Pathfinder Monster Build: Adlets

adlet1As promised, I’ve listed my builds for the adlets I threw at my party a couple of weeks ago. The normal adlet is a CR 10 creature, with some good stats – particularly Dexterity – plus some spell-like abilities and a breath weapon. Their Constitution also gave them some staying power as the party tried to mow them down. I used the monster advancement rules from the bestiaries to create a few builds in Monster Codex style.

I created four builds: a shaman, a two-weapon slayer, an archery slayer, and a barbarian.

ADLET SHAMAN: A few adlets are more powerful shamans, with levels of oracle or druid. I thought the new shaman class worked quite well with this idea given the adlet’s decent wisdom.

Adlet (advanced) shaman 5, CN Medium humanoid (adlet, cold)

Init +14; Senses low-light vision, scent; Perception +18

DEFENSE

AC 28, touch 21, flat-footed 17 (+10 Dex, +1 dodge, +7 natural)

hp 238 (20d8+145)

Fort +13, Ref +22, Will +19

Immune cold; Weaknesses vulnerability to fire

OFFENSE

Speed 40 ft.

Melee +1 spear +21/+16/+11 (1d8+9/×3), bite +14 (1d6+2 plus 1d6 cold)

Special Attacks frozen breath (DC 24), hexes (chant, fortune, evil eye [DC 20, -2, 11 rounds], ward), storm burst (7/day, 2 rounds)

Shaman Spells Prepared (CL 5th) Here I just chose spells as needed during the encounter

3rd—3 slots
2nd—4 slots
1st—5 slots
0 (at will)—4 slots

Spontaneous spells (1 each/day)—charm animal, barkskin, speak with plants, grove of respite

Spell-Like Abilities (CL 10th; concentration +11)

Constant—pass without trace
At will—ray of frost
3/day—fog cloud, sleet storm
1/day—commune with nature, ice storm, summon (greater ice elemental or 1d4+1 large ice elementals), wind walk (self only)

STATISTICS

Str 20 (+5), Dex 30 (+10), Con 24 (+7), Int 21 (+5), Wis 26 (+8), Cha 19 (+4)

Base Atk +14; CMB +19; CMD 41

Feats Diehard, Dodge, Extra Hex (2), Improved Initiative, Iron Will, Power Attack, Run, Self-Sufficient, Weapon Focus (spear)

Skills Acrobatics +20 (+24 when jumping), Climb +13, Handle Animal +17, Heal +35,  Knowledge (nature) +28, Knowledge (religion) +28, Perception +28, Spellcraft +18, Stealth +20 (+28 in snow), Survival +35, Swim +10; Racial Modifiers +8 Stealth in snow; Skill Ranks Acrobatics 10, Climb 5, Handle Animal 10, Heal 20, Knowledge (nature) 20, Knowledge (religion) 20, Perception 20, Spellcraft 10, Stealth 10, Survival 20, Swim 5

Languages Adlet, Common

SQ arctic stride, favoured class (shaman), orisons, spirit (nature), spirit animal (arctic fox), spirit magic, wandering spirit

SPECIAL ABILITIES

Storm Burst (Su): As a standard action, the shaman causes a small storm of swirling wind and rain to form around one creature within 30 feet. This storm causes the target to treat all foes as if they had concealment, suffering a 20% miss chance for 1 round plus 1 round for every 4 shaman levels she possesses. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any weapon she wields is treated as a thundering weapon.

Spirit Animal (arctic fox, +2 Reflex): The shaman’s spirit animal looks feral, and appears to be in peak physical form. The animal can move through any sort of undergrowth or natural difficult terrain at its normal speed without taking damage or suffering any other impairment.

Level plan:

Level 1 Feat: Iron Will
Level 2 Hex: Evil Eye
Level 3 Feat: Extra Hex: Chant
Level 4 Ability score: Wisdom +1
Level 4 Hex: Fortune
Level 5 Feat: Extra Hex: Ward


 

MELEE TWF ADLET

Adlet slayer 4, CN Medium humanoid (adlet, cold)

Init +14; Senses low-light vision, scent; Perception +26

DEFENSE

AC 26, touch 21, flat-footed 15 (+10 Dex, +1 dodge, +5 natural)

hp 209 (15d8+4d10+118)

Fort +15, Ref +23, Will +10

Immune cold; Weaknesses vulnerability to fire

OFFENSE

Speed 40 ft.

Melee +1 short sword +25/+20/+15 (1d6+6/17-20/×2), +1 short sword +25/+20 (1d6+6/17-20/×2), bite +15 (1d6+3 plus 1d6 cold)

Special Attacks frozen breath (swift, every 1d4 rounds, 2d6 cold, DC 23 Fort or staggered for 1d6 rounds), sneak attack +1d6

Spell-Like Abilities (CL 10th; concentration +11)

Constant—pass without trace

At will—ray of frost

3/day—fog cloud, sleet storm

1/day—ice storm, wind walk (self only)

STATISTICS

Str 20 (+5), Dex 30 (+10), Con 22 (+6), Int 15 (+2), Wis 18 (+4), Cha 11 (+0)

Base Atk +15; CMB +20; CMD 42

Feats Diehard, Dodge (+1 AC), Double Slice, Improved Critical (short sword), Improved Initiative, Improved Two-Weapon Fighting, Run (run 5x speed), Self-Sufficient (+2 Heal, +4 Survival), Two-Weapon Fighting, Weapon Finesse, Weapon Focus (short sword)

Skills Acrobatics +32 (+36 when jumping), Climb +13, Handle Animal +8, Heal +6, Perception +26, Stealth +30 (+38 in snow), Survival +30, Swim +13; Racial Modifiers +8 Stealth in snow; Skill Ranks Acrobatics 19, Climb 5, Handle Animal 5, Heal 0, Perception 19, Stealth 19, Survival 19, Swim 5

Languages Adlet, Common

SQ arctic stride, favoured class (slayer), studied target, track

Level Plan:

Replace Power Attack with Weapon Finesse, Weapon Focus (spear) with Weapon Focus (short sword)
Level 1 Feat: Two-Weapon Fighting
Level 2 Slayer talent: Ranger Combat Style (Double Slice)
Level 3 Feat: Improved Two-Weapon Fighting
Level 4 Ability score: Wisdom +1
Level 4 Slayer talent: Rogue Talent: Combat Trick (Improved Critical [short sword])


 

RANGED BOW ADLET

Adlet slayer (sniper) 4, CN Medium humanoid (adlet, cold)

Init +14; Senses low-light vision, scent; Perception +27

DEFENSE

AC 26, touch 21, flat-footed 15 (+10 Dex, +1 dodge, +5 natural)

hp 188 each (19d8+99)

Fort +14, Ref +23, Will +10

Immune cold; Weaknesses vulnerability to fire

OFFENSE

Speed 40 ft.

Melee +1 spear +20/+15/+10 (1d8+5/×3), bite +14 (1d6+2 plus 1d6 cold)

Ranged +1 composite longbow +27/+22/+17 (1d8+5/x3) (+1 within 30ft)

Special Attacks frozen breath, sneak attack +1d6 (45 ft)

Spell-Like Abilities (CL 10th; concentration +11)

Constant—pass without trace

At will—ray of frost

3/day—fog cloud, sleet storm

1/day—ice storm, wind walk (self only)

STATISTICS

Str 18 (+4), Dex 31 (+10), Con 20 (+5), Int 15 (+2), Wis 21 (+5), Cha 11 (+0)

Base Atk +15; CMB +19; CMD 41

Feats Deadly Aim (-4 atk, +8 dmg), Diehard, Dodge (+1 AC), Improved Initiative, Point Blank Shot, Precise Shot, Run (run 5x speed), Self-Sufficient (+2 Heal, +4 Survival), Weapon Focus (composite longbow)

Skills Acrobatics +32 (+36 when jumping), Climb +12, Handle Animal +12, Heal +6, Perception +27, Stealth +32 (+40 in snow), Survival +27, Swim +12; Racial Modifiers +8 Stealth in snow; Skill Ranks Acrobatics 19, Climb 5, Handle Animal 5, Heal 0, Perception 19, Stealth 19, Survival 19, Swim 5

Languages Adlet, Common

SQ accuracy, arctic stride, deadly range (+15 ft), favoured class (slayer [hp])

Level Plan:

Replace Power Attack with Point Blank Shot, Weapon Focus (spear) with Weapon Focus (composite longbow)
Level 1 Feat: Precise Shot
Level 3 Feat: Deadly Aim
Level 4 Ability score: Dexterity +1
Level 4 Slayer talent: Increase Deadly Range +5 ft


 

BARBARIAN ADLET CR 10

Adlet spear hurlers, stronger and more savage than their agile kin, are terrifying combatants.

Adlet barbarian (hurler, savage barbarian) 5, CN Medium humanoid (adlet, cold)

Init +9; Senses low-light vision, scent; Perception +13

DEFENSE

[RAGE] AC 20, touch 15, flat-footed 13 (+5 Dex, +2 dodge, +5 natural, -1 rage)

AC 22, touch 17, flat-footed 15 (+5 Dex, +2 dodge, +5 natural)

Rage: hp 270 each (15d8+5d12+125+40) Normal: hp 230 each (15d8+5d12+125)

Fort +15, Ref +15, Will +9 (+11 while raging); +1 vs fear

Immune cold; Weaknesses vulnerability to fire

OFFENSE

Speed 40 ft

Melee +1 spear +31/+26/+21 (1d8+13/19-20/×3), bite +28 (1d6+6 plus 1d6 cold) [RAGE]

Melee +1 spear +29/+24/+19 (1d8+11/19-20/×3), bite +26 (1d6+5 plus 1d6 cold)

Ranged +1 spear +31 (1d8+13/19-20/×3/40 ft) [RAGE]

Ranged +1 spear +29 (1d8+11/19-20/×3/40 ft)

Special Attacks frozen breath

Spell-Like Abilities (CL 10th; concentration +11)

Constant—pass without trace

At will—ray of frost

3/day—fog cloud, sleet storm

1/day—ice storm, wind walk (self only)

STATISTICS

[RAGE] Str 36 (+13), Dex 20 (+5), Con 27 (+8), Int 15 (+2), Wis 17 (+3), Cha 11 (+0)

Str 32 (+11), Dex 20 (+5), Con 23 (+6), Int 15 (+2), Wis 17 (+3), Cha 11 (+0)

Base Atk +16; CMB +27; CMD 48

Feats Diehard, Dodge (+1 AC), Improved Critical (spear), Intimidating Prowess, Point-Blank Shot, Power Attack, Precise Shot, Run (run 5x speed), Self-Sufficient (+2 Heal, +4 Survival), Weapon Focus (spear)

Skills Acrobatics +28 (+32 when jumping), Climb +34, Handle Animal +14, Heal +5, Intimidate +34 (+36 while raging), Perception +13, Stealth +20 (+28 in snow), Survival +30, Swim +34; Racial Modifiers +8 Stealth in snow; Skill Ranks Acrobatics 20, Climb 20, Handle Animal 10, Heal 0, Intimidate 20, Perception 10, Stealth 15, Survival 20, Swim 20

Languages Adlet, Common

SQ arctic stride, improved uncanny dodge, naked courage, rage (18 rounds/day, +4 Strength and Constitution, +2 Will saves, –2 penalty to AC), skilled thrower

Combat Gear Lesser Belt of Mighty Hurling, +1 spear

LEVEL PLAN

Replace Improved Initiative with Intimidating Prowess.
Level 1 Feat: Improved Critical (spear)
Level 2 Rage power: Intimidating Glare
Level 3 Feat: Precise Shot
Level 4 Ability score: Con +1
Level 4 Rage power: Terrifying Howl
Level 5 Feat: Point-Blank Shot

My Google Doc with the builds is available here.

Abigail Holden

Gamer, geek, LEGO fanatic. I also love Pathfinder RPG, The Sims, cross stitching, crochet and sci-fi and fantasy movies, games & books. And animals.

Share your thoughts below!