TEXT: 1
  Monster Movie Matinee
  
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  Monster Movie Matinee
  Compatibility with the Pathfinder® Roleplaying Game requires the 
  Pathfinder® Roleplaying Game from Paizo Publishing, LLC. See http://paizo.
  com/pathfinderRPG for more information on the Pathfinder® Roleplaying 
  Game. Paizo, Publishing, LLC does not guarantee compatibility, and does not 
  endorse the product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the 
  Pathfinder® Roleplaying Game and the Pathfinder® Roleplaying Game 
  Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used 
  under the Pathfinder® Roleplaying Game Compatibility License. See http://
  paizo.com/pathfinderRPG/compatibility for more information on the com-
  patibility license.
  Open Game Content: All material — including but not limited to art, 
  place and character names, character and setting descriptions, background, 
  and new class descriptions—is Product Identity. All other content is consid-
  ered Open Game Content.
  Written by Eric Hindley
  Layout and Design by Rick Hershey
  Fat Goblin Games Team 
  Chris Bayes, Eric Hindley, John Bennett, Lucus Palosaari, 
  Nick Esposito, Rick Hershey, Troy Daniels, Tyler Beck
  Published by Fat Goblin Games
  Monster Movie Matinee © 2014 Fat Goblin Games
  Monster Movie
  Matinee
  Monster Movie
  Matinee
  
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  Introduction
  It started innocently enough. Rick Hershey asked what we wanted to do for Halloween. I offered monsters. . . 
  monsters are always fun. Movie monsters were thrown out there. I’ve been a sucker for slasher flicks since the early 
  ‘80s (yeah, my age was in the single digits, and my parents were awesome). I started looking at all my favorites and 
  trying to figure out how to make them work in Pathfinder. It seemed impossible. After all, how do you capture the 
  slow, implacable and yet-everywhere-at-once nature of a Michael Myers or Jason Voorhees? How do you run an inescap-
  able dreamscape being stalked by Freddy Krueger? Is Mars Attacks even a horror movie? 
  I sat down and started trying to capture what these villains needed to be run in a Pathfinder® Roleplaying Game. 
  Capturing every nuance was impossible, I learned that early. Capturing the essence of a villain, that’s a different story 
  entirely. I think each of these monsters has a strong definitive narrative that captures the essence of the inspirational 
  movie monster, without being a word-for-word translation of that creature. Some borrow from multiple sources, 
  some seek only to encapsulate one, but each is designed to be a significant encounter in your campaign.
  Each of these entries work best when you give them enough time to build momentum. Maybe start with a random 
  encounter well outside the range of what your PCs normally experience. Let the monster toy with them before it 
  moves on. Leave clues as to its existence, markers of its passing and influences on their lives outside the standard 
  campaign. Visits to loved ones, deaths of seemingly unimportant NPCs, and attacks on the party at their weakest 
  times—these are the hallmarks of a horror encounter, and should be used to further the fear of these monsters. 
  These monsters range from solitary menaces to armies of insidious invaders, and work best when they stay true to 
  their nature. That’s not to say that you can’t use an army of unstoppable maniacs to assail a high-level party or throw 
  a single grey invader at a low-level party, but the monsters come into their own in the right element. Scare a 5th level 
  party with an unstoppable maniac. Let an 8th level party fight swarms of grey invaders or snatchoids. 
  Also bear in mind that few of these creatures yield even average treasure. The goal in a horror scenario is to sur-
  vive, any treasure is certainly a bonus. You should work with your party to ensure they have a good reason to fight 
  these monstrosities (i.e., a reward or survival) or make up for treasure lost later. Alternatively, if your party is well 
  over wealth, maybe throw an unspeakable horror against them to let them know they aren’t invincible.
  At the end of the day, you know your party better than I do. These monsters are mostly designed to run like 
  something straight out of a horror movie, but if your party won’t take well to that sort of thing, let them fight them 
  toe-to-toe like true heroes. They might still be scared or surprised…
  Contents
  Aquamonstrosity  CR 5 
  4
  Carnivorous Mantrap CR 6 
      6
  Grey Invader CR 3 
  8
  Jungle Predator CR 7 
    10
  Killer Clown CR 11 
   12
  Night Terror CR 3 
  14
  Nightmare stalker CR 9 
  16
  Shark Tornado CR 10 
  18
  Snatchoid CR 5 
  20
  Unstoppable Maniac CR 9 
   22
  
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  Aquamonstrosity 
  This creature resembles nothing more than a terrible 
  cross between fish and man. Its webbed fingers sport 
  vicious claws and it is covered in glistening black 
  scales.
  AquAmonstrosity 
   Cr 5
  XP 1,600
  CN Medium monstrous humanoid (aquatic)
  Init +7; Senses darkvision 60 ft.; Perception +10
  DEFENSE
  AC 19, touch 14, flat-footed 15 (+3 Dex, +5 natural, 
  +1 dodge)
  hp 45 (6d10+12)
  Fort +4, Ref +8, Will +6
  Immune cold
  OFFENSE
  Speed 20 ft., swim 50 ft.
  Melee 2 claws +9 (1d6+3)
  Special Attacks rend (2 claws, 1d6+4)
  STATISTICS
  Str 16, Dex 17, Con 14, Int 8, Wis 13, Cha 10
  Base Atk +6; CMB +9; CMD 23
  Feats Dodge, Improved Initiative, Mobility
  Skills Perception +10, Survival +10, Swim +20
  SQ amphibious, from the depths, hyperactive 
  metabolism
  ECOLOGY
  Environment temperate water
  Organization solitary
  Treasure Incidental
  SPECIAL ABILITIES
  From the Depths (Ex) An aquamonstrosity can 
  survive water pressure to any depth and is im-
  mune to cold. It can survive equally well in salt 
  and fresh water environments. 
  Hyperactive Metabolism (Ex) Each round, an 
  aquamonstrosity can take an extra move action 
  or make an extra attack with one of its claws. 
  Effectively, it can take a move action and a full-
  round action, or two move actions and a stan-
  dard action to attack, or a full-round action and a 
  standard action for a third claw attack. Rend can 
  trigger if any two claw attacks that round hit. Any 
  round it uses this ability, it takes 1d6 damage as 
  its body tears itself apart.
  The aquamonstrosity is something of an 
  anomaly amongst the aquatic races. It is far 
  too rare to be considered an aquatic culture, 
  but rumors of these beasts seem to spread 
  from nearly everywhere around the world, 
  with only subtle differences in the details—
  such as coloration, diet or habits. While this 
  disparate entities show little in the way of 
  cooperation or organization, they often have 
  rudimentary dwellings and even tools.
  There is some speculation that these crea-
  tures are the remnants of an ancient globe-
  spanning civilization, though whether they 
  were the dominant species, servants, pets, or 
  something else altogether is unknown. What-
  ever the truth, these creatures now seem to be 
  more like a prehistoric throwback, little better 
  than the first fish that learned to walk on land.
  Aquamonstrosities have an extremely erratic 
  metabolism. This results in a cycle of activity 
  that switches between lethargic torpor and 
  relentless predation. They will lie dormant for 
  months at a time, rising only occasionally to 
  feed on local wildlife, especially fish and small 
  game. Approximately once a year, they be-
  come hyperactive, needing to feed voraciously 
  for about a week. During this period, their 
  body goes into overdrive. The aquamonstros-
  ity is capable of amazing feats of speed during 
  this period, but must feed almost constantly 
  or die of starvation. It is typically during this 
  flurry of activity that an aquamonstrosity is 
  encountered.
  
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  Aquamonstrosities have a strange desire to 
  kidnap humanoids. Whether they need these 
  creatures to breed, simply like to save them 
  as food or have another nefarious purpose 
  for them is something that few 
  have ever learned, and none have 
  shared. A typical aqua-
  monstrosity stands about 
  six and a half feet tall 
  and weighs around 300 
  pounds.
  
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  Carnivorous Mantrap 
  This massive, leafy green plant looks like an enor-
  mous flower. Its main bloom opens and closes its 
  bulb like a flytrap, revealing rows of shark-like teeth. 
  CArnivorous mAntrAp 
   Cr 6
  XP 2,400
  NE Large plant
  Init -1; Senses low-light vision; Perception +0
  DEFENSE
  AC 18, touch 8, flat-footed 18 (-1 dexterity, +10 
  natural, -1 size)
  hp 67 (9d8+27)
  Fort +9, Ref +2, Will +3
  DR 5/slashing; Immune mind-affecting effects, 
  paralysis, poison, polymorph, sleep, stunning; 
  Resist cold 5, electricity 5, fire 5
  OFFENSE
  Speed 5 ft., burrow 10 ft., climb 10 ft.
  Melee bite +10 (3d6+7) and 2 tentacles +5 (1d6+2 
  plus grab)
  Space 10 ft.; Reach 10 ft. (15 ft. with tentacles)
  Special Attacks blood drain (1 Constitution), en-
  slave person
  STATISTICS
  Str 20, Dex 8, Con 16, Int —, Wis 10, Cha 10
  Base Atk +6; CMB +12 (+16 grapple); CMD 21 
  (can’t be tripped)
  Skills Climb +13, Disguise +0 (+10 Disguise 
  appearing as a plant), Stealth -5 (+5 in heavy 
  vegetation)
  SQ innocuous appearance
  Languages Common, plantvoice
  ECOLOGY
  Environment temperate forest
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  Enslave Person (Su) A carnivorous mantrap can 
  emit a musk that allows it to control a humanoid 
  for 24 hours as if with dominate person. A target 
  creature must succeed at a DC 17 Fortitude save 
  each day it is exposed to the creature to avoid 
  this effect. The save DC is Constitution-based. 
  When the effect ends, the target has no memory 
  of any wrongdoing during this period.
  Innocuous Appearance (Ex) A carnivorous man-
  trap is easily mistaken for a less dangerous local 
  plant. It gains a +10 bonus on Disguise checks to 
  appear as a harmless plant and Stealth checks 
  in areas of heavy vegetation.
  Plantvoice (Ex) Despite their lack of an intelli-
  gence score, a carnivorous mantrap can speak 
  and understand common.
  Alien creatures from the stars, carnivorous 
  mantraps are deadly predators that rely on 
  their ability to resemble less dangerous plants 
  to infiltrate an area with heavy animal (or 
  humanoid) activity and prey on unsuspecting 
  creatures. 
  A carnivorous mantrap, as its name suggests, 
  feeds entirely on meat and blood. It requires 
  a tremendous amount of this to live, often as 
  much as twenty pounds of meat in a single day. 
  It is capable of consuming a full-sized human 
  in a single meal and slowly digesting its food 
  over the course of days. 
  A carnivorous mantrap grows to maturity 
  extremely rapidly, spawning from seedling 
  to full-sized horror in just a few weeks. An 
  immature mantrap looks much like its full-
  grown cousin, feeding on mice, birds or other 
  meats. A full grown carnivorous mantrap is 
  over twelve feet tall, with a four-foot diameter 
  mouth and weighs about 700 pounds. 
  
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  Grey Invader
  This three-foot-tall humanoid is comically attired in a 
  reflective silver suit with a glass bowl over its enor-
  mous grey-skinned head. It clutches a bizarre-looking 
  tube in one hand.
  Grey invAder 
   Cr 3
  XP 800
  LE Small monstrous humanoid
  Init +7; Senses darkvision 60 ft.; Perception +7
  DEFENSE
  AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, 
  +1 size)
  hp 26 (4d10+4)
  Fort +2, Ref +7, Will +4
  Immune cold; Resist electricity 10, fire 10
  Weakness nitrogen dependency, vulnerability to 
  sonic
  OFFENSE
  Speed 20 ft.
  Melee unarmed strike +4 (1d2–1 nonlethal)
  Ranged death ray +8 (2d6 fire/×4)
  STATISTICS
  Str 8, Dex 17, Con 12, Int 17, Wis 10, Cha 15
  Base Atk +4; CMB +2; CMD 15
  Feats Exotic Weapon Proficiency (firearms)[UC], 
  Improved Initiative
  Skills Bluff +6, Disguise +6, Knowledge (arcana) 
  +7, Knowledge (engineering) +7, Knowledge 
  (planes) +7, Perception +7, Stealth +14
  Languages Spaceman; telepathy 60 ft.
  ECOLOGY
  Environment any (outer space)
  Organization solitary, squad (2-10) or invasion 
  (11-100)
  Treasure Standard (death ray)
  SPECIAL ABILITIES 
  Death Ray Grey invaders use advanced technol-
  ogy, primarily their deadly ray guns. A death ray 
  is an exotic firearm that has a range increment of 
  30 feet, deals 2d6 fire damage and has a critical 
  modifier of ×4. A fully charged death ray has 50 
  charges, though most grey invaders have only 
  3d6 charges remaining at a given time.
  Nitrogen Dependency (Ex) A grey invader does 
  not breathe the same air as most living crea-
  tures, relying on their environment suits to allow 
  them to survive in exotic places. A grey invader 
  with an intact environment suit gains a +2 armor 
  bonus to AC, immunity to cold, as well as 10 
  points of fire and electricity resistance. A grey 
  invader whose suit has been damaged suffers 
  the sickened condition, while one whose suit has 
  been destroyed immediately begins to suffocate. 
  An environment suit has a hardness of 5 and 10 
  hit points. 
  The skies darken with saucers, beams of 
  light destroy monuments and thousands of 
  grey-skinned invaders begin to terrorize every 
  major city. These are the hallmarks of an 
  alien invasion. Unfortunately, grey invaders 
  are rarely this obvious. Instead, they prefer 
  to send a few representatives down to scout 
  ahead before the main invasion begins.
  These small teams will use stealth and guile 
  to learn the tactics and weaknesses of the 
  natives, as well as the lay of the land and any 
  local languages. They then relay this informa-
  tion back to their vessels, who organize and 
  begin their invasion in a remote location, 
  such as an isolated city. The invasion rapidly 
  spreads across the globe, as the grey invaders 
  annihilate any opposition, conquering a planet 
  and taking its resources for their own.
  Grey invaders come from a distant planet 
  with a different atmosphere than our own, 
  forcing them to wear elaborate environment 
  suits that provide them with breathable air, 
  but also serve to protect them from the ele-
  ments to a degree. These suits are especially 
  suited to the travel through deep space, al-
  lowing the grey invaders to ignore even the 
  
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  deepest cold. These suits often prove to be 
  the creatures’ greatest strength and also most 
  glaring weakness, as even the hardened glass 
  of their helmets can be shattered with enough 
  force. A grey invader stands just over three 
  feet tall and weighs about 50 pounds, includ-
  ing its environment suit.
  
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  Jungle Predator
  This nearly seven-foot-tall creature has a face like an 
  insect. It wears strange armor and a claw rests on 
  one hand while it grasps a spear in the other.
  JunGle predAtor 
   Cr 7
  XP 3,200
  LE Medium monstrous humanoid
  Init +7; Senses blindsight 30 ft., darkvision 60 ft.; 
  Perception +15
  DEFENSE
  AC 19, touch 13, flat-footed 16 (+5 armor, +1 
  shield, +3 Dex)
  hp 76 (8d10+32)
  Fort +6, Ref +9, Will +8
  OFFENSE
  Speed 40 ft., climb 20 ft.
  Melee adamantine klar +11 (1d6+2) and
      mwk shortspear +11/+6 (1d6+4)
  Ranged scorching ray +11 (4d6 fire)
  Special Attacks last laugh
  Spell-Like Abilities (CL 5th; concentration +6)
     At will—invisibility, scorching ray
  STATISTICS
  Str 18, Dex 17, Con 18, Int 12, Wis 15, Cha 13
  Base Atk +8; CMB +12; CMD 25
  Feats Alertness, Armor Proficiency (light), Im-
  proved Initiative, Improved Shield Bash, Martial 
  Weapon Proficiency (klar), Shield Proficiency, 
  Two-weapon Fighting
  Skills Acrobatics +9, Bluff +1 (+11 when us-
  ing voice mimicry),Climb +21, Perception +15, 
  Sense Motive +4, Stealth +12, Survival +13
  Languages Common
  SQ voice mimicry
  ECOLOGY
  Environment temperate jungle
  Organization solitary or troupe (2-5)
  Treasure Standard (adamantine klar, mwk short
  spear, mwk chain shirt, 2 potions of cure moderate 
  wounds)
  SPECIAL ABILITIES 
  Last Laugh (Ex) When a jungle predator is 
  reduced to zero hit points or below, an eerie 
  laughter pours from it. One round later, it (or its 
  corpse) explodes in a fiery blast, dealing 8d6 
  damage to any creature within 30 feet (DC 18 
  Reflex save for half).
  Voice Mimicry (Ex) A jungle predator can mimic 
  any voice it has heard, using only the phrases 
  that it has heard. When mimicking in this way, 
  the jungle predator gains a +10 bonus to Bluff 
  checks.
  A jungle predator is an exceptionally danger-
  ous solitary hunter. It uses its innate stealth 
  to track a group, learning to mimic their most 
  common banter and then lure away individual 
  members to pick them off one-by-one. It 
  prefers to keep to the treetops, clambering as 
  nimbly as any ape. 
  There is much speculation about the origins 
  of the jungle predator. Ancient carvings seem 
  to show these creatures at regular intervals—
  every few hundred years something similar ap-
  pears in local art and architecture. The jungle 
  predator doesn’t seem to match any indig-
  enous life in the region, leading some scholars 
  to believe the creatures must have an extra-
  terrestrial origin. A far more likely explanation 
  is that they are simply incredibly rare, possibly 
  with a long gestation period, thus seeming to 
  appear from nowhere after long periods of 
  inactivity.
  In extremely rare instances, reports have 
  been made of a small troupe of these creatures 
  hunting together, typically a trio, though other 
  sizes of group have been documented. These 
  hunters seem to be as much in competition 
  with one another as they hunt, only coop-
  
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  erating if one of the members of the group 
  experiences real danger. 
  These creatures seem to be carnivorous, 
  their lairs scattered with the bones of 
  their victims. The skulls of any sizable 
  prey are often extensively cleaned 
  and displayed, gruesome trophies 
  to warn other creatures of a 
  jungle predator’s skill and 
  experience. A jungle preda-
  tor stands nearly seven feet 
  tall and weighs around 250 
  pounds.
  
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  Killer Clown
  This heavy-set, balding clown stands about five 
  and a half feet tall. Its perpetual smile is filled with 
  pointed teeth and its eyes glint with red malice. An 
  almost comical mallet hangs in one hand
  Killer Clown 
   Cr 11
  XP 12,800
  CE Medium aberration
  Init +3; Senses darkvision 60 ft.; Perception +26
  DEFENSE
  AC 24, touch 14, flat-footed 20 (+3 dexterity, +1 
  dodge, +10 natural)
  hp 82 (15d8+15)
  Fort +8, Ref +8, Will +13
  DR 10/silver; SR 20
  OFFENSE
  Speed 30 ft.; does not sink
  Melee mallet +12/+7/+2 (1d6+1)
  Sorcerer Spells Known (CL 11th; concentration 
  +17)
     5th (5/day)—dominate person (DC 21), persis-
  tent image (DC 21)
     4th (7/day)—beast shape II, confusion (DC 20), 
  phantasmal killer (DC 20)
     3rd (7/day)—deep slumber (DC 19), gaseous 
  form, hold person (DC 19), major image (DC 19)
     2nd (8/day)—alter self, blindness/deafness (DC 
  18), blur, shatter (DC 18), summon swarm
     1st (8/day)—cause fear (DC 17), charm person 
  (DC 17), magic aura, obscuring mist, ray of en-
  feeblement (DC 17)
     0 (at will)—arcane mark, dancing lights, daze 
  (DC 16), detect magic, flare (DC 16), ghost 
  sound (DC 16), mage hand, message, open/
  close (DC 16)
  Special Attacks hell balloons
  STATISTICS
  Str 12, Dex 16, Con 13, Int 19, Wis 18, Cha 23
  Base Atk +11; CMB +12; CMD 26
  Feats Alertness, Blind-fight, Combat Casting, 
  Dodge, Enlarge Spell, Extend Spell, Great Forti-
  tude, -Heighten Spell
  Skills Bluff +21, Escape Artist +21, Intimidate +24, 
  Perception +26, Sense Motive +23, Sleight of 
  Hand +18, Stealth +21, Survival +22
  Languages Abyssal, Celestial, Common, Infernal
  SQ fear consumption, feed on their fear, final form
  ECOLOGY
  Environment any urban
  Organization solitary
  Treasure Incidental (mallet (club))
  SPECIAL ABILITIES
  Does not Sink (Ex) A killer clown can walk on 
  liquid surfaces as if they were solid.
  Fear Consumption (Su) Once per day, when a 
  killer clown kills a target, it gains a fear point. 
  It gains a bonus equal to its fear point total on 
  attack rolls, CMB rolls, saving throws, and skill 
  checks. Its maximum hit points increase by 5 for 
  each fear point it gains. For every 3 fear points, a 
  killer clown’s caster level for its spell-like abilities 
  and its CR increase by +1. When a killer clown 
  reaches 7 fear points, it grows dormant for 30 
  years. When a killer clown reawakens, it has 
  zero fear points.
  Feed on Their Fear (Ex) Whenever a creature 
  fails a Will save against a killer clown’s spells or 
  abilities, the killer clown heals 1d6 hit points per 
  level of the spell cast. 
  Final Form (Ex) When a killer clown is reduced to 
  zero hit points, it transforms into an advanced 
  Gargantuan spider (Bestiary 2, CR 9, see ap-
  pendix for full statistics). This creature appears 
  at full hp, but has none of the abilities of the killer 
  clown. This ability is included in the CR of the 
  Killer Clown and grants no extra XP. 
  Hell Balloons (Su) As a swift action, a killer clown 
  can fill a 30-foot area surrounding it with a cluster 
  of horrific, blood-filled balloons. These provide 
  any creature within the area concealment (20% 
  miss chance). If a creature has its attack blocked 
  by this miss chance, it hits a balloon instead, 
  covering it in blood. This forces it to succeed at 
  a DC 23 Fortitude save or become sickened for 
  1 minute. Any creature that voluntarily pops a 
  balloon must make the same saving throw. The 
  save DC is Charisma-based.
  
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  A killer clown is an incredibly ancient entity 
  that typically stalks an area for a few weeks 
  every 3 decades. It is an evil given form by the 
  imagination of children, and as such usually 
  appears as a typically harmless being—usually 
  a clown, but sometimes a mime, magician or 
  juggler. It uses its tremendous illusory powers 
  to single out targets and torment them before 
  finally driving them insane and killing them. 
  A killer clown becomes more powerful as it 
  kills, but its strange body metabolizes the 
  captured fear at slow rate, forcing it to 
  spread its murders out over a period of 
  at least a week. 
  A killer clown has an innate sense 
  of what will scare the local popu-
  lace and modifies its illusions 
  accordingly. It favors perverse 
  versions of typically entertaining 
  events, like carnival games, delicious 
  feasts and amorous activities. It uses 
  its vast array of abilities to mimic 
  close loved ones, replicate favorite 
  hangouts and otherwise antagonize 
  victims. 
  If pressed into a direct combat, a killer 
  clown specializes in wearing down its at-
  tackers, turning them against one another 
  and befuddling them with its strange 
  abilities. Once they have cornered 
  the killer clown and strike it down, 
  its most dangerous power is revealed, 
  as it transforms into its more obviously 
  dangerous shape—that of an enormous and 
  deadly spider that glows eerily from its ab-
  domen. In clown form, a killer clown stands 
  about five and a half feet tall and weighs 
  around 200 pounds.
  
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  Night Terror
  This manta-ray like creature has a tail lashes with a 
  deadly barbed blade. It soars through the air as eas-
  ily as many creatures swim.
  niGht terror 
   Cr 3
  XP 800
  NE Small aberration
  Init +4; Senses darkvision 120 ft., see in darkness 
  60 ft.; Perception +9
  Aura swarm darkness
  DEFENSE
  AC 15, touch 15, flat-footed 11 (+4 dexterity, +1 
  size)
  hp 33 (6d8+6)
  Fort +3, Ref +6, Will +5
  Weaknesses light blindness
  OFFENSE
  Speed 5 ft., fly 30 ft. (average)
  Melee sting +6 (1d6+1)
  Special Attacks fear the dark, sneak attack +1d6
  STATISTICS
  Str 12, Dex 18, Con 12, Int 10, Wis 10, Cha 10
  Base Atk +4; CMB +4; CMD 18
  Feats Flyby Attack, Outflank [APG], Pack Attack 
  [UC]
  Skills Acrobatics +13, Fly +15, Perception +9, 
  Stealth +17
  ECOLOGY
  Environment any underground
  Organization solitary, pair, clutch (3-12), or swarm 
  (12-200)
  Treasure none
  SPECIAL ABILITIES
  Fear the Dark (Ex) A night terror’s sneak attack 
  functions even if the target has concealment.
  See in Darkness (Ex) A night terror can see 
  perfectly in darkness of any kind, including that 
  created by deeper darkness.
  Swarm Darkness (Su) One night terror causes 
  the light level in the area surrounding it to drop 
  by one step to a distance of 30 feet. If 2-10 night 
  terrors are in the same area, the area overlapped 
  by this ability drops by two steps. Any space 
  covered by 11 or more night terrors drops by 
  three steps. This ability cannot take the light level 
  below total darkness. 
  In some places darkness reigns and these 
  pitch black places of the world often give good 
  reason to be feared. Terrible creatures swarm 
  in the shadows, ready to destroy those inter-
  lopers who dare attempt to bring light into 
  their world. 
  Night terrors favor small spaces and caverns 
  where their natural darkness ability covers the 
  entirety of their stalking grounds. They typi-
  cally only pursue victims overland if they have 
  a long night to stalk them, most often near 
  the icecaps on common worlds. The creatures 
  also thrive on atypical worlds, those that have 
  a side that never sees the light of day, owning 
  the dark side of the world as a peak predator.
  Night terrors have the ability to go into a 
  hibernation cycle for months at a time when 
  food is scarce. This is especially common on 
  worlds where the regular seasons allow for 
  long nights in the winter in which they stalk 
  and long days in the summer in which they 
  sleep.
  A night terror has a rubbery hide, slick to 
  the touch. Its skin ranges from midnight blue 
  to charcoal grey to true black. A typical night 
  terror has a body about 3 feet long, with an-
  other 3 feet of tail trailing behind, and weighs 
  around 120 pounds.
  
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  Nightmare Stalker
  This maniacally grinning six-foot-tall, hideously dis-
  figured man wears ratty clothing and a floppy hat. A 
  dreadful razor hangs casually from one of his hands.
  niGhtmAre stAlKer 
   Cr 9
  XP 6,400
  NE Medium outsider (evil)
  Init +8; Senses darkvision 60 ft.; Perception +17
  Aura Walking nightmare (100 ft.)
  DEFENSE
  AC 20, touch 15, flat-footed 15 (+4 Dex, +5 natural, 
  +1 dodge)
  hp 114 (12d10+48); regeneration 5
  Fort +8, Ref +12, Will +10
  DR 10/good and magic; Immune charm, compul-
  sion, confusion
  Defensive Abilities shake it off
  OFFENSE
  Speed 30 ft.
  Melee war razor +16/+11/+6 (1d4+4/19-20)
  Spell-Like Abilities (CL 12th; concentration +16)
     At will—alter self, beast shape II, ghost sound 
  (DC 14), hallucinatory terrain (DC 17)
     3/day—dimension door
     1/day—nightmare (DC 18), phantasmal killer (DC 
  18)
  STATISTICS
  Str 18, Dex 19, Con 18, Int 15, Wis 14, Cha 19
  Base Atk +12; CMB +16; CMD 31
  Feats Blind-fight, Combat Reflexes, Deceitful, 
  Dodge, Improved Blind-fight[APG], Improved 
  Initiative
  Skills Acrobatics +19, Bluff +6, Disguise +23, Es-
  cape Artist +16, Intimidate +19, Perception +17, 
  Sense Motive +17, Sleight of Hand +19, Stealth 
  +19
  Languages Abyssal, Infernal
  SQ nightmare creature
  ECOLOGY
  Environment any urban (Plane of Nightmares)
  Organization solitary
  Treasure Incidental (war razor)
  SPECIAL ABILITIES
  Nightmare Creature (Su) When a nightmare 
  stalker uses its beast shape ability, the form 
  always retains the nightmare stalkers face and a 
  razor-like claw. It loses any bite attacks it might 
  have had, but the nightmare stalker can use its 
  own war razor attacks instead of any natural at-
  tacks the form would possess.
  Shake it Off (Su) When a nightmare stalker is 
  subjected to any ongoing effect, it automatically 
  breaks free of it after 1 round. 
  Walking Nightmare (Su) The area within 100 
  feet of a nightmare stalker is under the constant 
  effects of hallucinatory terrain. The nightmare 
  stalker can make alterations to the terrain as a 
  swift action, changing the terrain to suit its pur-
  poses on a whim. 
  A nightmare stalker is an embodiment of 
  some distant plane of nightmare given physi-
  cal form. As it stalks victims on the material 
  plane, it warps the surrounding terrain to 
  match its terrifying vision of what the world 
  should be. 
  These deadly predators will often stalk 
  potential victims for days, warping their views 
  of the world until they can no longer discern 
  what is real and what is only in their head, 
  their nightmares bleeding into their reality. 
  Once the victims paranoia has them jump-
  ing at shadows, the nightmare stalker will use 
  hit and run tactics to wear the victim down 
  before closing in for the kill. It will only use 
  its phantasmal killer ability if it has tired of the 
  chase.
  
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  Monster Movie Matinee
  A nightmare stalker is a master of many 
  forms, using its innate abilities to mimic 
  friends and foes, or take the shape of night-
  marish versions of dangerous animals as they 
  stalk their prey. A nightmare stalker in animal 
  form is a true terror to behold, often bereft 
  of fur or feathers and always 
  sporting the face of the stalk-
  er—and claws resembling its 
  trademark razor.
  These creatures 
  are thankfully rare, 
  only occasionally bleed-
  ing through from their 
  nightmare plane. Rumors 
  persist that they only enter 
  the material plane by possess-
  ing a mortal body, but there is 
  nothing to back up this fact. A 
  nightmare stalker stands about 
  6 feet tall and weighs around 175 
  pounds.
  
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  Monster Movie Matinee
  Shark Tornado
  A swirling vortex of water and sharks roils with 
  debris. Beady black eyes and snapping white teeth 
  punctuate the nightmarish scene.
  shArK tornAdo 
   Cr 10
  XP 9,600
  N Medium animal (swarm)
  Init +2; Senses low-light vision; Perception +1
  DEFENSE
  AC 18, touch 12, flat-footed 16 (+2 dexterity, +6 
  natural)
  hp 110 (13d8+52)
  Fort +12, Ref +10, Will +5
  Defensive Abilities mindless, swarm traits
  OFFENSE
  Speed 20 ft., fly 20 ft. (poor), swim 60 ft.
  Melee swarm (5d6)
  Space 30 ft.; Reach 0 ft.
  Special Attacks distraction (DC 20), whirlwind of 
  death (DC 18)
  STATISTICS
  Str 15, Dex 14, Con 19, Int —, Wis 12, Cha 2
  Base Atk +9; CMB —; CMD —
  Skills Fly -2, Swim +10
  SQ force of nature
  ECOLOGY
  Environment any coastal
  Organization solitary
  Treasure incidental
  SPECIAL ABILITIES
  Force of Nature (Ex) A shark tornado is as much 
  controlled by the storm itself as any sharks 
  therein, and as such is mindless.
  Swarm-like Nature (Ex) While not technically 
  eligible to be a swarm, a shark tornado shares 
  many attributes and has the swarm subtype. It 
  shares the same immunities and vulnerabilities of 
  a swarm of tiny creatures, except unlike a swarm 
  of smaller creatures, a shark tornado takes full 
  damage from weapons. 
  Whirlwind of Death (Ex) A shark tornado con-
  stantly produces a swirling wind within its area, 
  allowing them to trap creatures of Medium size 
  or smaller. An affected creature must succeed 
  on a DC 18 Reflex save while within the shark 
  tornado’s space or be picked up bodily and held 
  suspended in the powerful winds, automatically 
  taking swarm damage each round. A creature 
  that can fly is allowed a Reflex save each round 
  to escape the whirlwind. The creature still takes 
  damage but can leave if the save is successful.
  Creatures trapped in the whirlwind cannot 
  move except to go where the whirlwind car-
  ries them or to escape the whirlwind. Trapped 
  creatures can otherwise act normally, but must 
  succeed on a concentration check (DC 15 + 
  spell level) to cast a spell. Creatures caught in 
  the whirlwind take a –4 penalty to Dexterity 
  and a –2 penalty on attack rolls. The whirl-
  wind can have only as many creatures trapped 
  inside at one time as will fit inside the whirl-
  wind’s volume. The whirlwind can eject any 
  carried creatures whenever it wishes as a free 
  action, depositing them in its space.
  If the shark tornado is touching the ground, 
  it creates a swirling cloud of debris. This cloud 
  is centered on the creature and has a diam-
  eter equal to half the whirlwind’s height. The 
  cloud obscures all vision, including darkvision, 
  beyond 5 feet. Creatures 5 feet away have con-
  cealment, while those farther away have total 
  concealment. Those caught in the cloud of 
  debris must succeed on a concentration check 
  (DC 15 + spell level) to cast a spell.
  In some very cases, a tornado that begins 
  at sea has been known to pick up a school of 
  fish and rain them down on an unsuspecting 
  populace. This is usually believed to be a sign 
  from the gods, a mark that the populace has 
  
  19
  Monster Movie Matinee
  incurred 
  the wrath of 
  an angry na-
  ture deity and 
  is being given a 
  warning. In some 
  rare cases, when a 
  vengeful god truly 
  wants to punish a 
  community, they 
  will instead pick 
  up a school of 
  something more 
  deadly, the most 
  vicious predators of 
  the oceans—sharks. 
  These truly terrifying 
  disasters are known as 
  shark tornadoes.
  A tornado full of sharks is the 
  stuff of nightmares. Typically con-
  taining about 300-500 sharks, plus 
  water and other debris, it takes a fairly 
  massive windstorm to even be capable 
  of becoming a shark tornado. The 
  cumulative danger of snapping jaws and 
  racing debris makes the storm a terror 
  unlike anything else. When the tornado 
  pulls the sharks from the sea, enough 
  water is usually soaked to give sharks the 
  ability to survive for at least a few hours. A 
  shark tornado tends to be a short-lived af-
  fair, running its course in a few hours, though 
  some examples have lasted days, the sharks 
  within being sustained by some supernatural 
  force.
  
  20
  Monster Movie Matinee
  Snatchoid
  This tremendously long, brown-red worm is immense 
  in girth, more than five feet across. Its mouth opens 
  into an array of tentacle-like snakes that compose its 
  ghastly tongue.
  snAtChoid 
   Cr 5
  XP 1,600
  N Huge magical beast
  Init +2; Senses darkvision 60 ft., low-light vision, 
  tremorsense 120 ft.; Perception +12
  DEFENSE
  AC 12, touch 6, flat-footed 12 (-2 dexterity, +6 
  natural, -2 size)
  hp 57 (6d10+24)
  Fort +9, Ref +3, Will +4
  DR 5/—
  OFFENSE
  Speed 10 ft., burrow 40 ft.
  Melee bite +11 (2d6+10)
  Space 15 ft.; Reach 15 ft.
  Special Attacks burrowing sunder, surprise grab
  STATISTICS
  Str 24, Dex 6, Con 18, Int 4, Wis 10, Cha 6
  Base Atk +6; CMB +15 (+19 grapple); CMD 23
  Feats Improved Initiative, Iron Will, Skill Focus 
  (Perception)
  Skills Perception +12, Stealth -10 (+10 under-
  ground); Racial Bonus +20 Stealth while under-
  ground
  ECOLOGY
  Environment warm desert
  Organization solitary, pair, clutch (3-8), or swarm 
  (9-20)
  Treasure none
  SPECIAL ABILITIES
  Burrowing Sunder (Ex) A snatchoid can find the 
  inherent weaknesses in stone and brick. When 
  attempting to damage or sunder stone and earth 
  based structures, the snatchoid ignores the hard-
  ness of the material involved. This allows them to 
  easily burst into even well-fortified stone build-
  ings and dungeons. 
  Surprise Grab (Ex) If a snatchoid catches a crea-
  ture in a surprise round with its grab attack, it 
  deals an extra 2d6 damage to the target. 
  The vast snatchoids are a terror to vast 
  swathes of desert and their communities. A 
  single snatchoid is a terrifying, if not insur-
  mountable threat to a desert town. A clutch 
  of the creatures can make a large county or 
  small country nearly inhospitable. A swarm of 
  the creatures is enough to make an area miles 
  across deadly to any inhabitants, ruin cities or 
  even threaten entire countries. 
  The snatchoids are extremely stealthy for 
  their size as long as they remain underground. 
  They use their amazingly sensitive sense of 
  touch to locate prey via tremors in the ground 
  above them and relentlessly stalk these vic-
  tims across the desert dunes. 
  Snatchoids are not the brightest of crea-
  tures, but are more than capable of simple 
  tactics. They know that if they can bring down 
  a building, the tasty morsels inside will scurry 
  into eating range. They also know the simple 
  differences between mud, stone and cement, 
  and can find weak points in many structures.
  A single snatchoid can spawn an enormous 
  number of offspring, each of its snake-like 
  tongues growing into a new snatchoid in a 
  matter of weeks. A wounded snatchoid al-
  lowed to flee will likely spawn into a clutch in 
  a few weeks if allowed to live. A fully grown 
  snatchoid is over 20 feet long and weighs 
  about 4,000 pounds. 
  
  21
  Monster Movie Matinee
  
  22
  Monster Movie Matinee
  Unstoppable Maniac
  This massive, seven-foot-tall humanoid wears an 
  oddly terrifying mask and garments reminiscent of 
  a resident of a lunatic asylum. A terrible machete 
  glints in one massive hand.
  unstoppAble mAniAC
   Cr 9
  XP 6,400
  CE Medium undead
  Init +5; Senses darkvision 60 ft.; Perception +18
  DEFENSE
  AC 19, touch 11, flat-footed 18 (+1 Dex, +8 natural)
  hp 91 (14d8+28)
  Fort +6, Ref +5, Will +10
  DR 10/good and magic; Immune cold, undead 
  traits; Resist electricity 10, fire 10; SR 19
  OFFENSE
  Speed 40 ft.
  Melee machete +17/+12 (1d6+6/19-20) and
      slam +11 (1d6+3)
  STATISTICS
  Str 22, Dex 13, Con —, Int 10, Wis 12, Cha 14
  Base Atk +10; CMB +16 (+18 sunder); CMD 27 
  (29 vs. sunder)
  Feats Improved Initiative, Improved Sunder, Martial 
  Weapon Proficiency (machete), Power Attack, 
  Skill Focus (Stealth), Stealthy, Weapon Focus 
  (longsword)
  Skills Escape Artist +19, Intimidate +19, Percep-
  tion +18, Stealth +28
  Languages Common (does not speak)
  SQ appear from nowhere, final gasp, unstoppable 
  advance
  ECOLOGY
  Environment any urban
  Organization solitary
  Treasure Incidental (machete)
  SPECIAL ABILITIES
  Appear from Nowhere (Su) Three times per day, 
  an unstoppable maniac can shift through space 
  to appear somewhere unexpected within 150 
  feet, as if by dimension door. An unstoppable 
  maniac can only move itself in this way, plus its 
  personal gear. This replaces its five-foot-step, 
  though it cannot also make any normal move-
  ment that round.
  Final Gasp (Su) When an unstoppable maniac 
  is reduced to 0 hit points, it is not immediately 
  destroyed. One round later, it rises to its feet as 
  a free action that does not provoke attacks of op-
  portunity with 1d8 hit points. After it is destroyed 
  a second time, it remains destroyed.
  Unstoppable Advance (Su) An unstoppable ma-
  niac cannot run, though it can still make a double 
  move or charge. It is unaffected by difficult terrain 
  or other effects that reduce its movement.
  There are few things as terrifying as being 
  the object of obsession of an unstoppable 
  maniac. These human-looking abominations 
  are created when a suitable victim dies does 
  of neglect or another traumatic experience. 
  There incredible durability makes them seem-
  ingly impervious as they stalk their victims. 
  Most unstoppable maniacs seek to punish 
  anyone who is guilty of the same neglect that 
  caused their death. If the monster drowned, 
  they may hunt down those responsible for 
  safety near a body of water (or other bystand-
  ers if no such victims are available). A lunatic 
  that starved to death may prowl the halls of 
  asylums or hospitals, viciously attacking order-
  lies and attendants. Older unstoppable mani-
  acs seem to lose their focus over time, attack-
  ing a progressively wider range of targets until 
  they eventually seek to simply destroy all life.
  The initial plodding nature of the unstop-
  pable maniac is deceptive, as they move with 
  casual disdain through the densest forest or 
  cluttered alley. Coupled with their uncanny 
  ability to appear when least expected using 
  a limited form of teleportation makes escap-
  
  23
  Monster Movie Matinee
  ing these monstrosities more difficult than it 
  would seem.
  Most unstoppable maniacs are drawn to 
  teenage or young adult victims, as these newer 
  workers are most often responsible for the fa-
  tal errors that create the monsters. 
  They use their uncanny stealth 
  to stalk close to victims, 
  and often make dramatic 
  entrances by burst-
  ing through doors or 
  windows. They feed 
  on the fear of terri-
  fied prey, preferring 
  to chase them for 
  a short period be-
  fore slaying them in 
  the most gruesome 
  ways imaginable. An 
  unstoppable maniac 
  stands about seven feet 
  tall and weighs almost 
  400 pounds.
  
  24
  Monster Movie Matinee
  Appendix
  AdvAnCed GArGAntuAn spider 
   Cr 9
  XP 6,400
  Advanced spider, giant tarantula (Pathfinder RPG 
  Bestiary 2)
  N Gargantuan vermin
  Init +3; Senses darkvision 60 ft., tremorsense 60 
  ft.; Perception +6
  DEFENSE
  AC 25, touch 9, flat-footed 22 (+3 dexterity, +16 
  natural, -4 size)
  hp 135 (10d8+90)
  Fort +16, Ref +6, Will +5
  Immune mind-affecting effects
  OFFENSE
  Speed 30 ft., climb 30 ft.
  Melee bite +17 (3d6+21)
  Space 20 ft.; Reach 15 ft.
  Special Attacks barbed hairs, poison
  STATISTICS
  Str 39, Dex 17, Con 28, Int —, Wis 14, Cha 6
  Base Atk +7; CMB +25; CMD 38 (46 vs. trip)
  Skills Climb +30, Perception +6, Stealth -5 (-1 in 
  webs); Racial Modifiers +8 Climb, +4 Perception, 
  +4 Stealth, +4 Stealth in webs
  SPECIAL ABILITIES
  Barbed Hairs (Ex) A tarantula can throw barbed 
  hairs from its back at a creature as a ranged 
  touch attack (range increment 20 feet). A crea-
  ture struck by these hairs must make a DC 24 
  Fort save or be nauseated for 1d6 rounds. A 
  creature that attacks a giant tarantula 
  Poison (Ex) Injury; save Fort DC 26; freq 1/rd for 6 
  rds; effect 1d6 Str; cure 2 cons saves.
  Appendix—Watching list
  Nightmare on Elm Street
  Halloween
  Friday the 13th
  Mars Attacks
  Predator
  Stephen King’s It
  Creature from the Black Lagoon
  A-Team
  Little Shop of Horrors
  Tremors
  Pitch Black
  Little Shop of Horrors
  Sharknado
  
  25
  Monster Movie Matinee
  OPEN GAME LICENSE Version 1.0a
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  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte 
  Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; Author: Paizo Publishing, LLC.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
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  material by Jonathan Tweet, Monte Cook, and Skip Williams.
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  Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, 
  James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick 
  Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. 
  Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Bul-
  mahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley 
  Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams.
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  Wolfgang Buar, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, James 
  Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, 
  Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K reynolds, F. Wesley Schneider, Amber 
  Scorr, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, 
  Teeuwynn Woodruff.
  Pathfinder Roleplaying Game Advanced Player's Guide. © 2010, Paizo Publishing, LLC; Author: Jason 
  Bulmahn
  Pathfinder Roleplaying Game Advanced Race Guide. © 2012, Paizo Publishing, LLC; Authors: Dennis Bak-
  er, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, 
  Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor.
  Pathfinder Roleplaying Game Mythic Adventures © 2013, Paizo Publishing, LLC; Authors: Jason Bulmahn, 
  Stephen Radney-MacFarland, Sean K Reynolds, Dennis Baker, Jesse Benner, Ben Bruck, Jim Groves, Tim 
  Hitchcock, Tracy Hurley, Jonathan Keith, Jason Nelson, Tom Phillips, Ryan Macklin, F. Wesley Schneider, 
  Amber Scott, Tork Shaw, Russ Taylor, and Ray Vallese.
  Pathfinder Roleplaying Game NPC Codex. © 2012, Paizo Publishing, LLC; Authors: Jesse Benner, Jason 
  Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, Jason Nelson, Stephen Radney-
  MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, 
  Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reyn-
  olds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Dennis Baker, 
  Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, 
  Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Equipment. © 2012 Paizo Publishing, LLC; Authors: Dennis Baker, 
  Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim 
  Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal MacLean, Jason Nelson, Tork 
  Shaw, Owen KC Stephens, and Russ Taylor.
  The Book of Experimental Might. © 2008, Monte J. Cook. All rights reserved.
  Tome of Horrors. © 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica 
  Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and 
  Bill Webb; Based on original content from TSR.
  Monster Movie Matinee ©2014 Fat Goblin Games; Author Eric Hindley
  
  26
  Monster Movie Matinee
  
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