Develop the Concept
Pathfinder Gamemastery Guide (Second Edition), page 56
To begin making a creature, you should first come up with its concept. You likely already have the basic idea. As you add details to the general idea, taking notes can help keep your creature on track. Consider the parts of your creature you find most compelling and that you want to emphasize when the creature hits the table. For example, in the Bestiary, demons are creatures of sin, and are designed to have weaknesses against specific virtues that oppose them. Harpies enchant creatures by singing, represented by their centerpiece ability, Captivating Song. Note your creature’s core aspects, and if you feel uncertain later, you can look back and ask yourself, “Does this emphasize a core aspect or not?”
Next, look at the creature’s role in your game. Is it meant to be a combatant? A social creature? A trusted ally? Figuring this out will help you determine whether to give it strong combat abilities or to focus on skills, spells, and special abilities. Think about how the creature might behave if it’s in a fight, if someone tries to talk to it, or if it’s in a social situation. Does it work better alone or with allies? What sort of character should be best at facing it or be particularly weak against it?
Consider also the complexity of the creature. This matters most when you plan to use a large number of creatures of that type. If you’ll use five at the same time, you’ll want their turns to move swiftly and avoid complex special actions. A creature likely to face a group of PCs alone can have more abilities, and it might need a more versatile set of defenses against PC tactics. Cut complexity as much as you can while retaining your desired theme.
BUILDING CREATURES OVERVIEW
This section details the creature-building process using the following steps.
1. Develop the Concept (page 56) Think about your creature, and make notes you can use in future steps. 2. Build the Stat Block Pick all the statistics for the creatures, going through the list below.
Level (page 58)
Alignment, Size, and Traits (page 58)
Ability Modifiers (page 59)
Perception and Senses (page 60)
Languages (page 60)
Skills (page 60)
Items, if necessary (page 61)
AC (page 61)
Saving Throws (page 62)
Hit Points (page 62)Immunities, Weaknesses, and Resistances (page 63) Speed (page 64)
Strikes, including their damage (page 64) Spells, if necessary (page 65)
3. Design Abilities (page 67) Create the special abilities your creature can use.
4. Review Holistically (page 69) Step back, take stock of your creature as a whole, and tweak as needed.
TRAIT ABILITIES (PAGE 70)
This section provides the abilities conveyed by certain traits, such as demon, dragon, and undead. You’ll also find abilities typical of creatures with those traits to help guide you as you plan your creatures.
DESIGNING NPCS (PAGE 72)
Sometimes you’ll design a creature that’s meant to have abilities or characteristics similar to those of a PC. Maybe you need a bold champion, a sly rogue master criminal, or a wizened druid elder for your game. You also might need a common baker, who has little combat ability but great skill with dough and an oven. This section provides ways you might modify aspects of the creature-building process to fit those needs.
Now, how do you want an encounter with this creature to feel? Should it be scary? Mobile? Confusing? A mystical duel or a knock-down, drag-out fight? What can you give your creature to convey those characteristics? Note that much of this feel will come from your choice of the creature’s special abilities or spells, rather than its raw numbers.
With all this in mind, think about the specific abilities your creature should have. Take a few notes now, and get to the details later. You can use abilities from the Bestiary or feats in the Core Rulebook, adjusting as needed, to save yourself time. It helps to think of a creature that’s similar to yours and see what makes it tick—and what you can steal from it. Maybe you can just reskin that creature (page 58), instead of making a new one from scratch.
Now that you understand your creature’s concept, it’s time to get to the statistics. Remember that you can always change your concept later on. Your creation might evolve and transform as you go, so be open to change and revisions.
