View Full Version : mythlogical creatures
JollyRotten
08-02-06, 08:16 PM
Has anyone got any from any world myths, that I can add to my site please
savant_warlord13
08-02-06, 08:22 PM
I'll make you a chupacabra if you credit me on the website.
JollyRotten
08-02-06, 08:28 PM
I know how much work people put into these projects so of course you will be credited and linked if you wish
I would most likely put your monster on my modern Campagin, please excuse it as I've put more work into the Greek one of late but over time they will all be upto a professional standard
savant_warlord13
08-02-06, 08:59 PM
El Chupacabra CR ?
Often NE Small monstrous humanoid
Init +6; Senses Darkvision 90 ft; Listen +10, Spot +10
Languages Sylvan
----------------------------------------------------------
AC 18, touch 13, flat-footed 16 (+1 size, +2 dex, +5 natural)
hp 32 (5 HD)
Fort +3, Ref +6, Will +8
Weakness Light sensitive
----------------------------------------------------------
Speed 40 ft
Melee Bite +8 melee (1d6+3 plus anticoagulant), 2 claws +3 melee (1d4+1 plus anticoagulant)
Space 5 ft; Reach 5 ft
Base Atk +5; Grp +4
Atk Options Anticoagulant, Combat Reflexes
Special Actions Pounce, glide
----------------------------------------------------------
Abilities Str 16, Dex 15, Con 14, Int 5, Wis 18, Cha 11
SQ Darkvision 90 ft, anticoagulant
Feats Alertness, Combat Reflexes, Improved Initiative
Skills Jump +23, Listen +10, Spot +10
Advancement
Possessions
----------------------------------------------------------
Anticoagulant Chupacabra saliva contains anticoagulants which prevent blood from clotting. Wounds from a chupacabra bleed for 1 point of damage a round until healing is applied or the injured character receives a successful DC heal check. This applies to claws attacks as well because chupacabras lick their claws.
Glide A chupacabra can glide 10 feet horizontally for every 5 feet of vertical movement.
Pounce During the first round of combat, a chupacabra can make a full attack if it charges.
Skills Chupacabras receive a +20 racial bonus on jump checks.
Insane Pixie
08-02-06, 09:01 PM
A link to your website, before any permission is granted, would be nice.
savant_warlord13
08-02-06, 09:17 PM
I don't have a website, just give me credit.
Just credit it to savant_warlord13 of the Wizards Community forums.
Insane Pixie
08-02-06, 09:34 PM
I don't have a website, just give me credit.
My comment was directed at JollyRotten.
savant_warlord13
08-02-06, 09:42 PM
My comment was directed at JollyRotten.
It's in his sig
Insane Pixie
08-02-06, 09:44 PM
It's in his sig
I figured that out shortly after my post.
JollyRotten
08-03-06, 12:10 PM
Ok people to clarify
The whole credit thing, this is the way I see it it will be if you don't have a website ect I will simply say who gave me the information ie Dave @ wizards ect or connect to the thread it was on
Or if you have a great thread on a forum I will link to the thread sayiny used with permission of Dave as seen at his thread ect
Or say of instance insane Pixies dinosaurs (which by the way I think are awsome) I would llink each entry to the orginal page
Or if you have a web site I will link to the orginal page ie taken from Dave at and if I really like it I will put a link on my forum to the site its self
In short I have no interest in taking credit for someone elses work I simply want some great material for my site, and to be honest I prefer to use other peoples work as well as my own as it gives a greater depth to the site.
I hope that clears up any confusion
ps thanks savant warlord I will enter your monster and show you the link
OTOH, you can search Wikipedia for many D&D monsters, and find a cultural reference. For example, I learned that Catoblepas are first described by Greek authors, and are from Ethiopia. The legend of this monster with a bull buffalo body and hog head is probably based on the gnus, real creatures with a big head.
Has anyone got any from any world myths, that I can add to my site please
Any particular mythology or just whatever were willing to do?
JollyRotten
08-05-06, 07:54 PM
El Chupacabra CR ?
Often NE Small monstrous humanoid
Init +6; Senses Darkvision 90 ft; Listen +10, Spot +10
Languages Sylvan
----------------------------------------------------------
AC 18, touch 13, flat-footed 16 (+1 size, +2 dex, +5 natural)
hp 32 (5 HD)
Fort +3, Ref +6, Will +8
Weakness Light sensitive
----------------------------------------------------------
Speed 40 ft
Melee Bite +8 melee (1d6+3 plus anticoagulant), 2 claws +3 melee (1d4+1 plus anticoagulant)
Space 5 ft; Reach 5 ft
Base Atk +5; Grp +4
Atk Options Anticoagulant, Combat Reflexes
Special Actions Pounce, glide
----------------------------------------------------------
Abilities Str 16, Dex 15, Con 14, Int 5, Wis 18, Cha 11
SQ Darkvision 90 ft, anticoagulant
Feats Alertness, Combat Reflexes, Improved Initiative
Skills Jump +23, Listen +10, Spot +10
Advancement
Possessions
----------------------------------------------------------
Anticoagulant Chupacabra saliva contains anticoagulants which prevent blood from clotting. Wounds from a chupacabra bleed for 1 point of damage a round until healing is applied or the injured character receives a successful DC heal check. This applies to claws attacks as well because chupacabras lick their claws.
Glide A chupacabra can glide 10 feet horizontally for every 5 feet of vertical movement.
Pounce During the first round of combat, a chupacabra can make a full attack if it charges.
Skills Chupacabras receive a +20 racial bonus on jump checks.
Had to do some work cleaning up my modern pages, haven't touched them for a while been consentrating on the other parts
Still some work to do
But in the meatime thats heres your Credit
http://worldsofimagination.com/monster%20EL%20Chupacabra.htm
JollyRotten
08-05-06, 08:04 PM
Any particular mythology or just whatever were willing to do?
Bit of both really at the moment I'm concertrating on the following campaigns
Greek-Greeks, Amazons, Troy, Atlantians
The Romans, Vikings, Celts, Mesopotamias, Egyptions
And Some other Campaigns
The Age of Discovery
Victorian Fantasy
Modern fantasy
Post -Apocalyptic
Science Fiction
Lost World
But I would also like to expand ny ancient world to make it more global, China , Africa Aztacs ect its just getting the time
You should try the old GURPS books. TONS of detail. I can send you some mythological monsters if you want. Just need an idea where to start.
Uh...you want those in the old or new statblock?
Insane Pixie
08-05-06, 11:31 PM
But in the meatime thats heres your Credit
http://worldsofimagination.com/monster%20EL%20Chupacabra.htm
You should also give credit on the Chupacabra information you copy-pasted. I google searched the article, and tons of results came up with the exact wording.
Just saying, we're not the only ones who want credit for our work.
JollyRotten
08-06-06, 03:22 PM
You should try the old GURPS books. TONS of detail. I can send you some mythological monsters if you want. Just need an idea where to start.
Uh...you want those in the old or new statblock?
Not really bothered which stat block I would say old as it goes with the rest of the site but if new is coming though as the norm thats cool too, what I'm saying is it's really up to you how you want to contribute.
As a place to start have a look though the site there are a lot of monsters where there is a description but no stats,help with any of these would be great.
You can imagine with such a huge project any help is really appreciated
To be honest my main drive on the site is campaign settings that everyone can use and contribute to. Basically they're yours as much as you want them to be. Kind of like a structured forum everything interacting with each other.
Cheers
JollyRotten
08-06-06, 03:30 PM
You should also give credit on the Chupacabra information you copy-pasted. I google searched the article, and tons of results came up with the exact wording.
Just saying, we're not the only ones who want credit for our work.
Its intirely possible that everyone is using the same information, and just because I reworded it and added to my site does not necessary mean that I was an eye-witness to a Chupacabra encounter.
Thats fine if you can find the people who gave the original evidence I would be happy to credit them.
All I was trying to do was expand on someones submission.
Insane Pixie
08-06-06, 03:41 PM
Its intirely possible that everyone is using the same information, and just because I reworded it and added to my site does not necessary mean that I was an eye-witness to a Chupacabra encounter.
Thats fine if you can find the people who gave the original evidence I would be happy to credit them.
All I was trying to do was expand on someones submission.
Let me put this a different way:
Legally, you have to put what website you got that from. It's a matter of copyright; you don't know who owns that article, so you should mark the entry with citations.
JollyRotten
08-06-06, 03:51 PM
Let me put this a different way:
Legally, you have to put what website you got that from. It's a matter of copyright; you don't know who owns that article, so you should mark the entry with citations.
Fair point but what i was saying is that I did not simply copy and paste a single article, but used several sources each one changed to suit the needs of the entry so this Frankenstein like article could not be classed as a single source, Basically legally if you put something in your own words its yours, it would be much easier to simply copy and paste I mean the whole point of this thread was to get permission to use other peoples work.
Cool. I have your site bookmarked. I'll start somehwere or other and get back to you shortly. Do you want me to post monsters here first or PM you?
JollyRotten
08-06-06, 07:33 PM
If you could post monsters here first that would be great, as the more opions and feedback I can get the better.
Thanks again
I peeked at the Greek monsters and noticed no one had done the Ketea yet. I'll start there if no one else is working on it yet.
Okay, doing some minor web research I've found that ketea (also Cetus or Ketos) are sea monsters raised by the gods (Poseidon or whatshername), ridden occasionally by sea nymphs, etc. It also seems Ketea eventually became slang for any sea monster. originally it was depicted as a huge fish, became more serpentine over time, and ended up eventually looking like a dragon. Any specific aspect you'd prefer? I'm probably making it as either a Dragon or Magical Beast. Size seems to vary between Large and friggin enormous (only Ketea whose weight the ground would support ever visited land). heres a few links:
http://en.wikipedia.org/wiki/Ceto
http://www.beazley.ox.ac.uk/CGPrograms/Dict/ASP/OpenDictionaryBody.asp?name=Ketos
http://www.theoi.com/Ther/Ketea.html
http://www.theoi.com/Thaumasios/KeteaIndikoi.html
Lemme know what you think and I'll have it done later that day.
JollyRotten
08-09-06, 09:59 AM
Hi man it seems as though there are two distintive species a large or huge lesser type with an animal head some vestial legs ect, a bit like a chinese dragon and a greater or divine type thats basically a collossal badass sea sepent type dragon, I'd go for the dragon subtype on both-may be you could define the two sorts maybe some form of changes with ages
thanks let me know what you think
What I was thinking of doing was making the sea serpent/dragon a large creature that had possible advancement all the way up to collosal, or just doing it in age categories like regular dnd dragons. The Indian ketea with animal heads were going to be a separate entity (probably a template).
JollyRotten
08-09-06, 06:26 PM
Yeah I like the way your thinking that makes more sense, I'd say go with your ideas.
DOing more research on ketea to see if they have any abilities other than being big. In the meantime heres the Indian Ketea Template:
Ketea Indian Template
Can be applied to any medium size or larger Animal that doesnt have the
Aquatic Subtype and isnt an ocean dweller.
Size and Type: Size doesnt change, and the Animal becomes a Magical Beast with the Aquatic Subtype.
Hit Dice: Hit Dice increase from d8's to d10's, but it does not gain any Hit Dice.
Speed: Land movement drops to 10, gains Swim speed equal to former land movement.
Armor Class: Improves by +2
Attack: Attacks based on rear legs (such as rakes) are lost.
Special Attacks: Remain otherwise unchanged. However feats that wouldnt work underwater may be switched for soemthing more pertinent (for example, if using a wolf change its Improved Trip attack to Improved Intiative).
Special Qualities: Remain unchanged
Abilities: Remain unchanged
Skills: Remain unchanged
Environment: Becomes Aquatic (Warm aquatic if formerly a warm land, Cold Aquatic if formerly a cold land, etc.)
Challenge Rating:+0 (+1????)
Alignment: No change
Level Adjustment:+0
JollyRotten
08-11-06, 04:44 AM
Had a play with your template whatcha think
Indian Keata
A race of fish-tailed Keteas some had the foreparts of lions, others of bears, wolves and rams. They come ashore at night to feed
Dire Bear (Ketea Indian ) ( Sample Ketea)
Large Magical Beast Aquatic
Hit Dice 12d10+51 (129 hp)
Initiative +1
Speed Land 10 swim 40 ft. (8 squares)
Armor Class 19 (-1 size, +1 Dex, +9 natural), touch 12, flat-footed 18
Base Attack/Grapple +9/+23
Attack Claw +19 melee (2d4+10)
Full Attack 2 claws +19 melee (2d4+10) and bite +13 melee (2d8+5)
Space/Reach 10 ft./5 ft.
Special Attacks Improved grab
Special Qualities Low-light vision, scent
Saves Fort +12, Ref +9, Will +9
Abilities Str 31, Dex 13, Con 19, Int 2, Wis 12, Cha 10
Skills Listen +10, Spot +10, Swim +13
Feats Alertness, Endurance, Improved Intiative, Toughness, Weapon Focus (claw)
Environment Cold aquatic
Organization Solitary or pair
Challenge Rating 8
Treasure None
Alignment Always neutral
Advancement 13-16 HD (Large); 17-36 HD (Huge)
Level Adjustment-
Combat
A dire bear attacks by tearing at opponents with its claws.
Improved Grab (Ex)
To use this ability, a dire bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity
Darknecromancer
08-11-06, 02:01 PM
Depending on what you think of this, I have a few more left to do. Sorry if it isn't that good, haven't made any monsters for a while. This Creature is from a legend in Australia, told by the ranchers
Yowie
Huge Aberration
Hit Dice: 18d8+36 (117 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft. (6 squares), burrow 15 ft. (3 squares), climb 20 ft. (4 squares)
Armor Class: 16 (-2 size, +1 Dex, +7 natural), touch 9, flat-footed 15
Base Attack/Grapple: +13/+25
Attack: Bite +16 melee (2d6 +4)
Full Attack: Bite +16 melee (2d6 +4) and 2 claw +13 melee (1d8 +2) and tail +13 melee (2d4 +2)
Space/Reach: 15 ft./10 ft.
Special Attacks: Poison, trample
Special Qualities: Damage reduction 15/+2, darkvision 60ft., regeneration 1, tremorsense 30ft.
Saves: Fort +8, Ref +9, Will +12
Abilities: Str 19, Dex 12, Con 15, Int 4, Wis 12, Cha 7
Skills: Climb +11, Hide -7, Listen +10, Spot +10
Feats: Alertness,Improved Critical,Lightning Reflexes,Multiattack,Run,Track,Weapon Focus(Bite)
Environment: Warm plains Organization: Solitary
Challenge Rating: 14
Treasure: None
Alignment: Always neutral
Advancement: 19-36 HD (Huge); 37-54 HD (Gargantuan)
Mere skelatal remains are all that is left of the rancher's herd. The nightmare creature has come again to feed, eyes glowing in the dark, tail thrashing behind it and a long, sinuous tongue slipping in and out of its mouth, tasting the air for its next kill.
Yowie are the plague of any who raise cattle for a living. Their hunger is nigh-insatiable as the stride through warm plains, crushing anything foolish enoguh to get in their way. Their heads and tails are clearly reptilian, looking somewhat similar to a dark green skink's. Their bodies are much like those of an overly large ant, sharing the same, right green color but covered in thick scales like a lizard's. their eyes and tongues are an erie blood red. The whoel creature is some 20 ft. long.
Combat
Yowie love striking from ambush, running over their prey with powerful legs and then turning to mop up any survivors with their viscious claws and teath, often slaming creatures behind them with it's whip-like tail.
Poison (Ex): Anyone bitten by a Yowie must make a Fort save (DC 19) or take 1d6 points of Con damage. After 1 minute, the poison mixes with the blood to form an even deadlier poison, those who fail the second save (at the same save DC) take 2d6 points on Con damage.
Trample (Ex): As a full-round action, a Yowie can move up to twice its land speed and plow over opponents of medium-size or smaller dealing 2d4+6 points of damage. Characters can attempt Ref saves or Attacks of Oppertunity as normal. The save DC is 24.
JollyRotten
08-11-06, 03:33 PM
Thanks man thats great!! I haven't got an ancient Australian section yet but I think it will go great on my modern section (which I'm really really working hard on right now) so I will post on your credit shortly
Cheers
Dire Bear Fishie. EEyikes. Might be nice to see looks on players faces tho :plotting:
Should have other ketea up tomorrow. Had some rl problems today that got in the way.
Here's the rough draft.
Ketea
Large Dragon (Aquatic)
Hit Dice: 10d12+50 (170 hp)
Initiative:+0
Speed: 20 ft. (4 squares), swim 60 ft. (12 squares)
Armor Class: 19 (-1 Size, + 10 Natural), Touch 9, Flat Footed 19
Base Attack/Grapple:+ 10/+21
Attack: Bite + 16 melee (2d6+10/19-20)
Full Attack: Bite +16 melee (2d6+10/19-20)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved Grab, Swallow Whole
Special Qualities: Damage Reduction 5/Magic, Darkvision 60 ft., low light vision, Divine Protection, Growth
Saves:Fort +12, Ref +7, Will + 8
Abilities: Str 25, Dex 11, Con 21, Int 4, Wis 12, Cha 8
Skills: Intimidate + 8, Listen + 11, Spot +11, Swim +25
Feats: Weapon Focus (Bite), Improved Critical (Bite), Power Attack, Cleave
Environment: Any Aquatic
Organization: Solitary or Pair
Challenge Rating:7?
Treasure: Standard
Alignment: Neutral
Advancement: 11-20 HD (Large), 21-30 HD (Huge), 31-45 HD (Gargantuan), 46-75 HD (Colossal)
Level Adjustment: ---
Improved Grab (EX): The Ketea must hit with a bite attack to use this ability. It can then attempt to start a Grapple as a free action without provoking an attack of opportunity. If it wins the grapple check it establishes a hold, and can attempt to swallow the foe the next round.
Swallow Whole (EX): A Ketea can attempt to swallow a medium sized or smaller opponent by making a successful grapple check. Once inside the opponent takes 1d8+7 points of crushing damage per round, plus another 7 points of acid damage. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal x damage to its stomach (stomach AC 15). Once the creature exits muscular action closes the hole, and other swallowed opponents must cut their own way out. A large Ketea's stomach can hold 1 medium, 4 small, 16 tiny, 64 diminutive, or 256 fine opponents).
Divine Protection (Su): The Ketea has maximum hit points per die.
Growth: The older a Ketea gets the larger it gets. At Huge size its Damage Reduction increases to 10/Magic. At Gargantuan size it becomes 15/Magic. At Colossal size it becomes 20/Magic. Land Speed also decreases with size, becoming 10 ft at Huge, 5 ft at gargantuan, and 0 ft at Colossal.
Skills: A Ketea has a +8 Racial bonus to Swim checks to perform special actions or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered.It can use the run action while swimming, provided it swims in a straight line.
Options:
The above is the serpentine version. Possible options include a constriction attack and a fear aura.
The giant fish monster version would add blindsense while underwater, but have no land move.
The Dragon version would have a secondary claw attack.
Lemme know what you think. I wouldve done this earlier but the weekend has been pure hell.
Anyone have any idea how you figure teh amount of damage required to cut your way out of a creature thats swallowed you? I cant find it anywhere?
Darknecromancer
08-14-06, 09:06 AM
Sorry about the delay, getting wisdom teeth removed is no party. Anyhow, The complete Lambton Worm, from good old England...
Lambton Worm
Large Dragon (Aquatic)
http://www.mysteriousbritain.co.uk/legends/images/linlam.jpg
Hit Dice: 10d12+40 (105 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft. (6 squares), swim 20 ft. (4 squares)
Armor Class: 19 (-1 size, +1 Dex, +9 natural), touch 10, flat-footed 18
Base Attack/Grapple: +10/+20
Attack: Bite +15 melee (1d8 +6)
Full Attack: Bite +15 melee (1d8 +6)
Space/Reach: 10 ft./5 ft.
Special Attacks: Constrict, improved grab
Special Qualities: Damage reduction 15/+1, darkvision 60ft., defoliate, dragon traits, low-light vision, regeneration, scent, amphibious
Saves: Fort +11, Ref +8, Will +8
Abilities: Str 22, Dex 13, Con 18, Int 8, Wis 13, Cha 10
Skills: Hide +12, Intimidate +10, Listen +11, Move Silently +11, Spot +11, Swim +16
Feats: Cleave,Dodge,Mobility,Spring Attack
Environment: Warm aquatic and hills
Organization: Solitary
Challenge Rating: 8
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 11-20 HD (Large); 21-30 HD (Huge)
As you pass through the forest all the water apears fetid and unlivable. Plants have withered and died, and a sickening stench fills the air. a slimy trail leads to the demon-beast, wraped lazily around a hill.
The Lambton Worm was a serpent-dragon caught by an impious fisherman. At first the hapless man thought it to be some sort of giant leech, but after looking into its cold, cruel eyes he decided to throw it down a well. From that point after he lived a changed man, but the spawn of his wickedness flourished and grew. It terrorized the town, killing anything it could find, twisting the landscape and making it unlivable. Knight after knight went to slay it, but no matter how many times they cut into it, the severed pieces reformed.
Hearing tales of a demon-serpent in his old town, a changed Lambton went into battle with a suit of spiked armor, taking the battle to a submerged worm. The tighter the serpent squeezed, the more the spikes cut into its flesh. Before it could regenerate, its severed parts were carried away by the current, supposidly never to be seen again. In a campaign, Lambton worms would be the spawn on the original, or even its severed parts grown into new creatures.
Combat
Lambton worms are no geniouses, they bite and try to squeeze the life out of anything fool enough to challenge them.
Constrict (Ex): Anything at least one size-catagory smaller than the Worm that is grappled automatically takes 1d8+9 points of damage as logn as it maintains a grapple.
Improved Grab (Ex): If a Lambton Worm can hit an opponent with its bite attack, it may automatically initiate a grapple as a free action.
Defoliate (Ex): The area surrounding a Lambton Worm is incapable of supporting life. this affects an area equal to 100ft times the creature's HD.
Regeneration (Ex): Lambton Worms can re-attach any severed part of its body instantly by pressing the two stumps together.
Amphibious (Ex): Lambton WOrms spend most of their time in the water but and survive on land indefinitely.
By the way, nice job Bhu on the ketea!
Thanks Dark!
Jolly Roger, will be working on Cerastes next if you like the Ketea.
JollyRotten
08-14-06, 08:27 PM
Thanks guys these are all the dogs B**llocks (non english folk this means really good)
I'm sorry i've not been able to help out more but Im having some major problems at work (real world) so please bare with me
For the modern stuff I've been adding the whole downloadable D20 modern monsters to the site so its taking time(waiting to I finish to before I load the whole thing) for you other guys its when and where but I promise I will credit ect I'm just going though a arrrgh time right now( real world).
so please keep them coming ;)
And thank you again
Insane Pixie
08-14-06, 10:51 PM
Thanks guys these are all the dogs B**llocks (non english folk this means really good)
Bollocks means balls.
As in bad, or bullshot.
What are you smoking?
JollyRotten
08-15-06, 07:50 AM
Bollocks means balls.
As in bad, or bullshot.
What are you smoking?
Wilopedia Say
Dog's bollocks
Based on the notion that a dog's bollocks must taste good, as they spend so much time licking them. Sometimes this is shortened to just "the dog's" or "the bollocks".
Although this is a recent term (the Online Etymology Dictionary dates it to 1989), its origins are obscure:
* etymologist Eric Partridge believes the term comes from the printers' mark of a colon and a dash;
* another theory suggests it is a spoonerism of 1950's Meccano sets called "box, deluxe", in much the same way that their "box, standard" set name was corrupted to "bog standard", although this etymology is anything but certain.
"The dog's bollocks" fits in with several rhyming reduplications of positive meaning that were popular during the 1920s ("the bee's knees," "the cat's pajamas"). More recent expressions that follow the same pattern are "the mutt's nuts" or "the dog's danglies". A further positive aspect of "the dog's bollocks" is derived from their prominence or notability, as in the expression "it sticks out like the dog's bollocks".
See also
http://www.urbandictionary.com/define.php?term=dogs+bollocks
Oh and yes I'm from London!
ps Tobacco
Golem011
08-15-06, 10:23 AM
... I'm from britain, and THAT is not an in saying.
You need to get out more, instead of getting your phrases from the internet. :P
JollyRotten
08-15-06, 10:46 AM
... I'm from britain, and THAT is not an in saying.
You need to get out more, instead of getting your phrases from the internet. :P
Depends where you live init ;)
How do you fink they got on the net man???? :D
Darknecromancer
08-15-06, 10:47 AM
The Beast
Large Monstrous Humanoid
Hit Dice: 8d8+24 (60 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft. (6 squares), climb 15 ft. (3 squares)
Armor Class: 16 (-1 size, +1 Dex, +6 natural), touch 10, flat-footed 15
Base Attack/Grapple: +8/+15
Attack: Tail Slap+10 melee (1d4 +3)
Full Attack: Tail Slap+10 melee (1d4 +3) and bite +8 melee (1d8 +1) and 2 claw +8 melee (1d6 +1)
Space/Reach: 10 ft./10 ft.
Special Attacks: Capture, improved grab, poison
Special Qualities: Darkvision 60ft., low-light vision, scent
Saves: Fort +4, Ref +7, Will +6
Abilities: Str 17, Dex 13, Con 15, Int 6, Wis 11, Cha 8
Skills: Climb +3, Hide -3, Jump +3, Listen +5, Move Silently +1, Spot +6
Feats: Multiattack,Run,Improved Toughness
Environment: Warm forests,marshes
Organization: Solitary
Challenge Rating: 5
Treasure: Standard
Alignment: Always neutral
Advancement: 9-16 HD (Large); 17-24 HD (Huge)
Level Adjustment: +5?
A monster more then 10 ft tall runs nimbly between the thick forest. Red scales gleam in the sunlight and its two tails whip wildly behind it. One ends in a noose while the other drips poison.
The Beast terrorized explorers to South America, dragging members off into the jungle to be devoured. It looks like an 11 ft. tall ogre covered in redish-orange scales with a mouth much wider then thought possible. The Beast hunts with its two tails, each very much adapt at helping it immobilize prey. Long hair flows down its back and threatening horns jut from its forehead like a bull's.
Combat
The Beast first strikes from hiding if it can with its noose-tail to entangle its foe, it then injects a poison into them. If faced with multiple opponents it will usually take one out and then retreat into the jungle to devour its prey, although it will return when it gets hungery again.
Capture (Ex): If The Beast can inititate a grapple with its noose-tail, it may also stap that same opponent with its poisoned tail as a free action on its next turn.
Improved Grab (Ex): If The Beast can hit an opponent with a tail slap, it may initiate a grapple as a free action.
Poison (Ex): Creatures hit with The Beast's poison tail must make a Fort save (DC 16) or take 1d6 Dex damage (both primary and secondary damage are the same).
JollyRotten
08-15-06, 11:09 AM
Cool monster!!
One question which explorers encountered it was it the Old spanish, Victorians or more modern day I've tried to look it up on the net but as you can imagine trying to lookup beast South America come up with one or two options :confused:
Insane Pixie
08-15-06, 12:41 PM
Dude,
I'm telling you, wherever you heard 'dog's bollocks', it's not the same as the real bollocks (http://www.webster.com/dictionary/Bollocks). And I have little faith in the statement that you live in England.
(Wikipedia isn't the most reliable website for getting your definitions, because any moron can create a fake entry, or edit a real one.)
By the way, here's a few links for mythology for you Jolly, may help you with your site. Below them are a few cryptozoology/paranormal links for your modern campaign settings. I havent had requests to update them on my group in a while so if you want more I can find them.
A Fairy Encyclopedia http://www.geocities.com/Athens/Forum/4611/fairyenc.html
A History of Dragons http://www.biopark.org/dragonhistory.html
Aadizookaanag http://www.kstrom.net/isk/stories/myths.html
Al http://en.wikipedia.org/wiki/Al_%28Armenian_folklore%29
All About Unicorns http://www.allaboutunicorns.com/
American Folklore http://www.americanfolklore.net/
Australian Legendary Tales http://www.harvestfields.ca/etextLinks/28/00.htm
Beowulf http://etext.lib.virginia.edu/toc/modeng/public/AnoBeow.html
Beowulf, again http://www.alcyone.com/max/lit/beowulf/
Buggane Wiki http://en.wikipedia.org/wiki/Buggane
Chiricahua and Mescalero Apache Texts http://etext.lib.virginia.edu/apache/ChiMesc2.html
Choctaw Legends and Stories http://www.tc.umn.edu/~mboucher/mikebouchweb/choctaw/legends2.htm
Christine O' Keefe's Monster/Faery Page http://www.tartanplace.com/ftoc.html
Classical Myth Homepage http://web.uvic.ca/grs/bowman/myth/
Dave's Mythical Creature's and Places http://www.eaudrey.com/myth/
Egyptian Legendary Creatures http://en.wikipedia.org/wiki/Category:Egyptian_legendary_creatures
Encyclopedia Mythica http://www.pantheon.org/
Encyclopedia of Dragons http://library.thinkquest.org/04oct/01925/encyclo.html
Folklore of the Orkney Islands http://www.orkneyjar.com/folklore/index.html
Godchecker http://www.godchecker.com/
Gods, Heroes, and Myths http://www.gods-heros-myth.com/
Greek Myth Compared to Norse Myth http://webhome.idirect.com/~donlong/
Greek Mythology http://library.thinkquest.org/26264/student.htm
Internet Sacred Text Archive http://www.sacred-texts.com/index.htm
Inuit Mythology http://en.wikipedia.org/wiki/Inuit_mythology
Jotun Wiki http://en.wikipedia.org/wiki/Jotun
Legendary Creatures Wiki http://en.wikipedia.org/wiki/Category:Legendary_creature_stubs
Legends http://www.legends.dm.net/
Legends from the Tombs http://www.geocities.com/vampiress_sonja/main.html
Lindworm Wiki http://en.wikipedia.org/wiki/Lindworm
Living Myths http://www.livingmyths.com/index.htm
Lizabet's Vault vampires http://lizabets-vault.com/vampires.html
Manx Notes and Queries http://www.isle-of-man.com/manxnotebook/fulltext/mnq1904/index.htm#contents
Monsters and Fabulous Beasts From Ancient and Medieval Cultures http://web.cn.edu/kwheeler/monster_list.html
Monstropedia http://www.monstropedia.org/index.php?title=Main_Page
Mythology, Legend, Folklore, and Ghosts http://www.teacheroz.com/myth-legend.htm
Mythome http://www.mythome.org/mythhome.htm
Myths and Legends http://home.comcast.net/~chris.s/myth2.html
Myths and Legends http://home.comcast.net/~chris.s/myth.html
Mythweb Greek mythology http://www.mythweb.com/
Names of Gods and Goddesses http://lowchensaustralia.com/names/gods.htm
Native American Legends http://www.legendsofamerica.com/NA-IndianMyths.html
Native American Legends, Myths, and Lore http://www.angelfire.com/ca/Indian/stories.html
Native American Lore Index http://www.ilhawaii.net/%7Estony/loreindx.html
Native American Myth Wiki http://en.wikipedia.org/wiki/Native_American_mythology
Native American Myths http://www.yale.edu/ynhti/curriculum/units/1998/2/98.02.02.x.html
Native American Myths of Creation http://www.crystalinks.com/nativeamcreation.html
Native American Tales and Songs http://members.cox.net/academia/naindex.html
Native American bedtime Story Collection http://www.bedtime-story.com/bedtime-story/indians.htm
Norse Myth WIki http://en.wikipedia.org/wiki/Norse_mythology
Occultopedia http://www.occultopedia.com/welcome.htm
Old Superstitions http://www.oldsuperstitions.com/
Sea Monster Wiki http://en.wikipedia.org/wiki/Sea_monster
Sommerland http://sommerland.org/
SurLaLune Fairy Tales Page http://www.surlalunefairytales.com/
The Anthropology of Mythology http://www.nemorensis.net/anthromyth/index.html
The Dragon Bestiary http://bestiarium.net/index-e.html
The Dragon Stone http://www.polenth.com/
The Magic Web http://www.johnadcox.com/Mythology_and_Folklore.html
The Medieval Bestiary http://bestiary.ca/index.html
The Obakemono Project http://www.obakemono.com/introduction.php
Theoi Project http://www.theoi.com/
Through the Eyes of Native Americans http://library.thinkquest.org/CR0215453/
Timeless Myths http://www.timelessmyths.com/
Vampire Wiki http://en.wikipedia.org/wiki/Vampire
World Myths and Legends in Art http://www.artsmia.org/world-myths/
World Vampire Myths http://enchanteddoorway.tripod.com/vamp/greece.html
Yellow Scents http://www.geocities.com/Area51/Labyrinth/8952/phoenix.html
AARF http://www.trueseekers.org/
AIBR http://209.85.50.7/~skookum/
ARFRA http://www.arfra.org/
About Paranormal http://paranormal.about.com/
About UFO's/Aliens http://ufos.about.com/
About Weird Creatures and Monsters http://paranormal.about.com/od/weirdcreaturesmonsters/Weird_Creatures_and_Monsters.htm
Ahool http://en.wikipedia.org/wiki/Ahool
Altered Dimensions http://www.altereddimensions.net/index.htm
American Monsters http://www.americanmonsters.com/home.php
Andy Colvins Moth Blog http://www.andycolvin.com/wordpress/
Anomalies http://anomalyinfo.com
Arkansas primate Encounter Studies http://home.earthlink.net/~arkansasapes/
Assorted Strangeness they aren't kidding http://www.mactonnies.com/strangeness.html
Australian Yowie Research http://www.yowiehunters.com/
Avatar Search http://www.avatarsearch.com/
BCSCC http://www.bcscc.ca/
BCSCC http://www.bcscc.ca/index.htm
Beast Watch UK http://homepage.ntlworld.com/chris.mullins/
Beckjord http://www.beckjord.com/
Big Cat Monitors http://www.bigcatmonitors.co.uk/
Big Cats http://www.darksites.com/souls/goth/heartshowl/Bigcats.html
Big Cats UK http://www.scs.abelgratis.co.uk/bigcats2/index.html
Big Cats in Britain http://www.scottishbigcats.co.uk/
Bigfoot Crossing http://bigfootcrossing.com/
Bigfoot Forums http://www.bigfootforums.net/
Bigfoot Forums http://www.bigfootforums.com/
Bigfoot Research http://www.bigfootencounters.com/
Bigfoot Ring http://bigfootinfo.org/ring/
Bigfoot Sasquatch FAQ http://home.nycap.rr.com/wwilliams/BigfootFAQ.html
Bigfoot Searcher http://www.geocities.com/Bigfootsearcher68/
Bigfoot in New York http://www.angelfire.com/ny4/nyout/nybf.html
Bigfoot of East Texas http://www.bigfootofeasttexas.com/
Bigfoot: Fact or Fantasy http://www.rfthomas.clara.net/bigfoot.html
Bigfot Central http://www.angelfire.com/biz/bigfootcentral/
Bluenorth Research http://www.bluenorth.com/
Boudillion http://www.boudillion.com/
British Big Cats Society http://www.britishbigcats.org/
British Bigfoot Research http://british-bigfoot.tripod.com/
CFZ http://www.cfz.org.uk/
CHRP beware popup http://www.geocities.com/cascadehominid/cascade1.html
CREATURE http://www.geocities.com/keithzilla8375/
CSICOP http://www.csicop.org/
Cameron's Cryptozoology Page http://www.geocities.com/capedrevenger/
Casa de Chupacabra http://incorporateds.faithweb.com/chupacab.htm
Champ Quest http://www.champquest.com/
Charles WIlliam Beebe http://hometown.aol.com/chines6930/mw1/beebe1.htm
Charles William Beebe Wiki http://en.wikipedia.org/wiki/Charles_William_Beebe
Coast to Coast AM with George Noory http://www.coasttocoastam.com/
Creature Chronicles http://home.cinci.rr.com/kd8afh/
Cryptid Wiki http://tinwiki.org/wiki/Cryptid
Crypto http://www.geocities.com/Area51/Stargate/5103/index.html
Crypto http://www.geocities.com/cheinselman/
Crypto Bipedal Primatology http://ourworld.compuserve.com/homepages/dtrapp/bigfoot.htm
Crypto Chronicle http://freespace.virgin.net/brian.goodwin/home.htm
Crypto Safari http://www.cryptosafari.com/
Crypto Squared http://cryptosquared.tripod.com/
Crypto-Blog http://crypto-blog.blogspot.com/
Cryptomundo http://www.cryptomundo.com/index.php
Cryptozoological Realms http://www.cryptozoologicalrealms.com/
Cryptozoology http://www.sniggle.net/cryptozoo.php
Cryptozoology beware popup http://kodos86.tripod.com/
Cryptozoology Web Ring http://b.webring.com/hub?ring=cryptoring
Cryptozoology Web page http://www.angelfire.com/realm/cryptology/
Cryptozoology.com http://www.cryptozoology.com/
Cryptozoology: A Critical Approach http://www.geocities.com/capedrevenger/index.html
Curious Creatures in Zoology http://www.harvestfields.ca/etextLinks/041/00.htm
Dale Cozort's Cryptozoology Page http://members.aol.com/dalecoz/dale3.htm
Dan's Skunk Ape Page http://www.geocities.com/sutek316/
Devil Monkeys http://tech.groups.yahoo.com/group/DevilMonkeys/
Directory of the Strange and Unusual http://www.1netcentral.com/strange-weird.html
EOBIC http://www.angelfire.com/oh/ohiobigfoot/home.html
East Texas Bigfoot Study http://www.easttexasbigfoot.com/
Enigma Cryptozoo http://www.parascope.com/en/cryptozoo/index.htm
Evidence of the Giant Birds http://sped2work.tripod.com/evidence.html
Fantastic Fish of the Middle Ages http://www.godecookery.com/ffissh/ffissh.htm
Farshores CryptoCorner http://farshores.org/
Flatwoods Monster http://www.flatwoodsmonster.com/
Florida Skunk Ape http://www.floridaskunkape.com/
Fortean Times http://www.forteantimes.com/
Friends of Bigfoot http://friendsofbigfoot.org/
GCBRO http://www.gcbro.com/
GUST also at http://www.cryptozoology.st/ http://user.bahnhof.se/~wizard/GUSTeng03/
Honey Island Swamp Monster http://jmichaelms.tripod.com/HIS/
How Stuff Works: Bigfoot http://www.howstuffworks.com/bigfoot.htm
IFRS BEWARE POPUPS http://forteansociety.tripod.com/
IIU http://www.geocities.com/iiunknown/
International Bigfoot Society http://www.internationalbigfootsociety.com/
J Vaughn's Bigfoot Page http://www.geocities.com/j_vaughn/bigfoot.html
Jersey Devil Wiki http://en.wikipedia.org/wiki/Jersey_Devil
Joe's Cryptozoology pages beware popups http://dinojoe.8m.com/crypto/crypto1.html
Karl Shuker http://members.aol.com/karlshuker/
Kentucky Bigfoot http://www.kentuckybigfoot.com/
Kentucky Cryptids beware popups http://www.geocities.com/cryptidwrangler/index.html
Lake Norman Monster http://www.lakenormanmonster.com/
Lake and River Monsters http://www.angelfire.com/bc2/cryptodominion/lakebeasts.html
Legend of Nessie http://www.nessie.co.uk/
Leut's jersey Devil Page http://users.adelphia.net/~leuter/
List of Cryptids http://en.wikipedia.org/wiki/List_of_cryptids
Loch Murray Monster http://www.geocities.com/LochMurray/
Loch Ness Information Site http://www.loch-ness.org/
Loch Ness Investigation http://www.lochnessinvestigation.org/
MARCA beware popup http://www.webace.com.au/~pwest/marca/
Mad River Sasquatch Study http://members.tripod.com/~shadows-end0/MRSS.html
Matthew Bille http://hometown.aol.com/mattwriter/
Metareligion: Cryptozoology beware popup http://www.meta-religion.com/Paranormale/cryptozoology_section.htm
Michigan Bigfoot Information Center http://www.michiganbigfoot.org/
Minnesota Bigfoot http://www.angelfire.com/mn2/mnbf/
Mokole-mbembe http://www.mokelembembe.com/
Monster Tracker beware popup http://www.monstertracker.com/index.cfm
Mothman Lives http://www.mothmanlives.com/
Mothman Wiki http://en.wikipedia.org/wiki/Mothman
Mothman.Us http://www.mothman.us/
Museum of Unnatural Mystery do not accept the crescendo update popup, click no http://unmuseum.mus.pa.us/
Mysterious Britain http://www.mysteriousbritain.co.uk/index.html
Mysterious Places http://www.mysteriousplaces.com/index2.html
Mysterious World Digest http://www.mysteriousworld.com/Journal/
Mysteriousreality.com http://www.mysteriousreality.com/myst.asp
MysteryMag http://www.mysterymag.com/whatsnew/index.php
NORKA of Akron http://www.geocities.com/saqatchr/
Nessie's Grotto beware popup http://www.simegen.com/writers/nessie/
Nguoi Rung http://coombs.anu.edu.au/~vern/wildman.html
North America's Great Ape http://www.bigfootbiologist.org/
North Louisiana Bigfoot http://www.geocities.com/northlabigfoot/index.html
Northwest Bigfoot Research Organization http://www.geocities.com/northwestbigfoot/
Occultopedia http://www.occultopedia.com
Official Loch Ness Monster Site http://www.lochness.co.uk/
Ohio Bigfoot Research Team http://www.geocities.com/squatch_45694/index123.html
Ohio/Pennsylvania Bigfoot Research Group http://members.tripod.com/sasquatchsearch/
Online Lake Monster Directory scroll down http://dive.to/lakemonsters
Operation Appalachia http://www.angelfire.com/oh/ohiobigfoot/OA.html
Oregon Bigfoot http://www.oregonbigfoot.com/
Outsanity: The Jersey Devil http://www.members.global2000.net/~starwiz/jerseyDevil/info/24.html
Paranormal News http://www.paranormalnews.com/
Parascope.com http://www.parascope.com/
Paraview http://www.paraview.com/index.htm
Pennsylvania Bigfoot Society http://pabigfootsociety.com/
Phenomena Magazine http://www.phenomenamagazine.com/
Pib's Home on the Web http://www.pibburns.com/
Pterosaurs Still Living http://www.laattorneyvideo.com/nonlegal/pterosaurs/
Rock Mountain Bigfoot Project http://geocities.com/ivb4/
SCCS http://webpages.charter.net/dltanner/sccs.html
Sasquatch Information Society http://www.bigfootinfo.org/
Sasquatch Research Center http://www.cactusventures.com/saswatch.htm
Shadowlands http://theshadowlands.net/home1.htm
Strange Ark http://www.strangeark.com/
Strange Links http://wtv-zone.com/feast/html/html2/strange/strangdlinx.html
Strange Links 3 do not accept the crescendo update, doesn't appear to be a strange links 2 http://wtv-zone.com/feast/html/html2/strange/strangelynx3.html
Strangemag.com http://www.strangemag.com/
Study Group of Subhuman Primates http://www.stgr-primates.de/index.html
Superior Cryptozoic Online http://chabbu_x.tripod.com/superiorcrypto/
Surreal Seal Campaign http://www.cornes1.fsnet.co.uk/
Taking A Hard Look At Cryptozoology http://www.ncf.carleton.ca/~bz050/HomePage.cryptoz.html
Tang's Cryptozoology Page http://cryptozoology.tk/
Tangled Forest http://www.tangledforest.com/main/tangledforest.htm
Texas Bigfoot http://texasbigfoot.net/
Texas Bigfoot Research Center http://www.texasbigfoot.com/
The Anomalist http://www.anomalist.com/
The Aquatic Monsters Site http://www.sea-monster.org/
The Beast of Gevaudan http://labete.7hunters.net/
The Bigfoot Field Researchers Organization http://www.bfro.net/
The Bigfoot Recordings http://www.bigfootsounds.com/
The Book of Thoth http://www.book-of-thoth.com/thebook/index.php/Main_Page
The Cryptid Zoo http://www.newanimal.org/
The CryptoWeb beware popups, also at http://come.to/the_cryptoweb http://www.fortunecity.com/roswell/siren/552/
The Cryptodominion http://www.angelfire.com/bc2/cryptodominion/frames.html
The Cryptozoo http://cryptozoo.monstrous.com/
The Cryptozoologist http://www.lorencoleman.com/
The Devil Hunters http://njdevilhunters.com/
The Honey Island Swamp Monster http://www.angelfire.com/la2/SwampMonster/
The Jersey Devil Club http://www.jerseydevilclub.com/
The Legend of One Eye http://www.geocities.com/legendary_spider_man/GRANBURY.HTM
The Migo of Bhutan http://www.pbs.org/edens/bhutan/a_migo.htm
The Mjoes Orm http://www.mjoesormen.no/english.htm
The Mohawk Reporter http://groups.msn.com/TheMohawkReporter/
The Monster of Weatherford Texas http://www.geocities.com/legendary_spider_man/WEATHERFORD.HTM
The Mothman http://www.themothman.info/
The New Jersey Bigfoot Reporting Center http://strange.myeyez.net/bigfootnj/
The Supernatural Zone http://www.qsl.net/w5www/ufo.htm
Thunderbird Site List http://www.angelfire.com/electronic/bodhidharma/giantbirds.html
Time Travel http://www.comedition.com/Unusual/timetravel.htm
Trunko http://en.wikipedia.org/wiki/Trunko
Twilit Grotto http://www.esotericarchives.com/
UFO Database http://www.larryhatch.net
UFO Wisconsin What's with Wisconsin anyway? I find more weird sites about it than any other state. http://www.ufowisconsin.com/
Unexplained America http://www.prairieghosts.com/unex_america.html
Unexplained Mysteries http://www.unexplained-mysteries.com/forum/index.php?act=idx
Unsolved Mysteries http://www.unsolvedmysteries.com/
Utah Creatures http://www.aliendave.com/UUFOH_Creatures.html
Virginia Bigfoot Research http://www.virginiabigfootresearch.org/
Virtual Institute of Cryptozoology http://perso.wanadoo.fr/cryptozoo/welcome.htm
WCSRO http://www.freewebs.com/casr/
WSSSG http://www.wsssg.net/
Weird New Jersey http://www.weirdnj.com/
Weird Wisconsin http://www.weird-wi.com/
Weird Wisconsin http://groups.yahoo.com/group/weirdwi/
Weirdopedia http://www.weirdopedia.com/
West Coast Sasquatch Research http://www.westcoast-sasquatch.com/
West Virginia's True Ghost Stories http://www.wvghosts.com/index.php
Winnipeg River Sasquatch Association http://wriversasquatchassoc.net/
World Mysteries.com http://www.world-mysteries.com/index.html
Wyrdology http://www.wyrdology.com/index.html
Theres a reason I have 15000 bookmarks :D
Darknecromancer
08-15-06, 06:31 PM
Cool monster!!
One question which explorers encountered it was it the Old spanish, Victorians or more modern day I've tried to look it up on the net but as you can imagine trying to lookup beast South America come up with one or two options :confused:
I'm not sure, I just remember it from this book I used to have from like '85. Didn't give much in the way of details, just the basics and a picture. Sorry I can't be of any more help.
JollyRotten
08-16-06, 04:57 PM
No problem man it's still a great beasty
Bhu!!! how many links man.........thanks been reading up on Pecos Bill
ps The weathers great here in Belgum :confused:
Darknecromancer
08-19-06, 10:26 PM
This is a more recent mythological creature from North America, no good pics online though... :(
Hodag
Huge Monstrous Humanoid
Hit Dice: 16d8+112 (184 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 19 (-2 size, +11 natural), touch 8, flat-footed 19
Base Attack/Grapple: +16/+35
Attack: Slam +26 melee (1d8 +11)
Full Attack: 2 Slam +26 melee (1d8 +11) and bite +23 melee (2d6 +5) and gore +23 melee (2d6 +5)
Space/Reach: 15 ft./15 ft.
Special Attacks: Trample
Special Qualities: Darkvision 60ft., scent
Saves: Fort +11, Ref +10, Will +11
Abilities: Str 33, Dex 11, Con 22, Int 10, Wis 12, Cha 9
Skills: Hide +6, Listen +13, Spot +13 Feats: Awsome Blow,Improved Bull Rush,Multiattack,Power Attack,Improved Toughness,Weapon Focus(Slam),Large and in Charge
Environment: Temperate forests
Organization: Solitary, Pair, or Family (2-5 plus 1-2 dire bears)
Challenge Rating: 11
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 17-32 HD (Huge); 33-48 HD (Gargantuan)
A monstrous creature leans against the tree in front of you, it appears to be sleeping but its legs remain rigid. It's vaguely humanoid in shape but it has a beastial maw and shaggy fur covers its body.
Hodags are gigantic creatures, standing at least three times as tall as most humans. Their bodies are covered in fur resembling a grizzly bear's and the two creatures seem to get along quite well. Their faces are somewhat human, but much more feral with large, bulbous eyes, bear-like snouts and whiscars. On their heads are an impressive pair of antlers like a deer's and their backs have a ridge of bone spikes jutting out. Hodags have no joints in their legs, so they must sleep by leaning against trees. A lack of joints also contributes to a disturbing and rather ineffective walk, but their long arms more than make up for that disadvantage.
Combat
Hodags are demons in melee combat, they revel in slaughter and enjoy sharing their pain with enemies. They leave anything native to their forest unmolested but ceaselessly hunt and destroy any intruders, slaming them to and fro with their massive, powerful limbs.
Trample (Ex): As a full-round action, a Hodag can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The Hodag merely has to move over the opponents in its path; any creature whose space is completely covered by the trampling creature’s space is subject to the trample attac.A trample attack deals bludgeoning damage equal to 2d8+16 points. Trampled opponents can attempt attacks of opportunity, but these take a –4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves to take half damage (DC 29).
Well at least we didnt lose too much in the change (and it can still be reposted :D ). Im going to try for one monster a week in a different world each time if thats okay with you jolly. One a week will give me research time.
JollyRotten
08-25-06, 08:40 AM
OK cool had a hell of a time trying to log in
what we missing Leprechauns gone bit of a downer ,if King Golem could repost that would be cool.
I think everything else has already been Copyed and pasted on site
Yeah Bhu go though pick out everything you think needs expanding on, thanks man.
Return of the Flumph
08-25-06, 03:29 PM
These guys are from a mythology in the Gulf of Alaska.
Kushtaka
Medium Fey
Hit Dice: 6d6+18 (39 hp)
Initiative: +3
Speed: 30/climb 20/swim 50
Armor Class: 17 (10+3 dex+4 nat), touch 13, flat-footed 14
Base Attack/Grapple: +3/+4
Attack: bite +6 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Alternate Form, Obscuring Mist, Airy Water, Transformation, Hold Breath
Special Qualities: DR 5/cold iron, SR 17
Saves: Fort +5, Ref +7, Will +6
Abilities: Str 12, Dex 16, Con 16, Int 10, Wis 14, Cha 14
Feats: Power Attack, Dodge, Weapon Focus (bite)
Challenge Rating: 6
Treasure: Standard
Alignment: Always lawful evil
Advancement: 7-24 (medium)
This seems like a normal guy in a rowboat. Then, just as you least expect anything weird to happen, he turns into a furry, white animal the size and general shape of an otter or seal. An instant latter, it grows into a bloated, marine horror with the lower half of a cetacean and a shaggy, bearlike torso rising at the front like that of a deformed centaur. This last form has long white hair, boarlike tusks, and a pair of beefy, flipperlike arms with gnarly claws, and is the size of a warhorse. The boat sinks.
In the wild, forested coastlands, drowning and being stranded are common hazards. Much worse, however, are the nature spirits that embody the lulling doom of being consumed by the woods. Kushtakas are dark fey spirits of the lost…and the found.
In its natural form, a kushtaka resembles an albino land otter. However, when a group of humans comes through their territory, they change forms quickly. Taking on the shapes of family and friends (often long lost ones), the monsters attempt to lure their victims away from their parties, so that they may be ambushed and dragged into the sea. They use their powers to prevent easy escape, often creating fog banks to cause shipwrecks so as to strand sailors in places where they are easy to snatch.
If continually frustrated or attacked, the kushtakas assume monstrous shapes and rend the poor mortals limb from limb.
Kushtakas are organized into small clans, each of which inhabits a lonesome, forested island or a system of hidden grottos. Here they keep their not-yet transformed captives, as well as any treasure they may have gathered. Kushtaka Shamans (see next entry) often collect magic items.
Combat
If it looks like there will be trouble, the kushtakas will dive into the nearest body of water and one will cast obscuring mist (they can see perfectly in heavy mist). When all is obscured, the monsters will emerge, in horror form, and begin lurching around, surrounding and pursuing their foes until none remain. Any enemies taken alive are dragged to the lair for transformation.
Alternate Form (Su): As a standard action, a kushtaka can assume the physical shape of any humanoid from small to large size, like a polymorph effect. They use this to impersonate a person’s relatives (how they know what these look like is unknown).
If threatened or angry, a kushtaka will grow into a giant seal monster bear thing. In this form, they grow to large size, gain +14 to strength, +4 to constitution, +2 to natural armor, and their base bite damage increases to 2d4. Finally, they also gain two claw attacks as secondary attacks, each of which deals 2d6 base damage. They lose their climb speed in this form, but can move on land by pulling their bloated bodies along with their arms.
Obscuring Mist (Sp): A kushtaka can cast obscuring mist at will as a sixth level druid.
Airy Water (Su): A kushtaka radiates an airy water effect within a five foot radius of itself. It can suppress or resume this ability as a free action.
Transformation (Su): Any mortal humanoid that is bound in a kushtaka lair and fed the right magic herbs begins an eerie transformation. The victim spends 1d4 days in a psychodellic trance, reliving its memories of time spent with its loved ones. As this occurs, the memories themselves erode. Dispel Evil and Remove Curse can save one from this. Once the memories are all gone, the amnesic creature starts physically mutated into an albino land otter, which takes an additional week. At this point, only wish or miracle can help. A fully transformed character is beyond redemption; even killing and raising him will only bring him back as a kushtaka.
Hold Breath (Nat): A kushtaka can hold its breath for one minute for every two constitution points it possesses before the drowning rule applies.
Kushtaka Shaman
Large Fey
Hit Dice: 18d6+108 (171 hp)
Initiative: +1
Speed: 20/swim 40
Armor Class: 22 (10-1size+1 dex+8 nat+4 deflection), touch 14, flat-footed 21
Base Attack/Grapple: +10/+19
Attack: slam +13 melee (1d8+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Alternate Form, Omniscience, Bleed, Transformation, Spell-Like Abilities, Spells
Special Qualities: DR 20/cold iron, SR 25, durability, regeneration 10 (energy or good)
Saves: Fort +10, Ref +13, Will +19
Abilities: Str 20, Dex 12, Con 22, Int 18, Wis 24, Cha 18
Feats: Combat Casting, Expand Spell, Empower Spell, Spell Penetration, Maximize Spell, Dodge, Alertness
Challenge Rating: 14
Treasure: Triple Standard
Alignment: Always lawful evil
Advancement: 19-36 (large)
Rising from the swamp, at least ten feet tall, this amphibious humanoid regards you with cold and hungry evil. It wears a shaman’s headdress on its froglike head, and a bearskin cloak hangs around its body. All around it, ghostly white otters emerge from the mist.
If kushtakas are only made by the transformation of a humanoid by another kushtaka, it stands to wonder how the cycle begin. The answer lies in these cruel fairies. Kushtaka shamans are collectors of forlorn and desperate souls, nature’s bitter appeasement to those who the seas and woodlands consume.
Kushtaka shamans sleep most of their lives. After creating a few minor kushtakas, they sit back in their ponds and use their omniscience to observe the deeds of their children in their dreams. When the kushtakas are in real trouble, big daddy awakens.
The kushtaka shaman lives in a hidden, sacred place with many kushtaka clans nearby. Lesser kushtakas regard these creatures as divine.
Combat
Unlike their spawn, kushtaka shamans are not melee bruisers. They prefer to stay out of sight and use their omniscience to pinpoint the enemy for a long ranged spell barrage.
Alternate Form (Su): As a standard action, a kushtaka shaman can become any creature within one size category of itself with which the beast is familiar, including that of a lesser kushtaka (in any form). It often becomes an animal local to the area to walk unseen or escape, while it becomes a monstrous kushtaka to fight in melee (though it tries to avoid this).
Omniscience (Nat): A kushtaka shaman constantly sees through the eyes of all kushtakas within ten miles of itself.
Bleed (Su): At will, a kushtaka shaman can cause one creature within thirty feet to bleed to death from the inside out. The creature is entitled to a fortitude save to resist (DC 23). On a failure, the victim takes one point of damage per round until death. Nothing short of heal can undo this damage or end the condition.
Transformation (Su): Any mortal humanoid that is bound in a kushtaka lair and fed the right magic herbs begins an eerie transformation. The victim spends 1d4 days in a psychodellic trance, reliving its memories of time spent with its loved ones. As this occurs, the memories themselves erode. Dispel Evil and Remove Curse can save one from this. Once the memories are all gone, the amnesic creature starts physically mutated into an albino land otter, which takes an additional week. At this point, only wish or miracle can help. A fully transformed character is beyond redemption; even killing and raising him will only bring him back as a kushtaka.
Spell-Like Abilities (Sp): At will-obscuring mist, alter memory, airy water, suggestion. All as cast by a tenth level caster.
Spells (Sp): A kushtaka shaman casts spells as a fourteenth level druid.
Durability (Nat): A kushtaka shaman never suffers from environmental effects or drowning.
JollyRotten
08-25-06, 10:07 PM
Ok guys finally
Dark Necomancer
http://worldsofimagination.com/monster%20The%20Beast.htm
http://worldsofimagination.com/monster%20Hodag.htm
http://worldsofimagination.com/monster%20Yowie.htm
savant_warlord13
http://worldsofimagination.com/monster%20EL%20Chupacabra.htm
Bhu
http://worldsofimagination.com/monster%20Ketea.htm
http://worldsofimagination.com/monster%20Ketea%20Indian.htm
Ok the Lambert Worm will be used later as I need to work on that page (to get it up to scratch) really sorry for the delay guys
again sorry to king golem your contribution it disappeared from the thread before I had a chance to build it into the celtic page (ie sort all the page up to scratch)
ps Return of the Flump I don't have a native america part of the site just yet so I was thinking in the mean time as its such a good creation of posting it on the modern section as kind of a buffy type old american monster, or possibly on the victorian fantasy as kinda some old west badness or possibly both let me know what you think.
Cerastes
Large Magical Beast
Hit Dice: 3d10+6(22 hp)
Initiative: +7
Speed: 20 ft. (4 squares), burrow 20 ft. (4 squares)
Armor Class: 15 (-1 Size, +3 Dex, +3 Natural), touch 12, flat footed 12
Base Attack/Grapple: +3/ +15
Attack: Bite+3 melee(1d4/18-20 + Poison)
Full Attack: Bite +3 melee(1d4/18-20 + Poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Poison, Burrowed Ambush, Piercing Bite
Special Qualities: Scent, Low-light Vision, Dark Vision 60', Hold Breath
Spineless, Tremor Sense 10'
Saves: Fort +3, Ref +6, Will +2
Abilities: Str 10, Dex 17, Con 15 Int 5, Wis 12, Cha 2
Skills: Balance +11Climb +8, Escape Artist +14 Hide +10, Listen +
5,Spot +5, Swim +8
Feats: Improved Initiative, Ability Focus (Poison)
Environment: Temperate Forest or Marsh
Organization: Solitary
Challenge Rating: 5??????
Treasure: None
Alignment: Neutral
Advancement: 4-8 HD (Large)
Level Adjustment: ----
Combat: A Cerastes will always remain burrowed waiting until an opponenet trips its Tremor Sense, at which point it will attack via its Burrowed Ambush ability. If outnumbered, or an opponent seems especially resistant to its venom, it will flee.
Poison (EX): Save DC 15, Initial and Secondary Damage 3d6 Con
Burrowed Ambush (EX): By taking a full round action the Cerastes can completely bury itself other than its 4 horns, two of which look like potential food. Whenever something gets within 10' it trips off the Cerastes Tremor Sense, and it strikes. While buried it is considered to have complete Concealment. Opponents can make a Knowledge Nature Check (DC 20) to realize what the horns are and avoid them if they are from an area where the Cerastes are known. Opponents who fail the Knowledge Check fall victim to the ambush. The Cerastes attack during the surprise round gets a +4 Circumstance Bonus to attack and Damage rolls, and the Save DC for its Poison raises to a 17.
Piercing Bite (EX): The Cerastes Bite criticals on a natural 18 or higher.
Hold Breath (EX): A Cerastes can hold its breath for a number of hours equal to 3 x its Constitution score before it begins to suffocate.
Spineless (EX): A Cerastes is incredibly flexible, and has no spine. This gives it a + 8 Racial Bonus to Escape Artist and Grapple checks. It may Bite in any direction, even directly behind it without problem regardless of what direction its facing.
Im reeeeeallly uncertain about the CR for this thing.The Cerastes is so weird I was tempted to make it an Aberration. Im not that great at doing CR for monsters to begin with and this thing. Its basically a Large Viper with a few extra powers , but those extra powers are quite devastating. Im wondering if I should increase the hit dice because it can do a lot more damage than its level would suggest.
Ill be working on some of the Viking Sea Monsters next.
JollyRotten
08-27-06, 09:34 PM
Thanks for that man , you don't really see many soley Roman monsters, they're mainly versions of the Greeks, I havent posted it yet as I'm trying to find a cool background for my Roman pages-cheers again
JollyRotten
09-01-06, 07:50 AM
Finally tarted up the Roman section heres your monster Bhu http://www.worldsofimagination.com/monster%20Cerastes.htm
Ill have the Norse monster done in a bit. My local ISP is going wacko and keeps cutting out. Its been raining hard the last few days and people keep ramming the poles holding up the power lines. :banghead:
I should have the Sea Worm up tomorrow. In the meantime heres a few links you might find interesting
http://www.strangeark.com/
http://www.orkneyjar.com/folklore/stoor.htm
http://www.strangeark.com/ebooks/
http://www.harvestfields.ca/etextLinks/041/52.htm
http://www.timelessmyths.com/norse/monsters.html
http://web.cn.edu/kwheeler/monster_list.html
Of the Norse Sea Monsters the Prister (also called Physeter) seems like an Epic level monster which I havent done so Im concentrating on the Sea Worm for now:
Norse Sea Worm
Gargantuan Vermin (Aquatic)
Hit Dice: 12d8+12 (66 hp)
Initiative: - 2
Speed: 20 ft. (4 squares), swim 20', climb 10'
Armor Class: 10 (- 4 Size, -2 Dex, +6 Natural), touch 4, flat-footed 10
Base Attack/Grapple: +9/+26
Attack: Grapple +26
Full Attack: Grapple +26
Space/Reach: 20 ft./15 ft.
Special Attacks: Burning Touch, Improved Grab
Special Qualities: Amphibious, Tremor Sense 50', Repulsion
Saves: Fort +12, Ref +1, Will +2
Abilities: Str 23, Dex 6, Con 12, Int -, Wis 8, Cha 2
Skills: Hide -14, Swim +13
Feats: None
Environment: Cold Aquatic
Organization: Solitary, Colony (2-5), or Swarm (7-12)
Challenge Rating: 4????????
Treasure: None
Alignment: Always Neutral
Advancement: (17-23 HD Gargantuan)
Level Adjustment: ---
Improved Grab(EX): The Sea Worms only attack is a Grapple, which subsequently allows it to use its Burning Touch.
Burning Touch(EX): The Sea Worms skin is covered in fine hairs and irritant venom. Anyone touching the Sea Worm barehanded or with a Natural Weapon, or that grapples or is grappled by a Sea Worm is subject to its Burning Touch. They must make a Fortitude Save each round they touch the Sea Worm (DC=17) or be Nauseated for as long as they are touching the Sea Worm, being Grappled by it, and for 1d6 rounds thereafter. After that they have a -2 circumstance penalty to all rolls for the next 3 days. If they actually grabbed the worm with their hands the following skills take a -6 penalty for this period of time: Climb, Craft, Disable Device, Disguise, Forgery, Heal, Open Lock, Sleight of Hand, Use Rope. He will be in intense pain anytime anything even so much as touches the affected area. Casters are -6 on all Concentration checks for this period of time. A Neutralize Poison spell reduces the penalties to half (there are still the irritant hairs lodged in your skin), and a Heal spell cures it completely. Anything foolish enough to bite the Sea Worm must make the Save or be Nauseated for 1d6 minutes, and takes the same -2 circumstance penalty for the next 3 days. If something tries to swallow the Sea Worm it immediately vomits it back up, and takes the same penalties as it would as if it had bitten the Worm, but is not allowed a Save. If the Save is successful the victim merely takes a -2 circumstance penalty to all rolls for 1d6 hours (1 day if it bit the Sea Worm).
Repulsion: Sea Worms are repulsed by Seal fat, and will do their best not to approach or touch an object coated in it. If a person coated in Seal fat attacks, tehy will grapple him for one round, and make for an escape to the sea when their Burning Touch takes effect.
Im really really unsure about the CR for this one. They wont attack unless someone else attacks them, and their touch is quite devastating for the parties future encounters. Not sure it'd make the greatest monster.
Ill be working on the Bugganes next.
Okay the Bugganes are gonna be a little weird. There are several differnet creatures described under the name from shapeshifters, to malicious elves, to ogres, to horrifying demons. Heres a few links to show the differneces:
http://www.sacred-texts.com/neu/celt/phy/phy19.htm
http://www.isle-of-man.com/manxnotebook/fulltext/mnq1904/n091.htm
http://www.geocities.com/Athens/Forum/4611/fairyP.html
see Phynodoree
http://faerie.monstrous.com/faerie_n-z.htm
http://www.tartanplace.com/faery/gobln.html
http://www.isle-of-man.com/manxnotebook/fulltext/wc1912/ch02.htm
http://www.economicexpert.com/a/Buggane.htm
Let me know which version you would prefer.
Jolly? You still out there?
Raptorial
09-25-06, 02:55 PM
EDIT: Long ago, was angry back then...
JollyRotten
09-25-06, 09:16 PM
Jolly? You still out there?
Hi man yeah totally I thought this thread had died:)
I'll take a look though cheers
Sorry Raptorial. Didnt mean to make for bad feelings. I included the crypto links because one of the campaigns listed on Jolly's site is a cryptid world. No offense meant.
Hi man yeah totally I thought this thread had died:)
I'll take a look though cheers
Cool. Lemme know which version of the Buggane you'd like. You basically have giant ogres (which description i can only find on Wiki and nowhere else, malicious elves who hate churches, little old men confined to the sea, or shapeshifting demons.
JollyRotten
09-27-06, 01:19 AM
Had a look though and I can see your problem the whole church gets involed and messes all the facts around, basically as its going into a pre-christain celtic campaign I'd lose anything that has or comes from those texts that mention the church ect. (Same thing happened to king arthur really messed up the stories) just kinda go with the Celtic stuff, hope that clears it up a bit
Raptorial
09-27-06, 01:59 PM
Bhu, I'm glad you meant no offense. It's just that a lot of people don't take the profession seriously.
Okay, I'll try to have it done by the wekend
Now I just have to figure out a mechanic for a monster that uses its own thrown head for a weapon
Buggane
Large Fey (Aquatic)
Hit Dice: 10d6+30 (65 hp)
Initiative: +6
Speed: 40 ft. (8 squares), burrow 20 ft., swim 30ft.
Armor Class: 21 (-1 Size, +2 Dex, +10 Natural), touch 11, flat-footed
19
Base Attack/Grapple: +5/+18
Attack: Claw + 13 melee (1d6+9)
Full Attack: 2 Claws +13 melee (1d6+9) and Bite + 8 melee(1d6+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Horrifying Appearance, +3d6 Sneak Attack
Special Qualities: Low-Light Vision, Alter Appearance
Saves: Fort +6, Ref +9, Will +9
Abilities: Str 28, Dex 15, Con 16, Int 14, Wis 14, Cha 16
Skills: Bluff +16, Climb +22, Hide +15, Intimidate +16, Listen +15,
Move Silently +15, Spot +15, Swim +30
Feats: Alertness, Improved Initiative, Power Attack, Staggering Strike
Environment: Temperate Forest or Aquatic or Underground
Organization: Solitary or (rarely) a group (3-6)
Challenge Rating: 7 0r 8?
Treasure: Standard
Alignment: Chaotic Evil
Advancement: 11-18 HD (Large)
Level Adjustment: ----
SKills: Bugganes have a +8 Racial Bonus to Swim checks.
Alter Appearance (Su): Bugganes can use glamer to alter their appearance. They can appear to be anything of Small to Large Size. This is effectively similar to the spell Persistent Image (Caster Level is equal to Bugganes Hit Dice, Will Save DC=18, Save is Cha based), except that it only effects the Bugganes appearance, and can be turned on and off at will. This is used to foll or scare opponents (see below).
Horrifying Appearance (Su): The Buggane can use its Alter Appearance ability to change into particularly terrifying imaginary forms. If it's opponent fails the Will Save to disbelieve the Bugganes Alter Appearance the Buggane may try using Horrifying Appearance to scare him. If it is successful the Bugganes opponent must flee in Fear for 1d6 rounds if it is 5 Hit Dice or less, or it is Dazed for 2 rounds if it is 6-10 HD. Creatures with 10 or more Hit Dice are unaffected. Creatures who save successfully are immune to this Bugganes Horrifying Appearance ability for 24 hours.
Sneak Attack (Ex): Works exactly like the Rogue's ability of the same name, and Sneak Attack damage gained from Rogue levels stacks with this.
Combat: Bugganes prefer to pretend to use their Alter Appearance ability to pretend to be a dead or lame humanoid or animal, and try to lull opponents into lowering their defenses before they attack. Or it jumps from the shadows using its Horrifying Appearance to frighten victims and then pick them off.
Buggane is done. Lemme know if you want changes otherwise I'll be going to work on the Al.
Apparently there are 2 versions of the Al. Which would you prefer, and do you want me to include hte weirder abilities and vulnerabilities?
http://en.wikipedia.org/wiki/Al_%28Armenian_folklore%29
http://webhome.idirect.com/~donlong/monsters/Html/Al.htm
JollyRotten
10-07-06, 09:42 PM
Hi mate Bugganes looking good
With the Al i'd again avoid any present religous references
Ie the Islamic stuff within the references
Sorry I haven't been posting much been working on my Egption setting take a look on worlds and now my lost world setting and its turned into a huge task, (will load it once its done)
Cheers again
The Islamic stuff isnt exactly modern. So far as I can tell i cant find any pre-Islamic stories about the Al, excpet perhaps the corpse eating women version
Raptorial
10-08-06, 01:23 AM
Could you do a caladrius, Stymphalian bird, or simmurgh?
Could you do a caladrius, Stymphalian bird, or simmurgh?
Yep. Lemme finish the Al and I'll give it a shot
Al
Medium Fey
Hit Dice: 10d6+40 (75 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 18 (+8 Natural), touch 10, flat-footed 18
Base Attack/Grapple: +5 /+9
Attack: Claw +9 melee (1d4+4)
Full Attack: 2 Claws +9 melee (1d4+4) and 1 Bite +7 melee (1d8 +2/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Metal Teeth, Terrifying Appearance
Special Qualities: Damage Resistance 10/Cold Iron, Low-light Vision, Dark Vision
60'
Saves: Fort +7, Ref +7, Will +9
Abilities: Str 20, Dex 10, Con 18, Int 14, Wis 14, Cha 18
Skills: Bluff +12, Climb +13, Hide +8, Intimidate +12, Jump +13,
Knowledge (Local) +10, Listen +10, Move Silently +8,
Search +10, Spot +10, Survival +10, Swim +13
Feats: Ability Focus (Terrifying Appearance), Improved Initiative,
Improved Natural Attack (Bite), Multiattack
Environment: Warm Swamp
Organization: Solitary
Challenge Rating: 5???
Treasure: Standard
Alignment: Neutral Evil
Advancement: 11-15 HD (Medium), 16 -20 HD (Large)
Level Adjustment: ----
Metal Teeth(Ex): Aside from enhancing the critical threat range, the Als metal teeth are considered Cold Iron for purposes of overcoming Damage Reduction.
Terrifying Appearance (Su): Anyone seeing an Al must make a DC 21 Willpower
Save or be panicked for 2d4 rounds. Save DC is Charisma based, opponents who succeed are immune to this ability for 24 hours. This is a mind-effecting fear effect.
Not sure how I like this one. Tried making it as close to the legend as possible with a few boosts to make it effective, but I'm not entirely stisfied with how it turned out.
Okay the Al is done for now. GOnna do one of the bird monsters I promised real quick and then I'll work on Petsuchos if you have no objections.
Insane Pixie
10-15-06, 03:44 PM
Hey, I saw you (Bhu) mention the Petsuchos, so I dug this guy up and updated him a wee bit. Hope you don't mind.
Petsuchos
Huge Magical Beast
Hit Dice: 10d10+50 (105 hp)
Initiative: +1
Speed: 20 ft. (6 squares), swim 30 ft.
Armor Class: 17 (-2 size, +1 Dex, +8 natural) touch 9, flat-footed 16
Base Attack/Grapple: +10/+26
Attack: Bite +11 melee (2d6+12) and tail slap +11 melee (1d10+4) or Sunbeam (4d6)
Full Attack: Bite +11 melee (2d6+12) and tail slap +11 melee (1d10+4) or Sunbeam (4d6)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved Grab
Special Qualities: Hold Breath, Low-light vision
Saves: Fort +12, Ref +4, Will +9
Abilities: Str 27, Dex 12, Con 19, Int 14, Wis 14, Cha 12
Skills: Hide +1 *, Listen +5, Spot +5, Swim +16
Feats: Alertness, Endurance, Skill Focus (Hide )
Climate/Terrain: Desert
Organization: Solitary
Challenge Rating: 6
Treasure: Standard
Alignment: Usually neutral
Advancement: 11-15 HD (Huge); 16-30 HD (Gargantuan)
Level Adjustment: -
A petsuchos appears as a crocodile with shimmering green scales. A sundisk sits upon its head, resting upon a beautifully crafted golden headress.
Combat
Petsuchos' are vicious opponents, tearing away at their foes with their sunbeam while they approach, and ripping them apart with their bite in close quarters.
Sunbeam (Su)
Once every 1d4 rounds, as a standard action, a Petsuchos can fire a focused beam of sunlight at a foe within 200 feet. The attack deals 4d6 fire damage. The beam strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Since this attack does not require an attack roll, it cannot score a critical hit. Using this ability provokes attacks of opportunity.
Cool. I'll do the Stymphalian Birds I promised Raptorial then, and I'll start on the Serpopard.
JollyRotten
10-15-06, 09:29 PM
Excellent work guys thanks for keeping the thread going
http://www.perseus.tufts.edu/Herakles/birds.html
http://en.wikipedia.org/wiki/Stymphalian_Birds
http://www.godchecker.com/pantheon/greek-mythology.php?deity=STYMPHALIAN-BIRDS
Stymphalian Bird
Medium Magical Beast
Hit Dice: 3d10+6 (22 hp)
Initiative: +1
Speed: 10 ft. (2 squares), Fly 60 ft (average)
Armor Class: 19 (+1 Dex, +8 Natural Armor), touch 11, flat-footed 18
Base Attack/Grapple: +3/+5
Attack: Bite +5 melee (1d6+2) or Feather +4 ranged (1d6)
Full Attack: Bite +5 melee (1d6+2) or Feather +4 ranged (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Armor Peircing Bite
Special Qualities: Dark Vision 60 ft.
Saves: Fort +5, Ref +4, Will +3
Abilities: Str 14, Dex 13, Con 14, Int 3, Wis 14, Cha 6
Skills: Listen +5, Spot +13
Feats: Power Attack, Point Blank Shot
Environment: Warm Marsh
Organization: Flock (10-100)
Challenge Rating: 2???
Treasure: None
Alignment: Always Neutral
Advancement: 4-6 HD (Medium)
Level Adjustment: ---
Armor Peircing Bite (Ex): The Stymphalian Birds Beak attack ignores non-magical Armor and Natural Armor bonuses to AC.
Skills: The Stymphalian Bird has a +8 Racial Bonus to Spot checks
There ya go Raptorial. Sorry its so late. Had offline problems. Will try the Simurgh soon enough. Gotta get the Serpopard done now.
http://en.wikipedia.org/wiki/Serpopard
http://www.touregypt.net/featurestories/beasts.htm
Serpopard
Medium Magical Beast
Hit Dice: 5d10+10 (37 hp)
Initiative: +4
Speed: 40 ft. (8 squares), Climb 20 ft.
Armor Class: 17 (+4 Dex, +3 Natural), touch 14, flat-footed 13
Base Attack/Grapple: +5/+8
Attack: Bite+9 melee (1d6+3 plus poison)
Full Attack: Bite +9 melee (1d6+3 plus poison), and 2 Claws +4 melee
(1d3+1)
Space/Reach: 5 ft./5 ft. (10 ft. with Bite)
Special Attacks: Poison
Special Qualities: Dark Vision 60 ft., Low Light Vision, Scent
Saves: Fort +6, Ref +8, Will +2
Abilities: Str 16, Dex 19, Con 15, Int 3, Wis 12, Cha 6
Skills: Balance +12, Climb +11, Hide +8, Jump +11, Listen +7,
Move Silently +8, Spot +6
Feats: Alertness, Weapon Finesse
Environment: Warm Forest or Desert
Organization: Solitary or Pair
Challenge Rating: 3???
Treasure: None
Alignment: Always Neutral
Advancement: 6-8 HD (Medium)
Level Adjustment: ---
Skills: Serpopards have a +8 Racial Bonus on Balance, Climb, and Jump Checks. They also have a +4 Racial Bonus to Hide and Move Silently Checks.
A Serpopard can always take 10 on climb checks even if rushed or threatened.
Poison (Ex): Fort Save DC 14, Initial and Secondary Damage is 1d6 Con.
next monster up is the Philocritus
Raptorial
10-23-06, 09:40 AM
Yeah! That Stymphalian bird is pretty cool, now I've got a beast that can swoop from the swamp trees onto my unsuspecting players...
Yeah! That Stymphalian bird is pretty cool, now I've got a beast that can swoop from the swamp trees onto my unsuspecting players...
Peek at the links too. They'll give you some extra ideas.
Tevish Szat
10-23-06, 03:58 PM
One thing that really peeves me off :headexplo is what has been seen above relating to cryptozoology. It is a science, and studies as of yet undiscovered such as bigfot, yowie, yeti, lake and sea monsters, thunderbirds (my favorite since I have actually seen one) and other mysterious creatures. We are NOT a pseudoscience, most of us (Tom Biscardi not included) are zoologists who reasearch creatures that others ignore out of bias or some other reason. Okay, that's my word.
I here ya. Cryptozoology is somethign i;ve alwasy been interested in as a science. just bvecause the dicipline seeks to discover evidence for the existance of such creatures dosn;t make it a psuedoscience. After all, one of the basic precepts of science is exploration... countless new species are found each year (the exact average i do not know), why not previously "mythical" ones?
the following, however, are more bent towards mythical: a while ago, i created a large number of fey out of myth and legend. all of these are european, mostly germany and scandanavia, plus the british isles.
Alven (http://boards1.wizards.com/showpost.php?p=6813319)
Attorcroppe (http://boards1.wizards.com/showthread.php?t=371961)
Drac (http://boards1.wizards.com/showthread.php?t=371884)
Gwyllion (http://boards1.wizards.com/showpost.php?p=6813351)
Phooka (http://boards1.wizards.com/showthread.php?t=386588)
Troll (http://boards1.wizards.com/showthread.php?t=371881)
Trow (http://boards1.wizards.com/showthread.php?t=371872)
My UnCon entry this year (Drekavac) is also mythical, but i;m goign to have to say that any reproduction of it is going to have to wait until UnCon is over.
dengarbountyhunter
10-23-06, 07:32 PM
The Bonhomme Sept-Heures is a monster from Québec (that big francophone province in Canada) folklore. Its name has a long history: when a man had a displaced bone (from cutting wood, or any other hard labour), the bone setter had to come. Setting back the bone was a painful operation and the patient often screamed, which would scare the children a lot. Thus, when the children were not behaving correctly, the parents menaced that the bone setter would come and make them scream. The name “bone setter” slowly changed to “bonhomme sept-heures”, or "seven o’clock man". This is why the Bonhomme Sept-Heures is said to come around the houses at seven (it’s dark at this hour during the winter; I’m writing this at 7:15 and it’s pitch dark) to capture children who are not in bed.
Bonhomme sept-heures
Large giant
Hit Dice: 12d8+48 (95 hp)
Initiative: -1
Speed: 40 ft. (6 squares)
Armor Class: 19 (–1 size, -1 Dex +10 natural, +1 padded armor), touch 8, flat-footed 21
Base Attack/Grapple: +9/+21
Attack: slam +16 melee (1d8+7)
Full Attack: 2 slams +16 melee (1d8+7)
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved grab
Special Qualities: Darkvision 60 ft
Saves: Fort +12, Ref +3, Will +4
Abilities: Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 7
Skills: Climb +7, Hide +5, Jump +7, Listen +3, Spot +6
Feats: Improved Natural Weapon (slam), Power Attack, Stealthy, Weapon Focus (grapple), Weapon Focus (slam)
Environment: Plains
Organization: Solitary
Challenge Rating:Somewhere around 6
Treasure: standard
Alignment: Always neutral evil
This bearded giant has a crooked long nose, a spiky ochre beard and a large and shapeless hat. His bulky shape is clad in stinky rags, except for his large hands and feet, bare but covered in long hair. He wears a large sack on his shoulder that could easily hold a child or two.
The Bonhomme Sept-Heures is an evil creature that seeks to capture children to eat them. The number of these creatures is absolutely unknown; it might even be only a legend to scare children. He comes out at 7 o’clock and stealthily, despite its size, walks around the houses, watching for a small child to capture.
COMBAT
The Bonhomme Sept-Heures fights ferociously, trying to capture opponents and put them in his special bag of holding. He prefers to flee from a battle against more dangerous opponents.
Improved Grab (Ex): To use this ability, the Bonhomme Sept-Heures must hit an opponent least one size category smaller than itself with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to put the held creature in his bag of holding with another grapple check.
Bag of holding (Su): The Bonhomme Sept-Heures always carries a large magical sack with him. He never carries possessions in it, only creatures. The bag can hold 4 Medium-sized creatures, 8 Small creatures, 16 Tiny creatures or 32 Diminutive or Fine creatures. The bag is far more resilient than a normal bag of holding. It has an AC of 20, a hardness of 5 and 15 hit points. Also, a captured creature can breathe normally.
Raptorial
10-23-06, 07:58 PM
http://ewancient.lysator.liu.se/pic/art/c/a/cab3/greekbird.jpg
What's above is a great picture of a Stymphalian bird I found, and it gives you an idea of why I wanted it. Just for ideas, I'll show you a few more. Below is a simurgh-
http://tn3-2.deviantart.com/fs9/300W/i/2006/003/5/9/Simurgh
A caladrius-
http://bestiary.ca/beastimage/img4447.jpg
I would also love a tanuki (think shapeshifting raccoonfolk). :D I couldn't find a picture that wasn't either a human with raccoon ears and tail or a pudgy raccoon. I'm pretty sure there was one in a webcomic I read, if anyone's seen that webcomic (I know which one it was in, I just want others to find out), please post a link to the comic so the statter can have an idea of what he (or she) is dealing with.
Uh..if I do you a Tanuki I'd have to post it on the mature boards or PM it to you. They have certain....disturbing abilities....
Raptorial
10-25-06, 09:16 AM
Disturbing abilities? In all I've read they're shapeshifters. Nothing disturbing about that. Unless there's something I missed in my mental bestiary...
DebiHuman
10-25-06, 03:55 PM
Disturbing abilities? In all I've read they're shapeshifters. Nothing disturbing about that. Unless there's something I missed in my mental bestiary...
Wikipedia explains this in detail that would not be appropriate here.
Debby
Disturbing abilities? In all I've read they're shapeshifters. Nothing disturbing about that. Unless there's something I missed in my mental bestiary...
I'll PM you. WIll do more monsters soon (prolly this weekend). I have to get one for Jolly first and then more biridie monsters for you. :D
Hey Jolly the Philocritus seems to be best done as a template. Was gonna make it humans only though. Should I make it a unique monster? Phiolcritus seems to be a one of a kind deal?
http://p214.ezboard.com/fmythicalodysseyforumfrm10.showMessage?t opicID=2.topic
http://omega.cohums.ohio-state.edu/mailing_lists/CLA-L/2001/02/1073.php
Sparagmos mentioned in the second link is a term for ritual dismemberment btw.
JollyRotten
10-25-06, 10:12 PM
Hi man template sounds good
Then why not thaen stat (the orginal) Phiolcritus from the template
Kinda like stating Jason from the D20 Bogey men template
ps if you do the above mature monster above could you pm it to me to
pps I have not as yet put/loaded some of your latest creations on my site as I've been concertrating on other parts of the site I will however do it over the weekend, would you like me to post the links on the thread?
Hi man template sounds good
Then why not thaen stat (the orginal) Phiolcritus from the template
Kinda like stating Jason from the D20 Bogey men template
ps if you do the above mature monster above could you pm it to me to
pps I have not as yet put/loaded some of your latest creations on my site as I've been concertrating on other parts of the site I will however do it over the weekend, would you like me to post the links on the thread?
I would stat Philocritus if I could find some friggin background on him. His story seems to be mentioned a lot but I cant find a link to it yet (course I havent had any real time to look either).
Dont need to post links I visit your site every time when i decide to star ton a new monster. :)
May do the Tanuki but I have to think long and hard on it. Some of its abilities would be really hard to do a mechanic for.
dengarbountyhunter
10-26-06, 09:40 PM
Well how nice of you. I post a mythological creature for your thread and I don't even get a single comment... If you find it too generic or boring, please tell me instead of ignoring it.
JollyRotten
10-27-06, 07:02 AM
Hi man been trying to figure which campagin to add it to I've been thinking either the victorian or when I get around to rebuilding the fairytail one( kinda high medevil think dark shrek). or possibly modern
as for your monster I think its cool
And while I'm on the subject thanks to all for posting monsters and imput
Oh and Tevish Szat I shall add them to the Celts and norse campagn's
Bhu back to the Philocritus I might just give it the bogey man template its sounds like the ancient greek Jason
Insane Pixie like the petsuchos the cultists of Sobek will be happy
lol I've just read up up on the Tanuki all I can say is its got balls:D
hope I've not missed anyone out
cheers
DebiHuman
10-27-06, 01:41 PM
Well how nice of you. I post a mythological creature for your thread and I don't even get a single comment... If you find it too generic or boring, please tell me instead of ignoring it.
I don't think it was intentional but it was an oversight.
It's not at all boring but it should this have giant subtype rather than monstrous humanoid. It should have D8 hit dice not D10 -- especially since this critter targets children.
I wasn't fond of the bag of holding losing all its powers when the giant is killed -- it could just expel the children. What if the bag were just stolen? The way you have written it, if the bag were stolen, it would keep its powers. Just make it a variant Bag of Holding (one that allows its contents to breathe normally). It doesn't muck up the mechanics and it would be a nifty item to give to players.
Just my 2 cents.
Debby
dengarbountyhunter
10-27-06, 08:03 PM
Yeah, but it's easy to pierce a normal bag of holding. My idea was to make it a kind of "damage-less swallow whole", and the only way I could see that happen is with a magical bag. Of course, he could dislocate his jaw and eat children, but it's pretty hard to explain that they're not harmed, can breathe normally and can be expelled when the Bonhomme Sept-Heures is back to his lair. Plus, that's not what the guy does in Québec folklore.
I agree that as its only treasure, it could keep its powers when he is killed, but if it is to be stolen... the Bonhomme could just remove its power or something? It's a free bag of holding for any group with a rogue if it can just be stolen.
Philocritus was actually an "embodied ghost". i.e. a physical ghost. he appears to murder his own son, but I cant find why or who he was other than that. It will make for a nice alternative ghost template though.
JollyRotten
10-27-06, 11:20 PM
Ok D20 but hope you see where I'm going with this
REVENANT (TEMPLATE)
A revenant appears much as it did in life. Although the
decay and stench of a dead body are lacking, its skin has a
deathly pallor. Its body typically shows subtle or obvious
signs of its manner of death. A revenant understands
that it is dead and seeks to hide this fact from
anyone who might see it, so it rarely moves about in the
daylight and avoids brightly illuminated areas. Those who
knew the revenant in life usually recognize it. The revenant
retains its memories and habits, but it seems colder and
more emotionally distant than it once was. Astute observers
might also note that the revenant is nimbler than it once
was.
Template Traits
“Revenant” is an acquired template that can be added to any corporeal living creature that has both an Intelligence score and a Charisma score greater than 6 (referred to hereafter as the “base creature”). The creature’s type changes to undead. It uses all the base creature’s statistics and special abilities except as noted here.
Challenge Rating: Same as base creature +2.
Hit Dice: Change to d12.
Speed: The base creature’s speeds increase by +10 feet each.
Defense: The base creature’s natural armor bonus improves by +4.
Special Qualities: A revenant retains all the special qualities of the base creature and gains the additional special qualities described below.
Revenant Regeneration (Ex): The base creature loses the regeneration and fast healing special qualities if it had them and gains revenant regeneration instead. Only damage that matches the revenant’s special vulnerability (see below) actually reduces its hit points. However, damage of other sorts does have an effect. Track the creature’s nonvulnerability damage separately from its hit points. When that damage equals or exceeds its actual current hit point total, it falls prone and is immobile and helpless for 2d6 rounds.
During this time, any further damage dealt to it heals instantly. When this time elapses, the revenant arises to fight again, and its nonvulnerability damage tally is wiped clean. Note that damage matching the revenant’s special vulnerability reduces its revenant regeneration damage threshold by reducing its actual hit points.
Special Vulnerability (Ex): Each revenant has a special vulnerability related to the way it died. Any attack that deals the kind of damage that caused the revenant’s original death deals damage to the creature normally. Should the revenant reach 0 hit points from such damage, it is destroyed. Possible damage types include acid, electricity, fire, cold, sonic/concussion, slashing, piercing, bludgeoning, and ballistic.
A revenant that died from poison, starvation, suffocation, or some other cause that does not cause hit point damage is instead vulnerable to some danger that frightened it in life or some means of death that it meted out to others. Choose one of the damage types above for its special vulnerability on that basis.
If the revenant was killed by an attack that dealt multiple types of damage, only one of those damage types counts as its special vulnerability. If the revenant is subjected to another such mixed-damage attack, it takes hit point damage only from the type to which it is vulnerable.
Turn Resistance (Ex): A revenant is treated as an undead with Hit Dice equal to the base creature’s Hit Dice +3 for the purpose of turn or rebuke attempts. This turn resistance increases by an additional +2 when it sees a creature upon which it wishes to take revenge and decreases by –2 while it is within sight of its vulnerability fear (see below). These modifiers stack.
Undead: Revenants have the traits and immunities common to undead.
Vulnerability Fear (Ex): A revenant is terrified of any specific items directly associated with its cause of death. Only something directly associated with the revenant’s death can cause this fear; the creature cannot be deceived by illusions or duplicates. When the revenant sees the item it fears, it must succeed at a Will saving throw (DC 15) or be shaken for 24 hours. Success leaves it shaken for only 1d4 rounds. If that item is used to deal damage to the revenant that matches its special vulnerability, the revenant must succeed at a Will saving throw (DC 20) or be panicked for 1 minute and shaken for 24 hours thereafter. Success indicates that the revenant is shaken for 1 minute. The time that a revenant is shaken or panicked from this effect does not stack.
Allegiances: Revenge becomes the revenant’s sole purpose. Any allegiances that would interfere with that goal are sublimated or abandoned (GM’s choice).
Saves: Same as the base creature, modified by new ability scores.
Ability Scores: A revenant gains the following ability score increases: Str +4, Dex +6, Cha +4. As an undead creature, a revenant has no Constitution score and uses its Charisma modifier for all Constitution and Constitution-based checks.
Skills: A revenant gains a +8 species bonus on Balance, Climb, Escape Artist, Hide, Intimidate, Jump, Listen, Move Silently, Sense Motive, Spot, and Tumble checks. It can use Tumble as though it had ranks in the skill, even if it was untrained in life. A human revenant retains the extra skill points afforded to all humans.
Feats: A revenant receives Combat Reflexes, Improved Initiative, Lightning Reflexes, Quick Draw, Quick Reload, and Run as bonus feats, assuming the base creature meets the prerequisites and doesn’t already have these feats. A human revenant keeps the extra feat it gained as a 1st-level human character.
Advancement: By character class.
And
BOGEYMAN (TEMPLATE)
Template Traits
“Bogeyman” is an acquired template that can be added to any corporeal humanoid (referred to hereafter as the “base creature”). The creature retains its humanoid type. It uses all the base creature’s statistics and special abilities except as noted here.
Challenge Rating: Same as base creature +1.
Defense: The base creature’s natural armor bonus improves by +3.
Special Qualities: A bogeyman retains all the special qualities of the base creature and gains the additional special qualities described below.
Death’s Door (Su): A bogeyman appears to die if reduced to –10 hit points. However, unless it is reduced to its negative Constitution score in hit points, its “death” is only temporary; when the bogeyman’s fast healing ability (see below) brings its hit point total to 1 or higher, it springs back to life.
Fast Healing 5 (Su): A bogeyman heals 5 points of damage per round until it is reduced to its negative Constitution score, at which point it dies. This ability does not enable the bogeyman to regrow or reattach severed body parts.
Immunities (Ex): A bogeyman is immune to disease, mind-affecting effects, necromantic effects, paralysis, poison, and sleep. It is not subject to nonlethal damage.
Allegiances: Previous allegiances are lost; Replaced by an allegiance to evil. Changed allegiances might cause the loss of particular class abilities.
Saves: Same as the base creature, modified by new ability scores.
Ability Scores: A bogeyman gains the following ability score increases: Str +2, Con +4. A bogeyman must have a minimum Constitution score of 11.
Languages: A bogeyman rarely speaks, but it can read, write, and understand whatever languages the base creature could.
Feats: A bogeyman gains Great Fortitude and Improved Damage Threshold as bonus feats, assuming that it meets the prerequisites and the base creature did not already have those feats. A human bogeyman keeps the extra feat it gained as a 1st-level human character.
Advancement: By character class.
Kinda the whole unstopable juggernaut
From your link
An interesting story of a "revenant" or "embodied ghost." But the dead Philinnion does not seem to suck the blood of young Machates, though perhaps she was intending to get around to that eventually, as Menippus' "bride of Corinth" would have done if she hadn't been thwarted by Apollonius. In any case, this story does seem a good example of someone who is a corpse by day but comes alive at night, which is what I was looking for.
The next story Phlegon tells (I'm getting this from D. Felton's "Haunted Greece and Rome," UT, 1999, p. 26) might be a bit closer to the vampirish notion of an "embodied ghost" that eats people. It's the story of one Philokritos who returns from the grave and shows up in his town's bouleuterion demanding that his hermaphroditic child be handed over to him. When s/he is, he commits sparagmos upon him/her and eats her/him, then disappears.
I've tried to find some more on this but like you I have come up empty handed about the story though this is intersting it seems tied in some way to Dionysus
sparagmos
pronounced spa-rahg-MOS
(The faint of heart or stomach may not want to read on, but...)
The word in Ancient Greek that refers to the ritual disembodiment of a live animal. A tearing, limb from limb. Sparagmos was one element of the primary rite of Dionysiac religion, ecstatic mountain dancing. The second act was omophagia "act of eating raw flesh". The culmination of this rite was an ecstatic frenzy in which the dancers (maenads) tore apart and devoured raw an animal such as a goat or a fawn. These rites were still practiced in various areas in the fifth century and even down into Roman times, but at Athens Dionysus (also spelled Dionysos) was a much tamer god.
In Euripides' Bacchae, King Pentheus seeks to suppress the Dionysian cult with force, but is unable to prevent the women of Thebes from swarming into the mountains, among them his mother Agave and her two sisters. The king has Dionysus arrested, but the god easily frees himself and entices Pentheus to disguise himself as a woman and sneak into the woods to spy on the activities of the raving maenads. Adorned in a long, womanly robe and wearing a wig with long, blond curls, he is led as a victim to the maenads. With their bare hands they tear him limb from limb, his own mother tearing out his arm and shoulder. When the women return to the city, she returns with the head of Pentheus impaled on a stick. Only later, as she comes to her senses, does she realize that activities of the cult have lead to the sparagmos of her own son.
A description of sparagmos from Bacchae (lines 745-746):
... And then you could have seen a single woman with bare hands,
tear a fat calf, still bellowing with fright,
in two, while others clawed the heifers to pieces.
There were ribs and cloven hooves scattered everywhere,
and scraps smeared with blood hung from fir trees.
And bulls, their ranging fury gathered in their horns,
lower their heads to charge, then fell, stumbling
to the earth, pulled down by hordes of women
and stripped of flesh and skin more quickly, sire,
than you could blink your royal eyes.
JollyRotten
10-27-06, 11:26 PM
I don't think it was intentional but it was an oversight.
Yep pretty much
ps hi debs long time no see
I get tomorrow to do some research to see what i turn up. If i think its different enough from the above templates ill stat it out.
JollyRotten
10-28-06, 12:11 AM
I get tomorrow to do some research to see what i turn up. If i think its different enough from the above templates ill stat it out.
I'm racking my brains to see where I got the oringinal info- lots of greek monsters goggle searchs and various books, a year go!
seems the Dionysus and hermaphroditic searchs are coming up with more info than the soley Philokritos ect ones
DebiHuman
10-28-06, 10:09 AM
Yeah, but it's easy to pierce a normal bag of holding. My idea was to make it a kind of "damage-less swallow whole", and the only way I could see that happen is with a magical bag. Of course, he could dislocate his jaw and eat children, but it's pretty hard to explain that they're not harmed, can breathe normally and can be expelled when the Bonhomme Sept-Heures is back to his lair. Plus, that's not what the guy does in Québec folklore.
I agree that as its only treasure, it could keep its powers when he is killed, but if it is to be stolen... the Bonhomme could just remove its power or something? It's a free bag of holding for any group with a rogue if it can just be stolen.
The bag makes a lot more sense now. If you don't want him to swallow children (which would be kinda gross if you ask me), then having him kidnap them by putting them in his "Sack of Holding" (a larger and tougher version of a bag of holding that has enough air for living creatures to survive for 5 hours). Making it a tougher version of a bag of holding is easy, just but if the sack is stolen or if the creature is killed it becomes a normal bag of holding. It's beefed up abilites are linked to the monster. It fixes all the problems.
Debby
Hi! Yeah it's been a while....
DebiHuman
10-28-06, 10:31 AM
Ok D20 but hope you see where I'm going with this.
Wow. I like the template for the revenant.
The bogeyman is a little tougher to envision. How exactly does one gain this template? An undead template is a lot easier to explain (PC dies tragically and rises as a undead....). Becoming a bogeyman is more like being cursed -- but by what or who would have that ability -- maybe The high members of the Unseelie court who use this to punish humanoids who displease them. I think there should be more to them then just the changes to the stats. Do they look different? Do they change their habits? When I think of traditional bogies ( and you can read a bit of their background at this site: http://www.bbc.co.uk/dna/h2g2/A2969661
Of course, I'd just seen Fungus the Bogeyman on tv so that made me think of this. You can see more about this one here: http://en.wikipedia.org/wiki/Fungus_the_Bogeyman. It's a children's book but there were some good ideas in it.
Debby
JollyRotten
10-28-06, 02:19 PM
hi debs
I can't take the credit the templates are the d20 modern ones from the menace manual
The bogyman they represnt is the slasher film guys Jason, Norman Bates ,Micheal Myers ect it just seemed that Philokritos from ancient greek myth fell into these templates
DebiHuman
10-29-06, 09:11 AM
hi debs
I can't take the credit the templates are the d20 modern ones from the menace manual
The bogyman they represnt is the slasher film guys Jason, Norman Bates ,Micheal Myers ect it just seemed that Philokritos from ancient greek myth fell into these templates
Geez, you'd think they'd just call it a Slasher rather than a Bogeyman. No wonder I couldn't envision it! I haven't looked much at the Modern D20 stuff.
"Philocritus (Philokritos) A dead man who rose up from his grave and devoured his living hermaphroditic son."
It sounds a lot like a Vrykolakas from Greek folklore, which was templated in Immortal: Vampires and since the monster and templates entry is open content I can repost it here:
The following example is based on a 3rd level
human commoner.
Medium Undead [Augmented]
Hit Dice: 3d12 (18 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armour Class: 18 (+2 Dex, +6 natural), touch
12, flat footed 18
Base Attack/Grapple: +1/+6
Attack: Unarmed strike +6 melee (1d3+5)
Full Attack: Unarmed strike +6 melee (1d3+5)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blood drain
Special Qualities: Fast healing 5, resistance to
cold 10 and electricity 10, +4 turn resistance,
undead traits, vrykolakas weaknesses
Saves: Fort +1, Ref +2, Will +1
Abilities: Str 21, Dex 12, Con ―, Int 10, Wis
11, Cha 10
Skills: Listen +6, Ride +7, Spot +6
Feats: Cleave, Improved Unarmed Strike,
Power Attack
Environment: Any
Organisation: Solitary
Challenge Rating: 3
Treasure: Standard
Alignment: Chaotic evil
Advancement: By character class
Level Adjustment: +6
The creature looks like a bloated human. Its gaze
radiates evil.
Unfortunately, the most of the rest isn't open gaming content so I can't post it here but you can find more about them in wikipedia http://en.wikipedia.org/wiki/Vrykolakas
Condensed information from Wikipedia as follows:
"The Greeks traditionally believed that a person could become a vrykolakas after death due to a sacrilegious way of life, an excommunication, or a burial in unconsecrated ground, but especially by eating the meat of a sheep which had been wounded by a werewolf."
"Legends also say it crushes or suffocates the sleeping by sitting on them, much like a mara or incubus (cf. sleep paralysis)"
"The vrykolakas knocks on the doors of houses and calls out the name of the residents. If it gets no reply the first time, it will pass without causing any harm. If someone does answer the door, he or she will die a few days later and become another vrykolakas. For this reason, there is a superstition present in certain Greek villages that one should not answer a door until the second knock.
Since this creature becomes more and more powerful if left alone, legends state that one should impale, behead, and cremate a suspected body as soon as possible, so that the it may be freed from living death and its victims may be safe."
From another source
http://users.net1plus.com/vyrdolak/greekaccts.htm
"The vrykolakas himself can be killed by the stroke of lightning, and consumed by fire."
and this tidbit was also interesting:http://www.pantheon.org/articles/v/vrykolakas.htmIt is an animated corpse that can leave its grave on any day except Saturday. It can be killed by fire or by a stroke of lightning.
Hope this helps
Debby
The Vrykolakas is probably a corruption of the old myths of greek ghosts before they became Christian. You had to feed the dead human blood in some of the old myths.
On a side note I have a Vampire encyclopedia if you ever want me to do vampire templates from myths around the world
JollyRotten
10-29-06, 08:38 PM
Vampires/undead would be cool
But as always just do which creatures you enjoy
Saying that we must really pin these Greek dudes down, Philocritus (Philokritos) and the template Vrykolakas
whatta think
Hadda work today so will be doing the research tomorrow
Will try to post soon as i can. Still trying to adjust to blood presure meds while work is making me do 50 + hour weeks. Vrykolakas will be easy as I have the vampire encyclopedia. May have to see if it includes philocritus too....
DebiHuman
10-30-06, 12:03 PM
The Vrykolakas is probably a corruption of the old myths of greek ghosts before they became Christian. You had to feed the dead human blood in some of the old myths.
On a side note I have a Vampire encyclopedia if you ever want me to do vampire templates from myths around the world
Actually, all you needed was to leave the corpse unburied. If you ever read "Antigone" by Sophocles it shows just how important burial was. [I could go on at length about stuff like this but it would probably bore you to tears so I won't].
Couldn't you just see all those unburied corpses rising after a battle...ghosts, vampires... I'm so getting visions of "Army of Darkness" (minus all the humor of course). Deadites have no mythological basis that I know of but armies of undead is a common enough motiff. In fact, there was monster already created on the message board, the battlewalker, take a look:
http://boards1.wizards.com/showthread.php?t=570812.
Debby
Im finding tons of stuff on greek undead. Will be trying to post various templates and info this weekend. Still not much on philocritus though.
JollyRotten
11-01-06, 09:31 PM
Thanks
I will be happly updating a lot of the site over the weekend new fonts, sorting out monster list ect ect, making more user friendly blah blah
lol should be fun!
fiendkiller
11-05-06, 03:00 PM
As far as I can tell, in Fiend Folio and Monster Manuals 1-3, there has not been a stat block or description for the Cyclops.
Question #1: Does anyone have a stat block for a Cyclops?
Question #2: Why is there not a stat block for a Cyclops in the books?
thanks for any replies,
fiendkiller
Paraphrasing the encyclopedia:
"The greeks believed in the return of loved ones who were not feared and were treated with respect. Various regional words such as Tympanios were used for them becuase the term vampire was unknown. Eventually Slavic influences fro mthe Balkans in combination with the Greek Orthodox CHurch altered the publics view of the undead. Claiming that anyone excommunicated was cursed to remain whole and unchanged until the ban was lifted caused the populace to believe that excommunication was the reason for vampirism. The corpse left uncorrupted was exploitable as a vesel for evil. They were called Vrykolakas, the Slavic word for werewolf as it was believed that all werewolves became vampires when they died. The church issued decrees to clarify the situation to little or no effect, claiming that simple excommunication did not create a Vrykolakas, demonic possession did. Since local clergy contined to exhme any suspect corpse, excommunicants joined the list of other people suspected to come back as undead: suicides, unbaptized, immoral persons, witches, and those who had a cat jump over their corpse. All of these became known as Vrykolakas. "
"Anthesteria is a holiday celbrated during the month of Anthesterion (February-March). The Athenians believed that at this time the dead returned from Hades and wandered the streets. The celebration was linked to Dionysus as it was maturing time for wine, and the dead were given food and wine by their relatives to celebrate with them. Though these gifts were also given in fear to those who had been forgotten to placate them. There were also malign spirits present and to ward them off the Athenians chewed whitethorn leaves and painted their doors with tar. A custom continued by the Romans involving the Lemuria, and Christians with holidays such as All Souls Day."
"Chios or Khios is a mountainous island in the Aegean sea. Its inhabitants are teh source of teh belief of Vrykolakas knocking door to door killing those who answer.
"The vampire beliefs of Crete were influenced by their greek neighbors. The Cretan vampire was created by a person who had been excommunicated before death or led evil lives. After burial it was possessed by a demonic spirit, and terrorized the living for a period of fourty days. i t could be frightened off by gunfre, but priests had to destroy it with prayers and commandments or it would be indestructible after 40 days. If killed, all its spawn died with it."
Some greek demonic spirits were vulnerable to being forced out with incense or by Icons: A small pictorial representation of Christ, the Virgin Mary, or other holy person. Usually a mosaic or mural done in wood. Used by the Eastern Christian Church instead of crosses or crucifixes.
Santorini is a greek island in te Aegean sea widely regarded as the most vampire infested spot in the world, and its inhabitants said to be expert in destroying the undead. The probable cause ofr this is the very antiseptic coil that prevents bodies from decomposing quickly.
And finally i found the story of Philocritus under the name Polycrites:
"A vampire of the ancient world whose story was recounted by the early 19th century writer Colin de Plancy in his Dictionnaire Infernal (1818). Polycrites was a respected citizen and governor of Aetolia (a part of ancient greece). He served for 3 years and married after his term, dying 4 days after his union with a woman from Locris. His wife gave birth to a hermaphrodite, a sexless infant said by the augurs to be an Omen of a terrible event: a civil ware between Aetolia and Locris. The only way to spare both sides this disaster was to burn both mother and child. On the appointed day as the fire was to be lit Polycrites appeared pale and hideous in a bloodstained robe. He threatend the worst of calamities if they burned his wife and child and when the crowd didnt appear to believe him he siezed and ate his own child. The crowd stoned him to no avail, and a delegation was sent to teh Oracle at Delphi to ask what to do. Polycrites disappeared, but his childs head (the only part still left) prophesied that horrible disaster awaited everyone. The disasters are said to have come true, but I dont know what they were yet."
As far as I can tell, in Fiend Folio and Monster Manuals 1-3, there has not been a stat block or description for the Cyclops.
Question #1: Does anyone have a stat block for a Cyclops?
Question #2: Why is there not a stat block for a Cyclops in the books?
thanks for any replies,
fiendkiller
Its listed in the Deities and Demigods
Danekus
11-05-06, 03:26 PM
Egyptian gods like Anubis, Horus, and Apophis would be nice challenges for PCs. The only bad thing is that there could only be one of each. They might have aspects.
Apparently there are many greek vampires and vampiric ghosts. Do you have a medieval campaign Jolly? The Vrykolakas would be appropriate for that. Since your greek section is ancient greece you have the lamia, empusa, ephialtae, and mormo.
Lamia was the Queen of Libya whose children were slain by Hera and roamed the world drinking the blood of children in revenge. Other myths say she was a demon who could remove her own eyes and who gruesomely devoured men. The Lamiae (plural) were exceptionally beautiful women who drank the blood of men anc children, and who were also called Larvae and Lemures or confused with Empusa.
Empusa were hordes of vampires in service to the goddess Hecate. The served with teh Mormos and were able to assume the guise of flesh and blood from time to time. They appear to eat men.
Mormo were hideous vampires in the service of Hecate but not as hideous as the Empusa. Thought to be similar to the Lamia.
lemures and Larvae are Roman undead.
Tympanios are the traditional greek dead that became the Vrykolakas.
Still looking up Ephialtae.
So I basically have the Tympanios template which would be philocitus and traditional 'embodied ghosts' of greek myth, the Empusa/Mormo which are outsiders, and the Lamia which are either undead or outsiders depending on your point of view.
Danekus
11-05-06, 03:30 PM
There should be specters of dead gladiators haunting the Coluseum.
fiendkiller
11-05-06, 03:32 PM
Thanks, bhu!
fiendkiller
JollyRotten
11-08-06, 07:14 PM
As far as I can tell, in Fiend Folio and Monster Manuals 1-3, there has not been a stat block or description for the Cyclops.
Question #1: Does anyone have a stat block for a Cyclops?
Question #2: Why is there not a stat block for a Cyclops in the books?
thanks for any replies,
fiendkiller
Got a more myth based one
http://www.worldsofimagination.com/monster%20Cyclops%20Greater.htm
I am gonna post those monsters I swear. Im going to try to bounce back and forth between requests and Greek monsters. But work is crushing me with overtime, so its going to be slow going for a while. :(
JollyRotten
11-08-06, 07:19 PM
And finally i found the story of Philocritus under the name Polycrites:
"A vampire of the ancient world whose story was recounted by the early 19th century writer Colin de Plancy in his Dictionnaire Infernal (1818). Polycrites was a respected citizen and governor of Aetolia (a part of ancient greece). He served for 3 years and married after his term, dying 4 days after his union with a woman from Locris. His wife gave birth to a hermaphrodite, a sexless infant said by the augurs to be an Omen of a terrible event: a civil ware between Aetolia and Locris. The only way to spare both sides this disaster was to burn both mother and child. On the appointed day as the fire was to be lit Polycrites appeared pale and hideous in a bloodstained robe. He threatend the worst of calamities if they burned his wife and child and when the crowd didnt appear to believe him he siezed and ate his own child. The crowd stoned him to no avail, and a delegation was sent to teh Oracle at Delphi to ask what to do. Polycrites disappeared, but his childs head (the only part still left) prophesied that horrible disaster awaited everyone. The disasters are said to have come true, but I dont know what they were yet."
whoo campaigns getting gritty great!!
Thanks man
JollyRotten
11-08-06, 07:22 PM
I am gonna post those monsters I swear. Im going to try to bounce back and forth between requests and Greek monsters. But work is crushing me with overtime, so its going to be slow going for a while. :(
It's cool mate do what you can:)
ps I have a medevil/fairy tale campaign but its kinda gone to pot for now:confused:
Raymond_Luxury_Yacht
11-08-06, 08:55 PM
Bunch of stuff I've made that might fit. (http://boards1.wizards.com/showthread.php?t=576303)
JollyRotten
11-10-06, 11:48 AM
Bunch of stuff I've made that might fit. (http://boards1.wizards.com/showthread.php?t=576303)
Thanks its finally given me a push to do some work on my medevil campaign
http://www.worldsofimagination.com/twenty%20worlds%20age%20of%20discovery.h tm
Tympanios
Tympanios is an aquired template that can be added to any human.
Size and Type: The creatures type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice: Increase all current and future Hit Dice to d12's.
Speed: Same
Armor Class: Increase Natural Armor Class by +1
Attack: A Tympanios' unarmed attacks and grapples do lethal instead of subdual damage.
Special Attacks: The Tympanios retains all class abilities it had while alive. Abilities that were based on Con are now based on Cha. i.e. if the base creature were formerly a Barbarian, the duration of your rage is based on Cha insead of Constitution. It also gains the following:
Horrific Appearance (Su): If it wishes a Tympanios may appear bloodstained and obviously dead. Any living creature within 60' immediately must make a Fortitude Save DC (10+ 1/2 Ghosts Hit Dice + Charisma modifier) or take 1d4 points of Strength, Dexterity, and Constitution Damage. A creature who saves cannot be affected by the same Tympanios' Horrific Appearance for 24 hours.
Special Qualities: The Tympanios retains all class abilities it had while alive. Abilities formerly based on Constitution are also now based on Charisma like Special Attacks are above. It also gains the following:
Damage Reduction (Su): Damage Reduction 5/-
Immunities (Ex): A Tympanios is immune to being turned like most undead.
Resistances (Ex): Resistance 10 to Cold and Fire.
Rejuvenation (Su): Most Tympanios are immune to destruction. Regardless of what is done to them they will return in 2d4 days after being destroyed. The only sure way to get rid of a Tympanios is to find out what it wants (most have come back for a purpose) and see to it they get it or are at least shown that what they want is unnattainable. If the ghost is appeased it leaves for the afterlife. If it is thwarted in tis desires and realizes they are impossible to achieve they go into a rage for up to (Charisma modifier, minimum 1) hours before disappearing destroying all in their path. During this time their DR increases to Damage Reduction 10/-.
Weaknesses: Some Tympanios (especially evil ones) are compelled to either drink the blood of the living or eat their flesh. Many attack their own relatives. They have no fangs or claws like vampires or other undead so they must beat their victims to death before ripping them open to feed. A Tympanios who spends time among the living must make a Willpower save DC 15 (+1 cumulative per hour or day they go without blood) every hour if Evil or every day if otherwise or go mad and attack someone for blood. Feeding a Tympanios blood willingly will abate this madness. Relatives may also feed it animal blood in an attempt to trick it, but if the Tympanios discovers this it will go mad and attack.
Abilities: Increase from the Base Creature as follows: Str +6, Cha +2. As an undead creature the Tympanios has no Constitution score.
Feats: The Tympanios gains Improved Unarmed Strike and Improved Grapple as Bonus Feats.
Environment: The afterlife, or their former home.
Organization: In Greece its Solitary, in the afterlife 10-100
Challenge Rating:+2
Treasure: usually None
Alignment: Becomes Chaotic Evil if formerly any Evil alignment, Chaotic Neutral if any other Chaotic alignment, or Neutral if any other non evil, non chaotic alignment.
Advancement: By character class.
Level Adjustment: +5
The Tympanios is not quite a vampire despite its predilection for blood and more of an 'embodied ghost'. The solid manifestation of a dead relative that visits the earth one month out of the year. While their living relatives are sometimes happy to see them they understand the fickle and violent nature of their dead ancestors and placate them as much as they can wth food and drink and offerings of blood. Below is an exampel of a famous Tympanios called Philocritus:
Philocritus
Medium Undead, Expert 3, Aristocrat 2
Hit Dice: 5d12 (32 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 11 (+1 Natural), touch 10, flat-footed 10
Base Attack/Grapple: +3/+5
Attack: Slam +5 melee (1d3+2)
Full Attack: 2 Slams +5 melee (1d3+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Horrifying Appearance Save DC 17
Special Qualities: Damage Reduction 5/-, immune to Turning, Cold and Fire
Resistance 10, Rejuvenation, Weaknesses
Saves: Fort +0, Ref +0, Will +8
Abilities: Str 14, Dex 10, Con -, Int 12, Wis 14, Cha 17
Skills: Appraise +7, Bluff +13, Dipomacy +17, Gather Information +10,
Knowledge (History, Local, Nobility) +5, Listen +6, Sense
Motive +11, Spot +6, Intimidate +12
Feats: Improved Unarmed Strike, Improved Grapple, Negotiator,
Persuasive, Ability Focus (Horrific Appearance)
Environment: Hades, or his home city
Organization: Unique
Challenge Rating:
Treasure: None
Alignment: Neutral
Advancement: as per character class
Level Adjustment: ---
Ill be coming back tomorrow to finish Philocritus, and then i start on the Tanuki before going back to greece.
JollyRotten
11-13-06, 07:28 PM
Looking good thanks
Raptorial
11-14-06, 12:38 AM
You're going to Greece?! That is sheer awesomeness. You might have a chance to check out the places of origin for some of the ancient mythological beasts.
You're going to Greece?! That is sheer awesomeness. You might have a chance to check out the places of origin for some of the ancient mythological beasts.
No no, I meant I was going to go back to greek monsters after the Tanuki. Though I wouldnt mind visiting greece. Luv the food except all the olives...
Raptorial
11-16-06, 12:23 AM
*Slaps forehead* Oh, so that's what you meant. Maybe it was my intense desire to visit Crete that was imprinting subliminal messages on my brain.
http://www.jh-author.com/tanuki.htm
http://www.onmarkproductions.com/html/tanuki.shtml
http://www.onmarkproductions.com/html/tanuki-jt.shtml
Tanuki
Small Monstrous Humanoid (Shapeshifter)
Hit Dice: 8d8+8 (44 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 14 (+1 Size, +2 Dex, +1 Natural), touch 13, flat-footed 12
Base Attack/Grapple: +8/+3
Attack: Club +8 melee (1d6-1)
Full Attack: Club +8/+3 melee (1d6-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Dark Vision 60', Shapeshifting, Illusion
Saves: Fort +3, Ref +8, Will +10
Abilities: Str 8, Dex 15, Con 13, Int 18, Wis 18, Cha 18
Skills: Bluff +10, Climb +3, Concentration +5, Diplomacy +8,
Disguise +8, Escape Artist +6, Gather Information +8,
Hide +8, Intimidate +10, Knowledge (Arcana, Nature) +7,
Listen +10, Move Silently +8, Perform (Drums) +8, Sleight of
Hand +6, Spot +10, Survival +8
Feats: Alertness, Persuasive, Stealthy
Environment: Temperate Forest or Mountain
Organization: Solitary
Challenge Rating: 8???
Treasure: Standard
Alignment: Usually Chaotic Evil (sometimes Chaotic Neutral)
Advancement: By Character Class (usually Sorcerer)
Level Adjustment: ---
Shapeshifting (Su): The Tanuki may use the spell Polymorph at will. There are some minor differences. First, it may only polymorph itself. It may only become Animal, Humanoid, Magical Beast, or Monstrous Humanoid. The Tanuki may also appear to be inanimate objects. May only become creatures in the Tiny to Large size category.
Illusions (Su): The Tanuki may cast spells from the Illusion school as though it
were an 8th level Sorcerer. Favored tricks include turning
leaves into money, and horse manure into delicious food.
Usually Id leave all the resources I used to look up a monster, but in this case I opted for the ones I could actually post somewhere other than hte mature boards. Another greek monster coming up soon.
Raptorial
11-21-06, 01:21 AM
I shall now perform the dance of summoning endless gratitude.
Might be off a few days. I eithr have flu or food poisoning i think
http://library.thinkquest.org/26264/inhabitants/creatures/site007.htm
http://en.wikipedia.org/wiki/Empusa
http://www.theoi.com/Phasma/Empousai.html
http://www.eaudrey.com/myth/lamia.htm
Empusa
Medium Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 10d8+50 (95 hp)
Initiative: +5
Speed: 40 ft. (8 squares)
Armor Class: 23 (+5 Dex, +8 Natural), touch 15, flat-footed 18
Base Attack/Grapple: +10/+15
Attack: Slam +15 melee (1d6+5)
Full Attack: 2 Slams +15 melee (1d6+5)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blood Drain, Terrify
Special Qualities: Alternate Form, Weakness. Planewalker
Saves: Fort +12, Ref +12, Will +13
Abilities: Str 21, Dex 21, Con 21, Int 14, Wis 18, Cha 20
Skills: Bluff +17, Hide +17, Intimidate +17, Knowledge (Arcana,
Religion, The Planes) +13, Listen +14, Move Silently +17,
Sense Motive +14, Spot +14
Feats: Ability Focus (Terrify), Iron Will, Persuasive, Stealthy
Environment: Any
Organization: Solitary (Possibly in groups if encountered with Hecate)
Challenge Rating: 7 or 8??
Treasure: Standard
Alignment: Chaotic Evil
Advancement: By Character Class
Level Adjustment: ----
"Hello young man. Would you care to walk me home? It's just over that hill..."
The Empusa are the daughters of Hecate. They appear as hideous women with flaming hair, one leg made of brass, and the other leg that of a donkey. The Empusa are sent to scare travellers to death. If hungry they also sometimes become beautiful women to lure travelers to them in an effort to feed on them.
Blood Drain (Ex): If an Empusa succeeds in a successful Grapple check and manages to pin its victim it drains 1d4 Constitution each round the Pin is maintained. The Empusa gains 5 temporary hit points with each successful attack.
Terrify (Sp): Once per night the Empusa may attempt to use this ability which works like the Phantasmal Killer spell (Caster Level 10th, Fortitude Save DC 21).
Alternate Form (Su): At will the Empusa may appear to be either a beautiful young human woman, or a cow. This appearance is purely cosmetic and does not alter their abilities in any way.
Weakness: If an Empusa is insulted directly to her face she must make a Willpower Save DC 38 or flee to her home plane for the next 24 hours.
Planeswalker (Su): The Empusa may freely cross between her home plane and the mortal realm at will. If she was forced to flee due to being insulted she cannot use this ability for 24 hours.
Combat: Empusa tend to try to lure victims off alone, or ambush those traveling by themselves or only in small groups. Then they open with their Terrify ability, and run down whoever isn't affected and pins them down to drink their blood.
Raptorial
12-03-06, 03:15 PM
I'm just bumping this for you bhu.
Been getting dumped on pretty bad off the net. I'll try to post as soon as I can. Caladrius for Raptorial, and then some more greek monsters for Jolly.
JollyRotten
12-06-06, 08:44 AM
Thanks man
http://www.eaudrey.com/myth/caladrius.htm
http://bestiary.ca/beasts/beast143.htm
http://bestiary.ca/etexts/druce1912/druce1912.htm
http://en.wikipedia.org/wiki/Caladrius
The Caladrius appears for all purposes to be little different than a raven except as follows:
Increase Int to 3
Detect Death (Su): If any living being has succumbed to disease within 30 feet of the Caladrius and fails a Save that means it will die from the disease the Caladrius knows.
Remove Disease (Su): The Caladrius may cast Remove Disease at will as a fifth level caster.
CR is unchanged
The legend says the Caladrius heals those who will live, but some say it heals those who deserve to live. I'd leave that up to individual DMs.
On a side note I am now fully recovered (I hope) and will be back to normal.
DebiHuman
12-16-06, 05:27 PM
http://www.eaudrey.com/myth/caladrius.htm
http://bestiary.ca/beasts/beast143.htm
http://bestiary.ca/etexts/druce1912/druce1912.htm
http://en.wikipedia.org/wiki/Caladrius
The Caladrius appears for all purposes to be little different than a raven except as follows:
Increase Int to 3
Detect Death (Su): If any living being has succumbed to disease within 30 feet of the Caladrius and fails a Save that means it will die from the disease the Caladrius knows.
Remove Disease (Su): The Caladrius may cast Remove Disease at will as a fifth level caster.
CR is unchanged
The legend says the Caladrius heals those who will live, but some say it heals those who deserve to live. I'd leave that up to individual DMs.
On a side note I am now fully recovered (I hope) and will be back to normal.
Actually from the text it seems that the Caladrius is a snow-white bird that lives in kings' houses. Supposedly, the bird refuses to look at any patient that is not going to make a full recovery.
It is said to also be able to take the sickness into itself and then fly away, dispersing the sickness and healing both itself and the sick person.
Ravens are normally black not white. You could base it off a dove or heron perhaps.
The CR should be increased by 1 and the type should be magical beast. It's intelligence should be a bit higher (the minimum necessary to cast 5th level spells). I don't think the bird should be able to speak but should be able to undertand speech. It only lives in places that provide it with a high standard of living (thwarting many PCs who would want one as a familiar) - living in a gilt cage for example.
Debby
JollyRotten
12-16-06, 07:33 PM
On a side note I am now fully recovered (I hope) and will be back to normal.
Good to hear your feeling better
The difference between stats for a dove or raven in DnD would be miniscule, and while the MM doesn't list doves it does list Ravens.
CR is only increased if the creature is more difficult to defeat in a fight. The new abilities don't make it tougher in any way. Forgot about changing it to Magical Beast.
The spell it can cast is a Divine spell, it doesn't need a high Int to cast it just Wisdom (since Remove Disease is a third level divine spell it needs a 13 Wisdom. A Ravens stats say it has a 14).
There were a lot more resources but I listed the ones which I thought were best written, and didnt come with scads of popups. I also get a lot of stuff from books offline.
Hey Jolly did you want me to stick with greek monsters or switch around? Noticed the celt post...
JollyRotten
12-20-06, 09:18 PM
Mate to honest any help is greatly apprecaited
Just go though anything you see that needs stats ect, just let me know
Its really up to you as you can see with the celtic Norse ect it all takes time
I've spent the last month sorting out the comics section with stats ect, which again is in no way complete, the forums off line due to an attempt to upgrade ect so don't think your ever forgotten, ie there is a greek monster of yours I'm yet to house It has been copy/pasted ect but its just getting the time to upload ect.................and work full time
To be honest I feel quility about not contrubuting to this thread but I just don't have time
Basically what I'm saying is thanks for all your hard work please continue and in time it will sort its self out
Trying to find info on the Mormo. Seems to be pretty scarce. Will be statting up it or another greek monster this weekend depending on what i find.
I got fired today :(
I'm still gonna try to post stuff, but I may have to lose my net access for a while. Keep the thread alive in case okay?
Raptorial
01-02-07, 10:26 PM
Don't worry, this bump button isn't just for show.
http://www.theoi.com/Thaumasios/TauroiAithiopikoi.html
Ethiopian Bull
Huge Magical Beast
Hit Dice: 11d10+55 (115 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 24 (-2 Size, +16 Natural), touch 2, flat-footed 24
Base Attack/Grapple: +11/+29
Attack[/B]: Gore +19 melee (2d6+15/19-20)
Full Attack: Gore +19 melee (2d6+15/19-20)
Space/Reach: 15 ft./10 ft.
Special Attacks: Trample 2d8 +15
Special Qualities: Damage Reduction 10/Magic, Dark Vision 60', Scent
Saves: Fort +12, Ref +7, Will +3
Abilities: Str 30, Dex 10, Con 20, Int 3, Wis 11, Cha 7
Skills: Listen +7, Spot +7
Feats: Cleave, Improved Initiative, Power Attack, Improved
Critical (Gore)
Environment: Warm Forest, Hills, and Plains
Organization: Solitary, Pair, or Herd (3-5)
Challenge Rating: 6???
Treasure: Usually none
Alignment: Usually neutral
Advancement: 12-22 HD (Huge)
Level Adjustment: ----
"Holy crap Bert, that is the biggest cow evah ah has seen'"
"I'm tired of eatin' birds. Let's catch 'im."[/B]
[I]"With whut? All we got are shortbows?"
Apparently they make some pretty nasty cattle in Ethiopia.
Trample (Ex): Reflex Save for half damage, DC=25. DC is Strength based.
Combat: Pretty much like normal bulls, with the addition of being nearly immune to harm from non magical critters.
Will be trying the Simurgh next. Hope you like this one.
DebiHuman
01-09-07, 11:56 AM
I like it. I just have have a few questions....
Shouldn't it have stampede or trample? Just curious...
What about it's carrying capacity? Can these be domesticated?
I like it. I just have have a few questions....
Shouldn't it have stampede or trample? Just curious...
What about it's carrying capacity? Can these be domesticated?
It does have trample. They'reusually found alone so I didn't add stampede. The myths I've read on it make them sound like bloodthirsty flesh eaters. Dunno that you could domesticate that excpet maybe by magic. Carrying capacity would be similar to an elephant.
Found a new job today. So I shall return to my normal schedule of 1 monster a week now hopefully.
JollyRotten
01-10-07, 08:04 PM
Thanks man
Just noticed the Ethiopian Bull
Hope you find a better job soon ;)
http://en.wikipedia.org/wiki/Simurgh
Simurgh
Colossal Outsider (Native)
Hit Dice: 54d8+540 (783 hp)
Initiative: +6
Speed: 20 ft. (4 squares), Fly 100 ft. perfect
Armor Class: 25 (-8 Size, +2 Dex, +21 Natural), touch 4, flat-footed 23
Base Attack/Grapple: +54/+86
Attack: Talon +62 melee (3d6+16)
Full Attack: 2 Talons +62 melee (3d6+16), and 1 Bite +58 melee (2d8+8)
Space/Reach: 30 ft./20 ft.
Special Attacks: -
Special Qualities: Healing Touch, All the Worlds Knowledge, Dark Vision 60',
Rejuvenation
Saves: Fort +39, Ref +31, Will +36
Abilities: Str 42, Dex 15, Con 30, Int 25, Wis 25, Cha 25
Skills: Appraise +47, Bluff +47, Concentration +50, Diplomacy +51,
Gather Information +51, Intimidate +51, Listen +47, Search
+47, Sense Motive +51, Spellcraft +47, Spot +47
Feats: Dodge, Flyby Attack, Great Flyby Attack, Improved Flyby
Attack, Mobility, Area Attack, Power Attack, Power Dive,
Wingstorm, Hover, Wingover, Power Climb, Adroit Flyby
Attack,Improved Initiative, Dire Charge, Snatch, Improved
Snatch, Multisnatch
Environment: Temperate Mountain
Organization: Unique
Challenge Rating: 21???????????????
Treasure: Double Standard
Alignment: Neutral Good
Advancement: 55+ HD (Colossal)
Level Adjustment: ----
All the Worlds Knowledge (Ex): Due to having lived long enough to have seen the universe destroyed and recreated 3 times the Simurgh has amassed an immense amount of knowledge. The Simurgh may be assumed to speak all known languages. It effectively has a +50 racial bonus on all Knowledge skill checks, and may take 20 as a Free action on any Knowledge skill check.
Healing Touch (Su): As a Standard action the Simurgh may, at will, touch any creature with its wing. This creature gains the benefits (or penalties if Undead) of a Heal Spell and Remove Disease Spell simultaneously. Caster level is equal to the Simurgh's Hit Dice.
Rejuvenation(Ex): The Simurgh may not be destroyed. Once it is brought to -10 hit points or some other effect ends its life, the Simurgh spontaneously Resurrects itself at a future point in time. This point in time is left up to the DM, but should not be immediate.
DebiHuman
01-19-07, 10:22 AM
http://en.wikipedia.org/wiki/Simurgh
Simurgh
Colossal Outsider (Native)
Hit Dice: 54d8+540 (783 hp)
Initiative:
Speed: 20 ft. (4 squares), Fly 100 ft. average
Armor Class: 25 (-8 Size, +2 Dex, +21 Natural), touch 4, flat-footed 23
Base Attack/Grapple: +54/+86
Attack: Talon +62 melee (3d6+16)
Full Attack: 2 Talons +62 melee (3d6+16), and 1 Bite +58 melee (2d8+8)
Space/Reach: 30 ft./20 ft.
Special Attacks: -
Special Qualities: Healing Touch, All the Worlds Knowledge
Saves: Fort +39, Ref +31, Will +36
Abilities: Str 42, Dex 15, Con 30, Int 25, Wis 25, Cha 25
Skills:
Feats:
Environment: Temperate Mountain
Organization: Unique
Challenge Rating:
Treasure: Double Standard
Alignment: Neutral Good
Advancement: 55+ HD (Colossal)
Level Adjustment: ----
gotta go will finish soon
I think you have greatly underestimated this monster.
First, it needs the outsider trait: Darkvision 60 feet.
Second, I am assuming that you have based this off the Roc (and by looking at it not a bad place to start) however it needs a lot of feats and this this is an epic monster after all so don't forget to add epic feats.
There was also a write up of one in Dragon but I'm not sure of the issue. I think it was 334 but don't quote me on that.
Debby
I think you have greatly underestimated this monster.
First, it needs the outsider trait: Darkvision 60 feet.
Second, I am assuming that you have based this off the Roc (and by looking at it not a bad place to start) however it needs a lot of feats and this this is an epic monster after all so don't forget to add epic feats.
There was also a write up of one in Dragon but I'm not sure of the issue. I think it was 334 but don't quote me on that.
Debby
I havent had a chance to finish it yet. I got an offer for freelance work if i met the qualifications to pull it off and ive been trying to do so. But its eaten up all my online time. Will finish soon i promise.
Okay I've added all the abilities I could find that the Simurgh is supposed to have. Unless anyone knows of soemthing else they can show me I'm gonna finish it up and move on.
JollyRotten
01-29-07, 02:20 AM
I found a cool new monster the basis of the ringwraiths ect from Lord of the Rings
Draugr
From Wikipedia, the free encyclopedia
A draugr is a corporeal undead from Norse mythology. Draugrs were believed to live in the graves of dead Vikings, being the body of the dead. Views differed on whether the personality and soul of the dead person lingered in the draugr. As the graves of important men often contained a good amount of wealth, the draugr jealously guarded his treasures, even after death.
Traits
All draugrs possess superhuman strength, the ability to increase their size at will and the unmistakable stench of decay. They were also noted for the ability to rise from the grave as wisps of smoke. The draugr slew their victims through various methods including crushing them with their enlarged forms, devouring their flesh, and drinking their blood. Animals feeding near the grave of a draugr were often driven mad by the creature's influence.
Some draugr were gifted with immunity to the usual weapons. To defeat a draugr, a hero was often necessary, since only such a man had strength and courage enough to stand up to so formidable an opponent. The hero would often have to wrestle the draugr back to his grave and so defeat him, since weapons would do no good. A good example of this kind of fight is found in Hrómundar saga Gripssonar.
It is said that the draugr, even when defeated, would come back, requiring the hero to dispose of the body in unconventional ways. The most preferred method was to cut off the draugr's head, burn the body, and dump the ashes in the sea, the emphasis being on making absolutely sure the draugr was dead and gone. This may be related to the traditional practice of killing vampires seen in other cultures.
The draugrs were said to be either hel-blár ("death blue") or, conversely, nár-fölr ("corpse-pale").
Some draugrs were able to leave their dwelling place, the burial mound, and visit the living during the night. Such visits were universally horrible events, and often ended in death for one or more of the living, and warranted the exhumation of the draugrs tomb by a hero.
A subtype of the draugr was the haugbui. The notable difference between the two was that the haugbui was unable to leave its grave site and only attacked those that trespassed upon their territory.
Means of prevention
A pair of open iron scissors were placed on the chest of the recently deceased while straws or twigs might be hidden among their clothes. The big toes were tied together or needles were driven through the soles of the feet in order to keep the dead from being able to walk. Tradition also held that the coffin be lifted and lowered in three different directions as it was carried from the house to confuse the draugr's sense of direction.
The most effective means of preventing the return of the dead was the corpse door. A special door was built on, through which the corpse was carried feet-first with people surrounding it so the corpse couldn't see where it was going. The door was then bricked up to prevent a return visit. It is speculated that this belief began in Denmark and spread through out the Norse culture. The belief was founded on the idea that the dead only enter through the way they left.
ps Bhu any idea of a CR on your last monster?
Its not finished yet. Was gonna give a day or so for people to respond to my post and then finsih it up. Then wil go back to greek monsters or work on the draugr if you wish.
Shadowdragon
02-03-07, 09:16 PM
I'm not 100% sure but I think that Draugr, Wights, and Barrow Wights are all the same thing in Norse mythology. I'd suggest just using the wight stats, but replace the energy drain ability with an ability that allows the draugr to increase it's size.
Psamatheia
02-04-07, 01:11 PM
How about Flying Pigs ... yeah, there was such a thing in Greek mythology! One was the brother of Pegasus ... well, actually a flying boar.
Klazomenian Sow (http://www.theoi.com/Ther/HusKlazomenaios.html)
Khrysaor, twin brother of Pegasus (http://www.theoi.com/Ther/Khrysaor.html)
You could just do this as a beefed-up boar with a flying gore-charge attack. Its tusks should be magically hardened gold, since "khrysaor" = golden-bladed. And as a child of Medusa in the myth, its tusk strike might also petrify.
Well since there have been no replies i shall get to work on the Simurgh and finish up. You still want greek monsters or shall i switch to norse Jolly?
JollyRotten
02-07-07, 01:23 PM
The two I'd really like would be a cool myth based lindworm (Norse), and a decent formian warrior(Celtic)
Thanks man
Ill start with the Lindworm first.
Gonna have to think a bit about the CR for the Simurgh. Theres really not much to compare it to. It does a lot of damage and has TONS of hit points, but no really special attack abilities. Its an odd little beastiein that sense.
Hi Jolly. Heres what I got peeking about hte web for the Lindworm. Which version do you prefer. There's intelligent or not, legged or not, disease causing or not, fire breathing or not, lake monsters or not, etc.
http://en.wikipedia.org/wiki/Lindworm
http://www.eaudrey.com/myth/lindworm.htm
http://www.theserenedragon.net/Types/types-lindorm.html
http://www.lizaphoenix.com/encyclopedia/lindworm.shtml
http://www.polenth.com/myth/europe/lindworms.html
http://www.americanmonsters.com/monsters/unclass/index.php?detail=article&idarticle=99
http://library.thinkquest.org/04oct/01925/encyclo.html
And do you want age categories?
DebiHuman
02-11-07, 08:35 AM
I havent had a chance to finish it yet. I got an offer for freelance work if i met the qualifications to pull it off and ive been trying to do so. But its eaten up all my online time. Will finish soon i promise.
The Simurgh is looking a lot better. Is it now finished???
Debby
Pretty much all but the CR. havent found any other abilities for it mentioned anywhere so thats all thats left.
Raptorial
02-12-07, 01:05 PM
After you do the Lindworm, I would kind of like to see the near-divine Native American monster Avanyu.
http://upload.wikimedia.org/wikipedia/en/thumb/0/06/Tsirege_Petroglyph_depicting_Awanyu.jpg/300px-Tsirege_Petroglyph_depicting_Awanyu.jpg
One object of worship for the former residents of Pecos Pueblo was said to be an enormous snake—a serpent god named Avanyu, the Plumed Water Snake—a terrifying, man-eating demigod that lived in a hole beneath the pueblo. Some accounts say it lived solely on live human babies, which it feasted on about once a month, though others say it also devoured the tribe’s sick and dying.
The size of the snake varied with every account of it. In Death Comes for the Archbishop, a 1927 novel containing a version of the legend, author Willa Cather intimated that the snake was generally kept nearby in the Santa Fe Mountains and carried down by torch-light, in a heavy chest, for ceremonies. Most other accounts, however, say the snake was prehistorically gigantic—huge enough that it left a track like a small arroyo, and that whenever it slept underground, the earth would seem to rise and fall.
jaw4ever
02-12-07, 09:10 PM
No mythic creatures, just wanted to say you have a great webite.
No problme Rap. Didja like the Simurgh?
Raptorial
02-14-07, 02:11 AM
No problme Rap. Didja like the Simurgh?
Yes, I did. I had the concept for my campaign of it being worshipped as a deity by a rogue group of harpies.
JollyRotten
02-15-07, 10:51 AM
No mythic creatures, just wanted to say you have a great webite.
Thanks man, glad you like it
JollyRotten
02-15-07, 06:37 PM
Hi Jolly. Heres what I got peeking about hte web for the Lindworm. Which version do you prefer. There's intelligent or not, legged or not, disease causing or not, fire breathing or not, lake monsters or not, etc.
http://en.wikipedia.org/wiki/Lindworm
http://www.eaudrey.com/myth/lindworm.htm
http://www.theserenedragon.net/Types/types-lindorm.html
http://www.lizaphoenix.com/encyclopedia/lindworm.shtml
http://www.polenth.com/myth/europe/lindworms.html
http://www.americanmonsters.com/monsters/unclass/index.php?detail=article&idarticle=99
http://library.thinkquest.org/04oct/01925/encyclo.html
And do you want age categories?
Hi just try to go as close to the norse version as possible
Hi just try to go as close to the norse version as possible
The Norse dont exactly have a standard Lindworm. Hell in some of their stories they even blur the line between the elves and the undead. The closest thing would be a 'basic' wyrm that might have access to optional abilities.
JollyRotten
02-16-07, 10:24 PM
True ,true the way its reads in the text is three separate beasties. Kinda like the way wizards deals with dragons there is more than one type, but they are all dragons
I'd go for a serpintine, winged, and a legged and winged version with age categories
Whatcha think?
ps great job on the Simurgh will be adding it as soon
Most all the Lindworms are serpentine, either with 2 legs or none. Ill make kind of a basic one and add some optional abilities at the end. Ive never done a dragon with age categories before so give me a bit.
The CR on the Simurgh is a total shot in the dark. I cant find anything to compare it to, as there arent many 54 hit dice monsters that have no special abilities in combat and cant be destroyed.
Raptorial
02-17-07, 03:39 AM
If you don't mind, I'd like to make the Avanyu myself as well as the Tarbh-Uisge.
If you don't mind, I'd like to make the Avanyu myself as well as the Tarbh-Uisge.
Okay. It'll take a bit for the Lindworm anyway.
LINDWORM
Dragon (Earth or Water, choose at Creation)
Organization: Solitary
Challenge Rating:Wrymling: 1/2, Very Young: 2, Young: 4, Juvenile: 5, Young Adult: 6, Adult: 8, Mature Adult: 11, Old: 14, Very Old: 15, Ancient: 16, Wyrm: 18, Great Wyrm: 20
Treasure: Triple Standard
Alignment: Usually Chaotic or Neutral Evil
Advancement:-
Level Adjustment:-
Wyrmling: Diminutive Dragon, 1d12+2 (8 hp), Str 5, Dex 10, Con 13, Int 2, Wis 11, Cha 6, Base Attack/Grapple: +1/-14, Fort Save +3, Ref Save +2, Will Save +2, Speed 10'/Burrow 10'/Swim 10', Initiative +0, AC: 16 (+4 Size, +2 Natural), Touch AC: 14, Flat-footed AC: 16, Listen +3, Spot +3, Survival +2, Feats: Improved Toughness, Inititative: +0, Attack: Bite -2 melee (1d3-3), Abilities: Amphibious, Keen Senses, Tremor Sense 15', Space/Reach: 1'/0'
Very Young: Tiny Dragon, 4d12+8 (34 hp), Str 11, Dex 10, Con 13, Int 4, Wis 11, Cha 6, Base Attack/Grapple: +4/-4, Fort Save +5, Reflex Save +4, Willpower Save +4, Speed 20'/Burrow 20'/Swim 20'. Initiative +4, AC:15 (+2 Size, +3 Natural), Touch AC: 12, Flat footed AC:15, Listen +5, Search +2, Spot +5, Survival +6, Swim +8, Feats: Improved Toughness/ Improved Initiative, Attack: Bite +4 melee (1d4), Full Attack: Bite +4 melee (1d6) and 2 claws -1 melee (1d3)Abilities: Amphibious, Keen Senses, Tremor Sense 20', Space/Reach: 2 1/2 '/0' (5' with bite)
Young: Small Dragon, 7d12+14 (59 hp), Str 13, Dex 10, Con 13, Int 6, Wis 11, Cha 6, Base Attack/Grapple: +7/+4, Fort Save +6, Reflex Save +5, Willpower Save +5, Speed: 25'/Burrow 25'/Swim 25', Initiative +4, AC:16 (+1 Size, +5 Natural), Touch AC: 11, Flat-Footed AC: 16, Listen +12, Search +8, Spot +12, Survival +10, Swim +9, Feats: Alertness/Improved Initiative, Improved Toughness, Attack: Bite + 9 melee (1d6+1), Full Attack: Bite +9 melee (1d6+1) and 2 Claws (1d3), Abilities: Amphibious, Keen Senses, Tremor Sense 30', Space/Reach:5'/5'
Juvenile: Small Dragon, 10d12+30 (95 hp), Str 15, Dex 10, Con 15, Int 6, Wis 11, Cha 6, Base Attack/Grapple: +10/+8, Fort Save: +9, Reflex Save: +7, Willpower Save: +7, Speed: 30'/Burrow 30'/Swim 30', Initiative: +4, AC: 19 (+1 Size, +8 Natural), Touch AC: 11, Flat-Footed AC: 19, Climb +12, Listen +10, Search +8, Spot +10, Survival +10, Swim +12, Feats: Alertness/Improved Initiative/Improved Toughness/ Power Attack, Attack: Bite +13 melee (1d6+2), Full Attack: Bite +13 melee (1d8+2) and 2 Claws (1d4+1), Abilities: Amphibious, Keen Senses, Tremor Sense 30', Space/Reach: 5'/5'
Young Adult: Medium Dragon, 13d12+36 (120 hp), Str 17, Dex 10, Con 15, Int 8, Wis 11, Cha 8, Base Attack/Grapple: +13/+16, Fort Save: +10, Reflex Save: +8, Willpower Save: +8, Speed: 40'/Burrow 40'/Swim 40', Initiative: +4, AC: 21 (+11 Natural), Touch AC: 10, Flat-Footed AC: 20, Climb +13, Intimidate +12, Listen +12, Search +12, Spot +12, Survival +11, Swim +21, Feats: Alertness/Cleave/Improved Initiative/Improved Toughness/Power Attack. Attack: Bite +16 melee (1d8+3), Full Attack: 1 Bite +16 melee (1d8+3) and 2 Claws (1d6+1), Abilities: Amphibious, Keen Senses, Tremor Sense 40', DR: 5/Magic, Frightful Presence (DC:15), Space/ Reach: 5'/5'
Adult: Large Dragon, 16d12+64 (168 hp), Str 19, Dex 10, Con 17, Int 8, Wis 11, Cha 10, Base Attack/Grapple: +16/+24, Fort Save: +13, Reflex Save: +10, Willpower Save: +10, Speed: 40'/Burrow 40'/Swim 40', Initiative: +4, AC: 23 (-1 Size, +14 Natural), Touch AC: 9, Flat-Footed AC: 23, Climb +17, Intimidate +17, Listen +15, Search +12, Spot +15, Survival +15, Swim +25, Feats: Alertness/Cleave/Improved Initiative/Improved Toughness/Large and In Charge/Power Attack, Attack: Bite +19 melee (2d6+4), Full Attack: 1 Bite +19 melee (2d6+4) and 2 Claws (1d8+2), Abilities: Amphibious, Keen Senses, Tremor Sense 50', DR: 5/Magic, Frightful Presence (DC:18), Space/Reach: 10'/5' (10' with bite)
Mature Adult: Large Dragon, 19d12+95 (218 hp), Str 23, Dex 10, Con 19, Int 10, Wis 11, Cha 12, Base Attack/Grapple: +19/+29, Fort Save: +15, Ref Save: +11. Will Save: +11, Speed: 40'/Burrow 40'/Swim 40', Initiative: +4, AC: 26 (-1 Size, +17 Natural), Touch AC: 9, Flat-Footed: 26, Climb +20, Intimidate +20, Knowledge (Local) +6, Knowledge (History) +6, Listen +20, Search +20, Spot +20, Survival +20, Swim +25, Feats: Alertness/Cleave/Great Cleave/Improved Initiative/Improved Toughness/Large and in Charge/Power Attack, Attack: Bite +24 melee (2d6+6), Full Attack: 1 Bite +24 melee (2d6+6) and 2 Claws +19 melee (1d8+3), Abilities: Amphibious, Keen Senses, Tremor Sense 50', DR 10/Magic, Frightful Presence DC: 20, Space/Reach: 10'/5' (10' with bite)
Old: Large Dragon, 22d12+132 (275 hp), Str 27, Dex 10, Con 21, Int 12, Wis 13, Cha 12, Base Attack/Grapple: +22/+34, Fort Save: +18, Ref Save: +13, Will Save: +14, Speed: 40'/Burrow 40'/Swim 40', Initiative: +4, AC: 29 (-1 Size, +20 Natural), Touch: 9, Flat-Footed: 29, Climb +30, Intimidate +25, Knowledge (Local) +18, Knowledge (History) +17, Listen +25, Search +25, Spot +25, Survival +25, Swim +30, Feats: Alertness/Cleave/Great Cleave/Improved Initiative/Improved Toughness/Large and in Charge/Power Attack/Weapon Focus (Bite), Attack: Bite + 29 melee (2d6+8), Full Attack: 1 Bite +29 melee (2d6+8) and 2 Claws +24 melee (1d8+4), Abilities: Amphibious, Keen Senses, Tremor Sense 50', DR 10/Magic, Frightful Presence DC: 22, Space/Reach: 10'/5' (10' with Bite)
Very Old: Huge Dragon, 25d12+150 (312 hp), Str 29, Dex 10, Con 21, Int 12, Wis 13, Cha 12, Base Attack/Grapple: +25/+42, Fort Save: +20, Ref Save: +15, Will Save: +16, Speed: 45'/Burrow 45'/Swim 45', Initiative: +4, AC:31 (-2 Size, +23 Natural), Touch: 8, Flat-Footed: 31, Climb +31, Intimidate +25, Knowledge (Local) +21, Knowledge (History) +20, Knowledge (Nature) +15, Listen +25, Search +25, Spot +25, Survival +25, Swim +31, Feats:Alertness/Cleave/Great Cleave/Improved Critical (Bite)/Improved Initiative/Improved Toughness/Large and in Charge/Power Attack/Weapon Focus (Bite), Attack: Bite +33 melee (2d8+9), Full Atack: 1 Bite +33 melee (2d8+9) and 2 Claws +27 melee (2d6+4), Abilities: Amphibious, Keen Senses, Tremor Sense 60', DR 15/Magic, Frightful Presence DC 23, Space/Reach: 15'/10' (15' with Bite)
Ancient: Huge Dragon, 28d12+196 (378 hp), Str 31, Dex 10, Con 23, Int 14, Wis 15, Cha 14, Base Attack/Grapple: +28/+46, Fort Save: +22, Ref Save: +16, Will Save: +18, Speed: 50'/Burrow 50'/Swim 50', Initiative: +4, AC: 33 (-2 Size, +36 Natural), Touch AC: 8, Flat Footed AC: 33, Climb +32,Intimidate +30, Knowledge (Local) +30, Knowledge (History) +30, Knowledge (Nature) +30, Listen +30, Search +30, Spot +30, Survival +28, Swim +32, Feats: Alertness/Cleave/Great Cleave/Improved Critical (Bite)/Improved Initiative/Improved Toughness/Large and in Charge/Power Attack/Power Critical (Bite)/Weapon Focus (Bite), Attack: Bite +37 melee (2d8+10), Full Attack: 1 Bite +37 melee (2d8+10) and 2 Claws + 31 melee (2d6+5), Abilities: Amphibious, Keen Senses, Tremor Sense 60', DR 15/Magic, Frightful Presence DC 26, Space/Reach: 15'/10' (15' with bite)
Wyrm: Gargantuan Dragon, 33d12+231 (445 hp), Str 33, Dex 10, Con 23, Int 14, Wis 15, Cha 14, Base Attack/Grapple: +33/+56, Fort Save:+25, Ref Save: +19, Will Save: +21, Speed:50'/Burrow 50'/Swim 50', Initiative: +4, AC: 35 (-4 Size, +29 Natural), Touch AC: 6, Flat-Footed AC: 35, Climb +33, Intimidate +35, Knowledge (Local) +33, Knowledge (History) +34, Knowledge (Nature) +33, Listen +35, Search +35, Spot +35, Survival +33, Swim +33, Feats: Alertness/Cleave/Great Cleave/Improved Critical (Bite)/Improved Initiative/Improved Toughness/Large and in Charge/Overwhelming Critical (Bite)/Power Attack/Power Critical (Bite)/Weapon Focus (Bite), Attack: Bite +41 melee (4d6+11), Full Attack: 1 Bite +41 melee (4d6+11) and 2 claws + 35 melee (2d8+5), Abilities: Amphibious, Keen Senses, Tremor Sense 60', DR 20/Magic, Frightful Presence DC 28, Space/Reach: 20'/15' (20' with Bite)
Great Wyrm: Gargantuan Dragon, 36d12 +288 (522 hp), Str 35, Dex 10, Con 25, Int 14, Wis 15, Cha 16, Base Attack/Grapple: +36/+60, Fort Save: +27, Ref Save: +20, Will Save: +22, Speed: 50'/Burrow 50'/Swim 50', Initiative: +4, AC:38 (-4 Size, +32 Natural), Touch AC: 6, Flat-Footed AC: 38, Climb +34, Intimidate +38, Knowledge (Local) +36, Knowledge (History) +36, Knowledge (Nature) +36, Listen +38, Search +38, Spot +38, Survival +36, Swim +34, Feats: Alertness/ Cleave/Devastating Critical (Bite)/Great Cleave/Improved Critical (Bite)/Improved Initiative/Improved Toughness/Large and in Charge/Overwhelming Critical/Power Attack/Power Critical (Bite)/Weapon Focus (Bite), Attack: Bite +45 melee (4d6+12), Full Attack: 1 Bite +45 melee (4d6+12) and 2 Claws + 40 melee (2d8+6), Abilities: Amphibious, Keen Senses, Tremor Sense 60', DR 20/Magic, Frightful Presence DC 31, Space/Reach: 20'/15' (20' with Bite)
Lindworm Options:
Okay how do I set up a table for the age categories? When I add them in and then click to finish they post as mashed all together.
Okay then. Guess I'll do it the hard way. I'll try to get up 1 age category a night.
Raptorial
03-06-07, 08:20 PM
Now that I'm back, I can say that the Lindworm looks quite nice.
JollyRotten
03-07-07, 10:15 PM
Originally Posted by
demiurge1138 of the En World forums.
The dragon began to belch out flames
and burn bright homesteads; there was a hot glow
that scared everyone, for the vile sky-winger
would leave nothing behind in its wake.
Everywhere the havoc he wrought was in evidence.
Lines 2312-2316 Beowolf
The sinuous dragon in front of you bares its dripping fangs menacingly. It has a long serpentine neck, topped by a head almost too large for its body.. Great black wings stretch behind it, as does a powerful tail tipped by a wicked bone hook. The dragon’s color is a deep red, and its eyes glow a coppery orange.
The firedrake was an ancient and immensely powerful dragon that lurked in the dark corners of the earth, searching for treasure to guard. Lacking magical power, but physically dangerous, the firedrake limited itself to stealing treasure from barrows and ancient vaults. It slept for centuries on a bed of gold and jewels left behind by some long-forgotten king, until a slave, fleeing his master, stole a gem-encrusted goblet. Upon awakening, the firedrake searched for an entire day for the goblet before taking his ire out on the Geats by burning their villages from the sky.
The king of the Geats, the old hero Beowulf, set out with his men to slay the firedrake, but all of them fled in terror, save Beowulf and his steward Wiglaf. They slew the dragon after a fierce and bloody battle, but not before Beowulf had been injected with the firedrake’s deadly poison. Beowulf died that day, leaving the Geats to an uncertain future.
The Firedrake
Gargantuan Dragon (fire)
Hit Dice 28d12+ 252 (434 hp)
Initiative +4
Speed 40ft, fly 200ft (clumsy)
Armor Class 33 (-4 size, +27 natural), touch 6, flat-footed 33
Base Attack/Grapple +28/+58
Attack Bite +38 melee (6d6+14 plus poison)
Full Attack Bite +38 melee (6d6+14 plus poison), 2 claws +36 melee (2d8+7), 2 wings +36 melee (2d6+6), tail slap +36 melee (2d8+21)
Space/Reach 20ft/15ft (20ft with bite)
Special Attacks Breath weapon, crush, frightful presence, poison
Special Qualities Blindsense 60ft, cold vulnerability, darkvision 120ft, DR 15/magic, immunities (fire, paralysis, sleep), keen sight, SR 24
Saves Fort +25, Ref +16, Will +23
Abilities Str 39, Dex 10, Con 28, Int 11, Wis 20, Cha 21
Skills Intimidate +36, Knowledge (history) +31, Listen +38, Search +31, Sense Motive +36, Spot +38
Feats Alertness, Cleave, Hover, Improved Initiative, Improved Natural Attack (bite), Improved Sunder, Iron Will, Multiattack, Power Attack, Wingover
Environment Cold mountains and underground
Organization Unique
Challenge Rating 20
Treasure Triple standard
Alignment Neutral evil
Advancement 29-56 HD (Gargantuan), 57-84 HD (Colossal)
Combat
The firedrake prefers to breath fire as often as possible, and not close in combat unless necessary. If directly confronted, it barrages its foe with its powerful physical attacks, including its venomous bite.
Breath Weapon (Su) The firedrake has one breath weapon, a cone of fire 70 feet long. Any creature within the area must make a Reflex save (DC 33 half) or take 16d10 points of fire damage
Crush (Ex) When flying, the firedrake can land on its opponents, crushing them underneath its body. The firedrake can affect as many Medium-size or smaller creatures as can fit underneath its body. Creatures within the area must make a Reflex save (DC 33) or be pinned and take 4d6+21 points of damage. Creatures passing the save are not pinned and take half damage. The firedrake must make grapple checks every round if it wishes to maintain the pin, and pinned creatures take crush damage every round.
Frightful Presence (Ex) All creatures with as many or fewer Hit Dice as the firedrake within 240 feet of the firedrake when it charges, attacks or flies overhead must make Will saves (DC 29) or be panicked for 4d6 rounds if they have less then 5 HD, or be shaken for 4d6 rounds if they have 5 or more HD. A creature that succeeds this save is immune to the firedrake’s frightful presence for 24 hours. The firedrake is immune to the frightful presence of other dragons.
Keen Sight (Ex) The firedrake can see four times as well as a human in shadowy conditions and twice as well in normal light.
Poison (Ex) The poison of the firedrake causes immense searing pain as the victim’s internal organs burn. Bite, Fort DC 33 negates, 2d6 Con and sickening (as the condition)/2d8 Con
JollyRotten
03-07-07, 10:17 PM
Originally Posted by
demiurge1138 of the En World forums.
So, after nightfall, Grendel set out
for the lofty house, to see how the Ring-Danes
were settling into it after their drink,
and there he came upon them, a company of the best
asleep from their feasting, insensible to pain
and human sorrow. Suddenly, then
the God-cursed brute was creating havoc:
greedy and grim, he grabbed thirty men
from their resting places and rushed to his lair,
flushed up and inflamed from the raid,
blundering back with the butchered corpses
Beowolf Lines 115-125
This loping horrid creature resembles a man, but no man was ever so tall or so feral. Its hide is thick and its jaws and claws appear adept at tearing human flesh. It carries over its shoulder a massive bag crafted out of dragonskin.
Grendel is the ogre-like descendent of Cain, the first murderer. Hated by the gods, he lived in a haunted mere with his mother, a powerful hag. Grendel fed on wild game and the occasional traveler until King Hrothgar built Herorot, a great hall with the purpose of being a stronghold and center for merriment. When investigating Herorot, he heard a song singing the praises of the Creator, and fell into a blind and hateful rage. From that day forward, he raided the hall nightly, grabbing and killing sleeping warriors and shoving them in his dragonskin bag to be eaten later.
Grendel’s reign of terror lasted 12 years, before the hero Beowulf came to Herorot to kill him. The unsuspecting Grendel found himself in the iron grip of Beowulf, who wrenched off his arm as the creature escaped. Grendel then died in the swamps from his grievous wound, and his mother swore revenge.
Grendel
Cain-son* Bog Giant Barbarian 2, Rogue 1
Large Giant
Hit Dice 8d8+2d12+1d6+99 (159 hp)
Initiative +0
Speed 40ft, swim 40ft
Armor Class 22 (-1 size, +2 Dex, +11 natural), touch 12, flat-footed 20
Base Attack/Grapple +8/+24
Attack Claw +19 melee (1d6+12)
Full Attack 2 claws +19 melee (1d6+12), bite +17 melee (1d8+6)
Space/Reach 10ft/10ft
Special Attacks Rage 1/day, rend 2d6+18, sneak attack +1d6
Special Qualities Darkvision 60ft, DR 15/bludgeoning, low-light vision, trapfinding, scent, uncanny dodge
Saves Fort +18, Ref +6, Will +2
Abilities** Str 35, Dex 15, Con 29, Int 6, Wis 11, Cha 10
Skills Hide +11*, Listen +7, Move Silently +11, Swim +20
Feats Cleave, Great Fortitude, Power Attack, Stealthy
Environment Cold marsh
Organization Unique
Challenge Rating 11
Treasure Dragonskin bag of Grendel
Alignment Chaotic evil
Advancement By character class
Combat
Grendel prefers to avoid fair fights, and always attacks from ambush. Whether this consists of hiding in the mere or merely creeping towards a sleeping human depends on the situation. If he fails to kill his opponent on the first attack, he is liable to fly into a rage, biting and clawing his foe until one of them is dead.
Rend (Ex) Whenever Grendel hits an opponent with two claw attacks, he grabs and tears the opponent’s flesh. This attack automatically deals an additional 2d6+12 damage.
Skills Grendel has a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Grendel has a +4 racial bonus to all Hide checks. This bonus increases to +8 in marshes.
* The Cain-son template is the half-troll template, with the fast healing replaced with damage reduction.
** These abilities are based on the elite array.
New Magic Item
Dragonskin bag of Grendel This large sack is crafted from the hides of black dragons and swamp serpents. The bag has the ability to affect any objects carried within it as if a shrink item spell had been cast on them. The objects remain shrunken until they are removed from the sack. Grendel was not the first owner of this item; he gained it by waylaying a traveler. Grendel uses the sack to store and carry bodies.
Faint transmutation; CL 5th; Craft Wondrous Item, shrink item; Price 18,000gp (15,000 if made as a mundane sack); Weight 2 lbs
JollyRotten
03-07-07, 10:20 PM
Originally Posted by
demiurge1138 of the En World forums.
Quickly the one who haunted those waters,
who had scavenged and gone her gluttonous rounds
for a hundred seasons, sensed a human
observing her outlandish lair from above.
So she lunged and clutched and managed to catch him
in her brutal grip; but his body, for all that,
remained unscathed: the mesh of the chain-mail
saved him from the outside. Her savage talons
failed to rip the web of his warshirt.
Beowolf Lines 1497-1505
Roleplaying
This strange creature is shaped vaguely like a woman, but she is bony and gaunt, and taller then any normal woman. Her skin is covered in a layer of tough scales, and sharp claws tip her webbed fingers. Her gate is awkward and bent on land, but she moves with unusual grace underwater.
The true name of Grendel’s mother is unknown; her small role in history is completely defined by her son. She was a large hag-like creature who lived in a submerged hall in a haunted mere with her son. She was more intelligent and wary than her offspring, and she often lurked in the swamps, feeding on lost travelers and wildlife while her son brought her treasures from the outside world.
When she found Grendel dead in the mere from obvious battle-wounds, she flew into a flurry of rage, and traced her son’s blood back to Herorot. She waited until the warriors had fallen asleep, then stalked into the hall and killed Aeschare, Hrothgar’s counselor, taking his body into the swamp to mimic how her son was taken from her. Beowulf followed Grendel’s mother into the swamps and dove after her. Although Grendel’s mother was able to out-grapple Beowulf, her claws could not find purchase in his chainmail. After dragging Beowulf into her hall to finish him with her knife, he used a giant sword from her hoard to behead her.
Grendel’s Mother
Cain-son* Advanced Annis Hag Fighter 4
Large Giant (Augmented Monstrous Humanoid)
Hit Dice 11d8+4d10+105 (176 hp)
Initiative +5
Speed 20ft, swim 40ft
Armor Class 24 (-1 size, +1 Dex, +14 natural), touch 10, flat-footed 23
Base Attack/Grapple +15/+36
Attack Claw +28 melee (1d6+13) or Large +2 shortsword +29 melee (1d8+15)
Full Attack 2 claws +28 melee (1d6+13), bite +25 melee (1d8+6) or Large +2 shortsword +29/+24/+19 melee (1d8+15) and bite +25 melee (1d8+6)
Space/Reach 10ft/10ft
Special Attacks Improved grab, rake 1d6+13, rend 2d6+19
Special Qualities Blood curse, darkvision 60ft, DR 15/adamantine, hold breath, scent, SR 19
Saves Fort +14, Ref +9, Will +10
Abilities** Str 36, Dex 12, Con 24, Int 12, Wis 15, Cha 10
Skills Hide +11, Listen +14, Move Silently +15, Spot +14, Survival +8, Swim +21
Feats Alertness, Blind-fight, Cleave, Improved Grapple, Improved Initiative, Multiattack, Power Attack, Track, Weapon Focus (claw)
Environment Cold marsh
Organization Unique, or troupe (Grendel’s mother plus 1d4+1 nycars)
Challenge Rating 13
Treasure Large +2 shortsword, Large +1 adamantine giantbane greatsword and double coins
Alignment Chaotic evil
Advancement By character class
Combat
Grendel’s mother dislikes fighting fair; she usually attacks from ambush. She prefers to grapple opponents, drag them into the mere, and tear them to pieces with her claws. If this fails, she relies on weapons, which she keeps in her hall.
Blood Curse (Su) In addition to her damage reduction, Grendel’s mother is protected by a vindictive curse should she happen to die. Any slashing or piercing weapon that deals the killing blow to Grendel’s mother is utterly destroyed, melting into a puddle of bloody metal. A magical weapon gets a Fortitude save (DC 22) to avoid this effect.
Improved Grab (Ex) To use this ability, Grendel’s mother must hit an opponent with a claw attack. If she gets a hold, she deals automatic claw damage every round and can rake.
Hold Breath (Ex) Grendel’s mother can hold her breath for a number of rounds equal to 6x her Constitution score before she risks drowning.
Rake (Ex) Attack bonus +28, 1d6+13 damage.
Rend (Ex) If Grendel’s mother hits an opponent with two claw attacks, she grabs and tears the opponent’s flesh. This attack automatically deals 2d6+19 points of damage.
Skills Grendel’s mother has a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. She can always choose to take 10 on a Swim check, even if distracted or endangered. She can use the run action while swimming, provided she swims in a straight line.
* The Cain-son template is the half-troll template, with the fast healing replaced with damage reduction
** These ability scores are based on an elite array.
JollyRotten
03-07-07, 10:25 PM
Huldre
From Wikipedia, the free encyclopedia
In Scandinavian folklore, the huldra (Norwegian, derived from a root meaning covered or secret) is a seductive forest creature. Other names include the Swedish skogsrå or skogsfru (meaning "lady (ruler) of the forest") and Tallemaja (pine tree Mary).
Features
Seen from the front she is a stunningly beautiful, naked female being with long hair; from behind she is hollow like an old tree trunk (though not in Norway, there the tail is the only thing that separates her from looking like a beautiful woman). In Norway she has a cow's tail, and in Sweden she may have that of a cow or a fox. The huldra lures men into the forest to have sex with her, rewarding those who satisfy her and often killing those who don't (Again, not in Norway. The Norwegian Hulder is a lot less bloodthirsty and may "bergta" you -kidnap you and lure you into the underworld, but she is unlikely to kill you). She sometimes steals human infants and replaces them with her own ugly huldrebarn (changeling Huldre children). A male huldre is called a huldu, or in Norway a "Huldrekall".
In Norway she has often been described as a typical dairymaid, wearing the clothes of a regular farm-girl, although somewhat more dazzling than most girls. Sometimes she marries a local farm-boy. Some legends tell of husbands who subsequently treat her badly. If she is treated badly though, she will remind him that she is far from weak, and often she does this by straightening out a horseshoe with her bare hands, sometimes while it is still glowing hot from the forge.
If betrayed, she can punish the man severely, as in one case from Sigdal, when she avenged her pride on a young braggart she had sworn to marry, on the promise that he would not tell anybody of her. On the contrary, the boy bragged about his bride for a year, and when they met again, she beat him around the ears with her cow-tail. He lost his hearing and his wits for the rest of his life.
Folklore
There is a story of a huldra being kind to a collier, watching his charcoal kiln while he took a much needed rest. Knowing that she would wake him if there were any problems, he was able to sleep, and in exchange left provisions for her in a special place. A tale from Närke illustrates further how kind a huldra could be, especially if treated with respect (Hellström 1985:15).
A boy in Tiveden went fishing, but he had no luck. Then he met a beautiful lady, and she was so stunning that he felt he had to catch his breath. But, then he realized who she was, because he could see a fox's tail sticking out below the skirt. As he knew that it was forbidden to comment on the tail to the lady of the forest, if it was not done in the most polite manner, he bowed deeply and said with his softest voice: Milady, I see that your petticoat shows below your skirt. The lady thanked him gracefully and hid her tail under her skirt, telling the boy to fish on the other side of the lake. That day, the boy had great luck with his fishing and he caught a fish every time he threw out the line. This was the Huldra's recognition of his politeness.
Huldra would also sometimes try to marry human men, keeping their identity secret until marriage; only that blessing could rid them of their tails. If mistreated, a huldra would visit terrible vengeance upon her husband.
Role-playing Notes
Originally Posted by
MythMage of the Dicefreaks forums.
Huldra
Medium Fey
Hit Dice 6d6+12 (33 hp)
Initiative +4
Speed 30 ft.
Armor Class 18 (+4 Dex, +4 natural), touch 14, flat-footed 14
Base Attack/Grapple +3/+7
Attack Tail +8 melee (1d2+4 and confusion) or dagger +7 melee (1d4+4)
Full Attack Dagger +7 melee (1d4+4) and tail +3 melee (1d2+2 and confusion)
Space/Reach 5 ft./5 ft.
Special Attacks Confusion, spell-like abilities
Special Qualities Alternate form, damage reduction 5/cold iron, hollow, limited vulnerability to turning, low-light vision, resistance to cold 10 and negative energy 10
Saves Fort +4, Ref +9, Will +8
Abilities Str 18, Dex 18, Con 15, Int 14, Wis 16, Cha 20
Skills Bluff +14, Diplomacy +18, Disguise +14 (+16 when acting in character), Intimidate +7, Knowledge (nature) +13, Listen +12, Sense Motive +12, Spot +12, Survival +12 (+14 in aboveground natural environments)
Feats Ability Focus (confusion), Dodge, Weapon Focus (tail)
Environment Cold forests
Organization Solitary
CR 6
Treasure Standard
Alignment Usually chaotic neutral
Advancement 7-18 HD (Medium); or by character class
Level Adjustment +6
A beautiful, naked blonde human woman gazes alluring at you.
Huldra are forest-dwelling fey that are often linked to the Unseelie Court. They are very sensual, and often seduce mortals into brief encounters with them.
A huldra looks like a beautiful young human woman, often appearing naked. When viewed from behind, it can be seen through wide seems in her back that she is hollow. She also has a long cow’s tail. A few huldra are male; such a creature is called a huldu.
Huldra are not only hollow physically; they are in a way emotionally empty, too. They feel a great need to fill this void. A huldra feels her emptiness as a lack of love, and so she desperately desires to be loved - even through lies and enchantments. This leads her to seek physical and emotional romance, and spurs her fickle treatment of compliant mortals.
A huldra will seek brief one-time sexual encounters with handsome men to sate her physical lust. If the huldra feels she has been properly "loved", she will reward the mortal and possibly attempt to form a long-lasting relationship. If she feels she has not, she will punish the mortal, usually leaving him degraded and physically and mentally scarred.
To sate her emotional lust, a huldra will seek out a mortal male that she thinks she has the best chance of obtaining non-physical love from. Logically, she chooses men who have already proven that they are capable of such things: men who are happily married or betrothed. She may seek out a widower who had a happy romance, but only if he is young and handsome. Once she chooses a target, the huldra then does her very best to become the sole object of his affection. She usually loses interest soon after he is estranged from all other women, since the challenge is gone and she can expect nothing better. This propensity for encouraging infidelity makes huldra greatly despised by most lawful and good societies and religions. Huldra know this and avoid good clerics as the greatest threat against them.
Rarely, a huldra will realize that what she experiences is only a pale reflection of what mortals have and will desire true mutual love. This usually only occurs after the huldra spends a great deal of time wooing a strongly good-aligned man. If such a desire arises, there is a method for the huldra to resolve it. Many huldra know of an incantation that can allow them to truly become a member of any mortal race they desire; however, the incantation's components are known to few, and it can only be performed on the day of a hulda's wedding to a willing and uncoerced member of that race.
A huldra is the same height as a human, but weighs only about half as much.
Huldra speak common and sylvan.
COMBAT
A huldra may angrily initiate combat if it is unsatisfied by a romantic encounter. When angered, a huldra will fight until it seems to have no hope of winning before it will attempt to flee.
Confusion (Su) A creature struck by a huldra’s tail becomes confused unless it succeeds on a Will save (DC 20). It remains confused for the next 6 rounds. The save DC is Charisma-based and includes a +2 bonus from Ability Focus. The duration is Hit Dice-based.
Spell-like Abilities At will – touch of idiocy; 3/day – true strike; 1/day – blindness/deafness (DC 18), magic weapon, suggestion (DC 18); Caster level 6th. Save DCs are Charisma-based.
Alternate Form (Su) A huldra can assume any animal or humanoid form of Medium size or smaller as a standard action. This ability functions as a polymorph spell cast on itself at a caster level equal to its Hit Dice, except that the huldra does not regain hit points for changing form and can only assume a humanoid or animal form. The huldra can remain in its animal or humanoid form until it chooses to assume a new form or return to its natural form.
Hollow (Ex) A huldra's unique physiology grants it immunity to critical hits, sneak attacks, and other precision-based damage.
Limited Vulnerability to Turning (Ex) Hulra are linked to negative energy, and so suffer from channeled positive energy in a way similar to undead. If a turning attempt is sufficient to turn an undead of a huldra's Hit Dice, the huldra is stunned for 1 round. If the turning attempt is sufficient to destroy an undead of the huldra's Hit Dice, the huldra is forced back to her natural form (if she was in an alternate form), is stunned for 1 round, and becomes incapable of using its spell-like abilities for 1 minute.
JollyRotten
03-07-07, 10:29 PM
Mara
From Wikipedia, the free encyclopedia
A mara, mare is a kind of malignant female wraith in Scandinavian folklore believed to cause nightmares. She appears as early as in the Norse Ynglinga saga. "Mara" is the Old Norse, Swedish and Icelandic name, "mare" is Norwegian and Danish.
The mara was thought of as an immaterial being – capable of moving through a keyhole or the opening under a door – who seated herself at the chest of a sleeping person and "rode" him or her, thus causing nightmares. In Norwegian/Danish, the word for nightmare is mareritt/mareridt, meaning "mareride". The Icelandic word martröð has the same meaning, whereas the Swedish mardröm translates as "maredream". The weight of the mara could also result in breathing difficulties or feeling of suffocation (an experience now known as sleep paralysis).
The mara was also believed to "ride" horses, which left them exhausted and covered in sweat by the morning. Even trees could be ridden by the mara, resulting in branches being entangled. The undersized, twisted pine-trees growing on coastal rocks and on wet grounds are known in Sweden as martallar (marepines).
According to a common belief, the free-roaming spirit of sleeping women could become maras, either out of wickedness or as a form of curse. In the latter case, finding out who the cursed person was and repeating "you are a mara" three times was often enough to release her from this condition.
Role-playing Notes
Originally Posted by
MythMage of the Dicefreaks forums.
Mora
Diminutive Fey
Hit Dice 1/4d6-2 (1hp)
Initiative +5
Speed 5 ft., fly 40 ft. (average)
Armor Class 19 (+5 Dex, +4 size), touch 19, flat-footed 14
Base Attack/Grapple +0/+4
Attack Crushing touch +9 melee (4)
Full Attack Crushing touch +9 melee (4)
Space/Reach 1 ft./0 ft.
Special Attacks Crushing touch, improved grab, opportunistic wrestler, spell-like abilities, steal breath
Special Qualities Damage reduction 10/cold iron, dream sense, low-light vision
Saves Fort -2, Ref +7, Will +5
Abilities Str 1, Dex 20, Con 7, Int 12, Wis 16, Cha 18
Skills Bluff +9, Hide +21, Listen +7, Move Silently +17, Search +5, Spot +7, Survival +7
Feats Great Fortitude, Weapon Finesse (B)
Environment Any land and underground
Organization Solitary
Challenge Rating 3
Treasure Standard
Alignment Usually lawful evil
Advancement 1-3 HD (Diminutive)
Level Adjustment +5 (Improved Familiar CL 7th)
A wispy, pale butterfly flits silently through the air. When it comes to rest on your chest, you suddenly feel it as if it weighed as much as a horse – you can’t draw breath!
Moras are ruthless assassins whose primary clientele are Unseelie Court members. They also act as the police of dreams. They hunt down those with dreams of considerable potential and crush them before those dreams can come to fruition and stave off the decay of the Unseelie. They efficiently and silently seek out their targets, crush them to death while they sleep, and slip away. Their victims are often mistaken for having died of natural causes. Moras live off of the crushed dreams of these slain sleepers, and are most satisfied by the most hopeful and potential-laden dreams.
Mora culture can best be described as a type of assassin's guild. The moras form themselves into clans which compete for jobs and the choicest dreamers. All of these clans send their leaders together to discuss business and issues that involve the whole race at least annually, and this summit serves as their racial court, with the most influential patriarch or matriarch as its temporary ruler. These meetings are usually timed to take advantage of the times of Unseelie gatherings. Mora leaders are usually rogues and assassins.
Moras can spawn spontaneously from the rotting brains of creatures who died while in the throes of horrible nightmares. They can also reproduce physically, laying eggs in dreamers they killed themselves. The sight of moths escaping the bodies of the dead have led to many superstitions of moths as spirits of the dead.
Much like imps, moras often serve as familiars to mortal spellcasters in the hopes of spreading their own causes through their masters.
Moras look like ordinary butterflies, usually with a lacy white pattern on their grey wings. They are seen only at night, and are eerily quiet.
COMBAT
When pursuing an assigned target, a mora will wait until the quarry falls asleep, and then silently drift toward the victim. At the first opportunity, it will land on the target’s chest and crush him with its gravity crush ability. If forced into combat, it will use steal breath and silence to hinder spellcasters and try to stay out of range of melee fighters. As soon as possible, it will flee.
Crushing Touch (Su) As an attack action, a mora may alter the force of gravity on the air near it. The mora can then attempt a melee touch attack which deals damage equal to the mora’s Charisma bonus. This ability makes no noise.
This ability also allows the mora to gain enough leverage to grapple as if it were a Medium creature, using its Charisma modifier in place of its Strength modifier on grapple checks. A mora’s crushing touch deals triple damage against pinned or helpless creatures.
Dream Sense (Ex) A mora can smell dreams and dreamers from up to a mile away. It can determine if the dream is hopeful, creative, destructive, or nightmarish. With greater study, it can determine more details about the dream. It can locate dreaming creatures as if with the scent special quality.
Improved Grab (Su) In order to use this ability, a mora must first hit with a crushing touch attack.
Opportunistic Wrestler (Ex) A mora receives a +4 racial bonus on grapple checks against prone opponents.
Spell-like Abilities At will—whispering wind; 3/day—sleep (DC 15); 1/day—silence. Caster level 5th. Save DCs are Charisma-based.
Steal Breath (Su) As a standard action once per day, a mora can steal a creature’s breath. By making a melee touch attack, the mora empties its target’s lungs of air. The victim must make a Fortitude save (DC 14) or suffer nonlethal damage equal to its remaining hit points. This ability sounds only like a deep exhalation, and a listener who hears (Listen DC 14) must succeed on a Heal or Knowledge (nature) check against DC 14 to discern that the breath is unnatural. A successful save does not alert the victim to any threat. The save and check DCs are Charisma-based.
Skills A mora receives a +8 racial bonus on Move Silently checks.
JollyRotten
03-07-07, 10:33 PM
Originally Posted by
demiurge1138 of the En World forums.
The water was infested
with all kinds of reptiles. There were writhing sea-dragons
and monsters slouching on slopes by the cliff,
serpents and wild things such as those that often
surface at dawn to roam the sail road
and doom the voyage.
Beowulf Lines 1425-1430
Roleplaying
This serpentine creature is mottled green and gray, with a crested, almost dragon-like, head. Its two limbs are little more than flippers with claws, although it can slither with surprising speed.
Nycars are a very primitive form of dragon; sages believe they predate even the wyverns and linnorms in antiquity. They are strict carnivores with little intelligence that hunt in swamps and bogs for warm-blooded prey. For dragons, they are quite common, appearing wherever there is food and stagnant water. As such, they have many names, including swamp serpent, lesser linnorm, and dragonsnake.
The Geat hero Beowulf encountered several nycars during his adventuring youth; the swamp where Grendel’s mother lived was crawling with them, and his retainers dispatched one while he suited up for battle.
Nycar
Large Dragon
Hit Dice 10d12+40 (105 hp)
Initiative +1
Speed 30ft, swim 40ft
Armor Class 20 (-1 size, +1 Dex, +10 natural), touch 10, flat-footed 19
Base Attack/Grapple +10/+20
Attack Bite +15 melee (1d10+6 plus disease)
Full Attack Bite +15 melee (1d10+6 plus disease), 2 claws +10 melee (1d6+3)
Space/Reach 10ft /10ft (coiled)
Special Attacks Constrict 1d8+9, disease, improved grab
Special Qualities Darkvision 60ft, dragon traits, low-light vision, SR 19
Saves Fort +11, Ref +7, Will +10
Abilities Str 23, Dex 13, Con 19, Int 5, Wis 17, Cha 13
Skills Hide –3*, Move Silently +14*, Spot +16, Survival +16, Swim +14
Feats Ability Focus (disease), Diehard, Endurance, Track
Environment Cold and temperate marsh
Organization Solitary or pack (2-7)
Challenge Rating 9
Treasure Half standard
Alignment Usually neutral evil
Advancement 11-20 HD (Large), 21-30 HD (Huge)
Combat
Nycars are quite stealthy in their natural habitat, and prefer to ambush their prey. Nycars usually grab their victims from hiding, and bite repeatedly until the foe is dead. If the prey escapes, the nycar follows it through the swamp, waiting for it to die from the septic bacteria it spreads with its bite.
Constrict (Ex) A nycar deals 1d8+9 points of damage each round on a successful grapple check.
Disease (Ex) Any creature hit by a nycar’s bite attack must make a Fortitude save (DC 21) or contract linnorm fever, a horrible wasting disease that acts like an accelerated form of leprosy. The incubation period is 12 hours, and it 1d6 points of Strength and 1d3 points of Constitution damage per day.
Improved Grab (Ex) To use this ability, the nycar must hit an opponent with a bite attack. If it gets a hold, it deals automatic bite damage and can constrict.
Skills A nycar has a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. They can always choose to take 10 on a Swim check, even if distracted or endangered. They can use the run action while swimming, provided they swim in a straight line.
Nycars receive a +8 racial bonus to all Hide and Move Silently checks made in marshes.
JollyRotten
03-08-07, 09:46 AM
Sea Serpent
The sea serpent is a tremendous seafaring monster of great length and power. Sea serpents vary in appearance, some looking like snakes with minor fins and gill slits, others improbable lengths of scaly body with peculiar fins, humps, ridges, and earless horse-like heads and shaggy manes.
Sea serpents are large beasts of varying temperaments. Some are peaceable creatures that playfully weave their way through the waters, supping on fish and kelp and occasionally taking following passing ships with mild interest. Others are ferocious and territorial monsters that attack ships, crushing them to pieces and then devouring sailors from the wreckage at their leisure, or simply ripping apart all manner of man or beast that comes their way. Some rare ones appear to be compassionate and friendly critters who enjoy playing with swimmers, saving drowning men, chasing large schools of fish into the nets of fishermen, offering pearls and other treasures of the ocean, and using their magical powers to ensure good sailing for vessels.
They live in rocks along the coast sunning their scales on the ocean surface and will crawl inland to feed on calves, lambs and hogs.
Originally Posted by
R.M.G.C.L.F. of the Wizards Community forums.
Role-playing Notes
Sea Serpent
Huge Magical Beast(Aquatic)
HD:10d10+60(115hp)
Initiative:+3
Speed: swim 80ft
AC:20(-2size,-1dex,+13natural)
BAB/Grapple:+10/+27
Attacks: Bite+18 melee, tail+13 melee
Damage: Bite 2d6+8, tail 1d12+3
Face/Reach: 90ft by 5ft/5ft (fully uncoiled), or 45ft by 5ft/10ft (arched)
Special Attacks: Improved Grab, Constrict, Swallow Whole, Spell-like abilities, frightful presence, spout water, whirlpool, lunging strike
Special Qualities: Fire and Acid resistance 15, Cold and Fear resistance 10. DR10/+2, SR21, PR20 aquatic, low-light vision
Saves: Fort+13,Ref+4,Will+5
Abilities:Str29,Dex8,Con23,Int2,Wis15,Ch a12
Skills: Spot+6, Listen+6, Knowledge(ocean and seafaring)+1
Feats: Weapon Focus(bite), improved initiative, lightning reflexes, power attack
_________________
Environment: Aquatic
Organization: Solitary
CR:9
Alignment: Always Neutral
Treasure: 1/4 coins, 50% items, standard goods (any gem roll includes 2d4 pearls of that category)
Advancement: 11-14HD(huge), 16-24HD(gargantuan), 25-30HD(collosal)
Combat Against small boats and swimmers sea serpents create whirlpools to sink them underwater and then attack them at leisure, holding them their in their coils to drown. When faced with larger ships they attempt to destroy them by crushing them in their coils or assualting them with spell-like abilities.
Improved Grab(ex) A sea serpent that hits with its bite attack can begin a grapple as a free action.
Constrict, creaures(ex) A sea serpent deals automatic bite and tail damange each round to a grappled opponent. In addition it forces the opponent into the water so that they must hold their breath. The serpent's grip squeezes 1d6 rounds of breath out of them upon immersion.
Constrict, boats(ex) A sea serpent can use it's constrict attack against a boat of large or greater size. It must first make an attack roll against the ships AC plus one as a full action to leap its head over the ship, and then repeat the process to complete the loop. Both times it provokes an attack of opportunity from those on deck. When its loop is complete it deals automatic bite and tail damage each round to the boat, plus an extra 1d12+9 crushing damage, but loses its dexterity bonus to AC and is consider grappled, and attacks against it by those on deck gain a +2 circumstancial bonus.
Swallow whole(ex) a sea serpent's gullet can hold up to one large creature, two medium creatures, five small creatures, and eleven tiny creatures. A swallowed creature takes 1d20 bludgeoning damage and 2d8+6 acid damage each round. The gullet has DR5/+1 and 20hp but due to the narrowness of the serpent's digestive track it requires no attack roll to hit. After 2 rounds a muscular action closes the hole to prevent further meals from escaping.
Frightful Presence(ex) Creatures of 10 or less HD shaken, those of 5 or less HD frightened, range 60ft, will save dc:18 (+2 racial bonus).
Whirlpool(ex) once per minute, as a move-equivalent action, a sea serpent can create a vortex of water identical to that of a greater water elemental which lasts for two rounds.
Lunging Strike(ex) A sea serpent can make a single bite attack with reach of 40ft in lue of a full attack.
Spout Water(ex) As long as it has water to breath, a sea serpent can expell a powerful jet of water as a quickened action. This takes a ranged touch attack to hit, and deals 2d8+6 (damage bonus from con) bludgeoning damage. It deals double damage to creatures with the fire subtype and triple damage to fire elementals.
Spell-like abilities(sp) Twice per day summon nature's ally VI (aquatic only), call lightning, gust of wind; once per day control weather, summon swarm(swarm of fishes, treat as swarm of rats but with no disease attack, swim spead of 20ft in lue of other speeds, and aquatic) bestow curse, remove curse, ice storm, lightning bolt. Caster level 10th, save dc wisdom based.
Serpent Savants Some serpents are gifted with demi-human intellect. These serpents have intelligence of 6, +2wisdom and charisma, advanced to at least 13HD, and they have the spell-like abilities dream, suggestion, whispering winds and comprehend languages once per day and message and create water at will. They speak aquan and draconic. Alignment any, CR11.
JollyRotten
03-08-07, 09:56 AM
Whale-beast
Originally Posted by
demiurge1138 of the En World forums.
Time and again, foul things attacked me,
lurking and stalking, but I lashed out,
gave as good as I got with my sword.
My flesh was not for feasting on,
there would be no monsters gnawing and gloating
over their banquet at the bottom of the sea.
Beowulf Lines 559-564
The bizarre creature resembles a sharp-toothed whale covered in fine scales instead of skin. Its fins and flukes are long and narrow, and it moves towards you with a feral grace.
The whale-beasts live in the cold waters off of Geatland, where their normal prey is mostly seals, dolphins and large fish. Solitary whale-beasts will even leap out of the water to grab low-flying sea birds. They do, however, attack swimmers if they get the chance, and have been known to follow ships for days in order to eat refuse (or its passengers should it happen to sink). The whale-beast’s similarity to mundane whales is the matter of much conjecture; many sages believe that the whale-beasts owe their scaled hides and dim intelligence to some distant draconic ancestor.
The hero Beowulf fought several whale-beasts in his earlier days; once, a swimming contest that lasted five days was forcefully terminated by an attack from a pod of whale-beasts. Beowulf killed all nine of them, as he had worn his chainmail and sword to protect himself and to prove his strength.
Whale-beast
Huge Magical Beast
Hit Dice 9d10+54 (103 hp)
Initiative +2
Speed Swim 50ft (10 squares)
Armor Class 18 (-2 size, +2 Dex, +8 natural), touch 10, flat-footed 16
Base Attack/Grapple +9/+26
Attack Bite +16 melee (2d6+13)
Full Attack Bite +16 melee (2d6+13)
Space/Reach 15ft/10ft
Special Qualities Blindsight 120ft, hold breath, low-light vision
Saves Fort +12, Ref +8, Will +6
Abilities Str 29, Dex 15, Con 23, Int 3, Wis 16, Cha 6
Skills Jump +11, Listen + 13, Spot +13, Swim +17
Feats Diehard, Dodge, Endurance, Run
Environment Cold aquatic
Organization Solitary or pod (6-11)
Challenge Rating 6
Advancement 10-18 HD (Huge), 19-27 HD (Gargantuan)
Combat
Whale-beasts are rarely solitary, and they will only attack humans in numbers. Commonly, two or three whale-beasts will swim in and bite a foe, and retreat while another wave of whale-beasts attacks. They are fearless in combat, and rarely retreat unless dying.
Blindsight (Ex) Whale-beasts can “see” using high-frequency sounds inaudible to most creatures. This allows them to locate creatures and objects within 120ft. A silence spell negates this and forces them to rely on their vision, which is roughly as good as a human’s.
Hold Breath (Ex) A whale-beast can hold its breath for a number or rounds equal to 8x its Constitution score before it risks drowning.
Skills A whale-beast has a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
A whale-beast has a +4 bonus to all Spot and Listen checks as long as its blindsight is functioning.
A whale-beast has a +4 bonus to all Jump checks, due to their muscular tails.
DebiHuman
03-08-07, 11:16 AM
Sea Serpent
They live in rocks along the coast sunning their scales on the ocean surface and will crawl inland to feed on calves, lambs and hogs.
Speed: swim 80 ft
I would delete the above sentence (as underlined) as they have no land speed and therefore aren't crawling anywhere to get calves, lambs and hogs.
DebiHuman
03-08-07, 11:37 AM
I'd seen the whale-beast before and I still like it. It would be cooler if it had the appropriate name: Saedeor.
line 3209 from Beowulf "þat wes icumen of þare sæ deor swide seluch," translates as there was coming from the sea a beast very strange.
A "saedeor" basically translates as a seabeast from old Saxen.
What do you guys think?
I would delete the above sentence (as underlined) as they have no land speed and therefore aren't crawling anywhere to get calves, lambs and hogs.
Or he could just edit in a land speed. Man this thread got busy all of a sudden. I shall have to try and get that Lindworm done this weekend.
JollyRotten
03-08-07, 09:46 PM
The first Cyclopes
The first Cyclopes--Brontes (thunderer), Steropes (flasher) and Arges (brightener)--were the sons of Uranus and Gaia. They were giants with a single eye in the middle of their forehead and a foul disposition.These are more intelligent and civilized than their lesser cousins.
They fashioned thunderbolts for Zeus to use as weapons, and helped him overthrow Cronus and the other Titans.
Uranus, fearing their strength, and their lack of beauty, although they were already skilled crafters in their youth, was revolted by them. In his disgust he cast them into Tartarus where their rage simmered and their skills, if anything, actually increased.
They remained in Tartarus until the greatest son of Uranus, Cronus, liberated them in order to construct Cronus’ infamous scythe of castration and to fight at his side against the power of Uranus, along with the Hecatonchires, after Uranus was castrated and overthrown by Cronus. After Cronus was victorious, he promptly rewarded the Cyclopes by throwing them back into Tartarus, where they remained, guarded by Campe, until freed by Zeus.
Finally, Cronus’ own child, Zeus, slew Campe In exchange for their freedom, Zeus commissioned them to craft artifacts that would be used in the Titanomachy; Such as Artemis' bow and arrow, Hades’ Helmet of Darkness, that was later given to Perseus on his quest to kill Medusa, Zeus’ Lightning, and Poseidon's trident. With these weapons and with the Cyclopes fighting at Zeus’ side, the Olympians successfully overthrew the Ancient Titans leaving the Cyclopes’ with the choice as to where they could choose to reside in one of Zeus’ rarer instances of keeping his word.
No Cyclopes will ever knowingly take any action that could help any Ancient Titan.
Roleplaying Notes
As seen in Palindrome's thread at Dicefreaks
Cyclopes
Huge Outsider (Abomination, Extraplanar)
Hit Dice 55d8 (outsider) plus +605 (1045 hp)
Initiative +10 (+2 Dex, +8 Superior Initiative)
Speed 50 ft.
Armor Class 48 (-2 size, +30 natural, +2 Dex, +8 deflection), touch 18, flat-footed 46
Base Attack/Grapple +55/+83
Attack 2 slams +73 or melee touch +73 or ranged touch +57
Full Attack 2 slams +73 (4d6 plus +20) or melee touch +73 or ranged touch +57
Space/Reach 15 ft./15 ft.
Special Attacks spell-like abilities
Special Qualities Blessing of the Firstborn, Cyclopes traits, DR 30/good and mithril, learned item immunity, legendary craftsmen, One-eyed, SR 50
Saves Fort +40 Ref +31 Will +36
Abilities Str 51, Dex 14, Con 32, Int 34, Wis 25, Cha 26
Skills Appraise +42, Bluff +28, Climb +30, Decipher Script +34, Concentration +51, Craft (armorsmithing, weaponsmithing) +70, Diplomacy +28, Intimidate +50, Knowledge (arcana) +70, Knowledge (architecture and engineering) +70, Knowledge (dungeoneering) +70, Knowledge (local-Tartarus) +70, Knowledge (nature) +46, Knowledge (the planes) +70, Listen +27, Search +52 (+58 secret doors/hidden compartments), Speak Languages (Celestial, Draconic, Giant, Infernal, Terran), Spellcraft +76, Spot +22, Survival +47 (+51 aboveground, +53 extraplanar, +51 find tracks, +53 underground), Use Magic Device +63 (+67 scrolls)
Feats Craft Construct, Craft Magic Arms and Armor, Craft Wondrous Item, Empower Spell, Empower Spell-like Ability, Enlarge Spell, Extend Spell, Improved Bull Rush, Improved Initiative, Power Attack, Scribe Scroll *
Epic Feats Craft Epic Magic Arms and Armor, Craft Epic Wondrous Item, Superior Initiative *
Environment Any Underground
Organization Solitary or Workshop (1-3 Cyclopes)
Challenge Rating 38
Treasure 1-4 magic items
Alignment Any nongood
Advancement 56-65 HD (Huge), 66-75 HD (Gargantuan)
Level Adjustment –
* The above feat selection reflects a series of choices for a Cyclopes that was born with significant spellcasting capability. Other Cyclopes will have different feat choices.
Spell-like abilities (Sp) At will: analyze dweomer, clairaudience/clairvoyance, flesh to stone, greater dispel magic, telekinesis, teleport (greater), transmute rock to mud, wall of stone 3/day: chain lightning, forcecage, mirage arcana 1/day: control weather, demand, earthquake, legend lore, shapechange. 1/week: superb dispelling, trap the soul.. Cast at 55th level. The saving throws against a Cyclopes’ spell-like abilities is DC 18 + spell level. The saving throws are Charisma-based.
Evil Cyclopes add the following to their list of spell-like abilities: At will: blasphemy, desecrate, enervation, wrack. 1/day: identify transgressor, unholy aura. 1/week: mindrape, unhallow.
Combat Most Cyclopes that have significant spellcasting power will open up with a barrage of enlarged and/or empowered spells; otherwise, their preferred tactics are to use their ranged spell-like abilities from a distance first and pummel their opponents into nonexistence.
Cyclopes Traits
• Cyclopes are immune to polymorphing, petrification, or any form-altering attack. They are not subject to energy drain, ability drain, or ability damage. They are immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects. Cyclopes are not subject to death from massive damage.
• Cyclopes possess fire and cold resistance 20. Cyclopes resist detection and all are treated as if affected by a nondetection spell cast at 55th level.
• Cyclopes can use true seeing at will
• Cyclopes can communicate telepathically with any creature within 1000 feet that has a language
• Cyclopes have regeneration 20/holy.
• Cyclopes receive a deflection bonus to their AC equivalent to their Charisma bonus.
• Cyclopes possess DvR 0 as defined in the Virtual Divine Ranks and Cosmic Entities article.
Blessing of the Firstborn (Su) Each Cyclopes possesses one unique special quality or special ability. Some of the Cyclopes, in particular those responsible for the construction of the weapons of the Titanomachy, are powerful spellcasters, while others, such as Argos, are ‘blessed’ with a bizarre anatomy that drastically increases their combat prowess.
One-Eyed (Ex) The dominant feature of the Cyclopes and the feature responsible for their name is the fact that all Cyclopes, without exception, have only one eye. As a result, they have a –10 penalty to all Spot and Diplomacy checks, and a –5 penalty to all attacks with ranged weapons due to their permanent birth disfigurement.
Learned Item Immunity (Su) If a Cyclopes is attacked by a particular magical item or from a spell or power cast from that magical item, then that particular Cyclopes is permanently immune to damage from that spell or power cast from that particular item afterwards. This immunity does not extend to spells or powers that are cast from personal resources or from scrolls. If the item used against the Cyclopes is one that he has crafted himself, the item itself becomes hostile (treat as cursed) until the wielder stops attacking the Cyclopes with it.
Legendary Craftsmen (Su) If three or more Cyclopes are working together on a single project, they may craft a unique artifact for a single being. These same Cyclopes may only engage in such a creation once in their lifetime, as the effort is not only one of body, but of soul as well. Each Cyclopes engaged in such an effort must sacrifice 15 of their own HD to the artifact that they create as well as permanently lose their spellcasting ability in order to complete their creation. These HD and their spellcasting power are lost at the point when the final spell is cast upon the item.
JollyRotten
03-09-07, 06:29 PM
Echo
From Wikipedia, the free encyclopedia
In Greek mythology, Echo was an Oread (a mountain nymph) who loved her own voice. Zeus loved consorting with beautiful nymphs and visited them on Earth often. Eventually, Zeus's wife, Hera, became suspicious, and came to Earth in an attempt catch Zeus with the nymphs.
Echo wanted to save her nymph friends, so she talked to Hera incessantly in order to distract her and allow time for Zeus and the nymphs to leave. However, Hera eventually interrupted Echo and went into the field where Zeus and the nymphs had been. When she saw the field was empty, Hera realized what Echo had done and punished her.
Ovid's version of events states that Zeus employed Echo to occupy Hera whilst he continued with his adulteries. Hera soon saw through this ruse and punished her so that she could say only the last words of other people's sentences (echolalia). She could not speak of her own accord and so was deprived of the thing she loved the most.
In the time of Echo's suffering, there was a human named Narcissus. He was so handsome that every girl or boy that saw him immediately fell in love with him. But Narcissus had no heart, and loved no one.
One day, Echo met Narcissus and, like every other girl and boy, fell in love with him. Echo could not speak to him, but she had felt she needed to see him. So Echo followed him, just enough to see him, but not enough to be seen.
Narcissus became lost and called out, "Is anyone here?"
Echo said, "Here, here, here."
Narcissus told whoever was there to come out. Echo came out and, because she couldn't talk, used her hands to show Narcissus how much she loved him. Narcissus, annoyed that so many people liked him, rejected her love. Echo, heart-broken, prayed to Aphrodite for death. Her prayer was answered, but Aphrodite loved her voice, so she let her voice live on.
Ovid's version of the tale states that a boy who had also fallen in love with Narcissus made a prayer to the gods, asking that Narcissus suffered from an unrequited lust as he had made others do. The prayer was answered by the goddess Nemesis - she who ruins the proud, who cursed Narcissus into falling in love with his own reflection. He eventually dies of heartbreak and is carried to the Underworld where he is forever tormented by his own reflection in the river Styx.
Role-playing Notes
Originally Posted by MythMage of the Dicefreaks forums.
Echo
Medium Fey (Incorporeal)
Hit Dice 4d6+4 (18 hp)
Initiative +4
Speed Fly 40 ft. (perfect)
Armor Class 18 (+4 Dex, +4 deflection), touch 18, flat-footed 14
Base Attack/Grapple +2/–
Attack Incorporeal touch +6 melee (1d6 plus 1d6 sonic plus fatigue)
Full Attack 2 incorporeal touches +6 melee (1d6 plus 1d6 sonic plus fatigue)
Space/Reach 5 ft./5 ft.
Special Attacks Fatigue, mimicry, replicate effect, spell-like abilities
Special Qualities Damage reduction 5/cold iron, immunity to sonic, incorporeal traits, low-light vision, partial death, spell resistance 16
Saves Fort +2, Ref +8, Will +8
Abilities Str –, Dex 18, Con 13, Int 11, Wis 19, Cha 18
Skills Bluff +11, Diplomacy +6, Disguise +4 (+6 acting), Hide +11, Intimidate +6, Knowledge (nature) +11, Listen +15, Search +7, Spot +11, Survival +4 (+6 in aboveground natural areas)
Feats Empower Spell-Like Ability (drought’s/famine’s embrace), Flyby Attack
Environment Any
Organization Solitary
Challenge Rating 5
Treasure None
Alignment Usually neutral or neutral evil
Advancement 5-12 HD (Medium)
Level Adjustment +5
A ghostly form drifts toward you. It seems to be a pale, thin young woman with angular features. However, it is translucent and weightless; its feet don’t even touch the ground.
An echo represents an emptiness in nature. When a fey dies of starvation or thirst, it may not be fully dead. It may slowly recreate itself as an echo to live out the rest of its life.
Echoes have three primary ways of dealing with what has happened. Some feel that they have been betrayed by nature. These echoes retaliate against nature – they disrupt nature’s living creatures as best they can, causing other beings to become lost by using mimicry, ventriloquism, and mirage-like illusions, and starving them to death. Other echoes do the same thing for a different reason. They see their transformation as a natural transition, a sign from nature that the area they protect is ready to die. They blight the area because they feel that it is simply the right time for decay to reign there.
Finally, some echoes see their partial deaths their own fault, their own failures. They see this change as a second chance, without the risk of more failure, and try to continue their usual activities with as little change as possible.
Before coming to any of these three conclusions (or another conclusion entirely), echoes often spend some time despairing at their loss of corporeality and their own seeming deaths. A new echo seeks solitude to contemplate its situation until it decides what its partial death means.
An echo appears as a translucent, weightless image of a very thin and pale young half-elven woman or man with faint traces of its former appearance.
Echoes understand any language they spoke originally, though they cannot initiate their own speech. They may be able to piece together meaningful responses from past encounters, however. An echo has no voice of its own, and each phrase it speaks sounds like the voice of whichever creature the echo last heard say that phrase.
COMBAT
If angry or vengeful, an echo will follow the object of its spite until the most opportune time to get revenge. If it thinks that the target is capable of generating sonic attacks, it waits until the creature generates the attack, and then sends it back at him.
Fatigue (Su) A living creature struck by an echo’s incorporeal touch becomes fatigued. If it was already fatigued, it becomes exhausted instead.
Mimicry (Ex) An echo can imitate almost any sound it has heard. This allows it to repeat specific phrases, but not to use another creature’s voice to say anything it hasn’t specifically heard said in that creature’s voice.
Partial Death An echo straddles the line between life and undeath. As a result, it is affected as both a living creature and an undead creature. If an effect causes different results for undead than for living creatures, the echo is treated as whichever is more advantageous. However, if an effect works normally on either, or if it only works on one and not the other, the echo is affected normally. For example, an echo would suffer damage as a living creature, rather than an undead, from a sunburst spell (assuming the echo wasn’t protected by its incorporeality), but can be turned or rebuked like an undead. An echo is healed by both positive and negative energy, but regains only half as many hit points as normal from either.
This state grants an echo the following benefits of the undead type: immunity to critical hits, death effects, death from massive damage, energy drain, exhaustion, fatigue, physical ability damage, poison, and sleep. An echo does not need to eat, breathe, or sleep. An echo still dies of old age.
Replicate Effect (Su) As a full-round action, an echo can replicate almost any sonic effect it has observed. It must merely hear the sound to repeat the effect. An echo can only repeat effects for up to one minute after they occur, but it may do so as many times as it has sufficient actions during that time. The replicated effect uses the same caster level, mode choices made during casting, ability scores, and/or any other variables as the original, but treats the echo as the originator of the effect. The echo may choose a new target or area as if it originated the effect.
An echo can only replicate an effect whose caster level is no greater than 6th, and whose effective spell level is no greater than 3rd. If an ability has no caster level or spell level, use the originator’s Hit Dice and one-half the originator’s Hit Dice, respectively. An echo cannot replicate effects that it originated.
Spell-like Abilities: At will—silent image (DC 15); 3/day—empowered drought’s/famine’s embrace*, ventriloquism; 1/day—hallucinatory terrain (DC 18), major image (DC 17), shout (DC 18), silence (DC 17). Caster level 6th. Save DCs are Charisma-based.
Skills: An echo receives a +4 racial bonus on Listen checks.
*Drought’s/Famine’s Embrace
Necromancy
Level Drd 1
Components V, S
Casting Time 1 standard action
Range Touch
Target Living creature touched
Duration 1 round/level
Saving Throw None
Spell Resistance Yes
The creature you touch has its energy sapped from its body, simulating thirst/starvation. Each round on your turn (including the round in which you touched the creature), the victim must succeed on a Constitution check (DC 10) or suffer 1d6 points of nonlethal damage as if from thirst/starvation. Each round, the check DC increases by 1. Additionally, a creature gains no sustenance from drink/food or magic effects such as a ring of sustenance for as long as it suffers from this spell.
Note Damage from thirst/starvation is lethal if the creature is unconscious, and cannot be restored (even by magic) until the creature has taken in enough drink/food to sustain it for one day (1 gallon of fluid/1 lb. of food for a Medium creature). As long as a creature has damage due to thirst/starvation, it is fatigued. Creatures who are naturally exempt from drinking/eating are unaffected by this spell.
monstermaster
03-10-07, 09:14 AM
cood i try an inuit bird spirit? itll be based on a giant eagle but hav a few major differences
JollyRotten
03-10-07, 07:29 PM
Giant Gigantes
Originally Posted by
BOZ of the En World forums.
Gigantes are a race of giants that the goddess Gaea gave birth to when the blood of her mutilated husband Uranus fell upon her earthly form. Gigantes are huge, man-like creatures that often have the forms of serpents somehow integrated into their bodies. Their hatred of the Olympian gods who abandoned them runs deep, and they will never pass up a chance to do one of them harm.
The above stats and description are only for typical Gigantes; each one is an individual and can vary wildly from this norm.They are led by Alcyoneus, Porphyrion and Enceladus
Large Giant
Hit Dice 16d8+64 (136 hp)
Initiative +1 (Dex)
Speed 40 ft.
AC 19 (-1 size, +1 Dex, +9 natural)
Attacks Slam +18 melee
Damage Slam 2d8+7
Face/Reach 5 ft. by 5 ft./10 ft.
Special Attacks varies by individual
Special Qualities varies by individual
Saves Fort +14 , Ref +6 , Will +5
Abilities Str 25, Dex 13, Con 19, Int 8, Wis 11, Cha 12
Skills Climb +13, Jump +13, Spot +7
Feats Cleave, Great Cleave, Improved Unarmed Strike, Power Attack, Sunder
Climate/Terrain Any land
Organization Solitary or pair
Challenge Rating 12
Treasure Standard
Alignment Always chaotic evil
Advancement By character class
Combat
Each Gigante has at least one supernatural power. Gigantes have individual approaches to combat, as dictated by their powers and individual nature.
Society
Gigantes are strictly individuals, but don't truly have a society of their own. Gigantes don't appear to procreate, and there are no known females; all would appear to be children of Gaea.
JollyRotten
03-11-07, 10:26 PM
Hamadryad
Hamadryads are Greek mythological beings that live in trees. They are a specific species of dryad, which are a particular type of nymph. Hamadryads are born bonded to a specific tree. If their tree died, the hamadryad associated with it died as well. For that reason, dryads and the gods punished any mortals who harmed trees.
The Deipnosophistae of Athenaeus lists eight Hamadryads, the daughters of Oxylos and Hamadryas (mythology)
* Karya (Nut tree)
* Balanos (Acorn tree)
* Kraneia (Cornel tree)
* Morea (Mulberry tree)
* Aigeiros (Black Poplar tree)
* Ptelea (Elm tree)
* Ampelos (Vines)
* Syke (Fig tree)
Roleplaying
Originally Posted by
BOZ of the En World forums.
Medium-Size Fey
Hit Dice 4d6+4 (18 hp)
Initiative +7 (Dex, Improved Initiative)
Speed 40 ft
AC 13 (+3 Dex)
Attacks Slam +2 melee
Damage Slam 1d3+1
Face/Reach 5 ft by 5 ft/5 ft
Special Attacks Spell-like abilities
Special Qualities Nature mastery, SR 26
Saves Fort +2, Ref +7, Will +8
Abilities Str 12, Dex 17, Con 13, Int 14, Wis 15, Cha 19
Skills Animal Empathy +7, Craft (any one) +6, Knowledge (any one) +6, Escape Artist +7, Hide +7, Listen +8, Move Silently +7, Search +6, Sense Motive +6, Spot +8, Wilderness Lore +6
Feats Alertness, Dodge, Improved Initiative, Iron Will
Climate/Terrain Temperate and warm forest
Organization Solitary or pair
Challenge Rating 3
Treasure None
Alignment Always neutral
Advancement 5-8 HD (Medium-Size)
The hamadryad is a woodland spirit which is linked to an individual oak tree. They appear as beautiful naked elven or human women, but with deep sparkling green eyes and long green hair. They are peaceful and shy by nature, but quick-witted and polite to those they deal with. Hamadryads are attracted to comely males, on whom they will often cast a charm spell and compel them to perform a special service.
Hamadryads live only in ancient vast forests far from civilized peoples. Though they can leave the vicinity of their tree without harm, they never willingly leave the woodlands. A hamadryad lives by absorbing sunlight through her hair, and will eventually die of starvation if forced to stay inside for too long, or if her head is kept shaved. Hamadryads speak Common, Elven, Sylvan, and the language of druids.
COMBAT
Though hamadryads carry knives and such, they shun physical combat in favor of using their magical abilities. Anyone attacking her tree will be subject to a mad attack from the hamadryad.
Spell-Like Abilities: At will - animal friendship, dimension door (tree to tree only, maximum range 660 yards), entangle, pass without trace, quench, speak with plants; 3/day - charm person; 1/day - hold monster (plant creatures only). These abilites are as the spells cast by an 11th-level sorcerer (save DC 12 + spell level).
Nature Mastery (Su): Hamadryads are in tune with their surroundings and their forest, and are safe from its dangers. Hamadryads always successfully use detect snares and pits, at will. They cannot be entangled. They can automatically identify magically created vegetation for what it is, including spells such as hallucinatory terrain or tree shape, and recognize treant and treant-controlled trees on sight. They can enter any living tree and remain there as long as they wish, even if a spellcaster is already in the tree. They are immune to any sort of summoning spell, but are aware of the summons.
The hamadryad and first appeared in Dragon Magazine #101, and later appeared in the Forgotten Realms Monstrous Compendium II, MC11, and in Monstrous Compendium Annual Three.
JollyRotten
03-12-07, 09:47 PM
Lion Nemeian
A gigantic lion whose skin was impervious to weapons, he was the son of Typhon and Echidna.
From Wikipedia, the free encyclopedia
The First Labour of Heracles
The first of Heracles' twelve labours was to slay the Nemean Lion and bring back its skin.Heracles followed the lion in a cave, which had two entrances. He closed the one entrance with stones and went in to find the lion.
The lion had been terrorizing the area around Nemea, and had a skin so thick that it was impenetrable to weapons. When Heracles first tackled it, his weapons - bow and arrow, a club made from an olive tree (which he pulled out of the ground himself) and a bronze sword - were all ineffective. At last Heracles threw away his weapons and wrestled the lion to the ground, eventually killing it by thrusting his arm down its throat and choking it to death. (In some variants, Heracles actually strangled the beast.)
Heracles spent hours trying unsuccessfully to skin the lion, and gradually growing angrier as it appeared he would be unable to complete his first task. Eventually Athena, in the guise of an old crone, helped Heracles to realise that the best tools to cut the hide were the creature's own claws, he skinned the lion with its own claws and wore its pelt as a cloak with its gaping jaws as a hood. Thus, with a little divine intervention, Heracles completed his first task.
Thereafter, he wore the impenetrable hide as armour. King Eurystheus, Heracles' taskmaster for the labours, was so frightened by Heracles' fearsome guise that he hid in a large bronze jar, and from that moment forth communicated all his instructions to Heracles through a herald.
The Nemeian lion was 15 feet long and weighed 3,500 pounds.
Large Animal
Hit Dice 8d8+24 (88 hp+ 96)=184hp
Initiative +2
Speed 120 ft. (8 squares)
Armor Class 39 (-1 size, +2 Dex, +4 natural+12 insight bonus +12 luck bonus), touch 36, flat-footed 37
Base Attack/Grapple +31/+42 (+25 luck bonus)
Attack Claw +38 melee (1d6+7+20 luck bonus)
Full Attack 2 claws +38 melee (1d6+7+20 luck bonus) and bite +32 melee (1d8+3+20 luck bonus)
Space/Reach 10 ft./5 ft.
Special Attacks Improved grab, pounce, rake (1d6+3+20 luck bonus)
Special Qualities Low-light vision, scent, Fire and cold resistance 10, Damage reduction 50/natural, Spell resistance +30, Fast healing 20, Natural weapons are treated as epic for the purpose of overcoming damage reduction.
Saves Fort +19, Ref +18, Will +17 (+10 insight bonus)
Abilities Str 40, Dex 30, Con 32, Int 17, Wis 27, Cha 25
Skills Hide +12*, Listen +17, Move Silently +15, Spot +17 (+10 competence bonus)
Feats Alertness, Run, Weapon Focus (claw)
Environment Warm plains
Organization Unquie
Challenge Rating 20
Treasure None
Alignment Always neutral Evil
Advancement
Level Adjustment -
Combat
The Nemeian lion attacks by running at prey, leaping, and clawing and biting as it rakes with its rear claws. It often jumps onto a creature larger than itself.
Improved Grab (Ex) To use this ability, a dire lion must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Pounce (Ex) If the Nemeian lion charges, it can make a full attack, including two rake attacks.
Rake (Ex) Attack bonus +37 melee, damage 1d6+3+ 20.
Skills The Nemeian lion has a +4 racial bonus on Hide and Move Silently checks.
*In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.
Raptorial
03-13-07, 12:09 AM
Good work Jolly. After Avanyu was statted, I took a step back and stared. I know he's supposed to be close to a deity, but I never expected him to turn out so powerful.
Avanyu
Colossal Dragon (Water)
Hit Dice: 64d12+1219 (1635 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 40 ft. (8 squares), climb 40 ft. (8 squares), swim 60 ft. (12 squares)
Armor Class: 34 (-8 size, +3 Dex, +29 natural), touch 5, flat-footed 31
Base Attack/Grapple: +64/+103
Attack: Bite +79 melee (4d8 +23)
Full Attack: Bite +79 melee (4d8 +23) and tail +74 melee (2d12 +11)
Space/Reach: 60 ft./50 ft.
Special Attacks: Breath weapon (as per great wyrm black dragon),
Special Qualities: Darkvision 60ft., low-light vision, improved grab, swallow whole
Saves: Fort +55, Ref +39, Will +42
Abilities: Str 57, Dex 16, Con 49, Int 16, Wis 22, Cha 16
Skills: Bluff +65, Climb +53, Concentration +59, Diplomacy +43, Gather Information +23, Hide -13, Intimidate +65, Knowledge (arcana) +43, Knowledge (geography) +43, Knowledge (nature) +43, Knowledge (religion) +43, Knowledge (the planes) +43, Listen +26, Sense Motive +46, Spot +26, Survival +46, Swim +53
Feats: Awesome Blow, Cleave, Combat Reflexes, Die Hard, Endurance, Great Cleave, Great Fortitude, Improved Critical, Improved Initiative, Improved Trip, Iron Will, Lightning Reflexes, Persuasive, Power Attack, Toughness, Track
Environment: Warm mountains
Organization: Unique
Challenge Rating: ?
Treasure: Double standard
Alignment: Chaotic good
Advancement: -
Level Adjustment: -
JollyRotten
03-14-07, 12:19 PM
Pygmies
A tribe of diminutive men who ride goats into battle. Small humans who live in the deepest jungles or on isolated islands. Once widespread, these have been forced into unclaimed lands by their taller neighbors.
From Wikipedia, the free encyclopedia
The Pygmies were a diminutive tribe in Greek mythology. Their name in Greek was Pygmaioi, from pygmê, the length of the forearm.
They were involved in a constant war with the cranes, which migrated in winter to their homeland on the southern shores of the earth-encircling river Oceanus.
Pygmies armed with spears and slings, riding on the backs of goats, battling the flying cranes. They were often portrayed as pudgy, comical dwarfs.
One story describes the origin of the age-old battle, speaking of a Pygmy Queen named Gerana who offended the goddess Hera with her boasts of superior beauty, and was transformed into a crane.
In another legend, the Pygmies once encountered Heracles, and climbing all over the sleeping hero attempted to bind him down, but when he stood up they fell off.
From Pliny's Natural History:
“ Beyond these in the most outlying mountain region we are told of the Three-Span (Trispithami) Pygmae who do not exceed three spans, that is, twenty-seven inches, in height; the climate is healthy and always spring-like, as it is protected on the north by a range of mountains; this tribe Homer has also recorded as being beset by cranes. It is reported that in springtime their entire band, mounted on the backs of rams and she-goats and armed with arrows, goes in a body down to the sea and eats the cranes' eggs and chickens, and that this outing occupies three months; and that otherwise they could not protect themselves against the flocks of cranes would grow up; and that their houses are made of mud and feathers and egg-shells. Aristotle says that the Pygmies live in caves, but in the rest of this statement about them he agrees with the other authorities.”
Roleplaying Notes
Most Pygmies encountered outside their home are warriors; the information in the statistics block is for one of 1st level.
Pygmie, 1st-Level Warrior
Small Humanoid (Pygmie)
Hit Dice 1d8+1 (5 hp)
Initiative +1
Speed 20 ft. (4 squares)
Armor Class 16 (+1 size, +1 Dex, +3 studded leather, +1 light shield), touch 12, flat-footed 15
Base Attack/Grapple +1/-3
Attack Shortspear +3 melee (1d6/20) or Sling +3 ranged (1d4/20)
Full Attack Shortspear +3 melee (1d6/20) or Sling +3 ranged (1d4/20)
Space/Reach 5 ft./5 ft.
Special Attacks Pygmie traits
Special Qualities Pygmie traits
Saves Fort +4, Ref +2, Will +0
Abilities Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 8
Skills Climb +2, Hide +4, Jump -4, Listen +3, Move Silently +1
Feats Weapon Focus (Shortspear)
Environment southern shores of Oceanus.
Organization Company (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level 2-5 riding Goats), or band (30-100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, 3 7th-level captains, 6-10 dogs, and 3-30 riding Goats)
Challenge Rating 1/2
Treasure Standard
Alignment Usually neutral
Advancement By character class
Level Adjustment +0
COMBAT
Pygmies prefer to fight defensively, usually hiding and launching ranged attacks as the foe approaches. Their tactics place emphasis on cover and concealment and less on mobility.
Pygmie Traits (Ex): Pygmies possess the following racial traits.
- +2 Dexterity, -2 Strength.
-Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
-A Pygmie's base land speed is 20 feet.
- +2 racial bonus on Climb, Jump, and Move Silently checks.
- +1 racial bonus on all saving throws.
- +2 morale bonus on saving throws against fear. This bonus stacks with the halfling's +1 bonus on saving throws in general.
- +1 racial bonus on attack rolls with thrown weapons and
slings.
- +2 racial bonus on Listen checks.
-Automatic Languages: Common, Pygmie. Bonus Languages: Any Four
-Favored Class: Rogue.
The Pygmie warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
JollyRotten
03-17-07, 01:45 AM
Spartoi
From Wikipedia, the free encyclopedia
Spartes or Spartoí are a mythical people who sprang up from the earth when the teeth of the dragon of Ares were sown.
Spartoi in Thebes
Cadmus arrived in Thebes after following a cow at the urging of the oracle at Delphi, who instructed him to found a city wherever the cow should stop.Cadmus, wishing to sacrifice the cow, sent his men to a nearby spring to fetch water. The spring was guarded by a dragon, which slew many of the men before Cadmus killed it with his sword.
The dragon was sacred to Ares. Athena gave Cadmus half of the dragon's teeth, advising him to sow them. When he did, armed men sprang up from the furrows. Cadmus threw a stone among them because he feared them, and they, thinking that the stone had been thrown by one of the others, fought each other until only five of them remained: Echion, Udeus, Chthonius, Hyperenor and Pelorus. These five helped Cadmus to found the city of Thebes, but Cadmus was forced to be a slave to Ares for one year to atone for killing the dragon. At the end of the year, he was given Harmonia, the daughter of Aphrodite and Ares, to be his wife.
Echion later married Agave, the daughter of Cadmus, and Pentheus their son succeeded Cadmus as king.
Spartoi in Colchis
The other half of the dragon's teeth were planted by Jason at Cholchis. Aeetes, the king of Cholchis, was given the teeth by Athena, and forced Jason to sow them in order to win the golden fleece. Like Cadmus, Jason threw a stone among the spartoi to confuse them. None survived the battle.
Roleplaying Notes
Originally Posted by
Raymond_Luxury_Yacht of the Wizards Community forums.(As Battlewalker)
Spartoi
Medium Undead
Hit Dice 4d12+4 (30 hp)
Initiative +5
Speed 30 ft.
Armor Class 18 (+1 Dex, +3 natural, +5 Breast Plate), flat-footed 17, touch 11
Base Attack/Grapple +2/+4
Attack Spear +5 melee (1d8+3/X3)
Full Attack Spear +5 melee (1d8+3/X3)
Space/Reach 5 ft./5 ft.
Special Attacks -
Special Qualities Cold resistance 5, soldier's resolve, undead traits, unholy toughness
Saves Fort +1, Ref +2, Will +4
Abilities Str 15, Dex 13, Con -, Int 10, Wis 10, Cha 13
Skills Hide +6, Listen +7, Move Silently +6, Spot +7
Feats Improved Initiative, Weapon Focus (Spear)
Environment Any land
Organization Squad (5-18)
Challenge Rating 2
Treasure Standard
Alignment Often lawful neutral
Advancement by character class
Level Adjustment -
Clad in a Breast Plate, the skeletal figure marches unrelentingly forward, a Spear clutched in its grim hands.
Spartoi are the remains of soldiers killed in ancient wars. Not content to stay down, they pull themselves out of the grave to continue fighting. Whether or not the war still exists is immaterial. They gave their lives, and they shall now give their deaths.
Combat
Spartoi use military tactics, favoring flanking techniques and ambushes. They fight relentlessly, and only flee if the odds are horribly against them.
Soldier's Resolve (Su) If their are three or more other Spartoi within 10 feet of the Spartoi, it gains a +1 morale bonus to attack rolls, damage rolls, saving throws, and armor class.
Unholy Toughness (Ex) A Spartoi gains bonus hit points equal to its Charisma modifier times its Hit Dice.
JollyRotten
03-18-07, 12:10 AM
Mummified Cat
Originally Posted by
Phineas Crow of the En World forums.
Tiny Undead
Hit Dice ½d12 (3 hp)
Initiative +1
Speed 20 ft. (4 squares)
Armor Class 21 (+2 size, +1 Dex, +8 natural) touch 13, flat-footed 20
Base Attack/Grapple +0/-10
Attack Slam +3 melee (1d4-2 plus mummy rot)
Full Attack Slam +3 melee (1d4-2 plus mummy rot)
Space/Reach 2-½ ft./0 ft.
Special Attacks Despair, mummy rot
Special Qualities Damage reduction 5/--, darkvision 60 ft., low-light vision, scent, undead traits
Saves Fort +0, Ref +1, Will +5
Abilities Str 6, Dex 13, Con --, Int 2, Wis 16, Cha 11
Skills Balance +10, Climb +6, Hide +14*, Jump +10, Listen +3, Move Silently +6, Spot +3
Feats Weapon Finesse
Environment Any desert and underground
Organization Solitary, warden squad (2–4), or guardian detail (6–10)
Challenge Rating 3
Treasure Standard
Alignment Always lawful evil
Advancement --
Level Adjustment --
Combat
Despair (Su) At the mere sight of a mummified cat, the viewer must succeed on a DC 13 Will save or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same mummified cat’s despair ability for 24 hours. The save DC is Wisdom-based.
Mummy Rot (Su) Supernatural disease—slam, Fortitude DC 13, incubation period 1 minute; damage 1d6 Con and 1d6 Cha. The save DC is Wisdom-based.
Unlike normal diseases, mummy rot continues until the victim reaches Constitution 0 (and dies) or is cured as described below.
Mummy rot is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with mummy rot must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character.
To eliminate mummy rot, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the mummy rot can be magically cured as any normal disease.
An afflicted creature who dies of mummy rot shrivels away into sand and dust that blow away into nothing at the first wind.
Skills Mummified cats have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump checks. Mummified cats have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.
JollyRotten
03-20-07, 12:36 AM
An interesting monster that I don't ever think has been statted
Charybdis
From Wikipedia, the free encyclopedia
In Greek mythology, Charybdis was a sea monster, daughter of Poseidon and Gaia. She takes form as a monstrous mouth. She swallows huge amounts of water three times a day and then belches them back out again creating whirlpools. Charybdis was originally a sea-nymph who flooded land to enlarge her father's underwater kingdom, until Zeus turned her into a monster. He was angry that she was taking so much of his land and made it so that she would be incredibly thirsty three times a day and suck in the water.
The myth has Charybdis lying on one side of a narrow channel of water. On the other side of the strait was Scylla, another sea-monster. The two sides of the strait are within an arrow's range of each other, so close that sailors attempting to avoid Charybdis will pass too close to Scylla and vice versa. The phrase between Scylla and Charybdis has come to mean being in a state where one is between two dangers and moving away from one will cause you to be in danger of the other.
The Argonauts were able to avoid both dangers because they were guided by Thetis, one of the Nereids. Odysseus was not so fortunate; he chose to risk Scylla at the cost of some of his crew rather than lose the whole ship to Charybdis. (Homer's Odyssey, Book XII). Traditionally, the location of Charybdis has been associated with the Strait of Messina off the coast of Sicily, opposite the rock called Scylla.
ps Bhu loving the Lindworm thus far
Thanks Jolly. Im hoping to finish it come the weekend.
DebiHuman
03-21-07, 12:16 PM
[QUOTE=JollyRotten;11747896]Lion Nemeian
Hit Dice 8d8+24 (88 hp+ 96)=184hp
I like the Nemean Lion (which I think you misspelled but it's Greek so it's kind of irrelevant).
How do you get 184 hit points? I'm getting 8d8+24= 60 (4.5X8=36+24= 60). And I'm not sure where the extra 96 came from (luck and insight?)
Frankly, this should be an Advanced Dire Lion at minimum.
I would have statted this out with 24 Hit Dice (maximum Advanced Dire Lion). 24d8+264= 372 HP.
According to the SRD:
Insight Bonus
An insight bonus improves performance of a given activity by granting the character an almost precognitive knowledge of what might occur. Multiple insight bonuses on the same character or object do not stack. Only the highest insight bonus applies.
Luck Modifier
A luck modifier represents good (or bad) fortune. Multiple luck bonuses on the same character or object do not stack. Only the highest luck bonus applies.
It gets a +20 luck bonus and a +12 insight bonus as its divine right I suppose but shouldn't these be explained somewhere?
Also why does it only get a +12 luck bonus to its AC but it gets +25 luck bonus to BAB/Grapple? I'm not so good with the rules so I'm utterly confused. Wouldn't they be consistent?
Debby
JollyRotten
03-21-07, 05:10 PM
Hi Debs
The Nemean Lion was if I remenber a dire lion with the Pargon template added with some bulked up damage reduction,I think its been a while......
What I wanted was a beast that could give old herc a fight . And in some way make its titian status shown. Son of Typhon and all that.
Its probably way off but I was in a rush at the time
DebiHuman
03-23-07, 09:54 AM
The Nemean Lion was if I remenber a dire lion with the Pargon template added with some bulked up damage reduction,I think its been a while......
What I wanted was a beast that could give old herc a fight . And in some way make its titian status shown. Son of Typhon and all that.
Its probably way off but I was in a rush at the time
No biggie -- I thought the numbers were a bit wonky. It's a good start. I'd really like to see it fixed though.
Plus, if you add a template it's always good to mention it. Where is the Paragon Template? I've bought so many gaming books lately that I can't keep track of what's in them!
BTW there is a decent Nemean Lion statted in Sword & Sorcery's Relics & Rituals: Olympus based off an advanced dire lion. Unfortunately it is copyrighted or I'd post it here.
Deb
DebiHuman
03-24-07, 09:09 PM
Fixes for the Nemean Lion:
Here are some suggestions:
Change size to Huge.
Change type to Magical Beast
I figured out that the HD would be 8d10+88 (143 HP).
Nemean lion should get a +7 luck bonus (supernaturally lucky due to mythic heritage background as offspring of Echnida and Typhon). They gain a luck bonus on AC and Saves equal to their Charisma modifier (minimum of +1). [In this case the luck bonus would be +7]
Note: if you want to add this to BAB and attacks that would okay too but you have to spell out where this is added in the text.
Insight bonus: Perhaps as their bacground as legendary predators, the Nemean lion which would get an insight bonus equal to its intelligence modifier which in this case would be +3. If you made it equal to its Wisdom modifier it would be +8.
This bonus would apply to Attack and Damage rolls, Spot and Listen skills.
I don't think it should be immune to fire or cold but it should have some kind of weapon immunity. Herc had to use his bare hands to choke the lion to death and the only weapon that could rip its skin was its own claws.
Just my two cents
Debby
Only 2 age categories to go, Lindworm shouldnt be much longer now.
Raptorial
03-31-07, 07:39 PM
I've had this in storage for a while, and I don't remember it being in the thread yet. I'm glad I had these stored up. I'm depressed due to the death of a close friend, but I'll be back up and statting as soon as I calm down. The first creature is the legendary gargouille, the evil mirror creature to Avanyu.
Gargouille
Huge Dragon (Aquatic)
Hit Dice: 31d12+375 (576 hp)
Initiative: +3 (+3 Dex)
Speed: 40 ft. (8 squares), swim 50 ft. (10 squares)
Armor Class: 30 (-2 size, +3 Dex, +19 natural), touch 11, flat-footed 27
Base Attack/Grapple: +31/+52
Attack: Bite +42 melee (2d6 +13)
Full Attack: Bite +42 melee (2d6 +13) or tail +42 melee (1d8 +13)
Space/Reach: 15 ft./15 ft.
Special Attacks: Breath weapon, frightful presence
Special Qualities: Darkvision 60ft., dragon traits, low-light vision, scent, holy taming
Saves: Fort +31, Ref +20, Will +18
Abilities: Str 37, Dex 17, Con 35, Int 4, Wis 8, Cha 13
Skills: Hide -5, Intimidate +21, Listen +19, Spot +19, Survival +21, Swim +33
Feats: Die Hard, Dodge, Endurance, Great Fortitude, Improved Bull Rush, Improved Critical, Lightning Reflexes, Mobility, Power Attack, Toughness, Track
Environment: Temperate Land
Organization: Solitary
Challenge Rating: 25
Treasure: None
Alignment: Always chaotic evil
Advancement: -
Level Adjustment: -
The mighty gargouille is a ferocious dragon, few of which have ever been seen alive. Rumors tell of a great hero who slew the first gargouille by bringing it into town to be burned, without any resistance, due to the great creature being brought into submission by a holy object.
Combat
A gargouille will usually use its powerful water jet in combat. If cornered, it will attack with lunging bites and tail sweeps.
Breath Weapon (Su): The gragouille can blast a cone of superheated water 30 feet, dealing 3d8 damage. A creature in the blast may make a Reflex save (10+1/2 gargouille’s racial HD + breathing creature’s Con modifier)
Frightful Presence (Ex): The gargouille is an extremely unsettling creature. This quality is intiated by a ferocious roar or snarl. The range of this special quality is 40 feet, and the duration is 7d6 rounds. This ability affects only opponents with fewer Hit Dice or levels than the gargouille has. An affected opponent can resist the effects with a successful Will save (DC 10+1/2 the gargouile’s racial HD + its Cha modifier). An opponent that succeeds on the saving throw is immune to the frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect.
Scent (Ex): See the SRD.
Holy Taming (Ex): The gargouille can be brought into submission if shown a holy object. It must make a Will save (DC 38), or be forced to obey every command of the person holding the holy object for 15 hours.
Okay all I have to do is skills, CR, and some optional abilities in a list and the Lindworm is done. Again, my deepest apologies this has taken so long.
Is there a specific time the forum goes down for maintenance? I've been working on the thread ever so often lately and when i try to save the forum says its down for maintenance and the work I did has gone poof the next day :(
JollyRotten
04-10-07, 07:07 PM
Depends where you are in the world I think in the uk its around mid to later afternoon
ps Lindworms looking good all we need is CRs
Thanks for all the labour
Hey Jolly. In 2-3 weeks my internet job will finally be finished and I will have a life again. And as he Lindworm is almost done I was curious where you'd like me to start next cause soon I'll be able to work and post in more than 10 minute bursts.
Anyone out there? Wa thinking of going back to finish the Greek monsters soon unless there were requests.......
Raptorial
04-19-07, 06:14 PM
I have a couple of African myth suggestions-the crocotta (http://en.wikipedia.org/wiki/Crocotta) and bouda. (http://en.wikipedia.org/wiki/Bouda)
The Bouda looks interesting. Let me finish the Lindworm CR and research teh Bouda and its up next.
My net job is finally done!!!!!!!!!!!
The Lindworm will finsih up, and the Bouda will arrive this weekend.
JollyRotten
04-29-07, 09:59 AM
Just checked it out.......
Nearly there C'mon Bhu!!!!!!:cheer: :cheer: :cheer:
Here (http://boards1.wizards.com/showthread.php?t=831938) is a thread of (mostly) my creatures based on myths. I'm doing all the creatures from Hercules' labors now. (There is also an Uktena, from Cherokee mythology, and Scylla and Charybdis on that thread.)
Okay lemme know what you think about hte Lindworm CR. If it's okay I'm moving on to the next monster while I think about optional abilities for the Lindworm.
http://en.wikipedia.org/wiki/Bouda
http://en.wikipedia.org/wiki/List_of_shapeshifters
http://www.jh-author.com/werehyena.htm
http://www.obakemono.com/cgi-bin/yabb/YaBB.cgi?board=monsters;action=display;n um=1137808664
Wasn't easy to find much on the Bouda as most of the information was repetitive of what was on wiki.
Bouda Tribesman
Medium Humanoid (Shapechanger)
Hit Dice: 2d8+4 (13 hp)
Initiative: +2
Speed: 50 ft. ( 10 squares)
Armor Class: 14 (+2 Dex, +2 Natural), touch 14, flat-footed 14
Base Attack/Grapple: +1/+3
Attack: Longspear +3 melee (1d8+2/x3) or Bite +3 melee (1d6+3)
Full Attack: Longspear +3 melee (1d8+2/x3) or Bite +3 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low Light Vision, Scent. Night Time Transformation
Saves: Fort +2, Ref +5, Will +1
Abilities: Str 14, Dex 15, Con 15, Int 10, Wis 13, Cha 10
Skills: Hide +3, Listen +6, Spot +4
Feats: Alertness
Environment: Warm Plains
Organization: Single, Pair, War Party (5-10)
Challenge Rating: 1
Treasure: Standard (usually has at least 1 magic item made from metal)
Alignment: Usually Neutral
Advancement: By Character Class
Level Adjustment: +2
"Listen...don't deal with the Bouda tribe. Don't go to their villages. There are things about them you don't know..."
The Bouda are a tribe of mystical healers, blacksmiths, and woodcutters in Ehiopia who assume the form of hyenas at night. They are rumored to be cannibals and grave robbers.
Night Time Transformation (Su): At night the Bouda may transform into a Hyena at will. The change does not change your type, and all equipment you wish to wear in Hyena form must be enchanted to change with you or it must be removed so you can change. You may stay in Hyena form all night long, but will revert to human form at dawn. The Bite attack may only be done in the Hyena form.
Trip (Ex): A Bouda that hits with it's Bite Attack can make a trip attempt at +2 to the roll as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails the opponent may not react to trip the Bouda.
Combat: The Bouda fight much like any human warrior would, but at night they fight as hyenas. They use pack tactics, swarming opponents and bringing them to the ground.
As a race:
Medium Humanoid
Age/Height/Weight: Same as human
Abilities: +4 Strength, +4 Dexterity, +4 Constitution, +2 Wisdom
Base Speed: 50 feet
+2 Natural Armor Class Bonus
Bite Attack in Hyena Form doing 1d6 plus one and a half times Strength bonus
Trip attack in Hyena form
Low Light Vision
Scent
Night Time Transformation
Proficient with Simple Weapons
2 Racial Hit Dice: 2d8. This also gives it a +3 Reflex Save, 1 Feat, and (2 + Intelligence bonus) skill points per hit die (with x4 for the first die).
Favored Class: Artificer (The Bouda are known for being magic metalsmiths).
Level Adjustment:+2
You want me to do the Bouda as a race too?
Dracomortis
05-07-07, 07:14 PM
I'm noticing a disturbing lack of Japanese myths on this thread...I shall set about correcting this predicament at once.
So what do you think as Artificer as the Bouda favored class? They're supposed to be magicians because they work with metal, but beyond becoming hyenas and working with metal i can find no mention of their powers.
Raptorial
05-11-07, 04:44 PM
So what do you think as Artificer as the Bouda favored class? They're supposed to be magicians because they work with metal, but beyond becoming hyenas and working with metal i can find no mention of their powers.
Well, it makes more sense to me than a Wizard or Sorceror.
Okay if everyone feels the +2 LA for the Bouda is fair I'll be moving on to the next critter.
Raptorial
05-13-07, 09:12 AM
I see no problem with the bouda's LA. Good job, as usual. :D
Dracomortis
05-13-07, 01:08 PM
Currently researching the hitodama, inugami, kitsune, kodama, nurikabe, shishi, and zashiki-warashi. Going to stat the kodama first, might have it up later today if I have time.
Crocotta is up next unless anyone has requests :)
JollyRotten
05-15-07, 09:06 AM
At the moment I've started up a native American campaign on my site check it out here
http://worldsofimagination.com/worlds%20atlantis%20Native%20American%20 monsters.htm
If you have any more that you would like to add please post them here
Cheers
I'll see what I can find on Native American myths while I'm peeking at teh Crocotta. I gotta warn you that some are pretty freaky though. Especially the Eskimos.
Raptorial
05-16-07, 10:40 PM
At the moment I've started up a native American campaign on my site check it out here
http://worldsofimagination.com/worlds%20atlantis%20Native%20American%20 monsters.htm
If you have any more that you would like to add please post them here
Cheers
Wow, you put Avanyu in there. In that case, I really have no creatures at the moment to add to the American set. However...I will do some researching and attempt to get something for it.
Okay for native american monsters you have Sasquatch, Momo (10' tall hairy thing from Missouri), the Lake Worth monster (a hairy goat man), the Alkali Lake monster, the Bear Lake Serpent, Caddy, Champ, the Flathead Lake monster, Manipogo, Ogopogo, the Iliamna Lake monsters, the Lake utopia monster, the White River Monster, Big Owl, the Piasa Birds, the Thunderbird, Achiyalabopa, Bird Women, Nunyenunc, the Armachiquois, teh Cannibal Baby, the Gougou monster, the Nagumwasuck, Two Faces, Water Babies, Amartoq, Apci'Inic, Chinoo, Great Little People, Inland elves (cannibalistic one eyed giants), Maymaygwayshi, the Terichik, the Wi-lu-gho-yuk, wolly mammoth, Amarok, Tirisuk, the Adlet, teh Deer Woman, the Beaver Woman, the Serpent WOman, the Thetis Lake Monster, the Halfway People, the Worm men, Ahkiyyinni, Baykok, the Black Fox of Salmon River, Graveyard Dogs, the Wendigo, the Bad One, teh Bone Cleaner, Cheeka, Gans, the Ghost Wrestler, Manitous, Sea Weasel, Tree Husbands. I can of course expand the list.
I also noticed you had the Hodag from American folklore. If you want me to include cowboy and lumberjack folk lore i can add a lot more too.
JollyRotten
05-21-07, 02:45 PM
No probs Raptorial there are quite a few of your creations scattered on the site :)
ermm Bhu at the moment could you concertrate on native myth. folklore and Cowboy myth will be under the victorian campaign, that'll have to attack at some point.......just not now :confused: :D
Cool. I'll pick a random something and start there
Raptorial
05-21-07, 04:39 PM
Yeah, we should save the cryptids for the cryptozoology section. :D
Yeah, we should save the cryptids for the cryptozoology section. :D
A lot of them cross over. many started in native american folklore and graduated on to being cryptids later.
http://en.wikipedia.org/wiki/Baykok
http://www.monstropedia.org/index.php?title=Baykok
http://www.jimrage.com/Pagukpage.html
The Baykok
Baykok is an Acquired Template that can be added to any humanoid.
Size and Type: Size remains same, type changes to Undead. Subtypes are kept.
Hit Dice: All current and future Hit Dice become d12's, and hit points must be recalculated.
Speed: Base land and Climb speed is doubled. If the base creature has no Climb speed it gains one equal to it's land speed.
Armor Class: Natural Armor class Bonus increases by +5.
Attacks: If the Base Creature doesn't already have a claw attack it gets one (Small:1d4, Medium: 1d6, Large: 1d8). Any foe injured by the claw attack must make a Fortitude Save (DC is 10 plus half hit dice/levels plus Charisma modifier) or be paralyzed for 1d4+1 rounds. When doing a full attack without weapons he Baykok gets 2 claw attacks. BAB remains the same, do not recalculate for Undead type. Baykok are proficient with all Simple and Martial weapons, but not armor and shields (unless they get armor proficiency from a class).
Damage: Unchanged
Special Attacks: The Baykok retains all Special Attacks of the base creature and gains the following:
Paralysis (see above)
Special Qualities: The Baykok retains all the Special Qualities of the Base Creature, and gains the following:
Immune to Turn Attempts
Fast Healing: 3
Saves: Unchanged, except for differences in stats (do not recalculate because of Undead type).
Abilities: Str +6, Dex +4, Con -, Wis +2, Cha +2
Skills: Unchanged
Feats: Unchanged
Environment: Any
Organization: Unchanged
Treasure: Unchanged except for it's equipment
Challenge Rating: As Base Creature +2
Advancement: By character class
Level Adjustment: As Base Creature +4
Almost all Baykok are armed with a magical Club and Short Bow, and they are always proficient with these items.
The club is a +1, Impact, Warrior Bane Club. Warrior Bane acts liek teh Bane ability, and warrior is defined as anyone possessing levels in a class whose Base Attack Bonus is equal to it's class level (i.e. Fighter, Paladin, Ranger, Hexblade, etc.).
The Short Bow is a +1 Invisible Short Bow. All ammunition fired from this bow is invisible. Opponents lose any Dexterity bonus to Armor Class against attacks from this weapon.
These weapons only work when held by a Baykok, otherwise they function as normal non magical weapons.
made a teensy update to teh links i posted way back when on page 2. Still looking for info on Cheyenne myth. It seems to be hard to find on the net.
ElberethSilverleaf
05-26-07, 02:57 AM
You need to include the mythical beasts from Judaism, Christianity and Islam too.
leviathans, djinns, angels, 4winged donkeys etc.
JollyRotten
05-26-07, 09:12 PM
Cool Bhu like the links tree fellows coming on tried to look him up and yep its hard....
Found a cool Native Site though http://www.firstpeople.us/ and of course wiki's always a geeks best friend.
Nice one for more links
Oh and ElberethSilverleaf mate I'm trying to avoid any faith people still belive in, ok some of the Native America stuff I've found is still live, but not much, so I'm guessing its Ok.
Really don't fancy folk stating Jeus or rpging the flood along with Noah, and I'm not even contemplating offending our Muslim friends...................
Ok a bit extreme but where do you draw the line?
ps. Ok doing Native American right now but still keep all your myth based stuff coming in
Thanks folks
Im still looking. At this moment they seem to be a reant who has given up any magic powers to be able to impregnate Cheyenne women. Nothing I find says, how, why, whether or not it's considered acceptable, or what hte child is. I hate finding little fragments of stuff that never tell hte full story.
What areas still need to be addressed? I think Greco myth has been done to death.
There's a lot of depth in Japanese and Chinese (and other oriental) beliefs that we could probably cover but most information available that I've personally found has been vague.
Native American is just about down for the count, I think. There's not much else to do, right? Just a few tribes with less-available information? I know Aztec and Mayan mythologies are very popular conversation among material writers.
Aborigine? Have we done any of that?
How about Pacific Islander? Did you know that almost every island village in the South Pacific has its own mythology? I did some research on some a while back and it's quite interesting to look at seemingly identical islands and see their radically different beliefs about the universe and what lives in it.
Russian myth? Has anyone dug deep into that, uh, stuff?
Anyway, I might have some time to dig up and stat a few things if I find out what all needs the most attention.
Okay the Trre Husband is going to require some looking. I'm gonna take it down and put up another monster this weekend. I'll try looking for all the easy to find stuff first..
DebiHuman
06-01-07, 11:57 AM
Okay the Trre Husband is going to require some looking. I'm gonna take it down and put up another monster this weekend. I'll try looking for all the easy to find stuff first..
I'm thinking that the Tree Husband is a variant of Treant -- it's easier to stat up that way. I'm going to see if I can find some myths on this on the web.
Debby
I'm thinking that the Tree Husband is a variant of Treant -- it's easier to stat up that way. I'm going to see if I can find some myths on this on the web.
Debby
That's how I was gonna stat it out. But so far it seems to be a Treant thats given up it's power to awaken trees for the ability to impregnate the women of one specific tribe (all sources I've found seem to say impregnate instead of mate, so I'm wondering if it's just a magic thing). But there's no backstory I can find as to how or why, or what the child ends up being, or what other powers teh Tree Husbands have (as it seems to be implied that they are quite powerful).
Okay hte Baykok seems easier to research so I put it up instead. WIll finish soon.
Whoops. Shoulda posted these too:
http://en.wikipedia.org/wiki/Category:Native_American_legendary_creat ures
http://en.wikipedia.org/wiki/Category:Native_American_mythology
http://en.wikipedia.org/wiki/Category:North_American_mythology_stubs