- Random Starting Ages
- Random Height and Weight
- Physical Description
- Standard Racial Traits
- Example Monstorin Racial Traits
- Favored Class Options
|9 years||+2d6 years
(11 – 21 years)
(13 – 33 years)
(15 – 45 years)
1 This category includes barbarians, oracles, rogues, and sorcerers.
2 This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, trainers, and witches.
3 This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wizards.
|Gender||Base Height||Height Modifier||Base Weight||Weight Modifier|
|Male||2 ft. 9 in. (small)
5 ft. 3 in. (med)
|+2d6 in.||100 lbs. (small)
150 lbs. (med)
|Female||2 ft. 7 in. (small)
4 ft. 11 in.
|+2d4 in.||80 lbs. (small)
120 lbs. (med)
On some worlds, magic can seep into creatures and change them. Over time, some of these creatures experience an awakening similar to that which can be granted by Druids. This change, however, is both physical and spiritual, transforming what was a monster into a different being entirely.
Sometimes, when a monster trainer dies, one of his loyal monsters will change its essence to honor that trainer, transforming into a new being; one with a history, a purpose, and perhaps even a grudge.
In forbidden tomes written by dangerous spellcasters of the past lie rituals for binding a mortal’s soul to monstrous flesh. While most of these ancient rites are used to create deadly creatures, there are those which can be used for better deeds.
However they come into being, these new entities are called monstorin. Monstorin are instilled with a lust for adventuring akin to humans. With their new perspective of the world, many begin adventuring careers of their own as clerics, fighters, rogues, or even wizards. Once in a while these adventuring monstorin even become trainers themselves.
A monstorin looks like a hybrid of a more common race and a monster. In areas where dwarves are prevalent, for example, a monstorin (particularly one that started as an elemental or a bulette) may grow or shrink into a stocky half-breed. Elves might use naturalistic rituals to turn their warriors into bear or leopard monstorin. A carbuncle may take on the semblance of the unfortunate goblin who died protecting it in battle.
Unlike monsters with the Human Personality feat, monstorin adventurers are no longer classified as the same type of creature they once were. They become humanoid (monstorin), but retain any other subtypes they had and are still affected by spells that target their original type.
The decision to change one’s core being is not made lightly, and the transformation is most apparent to other monsters and monster trainers because the monstorin’s essence changes and it can no longer be captured.
Society: Monstorin do not congregate with their own kind like most creatures. Some remain with the monsters from which they spawned; acting as the voice their species may not otherwise have. Others seek refuge in humanoid villages and cities, where they hope to become adventurers and learn more about the world.
Monstorin who become monster trainers rarely capture members of their own species, as they see such an act as unfair to their brethren.
Relations: In the Kingdom, monstorin live alongside other humanoids without a second thought. On other worlds, monstorin may be seen as abominations, dangerous, or evil; sometimes despite their best intentions. They could also be viewed as exotic cousins to races that are already fairly monstrous (such as lycanthropes or rakshasa).
Alignment and Religion: Monstorin can be of any alignment, though most retain the alignment of the monsters from which they spawned. This shift in personality may have been part of the change that made them monstorin in the first place.
Belief in the gods is sometimes lost on monstorin who came into their sentience through magic. Those who were already intelligent or previously acted as trainer companions might practice a religion similar to the races they were around most before transforming.
Adventurers: Monstorin largely view the world as a new opportunity and a multitude of possibilities. Where previously they may have been viewed as pets, companions, or threats, monstorin can now visit towns and share an ale with the local constable. Rather than play back up or villain to an adventuring party delving through catacombs, the monstorin can be one of those adventurers.
Male and Female Names: By breed, region, or nearby race (usually human).
Each monstorin has its own racial traits defined by its base monster. As more monsters are discovered, new and different monstorin are likewise found to live among them.
For monsters not already described, some general rules do apply.
- Ability Score Modifiers: The monstorin gains a +2 bonus to the base monster’s two highest Ability scores and a –2 penalty to its lowest Ability score. This is an approximation that should be worked with to make the monstorin best represent its species. Do note: Not all animal-based monstorin have a penalty to Intelligence just because they have 1 or 2 in that score. Such a penalty would usually only apply when each of the monster’s other five scores are above 12. Similarly, A creature’s Ability score bonuses or penalties for size should be ignored when determining its highest scores.
- Type: Unless otherwise noted, the monstorin is considered a humanoid (monstorin) with the subtypes of its base monster.
- Base Speed: Typically 30 ft. (medium) or 20 ft. (small). If the base monster is known for being fast, the monstorin can start with faster speed than is typical for a creature of its size.
- Languages: The monstorin speaks Common and any language used by the base monster.
- Other Traits: The other traits a monstorin gains are defined by its base monster. Specific monstorin described here have all been balanced with between 9 and 12 race points. They can be used as guidelines when creating personalized monstorin.
- Natural Armor and Damage Reduction: Monstorin can sometimes possess particularly thick hides thanks to their base monsters. This can be represented as either natural armor or a lesser form of damage reduction.
- Energy and Spell Resistance: Base monsters with specific immunities and resistances can sometimes pass along those traits to monstorin in some form.
- Specific Feats and Skills: Some monstorin have a very specific feat that makes them what they are. This is often (but not always) a bonus feat gained by the base monster. The same is true of skills and racial bonuses gained by the base monster.
- Vision: As the base monster. The monstorin typically only gains low-light vision and darkvision in this way. A base monster recognized for its powerful sense of smell may gain some form of scent as a monstorin.
- Breath Weapons: Some monstorin gain a lesser version of their base monster’s breath weapon that can be later enhanced through a feat.
- Natural Weapons: In the transformation from base monster to monstorin, most lose their natural weapons (typically bite, claw, slam, or wing). If the base monster is only well known (or feared) because of its natural attacks, its monstorin may still have an appropriate attack of a similar nature.
- Spells and Spell-Like Abilities: These are only ever gained if the base monster is particularly magical in nature, and only draw from the list of trainer spells usually granted to a monster trainer. A feat can be gained by a monstorin that adds the base monster’s trainer spells to whatever spell list the monstorin may have access to, but all spells not already on that list are learned, prepared, and cast at +1 spell level.
The following racial traits may be selected when creating a monstorin. Additional monstorin racial traits can be found here.
- +2 Dex, +2 Wis, -2 Str: Behir monstorin are quick and alert, but physically weak.
- Medium: Behirs’ size gives no bonuses or penalties.
- Fast Movement: Behirs have a base speed of 40 feet.
- Low-Light Vision: Behirs can see twice as far as humans in conditions of dim light.
- Darkvision: Behirs gain darkvision out to 60 ft.
- Monstrous Humanoid: Behirs are considered monstrous humanoids for the purpose of spells and effects that target creature type.
- Lightning Breath (Su): Twice per day, as a standard action, behirs can make a breath weapon attack that deals 3d6 points of electricity damage in a 20 ft. line. All creatures within the affected area must make a Reflex saving throw to avoid taking damage. The save DC is 10 + 1/2 the behir’s character level + its Con modifier. Those who succeed take half damage from the attack.
- Lightning Resistance: Behirs gain electricity resistance 5.
- +2 Int, +2 Cha: Dream imp monstorin are smart and charismatic.
- Medium: Dream imps’ size gives no bonuses or penalties.
- Base Speed: Dream imps have a base speed of 30 feet.
- Dragon’s Blood: Dream imps are immune to magic sleep effects and gain a +2 racial bonus on saving throws made against paralysis spells and effects. They are also treated as dragons for the purpose of spells and effects related to creature type.
- Low-Light Vision: Dream imps can see twice as far as humans in conditions of dim light.
- Artisan Nature: Dream imps gain a +2 racial bonus to Use Magic Device and one Craft skill of their choice. In addition, dream imps gain Cooperative Crafting as a bonus feat.
- +2 Str, +2 Wis, -2 Cha: Festrog monstorin are strong and attentive, but not well liked.
- Medium: Festrogs’ size gives no bonuses or penalties.
- Fast Movement: Festrogs have a base speed of 40 feet.
- Four-Footed Run: Festrogs can run on all fours at a speed of 50 feet if they don’t hold or carry anything in their hands. When running on all fours, Festrogs are treated as if they have the Run feat.
- Half-Undead: Festrogs count as undead for effects related to creature type. Spells that heal the living harm festrogs, while spells that harm the living heal festrogs. They also take no penalties from energy-draining effects, though they can still be killed if they accrue more negative levels than they have Hit Dice. After 24 hours, any negative levels they’ve gained are removed without any additional saving throws.
- Darkvision: Festrogs gain darkvision out to 60 ft.
- Resistances: Festrogs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
- Bite (Ex): Festrogs gain a natural bite attack that deals 1d4 points of damage plus 1-1/2 times their Str modifier. When they charge, festrogs an attempt to trip an opponent with a successful bite attack. They gain a +4 racial bonus to do so.
- +2 Con, +2 Cha, -2 Dex: Kytharion monstorin are fearsome and intimidating, but their physical form is awkward.
- Medium: Kytharia’s size gives no bonuses or penalties.
- Base Speed: Kytharia have a base speed of 30 feet.
- Skills: Kytharia gain a +2 racial bonus to Climb and Intimidate skill checks.
- Monstrous Humanoid: Kytharia are considered monstrous humanoids for the purpose of spells and effects that target creature type.
- Lesser Mimicry: A Kytharion monstorin gains proficiency in 1 armor, shield, or weapon of its choice.
- Spectral Hands: A Kytharion can use mage hand and spectral hand each once per day. Its caster level is equal to its character level.
- +2 Str, +2 Int: Pit fiend monstorin are strong, smart, and lacking in imperfections.
- Medium: Pit fiends’ size gives no bonuses or penalties.
- Base Speed: Pit fiends have a base speed of 30 feet.
- Outsider (native): Pit fiends count as outsiders with the native subtype for any effect related to race or creature type.
- Darkvision: Pit fiends gain darkvision out to 60 ft.
- Flame Touch (Su): Pit fiends can treat any weapons they wield as though they had the flaming weapon property. Nonmagical weapons take 1d6 points of fire damage per round when used in this way.
- Resistances: Pit fiends gain DR 5/magic and spell resistance equal to 6 + their character level.
The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.
- Alchemist: Add +1/4 to the alchemist’s natural armor bonus when using his mutagen.
- Arcanist: Add +1/4 to the arcanist’s effective class level when determining the effects of the arcane barrier and arcane weapon arcanist exploits.
- Barbarian: Add +1 to the barbarian’s total number of rage rounds per day.
- Bard: Reduce arcane spell failure chance for casting bard spells when wearing medium armor by +1%. Once the total reaches 10%, the bard also receives Medium Armor Proficiency, if he does not already possess it.
- Bloodrager: Increase the bloodrager’s total number of bloodrage rounds per day by 1.
- Brawler: Add 1 foot to the brawler’s base speed. In combat, this has an effect only for every five increases in the brawler’s base speed.
- Cavalier: Add +1/2 to the cavalier’s bonus to damage against targets of his challenge.
- Cleric: Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the cleric’s Wisdom modifier. The cleric adds +1/2 to the number of uses per day of that domain power.
- Druid: Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the druid’s Wisdom modifier. The druid adds +1/2 to the number of uses per day of that domain power.
- Fighter: Add +1 to the Fighter’s CMD when resisting a bull rush or trip.
- Gunslinger: Reduce the misfire chance for one type of firearm by 1/4. You cannot reduce the misfire chance of a firearm below 1.
- Hunter: Gain a +1/2 bonus on wild empathy checks the hunter makes to influence animals and magical beasts that live underground.
- Inquisitor: Add +1/2 to the inquisitor’s level for the purpose of determining the effects of one type of judgment.
- Investigator: Gain a +1/4 bonus on Perception checks when underground and +1/2 bonus to the investigator’s trap sense ability regarding stone traps.
- Kineticist: Add 1/3 point of damage to element blasts related to the base monster that deal damage when elemental overflow applies.
- Magus: Select one known magus arcana usable only once per day. The magus adds +1/6 to the number of times it can be used per day. Once that magus arcana is usable twice per day, the magus must select a different magus arcana.
- Medium: Gain a +1/2 bonus on saving throws against possession and a +1/2 bonus on saving throws to end haunt channeler, location channel, and spacious soul.
- Mesmerist: Increase painful stare’s damage by 1/4 point.
- Monk: Add +1 to the monk’s base speed. In combat this option has no effect unless the monk has selected it five times (or another increment of five). This bonus stacks with the monk’s fast movement class feature and applies under the same conditions as that feature.
- Monster Trainer: Add +1 spell of a level you can cast from your base monster’s available trainer spells to your spell list as if it were gained through the monster trainer’s spell familiarity class feature.
- Occultist: Gain a +1/3 bonus on Appraise and Use Magic Device checks involving stone and metal objects.
- Oracle: Reduce the penalty for not being proficient with one weapon by 1. When the nonproficiency penalty for a weapon becomes 0 because of this ability, the oracle is treated as having the appropriate Martial or Exotic Weapon Proficiency feat with that weapon.
- Paladin: Add a +1 bonus on concentration checks when casting paladin spells.
- Psychic: When casting psychic abjuration spells, add 1/2 level to the effective caster level of the spell, but only to determine the spell’s duration.
- Ranger: Add a +1/2 bonus on wild empathy checks to influence animals and magical beasts that live underground.
- Rogue: Add a +1/2 bonus on Disable Device checks regarding stone traps and a +1/2 bonus to trap sense regarding stone traps.
- Shaman: Add +1/4 to the natural armor bonus of the shaman’s spirit animal.
- Skald: Reduce the arcane spell failure chance for casting skald spells when wearing heavy armor by 1%. Once the total reduction reaches 10%, the skald also receives Heavy Armor Proficiency (if the skald does not already possess it).
- Slayer: Gain a +1/3 bonus on Knowledge (dungeoneering) checks and on Survival checks when underground. If the slayer has a +1 bonus on Knowledge (dungeoneering) checks from this ability, he is also considered trained in that skill.
- Sorcerer: Add +1/2 to elemental spell or spell-like ability damage related to the base monster.
- Spiritualist: Add 1/6 to the shield bonus granted by the 3rd-level ectoplasmic bonded manifestation ability.
- Summoner: Add a +1/4 natural armor bonus to the AC of the summoner’s eidolon.
- Swashbuckler: Add +1/4 to the swashbuckler’s effective class level to determine the extra damage she deals because of the precise strike deed when wielding a light pick or a heavy pick. If the swashbuckler has the Slashing Grace feat or another similar effect, she can treat natural weapons as one-handed piercing melee weapons, and she gains this benefit when wielding the appropriate weapon for the feat as well.
- Warpriest: Add +1/3 to the number of times per day the warpriest can use blessings, but he can only use these additional uses on blessings that affect weapons or armor.
- Witch: Add +1/4 natural armor bonus to the AC of the witch’s familiar.
- Wizard: Select one item creation feat known by the wizard. Whenever he crafts an item using that feat, the amount of progress he makes in an 8-hour period increases by 200 gp (50 gp if crafting while adventuring). This does not reduce the cost of the item; it just increases the rate at which the item is crafted.
Mystical: Kingdom of Monsters, © 2015, Northwinter Press; author Kevin Glusing.