of sickening, interrogation, chill touch
2nd – blindness/deafness, spectral hand, command undead
3rd – ray of exhaustion, vampiric touch
Unnerving gaze (Su) As a standard action, the sith can panic creatures within 30 ft who fail a Will save (DC 14, 2d6 rounds). This is a mind-affecting fear effect and a gaze attack. The save is Charisma based.
Blinding speed (Ex) The sith is permanently affected by haste.
Shadow form (Su) As a standard action, the sith can assume the form of a shadow. This has the effect of gaseous form, but has unlimited duration.
Mage armour (Su) The sith can cast mage armour (CL 7th) as a swift action.
Teg
CR 3 (XP 800)
NE Small fey
Init +6; Senses darkvision 120 ft, low light vision; Perception +8
Defense
AC 16, touch 16, flat-footed 14 (+2 Dex, +1 size, +3 luck)
hp 16 (3d6+6)
Fort +2, Ref +6, Will +5
Defensive Abilities DR 5/gold, Immune wooden weapons, electricity, SR 14
Weaknesses sunlight vulnerability 2/1
Offense
Speed 20 ft, burrow 20 ft
Melee Bite +5 (1d4+2) plus 2 claws +5 (1d3+2 plus grab)
Statistics
Str 15, Dex 16, Con 14, Int 12, Wis 14, Cha 11
Base Atk +2; CMB +3; CMD 16
Feats Improved Initiative, Self-sufficient
Skills Climb +8 (3), Heal +8 (3), Knowledge (nature) +7 (3), Perception +8 (3), Stealth +13 (3), Survival +10 (3), Swim +8 (3)
Languages Sylvan, Aklo
Ecology
Environment any
Organization solitary, pair, gang (3–6), or pack (7–12)
Treasure standard
Special Abilities
Spells Prepared (CL 3rd); DC 12 + spell level
0th – create water, flare, resistance, spark
1st – deadeye’s lore, entangle
2nd – barkskin
Change shape (Su) fox; beast shape II; up to 6 hours duration
Howl of confusion (Su) All those within 60 ft who hear the teg’s howl must make a Will save (DC 13) or be confused for 1d6 rounds. Those who save cannot be affected by the howl of that teg for 24 hours. This is a mind affecting effect. The save is Wisdom based.
Kin (Changeling)
Arakkin or changelings are the facsimiles the Arak leave in the place of mortals they spirit away to the Shadow Rift. They are passive and unresponsive, like Lost Ones, except when performing the task that first attracted their maker to that mortal—tasks which range from healing to hunting to entertaining to murder.
Creating an Arakkin
“Kin” is an acquired template that can be applied to any living corporeal humanoid.
CR: 1 + 1/2 Hit Dice
Alignment: As the Arak that created it.
Type: Changes to construct. It retains any subtype except alignment subtypes. The kin retains all of the special abilities of the base humanoid except as noted below.
Armour Class: Gains a +2 natural armour bonus, unless the base creature has better.
Hit Dice: Drop any Hit Dice gained from class levels and change any racial Hit Dice to d10s. Creatures without racial HD are treated as thought they have 1 HD. They gain bonus hit points as a construct of the relevant size.
Saves: All base save bonuses are +1/3 HD.
Abilities: As a construct, the kin has no Constitution score.
BAB: A kin’s base attack bonus is equal to its Hit Dice.
Skills and Feats: The kin retains the skills and feats of the base humanoid. They are able to use these feats even when they no longer have the prerequisites.
Walking Dead aren't going to happen; the creature lab in VRGttWD is still pretty robust, and there are just too many of them for it to be fun for me to do. However, I will give you:
Corpse Lord
Also known as “zombie lords,” corpse lords are typically formed when evil creatures are slain by the undead, and then subject to resurrection magic that goes awry. They are the archetypal example of “coming back wrong,” and their familiarity with undeath allows them power over the lesser forms of the Walking Dead.
The Corpse Lord Template
Creating a Corpse Lord
“Corpse lord” is an acquired template that can be added to any living corporeal creature, referred to hereafter as the base creature.
CR: As base creature +2.
Alignment: Any evil.
Type: The creature’s type changes to undead. It retains any subtype except for alignment subtypes and subtypes that indicate kind.
Armour Class: A corpse lord’s natural armour bonus increases by +4.
Hit Dice: Change all the creature’s racial Hit Dice to d8s. All Hit Dice derived from class levels remain unchanged. As undead, corpse lords use their Charisma modifiers to determine bonus hit points (instead of Constitution).
Defensive Abilities: Corpse lords gain channel resistance +4, DR 5/magic and slashing (or DR 10/magic and slashing if it has 11 HD or more), and fire resistance 10. They are immune to cold, electricity, and magic missile.
Speed: A winged corpse lord’s manoeuvrability drops to clumsy. If the base creature flew magically, its fly speed is unchanged. Retain all other movement types.
Attacks: A corpse lord retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. It also gains a slam attack that deals damage as a creature one size category larger than its actual size.
Special Abilities: The corpse lord retains all the special abilities of the base creature, and gains the following special abilities:
Miasma (Su): All living creatures within 90 feet must succeed on a Fortitude save (DC 10 + 1/2 the corpse lord’s HD + corpse lord’s Cha modifier) or be sickened for 1d4 rounds. Those who fail by more than 5 are nauseated instead. Those within 30 feet must succeed on a second Fortitude save or be infected by slimy doom. Creatures that roll a 1 on their saves are killed instantly and reanimate as a zombie under the corpse lord’s control. Creatures that successful save against the miasma (at each intensity) cannot be affected again by the same creature’s miasma for 24 hours.
Zombie Master (Su): The corpse lord can enslave and mentally command all zombies within sight as a free action. If the zombie is intelligent, it must make a contested Charisma check with a +4 racial bonus to gain control. The zombie’s enslavement lasts a number of days equal to the corpse lord’s Charisma bonus. The corpse lord can use the senses of any zombie it has enslaved with a range of 1 mile as a move equivalent action that provokes attacks of opportunity. The corpse lord is unable to use its own senses during that time, but is instantly aware if it is attacked. The corpse lord can also speak with dead as a standard action that provokes attacks of opportunity; this ability can be used at will by touching a corpse.
Zombify (Su): This ability can only be used once per day. The corpse lord can animate dead, with a caster level equal to its Hit Dice (minimum 12th). It can only create zombies with the spell. Alternately, as a touch attack, the corpse lord can slay a living creature with fewer Hit Dice than the corpse lord. The creature rises 1d4 rounds later as a zombie under the corpse lord’s control.
Abilities: Str +4, Dex +2. A corpse lord has no Con score; as an undead, it uses its Charisma in place of Constitution when calculating hit points, Fortitude saves, or any special ability that relies on Constitution.
Feats: A corpse lord gains Improved Initiative and Toughness as bonus feats.
Skills: A corpse lord gains a +8 racial bonus on all Climb checks.
Greater wolfweres are already out there under the trickster beast template.
And if that doesn't keep you all going for a while, you will never be satisfied. Still more to come though!