[This is something of an experiment in a number of different ways. Firstly, this is the first true dragon I'm converting of my own initiative, instead of being sponsored to do it. Secondly, I am trying to encourage more people to subscribe to the Patreon at the $1 tier. I have almost twice as many free subscribers as I have paid ones, and while I want to keep the bulk of my monsters paywall free, perhaps having multiple dragon stat blocks will entice some folks to upgrade. So this is only the adult stat block, and the example stat blocks for the young and ancient dragons will be at the $1 tier for now. I do intend on eventually releasing paid monsters on the blog for free, but it will be at a delay.
As for the monster itself... with Pathfinder 2e Remastered shaking off the last scraps of the SRD, that meant that it lost the classic D&D chromatic and metallic dragons. Which on the one hand is a shame, because they're so iconic, but on the other hand, Pathfinder had been using its own original dragons more and more, and this shift encouraged them to create more original dragons. And I do mean "original". The conspirator dragon is a take on the "dragons are manipulating humanoid society" trope that D&D loves, only going in a weird body horror adjacent direction. PF2e Remastered lacks explicit alignments, but due to the conspirator dragon's super manipulative nature, I went with NE. I figure that these Remastered dragons are all less tied to their alignments than the classic ten, so feel even more free than usual to shift the conspirator dragon's alignment to the needs of your game. I'm using poison for the breath weapon because that's the way it is in the original. If you dislike poison dealing hp damage, change it to acid.
If you'd like to see stat blocks for young and ancient conspirator dragons, as well as other exclusive content, please visit the Creature Codex Patreon here]
Dragon, Conspirator
NE Dragon (CR varies)
This dragon is lean and wrinkled, as if its skin is designed to expand and contract. It has slim forelimbs with delicate clawed hands and walks upright. Its wings are more like enlarged hands, with claws protruding from the membrane. Its tail is long and worm-like, and fleshy tendrils emerge from its back. Strangest and most disturbing is the outline of a humanoid face on the upper surface of its head.
Conspirator dragons are sinister creatures with occult powers and a compulsion to manipulate the affairs of civilizations. They insinuate themselves into society in one or more humanoid guises and bending the will of the people around their own. Sometimes this is for the purpose of gaining wealth and power, but other times it is merely for the dragon’s entertainment. Most conspirator dragons become nobles, courtiers and others with access to privilege, but some pose instead as powerful warlords and allow humanoids to believe they’re in control rather than the other way around. Conspirator dragons are patient and subtle, but when their schemes are threatened, move quickly to crush their opposition and remove any evidence of their draconic nature.
From birth, a conspirator dragon can weave a flesh suit, conjured from ectoplasm and wrapping around itself in an impossibly perfect simulacrum of humanity. As wyrmlings, conspirator dragons disguise themselves as humanoid infants, taking on larger forms and more proactive roles as they age. Elder conspirator dragons sometimes masquerade as giants, especially if they seek physical conquest, but more often they maintain disguises of Medium size even as they grow much larger. A conspirator dragon’s musculature is designed to fold and deflate, with biological straps and latches that help hold their forms tight. The strain of condensing into a flesh suit is released as dangerous force if the suit is destroyed through violence or if the dragon chooses to.
The breath of a conspirator dragon is a cone of toxic smoke—the toxin denatures quickly, leaving swathes of necrotic tissue in its wake, but the smoke lingers and provides useful concealment for a quick escape or hit and run attacks. Even an infant conspirator dragon can generate deadly psychic vibrations at a distance, which they can use whether in their natural or disguised forms. As they age, conspirator dragons gain access to potent mind-influencing magic, and by adulthood a conspirator dragon often surrounds itself with charmed minions to do most of the fighting for it. Elder conspirator dragons become a mental blank spot, automatically passing from the memories of most creatures who encounter them in their natural form.
Conspirator dragons see themselves as above mere mortals, and speak in condescending tones when not in character. They are typically quite charming and persuasive, but rarely if ever afford themselves actual fondness towards any of their pawns. Their treasure hoards include as many secrets and extortion materials as they do physical treasures, such as copies of letters and evidence of crimes. Conspirator dragons usually live in cities, but may keep a lair in the wilderness nearby in order to stretch out into their draconic forms and relax.
Instructions for how to build a conspirator dragon, as well as the statistics for an adult conspirator dragon, are below the cut.
Conspirator Dragon
NE dragon (air)
Base Statistics
CR 4; Size Tiny; HD 5d12
Speed 40 ft., climb 30 ft.
Natural Armor +0; Breath Weapon cone, 2d6 poison
Str 12, Dex 19, Con 10, Int 13, Wis 16, Cha 17
Ecology
Environment any urban
Organization solitary
Treasure triple standard
Special Abilities
Aura of Forgetfulness (Su) All creatures within 120 feet of a wyrm or older conspirator dragon must succeed a Will save (Cha based DC) or their memory of the dragon fades away 1 minute after leaving the aura. The memories are filled in with false memories to explain details, such as attributing the dragon’s smoke breath to a nearby fire. On a success, the creature becomes immune to the aura of that conspirator dragon for the next 24 hours. A conspirator dragon’s aura of forgetfulness is suppressed when the dragon wears its conjured disguise.
Compression (Ex) A young adult or older conspirator dragon gains the compression universal monster ability.
Conjure Disguise (Su) By spending 1 minute, a conspirator dragon can create a flesh suit, replicating the appearance of a specific humanoid or giant of its size or smaller (including clothing if it so desires), and fold its body to fit inside of it. While creating this disguise, the conspirator dragon is considered flat-footed. The disguise is lost if the dragon stops in the middle of the process or it is interrupted. A conspirator dragon can conjure a disguise once per day.
The conjured disguise functions as the change shape ability, except that it grants the conspirator dragon a +16 racial bonus to disguise itself as an individual. A conspirator dragon can remain in its conjured disguise indefinitely, but the disguise is destroyed if the conspirator dragon is subject to a critical hit. If the conspirator dragon has the detonate disguise ability, destroying the disguise causes the detonate disguise to trigger, except that the effect suffers a -4 penalty to its save DC.
Detonate Disguise (Su) As a standard action, a very young or older conspirator dragon can burst out of its conjured disguise, assuming its true form. When it does so, all creatures adjacent to the conspirator dragon must succeed a Reflex save (Con based DC), or take bludgeoning damage equal to the dragon’s breath weapon, as they are pummeled with scraps of flesh. A creature that fails its save is dazzled for 1 round. Any creature now sharing a space with the dragon when it detonates its disguise is pushed to the nearest adjacent space.
Mental Blast (Su) As a standard action, a conspirator dragon can attack the mind of a creature within 100 feet. Treat this as a ranged attack with a range of 100 feet and no range increment that deals 1d8 psychic damage plus the conspirator dragon’s Charisma bonus. As the dragon’s size increases, the base damage of the mental blast increases, as if it were a typical natural weapon. A conspirator dragon can use this ability while in its conjured disguise or rushed transformation.
Numbing Blast (Su) A creature struck by the mental blast of an ancient or older conspirator dragon must succeed a Will save (Cha based DC) or be flat-footed until the end of the conspirator dragon’s next turn.
Rushed Transformation (Su) A juvenile or older conspirator dragon can, as a full round action, assume a humanoid form of its size or smaller once per day. This functions as a supernatural version of an alter self or giant form spell that lasts for 1 minute. When the effect ends, the conspirator dragon resumes its normal form and sheds scraps of flesh without detonating its disguise.
Smoke Breath (Su) When a conspirator dragon uses its breath weapon, the area affected is filled with smoke that obscures vision as per a fog cloud spell for 1 minute or until dispersed by wind. This smoke does not continue to deal damage.
Sneak Attack (Ex) A young conspirator dragon gains +1d6 sneak attack damage, as the rogue ability of the same name. Its sneak attack damage increases by one die every three age categories.
Spells A conspirator dragon uses the spellcasting of a psychic rather than a sorcerer.
Spell-like Abilities A conspirator dragon gains the following spell-like abilities, usable at will upon reaching the appropriate age category. Very young—charm person; Young—detect thoughts; Young adult—charm monster; Mature adult—modify memory; Old—mind probe; Great wyrm—dominate monster.
Twisting Body (Ex) A very young or older conspirator dragon gains a +1 dodge bonus to AC and CMD per 2 age categories, and a +2 racial bonus on Escape Artist checks per age category. It loses these bonuses inside a conjured or rushed disguise.
Adult Conspirator Dragon CR 12
XP 19,200
NE Large dragon (air)
Init +6; Senses dragon senses, Perception +16
Defense
AC 29, touch 14, flat-footed 24 (-1 size, +2 Dex, +3 dodge, +15 natural)
hp 172 (15d12+75)
Fort +13, Ref +11, Will +15
DR 5/magic; Immune charms, compulsions, paralysis, sleep; SR 23
Defensive Abilities twisting body
Offense
Speed 40 ft., climb 30 ft., fly 200 ft. (poor)
Melee bite +22 (2d6+12), 2 claws +22 (1d8+8), 2 wings +20 (1d6+4), tail slap +20 (1d8+12)
Ranged mental blast +16 (3d6+6 psychic)
Space 10 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks breath weapon (12d6 poison, 40 ft. cone, Ref DC 21), detonate disguise (12d6, Ref DC 21), smoke breath, sneak attack +2d6
Spells CL 5th, concentration +11 (+15 casting defensively)
2nd (6/day)—blur, undetectable alignment
1st (8/day)—comprehend languages, expeditious retreat, identify, vanish
0th—arcane mark, detect magic, light, mage hand, message, read magic
Spell-like Abilities CL 15th, concentration +21 (+25 casting defensively)
At will—charm person (DC 17), charm monster (DC 20), detect thoughts (DC 18)
Statistics
Str 26, Dex 15, Con 18, Int 19, Wis 22, Cha 23
Base Atk +15; CMB +24; CMD 39
Feats Alertness, Blind Fight, Combat Casting, Combat Reflexes, Deceitful, Improved Initiative, Multiattack, Toughness
Skills Bluff +24, Diplomacy +20, Disguise +21 (+37 with conjured disguise), Escape Artist +25, Fly +10, Intimidate +20, Knowledge (arcana, local, nobility) +18, Linguistics +14, Perception +24, Sense Motive +24, Spellcraft +18; Racial Modifiers +16 Disguise with conjured disguise, +12 Escape Artist
Languages Abyssal, Common, Draconic, Dwarven, Giant, Gnome, Infernal, Orc, Undercommon
SQ compression, conjure disguise (Large or smaller humanoid or giant), rushed transformation
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I need some advice from my DM/GM people. One of my players cast a spell called Aboleth's Lung on a circus performer for fun, and if it wasn't for some benevolent GMing and quick thinking on the party's part, that performer would've died. Is it too much of a punishment to have the head of the circus sneak in and attempt to coup de grace that PC while they're resting? They need to have some consequences for what is essentially attempted murder, but I'm not sure if I'm going too far. For my pathfinder-heads, they're in Irrisen and need to learn they can't just fuck around.
[Sponsored by @thetygre, who wanted a modern meme unicorn as a counterpoint to the exalted unicorn. The instructions were to make them player facing, which inspired me to give them some flexibility in how they could be used in a party. Some of the sources I drew inspiration from include Uni from the Dungeons and Dragons cartoon, the Gravity Falls episode "The Last Mablecorn", and Donkey from Shrek.
If you'd like to be the unicorn investor who funds my great work, or just chip in a few bucks to help out, please visit the Creature Codex Patreon here]
Chromacorn
CR 2 N Magical Beast
This undersized equine has a proportionately large head and short legs. Its mane and tail are luxurious and rainbow-hued, and a gleaming metallic horn grows from its head.
Chromacorns are small, magically gifted kin to unicorns, embodying joy and whimsy. They like bright colors, sweet flavors, sparkles and rainbows, and can generate them through illusions if none are to be found in their immediate environment. Chromacorns vary in alignment as people do, but no matter their alignment have child-like personalities. Chromacorns universally consider adventuring to be fun and fascinating. Unlike ordinary unicorns, which are reclusive and distant towards mortals, chromacorns often seek people out, trying to find a kindred spirit to befriend and join on their adventures. Unfortunately, chromacorns lack the ability to detect alignment or to take no for an answer, leading them sometimes to bad ends and sometimes to deeply irritate those they hope to impress.
Most chromacorns do not seek out combat, although evil ones will occasionally pick fights they think they can win, especially if they are accompanied by a party of adventurers. Their horns are magic and can deal considerable damage on a charge. Chromacorns use their spell-like abilities to defend themselves, distracting enemies with illusions or stunning them with a color spray. A chromacorn can teleport, leaving a dazzling rainbow in the path between its starting point and its destination, but whether that is used to dive headlong into combat or to escape it depends on the chromacorn’s personality.
A chromacorn can be taken as a familiar by a character with the Improved Familiar feat. The character must be at least 7th level and have an alignment within one step of the chromacorn’s alignment. They may also join adventuring parties as a cohort (counting as a 6th level character for that purpose). Chromacorn cohorts often take levels in bard, sorcerer or oracle, or may take the giant template once instead of a level, willing themselves to become big enough to ride.
Chromacorn CR 2
XP 600
N Small magical beast
Init +2; Senses darkvision 60 ft., low-light vision, Perception +4
Defense
AC 14, touch 13, flat-footed 12 (+1 size, +2 Dex, +1 natural)
hp 15 (2d10+4)
Fort +5, Ref +5, Will +0
Immune charms, compulsion, poison
Offense
Speed 40 ft.
Melee gore +4 (1d4+1)
Special Attacks magic horn, powerful charge (gore, 2d4+2)
Spell-like Abilities CL 3rd, concentration +5 (+7 casting defensively)
At will—light, mage hand, prestidigitation
3/day—faerie fire, minor image (DC 13)
1/day—color spray (DC 13), cure light wounds, invisibility
Statistics
Str 11, Dex 15, Con 14, Int 8, Wis 11, Cha 14
Base Atk +2; CMB +2; CMD 14 (18 vs. trip)
Feats Combat Casting
Skills Acrobatics +6 (+10 when jumping), Perception +4
Languages Common, Sylvan
SQ alignment variation, rainbow jump
Ecology
Environment any forests
Organization solitary, pair, herd (3-8) or partnership (1 plus 1 humanoid)
Treasure incidental
Special Abilities
Alignment Variation (Sp) Chromacorns can be of any alignment; each alignment gains a 2nd level spell-like ability they can use once per day, as listed below.
Lawful good: calm emotions (DC 14)
Neutral good: resist energy
Chaotic good: protection from arrows
Lawful neutral: detect thoughts (DC 14)
Neutral: invisibility
Chaotic Neutral: knock
Lawful Evil: scorching ray
Neutral Evil: compulsive liar (DC 14)
Chaotic Evil: disfiguring touch (DC 14)
Magic Horn (Su) A chromacorn’s horn is treated as if it were a +1 weapon.
Rainbow Jump (Su) Once per day, a chromacorn can teleport up to 120 feet as a move action. Any attack it makes in the same turn as it uses its rainbow jump is treated as a charge. When a chromacorn uses this ability, a glowing rainbow appears in a straight line between its previous and current locations, causing all creatures within or passing through those spaces to succeed a DC 13 Fortitude save or be dazzled for 1 round. The rainbow persists for 1 minute. The save DC is Charisma based.
[The needleman is one of those monsters that's never the same twice. The original was a White Dwarf creation, the result of a botched raise dead spell incorporating the pine needles a corpse was laid on and fusing them into the resultant creature. Which makes you wonder why this happens so often that you could get encounter groups of up to 50 of them. It lost this origin in the 1e Fiend Folio, but retained its zombie-like appearance. 2e gave them an attempt at a realistic ecology, although it made them explicitly deciduous; they change color and go dormant in the winter, because the author I think didn't make the connection between needles and pine trees. 3e kept that flavor, but Tony DiTerlizzi provided the best illustration yet; its stick insect-like appearance foreshadows the look of the sprites in the Spiderwick books. And in 5e, they got updated as the "needle blight", becoming evil for the first time but losing their enmity with elves.
This version is picking and choosing bits I like best from all of the previous versions, but putting a new spin on why they don't really have a society, just hanging out in the forest despite being intelligent. Making them workers for a single tree also turns them into something of a spin on the orcwort, a monster that appears a couple pages later in the 3.0 Monster Manual 2. That's a giant carnivorous tree that grows vegetable orcs, "wortlings", to gather food for it. The orcwort doesn't really work well, because the orcwort is a CR 20 and its wortlings are CR 3, and D&D 3.x is the worst edition to do a "powerful boss with lots of weak minions" battle in. I avoid that problem by keeping the needlefolk's tree out of combat. It's just a tree.
If you don't mind me needling you a bit, check out the Creature Codex Patreon.]
Needlefolk
CR 2 N Plant
This bipedal creature resembles a humanoid insect made of plant material. Its head is small, featuring mandibles and eyestalks, and its long neck and shoulders are covered in sharp pine needles. Its limbs are spindly, ending in thorny claws.
Needlefolk are sapient carnivorous plants native to coniferous forests. They can perform photosynthesis, but cannot root in soil, and so occasionally feed on small animals to gain nitrogen and other minerals. They hunt birds, squirrels and other game by firing clusters of needles from their shoulders, which also serve to protect them from large herbivores that don’t mind their meals moving around. Needlefolk quite literally grow on trees; some magical confiers can grow needlefolk instead of the usual cones under periods of stress. The needlefolk protect the tree from loggers, beavers and other existential threats, tend to it to remove diseased wood or parasitic fungi, and carry its reproductive cones and plant them in environments where they’re likely to grow well. They do not especially care if other trees in the area are disturbed. If two needlefolk trees grow close to each other, their needlefolk will go to war, the winners eventually killing the losing tree to remove the competition.
Needlefolk are typically peaceful towards humanoids who leave their trees alone, but become violently agitated in the presence of elves. Needlefolk can sense the presence of elves at a remarkable distance, and when they do, recruit their fellows into armies to wage war. The incensed needlefolk will not hesitate to attack the companions of elves, but once all elves in the party are slain, retreat. The specificity of this ire raises questions as to its cause. The leading hypothesis is that some fey power granted trees the ability to grow needlefolk as a way to create a weapon against elves, but who holds this grudge and why is still a mystery.
Needlefolk CR 2
XP 600
N Medium plant
Init +2; Senses elf sense 360 ft., low-light vision, Perception +7
Defense
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 22 (3d8+9)
Fort +7, Ref +3, Will +3
Immune plant traits
Defensive Abilities spiny
Offense
Speed 30 ft.
Melee 2 claws +3 (1d4+1)
Ranged needles +4 (1d12+1)
Statistics
Str 12, Dex 15, Con 17, Int 6, Wis 15, Cha 6
Base Atk +2; CMB +3; CMD 15
Feats Deadly Aim, Point Blank Shot
Skills Perception +7, Stealth +6 (+14 in forests); Racial Modifiers +8 Stealth in forests
Languages Sylvan
SQ woodland stride
Ecology
Environment any forests
Organization solitary, pair or grove (5-50)
Treasure standard
Special Abilities
Elf Sense (Su) A needlefolk can sense the presence of elves within 360 feet, as if it had blindsense.
Needles (Ex) A needlefolk can launch a cluster of pine needles at a single target as an attack action. Treat this as an attack with a projectile weapon with a range increment of 20 feet that deals 1d12 points of damage plus the needlefolk’s Strength bonus.
Spiny (Ex) A creature striking a needlefolk with a natural weapon, unarmed strike or melee touch attack must succeed a DC 13 Reflex save or take 1d4+1 points of piercing damage.
Woodland Stride (Ex) A needlefolk ignores movement penalties from naturally occurring vegetation.
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Summary: Inglorious and destructive in their approach, ruffians rely on their physical prowess to overwhelm their opponents through sheer might.
Preferring brute force to speed and subtly, the ruffian is an opportunist that knows that success relies on muscle and spatial ingenuity, as much as deception and wit. Often employed in criminal gangs and thieves' guilds as enforcers and toughs, ruffians specialize in clobbering opponents with everything they can throw at them before they ever have a chance to retaliate.
Viewed with disdain by disciplined warriors, and frequently on the wrong side of the law, the few that end up in respectable professions after a life of crime find it difficult to adopt new techniques while the ones they were using still seem to work. Even if the things they are beating up seem to have gotten bigger than your average street thug.
Weapon and Armor Proficiency: A ruffian is proficient with light armor, medium armor and martial weapons. A ruffian can still benefit from evasion while wearing light or medium armor, but not with other types of armor or shields.
This replaces the rogue’s weapon proficiencies, and alters evasion.
Craven Tactics (Ex): At 1st level, the ruffian can utilize the environment to gain an upper-hand over their opponents. They gain Improved Catch Off-Guard and Throw Anything as bonus feats. The ruffian may use their rogue levels in place of his base attack bonuses to qualify for any feat which has Catch Off-Guard or Throw Anything as a prerequisite.
This replaces finesse training.
Tough as Nails (Ex): Once per day at 3rd level, the ruffian can shrug off pain temporarily. If they would take damage from any source, they can choose to defer all incoming damage until the end of their next turn. Once their turn ends, they suffer the effects of that damage, which could potentially kill them.
Nothing can mitigate this damage in any way, but the ruffian still benefits from any effects that would have reduced the effect of the damage at the time of receiving it, such as damage reduction.
This ability cannot be utilized against effects that slay or destroy a creature that reaches 0 or less hit points (such as disintegrate) or from death effects, but can prevent death from massive damage.
If the ruffian also has the resiliency rogue talent, she can activate it as part of the same immediate action or in response to the damage received at the end of her next turn.
Think Fast! (Ex): At 4th level, if a creature is attacked by an improvised weapon wielded by the ruffian, and it has not been attacked by that particular improvised weapon before, it is treated as flat-footed for that attack.
Additionally, when the ruffian makes a full attack or an attack as a standard action, they can forgo their first attack (or attack with a wielded weapon in the case of a standard action attack) to instead make an improvised weapon attack with any unattended object within reach. The ruffian does not need to have a free hand in order to use this object as part of this attack.
This replaces the rogue talent gained at 4th level.
Improved Craven Tactics (Ex): At 11th level, the ruffian treats any creature hit by an improvised weapon they have wielded as flat-footed until the end of their next turn.
Spit in Death's Eye (Ex): At 19th level, if the ruffian deferred damage with their tough as nails ability, and would suffer an amount of damage that would bring them below 0 hit points or even kill them at the end of their next turn, the ruffian treats all successful hits as a critical threat. Choosing to benefit from this effect prevents the ruffian from utilizing the resiliency rogue talent.
If they bring a creature to below 0 hit points or into unconsciousness from damage, and that creature has a CR value equal to half the ruffian's rogue level or greater, the ruffian does not suffer from the deferred damage.
Crushing Strike (Ex): The ruffian can use their Strength modifier instead of their Dexterity modifier when determining the DC of their master strike class feature.
This alters master strike.
I was talking to a friend of mine, and they reminded me that there was never a true 'thug' rogue after the introduction of unchained rogue. Pathfinder 2e has the ruffian racket, which enables a more strength focused rogue play style, but Finesse Training really pushes most every unchained rogue to maximize dexterity. So I thought I would maybe try my hand at it as well.
The focus is on improvised weapon use, as well as being generally tougher to bring down than most rogues. Medium armor allows for the use of better physical protections, and martial weapon proficiency opens up more weapon options to choose from.
I wouldn't necessarily say this is the definitive 'strength' rogue, because I think that would require maybe revisiting the thug archetype, but I think it is a good start and has some fun ideas.
[As I have said before, I like how Paizo replaced generic elementals with individual creatures with their own abilities. I do not like how little flavor text each of these gets, typically one or two sentences. So like with a number of these retro-conversions, I had to expand on a single sentence in order to give this a full niche for encounter building and personality.
If you'd like to support me as I approach my monster 2100, please join the Creature Codex Patreon here]
Granite Glyptodont
CR 8 N Outsider (elemental)
This bulky creature looks something like a rhinoceros-sized armadillo made of stone. It has a blunt, squared off muzzle, a high back, and a long tail ending in a slab of jagged rock.
Granite glyptodonts are a lineage of earth elemental that embodies the patience and stability of stone. Effectively immortal unless slain through violence, granite glyptodonts dwell near rock formations and mineral deposits of great beauty and watch them slowly build and erode naturally. They tolerate the presence of other creatures if they have come to observe respectfully, but any attempt to damage, destroy or alter the glyptodont’s chosen geological formation is met with violence. Although a granite glyptodont’s tail can crush flesh and shatter bone, it also petrifies them. A granite glyptodont takes moral satisfaction in demonstrating the patience of stone to mortal creatures first-hand, and those who free themselves from their stony state are allowed to leave peacefully if they show evidence of contrition. Those that cannot free themselves become part of the glyptodont’s statue garden, where their slow erosion can also be contemplated.
Granite Glyptodont CR 8
XP 4,800
N Large outsider (earth, elemental, extraplanar)
Init +1; Senses darkvision 60 ft., Perception +19, tremorsense 90 ft.
Defense
AC 21, touch 10, flat-footed 20 (-1 size, +1 Dex, +11 natural)
hp 103 (9d10+54)
Fort +12, Ref +4, Will +11
DR 10/adamantine; Immune elemental traits
Offense
Speed 30 ft., burrow 20 ft.; earth glide
Melee tail +14 (2d12+9 plus calcify)
Space 10 ft.; Reach 10 ft.
Statistics
Str 23, Dex 13, Con 22, Int 10, Wis 20, Cha 11
Base Atk +9; CMB +16 (+18 bull rush); CMD 27 (29 vs. bull rush, 31 vs. trip)
Feats Alertness, Blind Fight, Combat Reflexes, Improved Bull Rush, Power Attack
Skills Knowledge (planes) +12, Perception +19, Sense Motive +19, Stealth +9 (+17 in rocky environments); Racial Modifiers +8 Stealth in rocky environments
Languages Terran
SQ thagomizer
Ecology
Environment underground (Plane of Earth)
Organization solitary or pair
Treasure incidental
Special Abilities
Calcify (Su) A creature struck by a granite glyptodont’s tail attack must succeed a DC 20 Fortitude save or take 1d4 points of Dexterity damage and be slowed (as the spell) for 1 minute. Additional failed saves increase the duration of the slow effect as well as deal more Dex damage. A creature reduced to 0 Dexterity is petrified for 24 hours. Every 24 hours, a petrified creature can attempt another DC 20 Fortitude save; if it succeeds, it is restored to 1 Dexterity and is slowed for the next 24 hours. If it fails three of these saves, it is petrified permanently until restored via break enchantment, stone to flesh or a similar effect. The save DC is Constitution based.
Thagomizer (Ex) A granit glyptodont’s tail attack deals bludgeoning and piercing damage.
Other than Goombas, did you ever do a mushroom person a la a Myconid? I didn't find one, but the database link says it was last updated almost three years ago (though I know you've posted about updating it since then).
Another Super Mario species, actually:
Shroob
CR 1 LE Plant
This squat humanoid looks like an oversized purple and white mushroom with hands and feet. Its eyes glow red and its mouth features two prominent fangs.