Author Topic: Fortean Hallucinations  (Read 25705 times)

Offline bhu

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Re: Fortean Hallucinations
« Reply #60 on: November 11, 2011, 09:55:09 PM »
http://www.newanimal.org/howlersnake.htm

Howler Monkey Snake legendary version
Medium Animal
Hit Dice: 3d8+6 (19 hp)
Initiative: +2
Speed: 20 ft. (4 squares), Swim 40 ft.
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12 Base Attack/Grapple: +2/+5
Attack: Bite +5 melee (1d6+2 plus Poison)
Full Attack: Bite +5 melee (1d6+2 plus Poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Howl, Poison
Special Qualities: Low Light Vision, Hold Breath
Saves: Fort +5, Ref +5, Will +3
Abilities: Str 14, Dex 14, Con 14, Int 2, Wis 14, Cha 6
Skills: Listen +5, Spot +5, Swim +10
Feats: Ability Focus (Poison), Endurance, Improved Grapple (B) Environment: Warm Aquatic
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral
Advancement: 4-6 HD (Medium), 7-12 HD (Large), 13-24 (Huge) Level Adjustment: ---

"Bert...whut the hell is wrong with this snakes face?"

This is the more mythical version of the Howler Monkey Snake.

Howl (Ex): Any creature within 10' of the Howler Monkey Snake when it howls must make a DC 13 Fortitude Save or be Deafened 1d6 rounds (Save DC is Constitution Based).

Poison (Ex): Injury, DC 15 Fortitude Save (Save DC is Constitution Based), Initial and Secondary Damage 1d4 Constitution.

Hold Breath (Ex): The Howler Monkey Snake can hold it's breath for (8 times it's Constitution Modifier rounds) before it begins to risk drowning.

Skills: The Howler Monkey Snake has a +8 Racial Bonus on all Swim Checks, and may Always Take 10 on a Swim Check. It may use the Run Action while swimming in a straight line.

Combat: Howler Monkey Snakes usually bite and let their poison do it's work to soften the victim up so they can pull him into the water.

Offline bhu

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Re: Fortean Hallucinations
« Reply #61 on: November 11, 2011, 09:55:50 PM »
http://www.batsquatch.com/batsquatch/batsquatch.html
https://cryptidz.fandom.com/wiki/Batsquatch
https://portlandghosts.com/the-story-of-the-batsquatch-the-terror-that-mount-st-helens-awoke/


Batsquatch
Large Animal
Hit Dice: 6d8+24 (51 hp)
Initiative: +0
Speed: 30 ft. (6 squares), Fly 50 ft. (Average)
Armor Class: 14 (-1 Size, +5 Natural), touch 9, flat-footed 14
Base Attack/Grapple: +4/+14
Attack: Slam +9 melee (1d8+6)
Full Attack: 2 Slams +9 melee (1d8+6) and 1 Bite +4 melee (1d6+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved Grab
Special Qualities: Low Light Vision, EMP Radar
Saves: Fort +9, Ref +5, Will +4
Abilities: Str 22, Dex 11, Con 18, Int 6, Wis 14, Cha 8
Skills: Listen +6, Spot +7
Feats: Flyby Attack, Hover, Wingover
Environment: Cold or Temperate Mountains
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always Neutral
Advancement: 7-12 HD (Large)
Level Adjustment: ---

"Bert...ah don't like this here mountain..."

Batsquatch are large batlike creatures or flying primates. They stand 9 feet tall, with a huge wingspan.  They have yellow eyes, blue fur, birdlike feet and a canine muzzle.  It is believed they have psychic powers allowing them to interfere with electronics.  The truth is weirder.  Unlike bats, they have a sort of radar instead of sonar, created via an electromagnetic field they produce.

Improved Grab (Ex): A Batsquatch that successfully hits with it's Slam attack can make a Grapple Check as Free Action without provoking an Attack of Opportunity. If successful it usually flies upwards, and then drops it's victim.

EMP Radar (Ex):  The Batsquatch has Blindsight in a 60 foot Cone.  It also fries electronics.  Any computer, telephone, television, or other device with a computer processor inside ceases to function immediately, and the contents of hard drives and other storage media are scrambled.  It usually stops cars as well.

Combat: Batsquatch rely on flyby attacks to whittle foes down, before grabbing them, flying as high as they can, and then dashing them to the ground.

« Last Edit: March 12, 2023, 06:32:53 PM by bhu »

Offline bhu

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Re: Fortean Hallucinations
« Reply #62 on: November 11, 2011, 09:56:25 PM »
http://www.unexplained-mysteries.com/forum/lofiversion/index.php/t153749.html

http://www.unknownexplorers.com/elcuero.php

http://books.google.com/books?id=H1axCZifXdwC&pg=PA88&lpg=PA88&dq=cuero+cryptid&source=bl&ots=UQ2t9-lKDc&sig=fmOy72D5k5gmrlRkO1eoFfWNjAI&hl=en&ei=M_qDSpONH8uLtgeQk72uCg&sa=X&oi=book_result&ct=result&resnum=10#v=onepage&q=cuero%20cryptid&f=false

http://myths.freshcaffeine.com/african/

Okay I can sort of almost see the octopus explanation but stingrays??


                      El Cuero
                      Large Animal (Aquatic)
Hit Dice:             5d8+10 (32 hp)
Initiative:           +6
Speed:                Swim 30 ft. (6 squares)
Armor Class:          15 (-1 Size, +2 Dex, +4 Natural), touch 11, flat-footed 13
Base Attack/Grapple:  +3/+13
Attack:               Wrap +4 melee touch (Grapple)
Full Attack:          Wrap +4 melee touch (Grapple)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Wrap, Blood Drain
Special Qualities:    Low Light Vision, Amphibious
Saves:                Fort +6, Ref +6, Will +2
Abilities:            Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 2
Skills:               Hide +0 (+8 water), Jump +4, Listen +5, Spot +5, Swim +10
Feats:                Alertness, Improved Initiative
Environment:          Warm or Temperate Aquatic
Organization:         Solitary
Challenge Rating:     3
Treasure:             None
Alignment:            Always Neutral
Advancement:          6-10 HD (Large)
Level Adjustment:     ---

"Whut fool left a perfectly good cowhide in the water?"

"BERT! DON'T...!"

El Cuero appears to be either an octopoid or stingray that looks like a reddish cowhide floating in the water.  It has eyes at the end of stalks and a strange proboscis on it's underside.

Wrap (Ex): If El Cuero makes a successful touch attack it can Attach itself to any opponent Large Size or smaller.  Effectively it is Grappling it's opponent and is Denied it's Dex Bonus to AC.  To be removed it must be successfully Pinned in a Grapple or struck with a light weapon.  El Cuero has a +4 Racial Bonus to Grapple Checks.

Blood Drain (Ex): El Cuero does 1d3 temporary Constitution damage with a successful Grapple check.

Skills: El Cuero has a +8 Racial Bonus to Swim Checks, and may always Take 10 on a Swim check. It may use the Run action while swimming in a straight line.  It also has a +8 Racial Bonus to Hide checks while in the water.

Combat: El Cuero floats on the water surface pretending to be a discarded cowhide (which it resembles).  Whenever something comes close enough, it pounces, wrapping itself around the victim and drinking their blood.

Offline bhu

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Re: Fortean Hallucinations
« Reply #63 on: November 11, 2011, 10:05:52 PM »
http://en.wikipedia.org/wiki/Agogwe
https://cryptidz.fandom.com/wiki/Agogwe
http://www.unknownexplorers.com/agogwe.php
https://cryptidarchives.fandom.com/wiki/Agogwe



Agogwe
                      Small Humanoid
Hit Dice:             1d8+1 (5 hp)
Initiative:           +2
Speed:                30 ft. (6 squares)
Armor Class:          13 (+1 Size, +2 Dex), touch 13, flat-footed 11
Base Attack/Grapple:  +0/-5
Attack:               Bite +3 melee (1d3-1)
Full Attack:          Bite +3 melee (1d3-1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      -
Special Qualities:    Low Light Vision
Saves:                Fort +1, Ref +4, Will +1
Abilities:            Str 8, Dex 14, Con 12, Int 4, Wis 12, Cha 8
Skills:          Hide +10, Listen +6, Move Silently +6, Search +4, Spot +6, Survival +5
Feats:                Alertness, Weapon Finesse (B)
Environment:          Warm Forest
Organization:         Solitary, Pair, or Group (3-4)
Challenge Rating:     1/3
Treasure:             None
Alignment:            Always Neutral
Advancement:          2-3 HD (Small)
Level Adjustment:     ---

"Bert...Bert wake up were surrounded by furry red critters..."

The Agogwe are a race of diminutive cryptid anthropoids with reddish fur from East Africa.  It is said to resemble a chimpanzee roughly 2-5 ft. tall, with a rounder forehead and sharper teeth.  It is thought to possibly be a surviving Australopithecine.

Skills: Agogwe have a +4 Racial Bonus to Hide, Listen, Move Silently, Search, Spot, and Survival checks.

Combat: Agogwe aren't natural combatants for the most part, and except for insane or exceptional individuals, they run away at the earliest opportunity.

« Last Edit: February 19, 2023, 12:45:19 AM by bhu »

Offline bhu

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Re: Fortean Hallucinations
« Reply #64 on: November 11, 2011, 10:16:29 PM »
http://www.monstropedia.org/index.php?title=Drekavac
http://en.wikipedia.org/wiki/Drekavac
http://www.mythicalcreaturesguide.com/page/Drekavac
http://www.newanimal.org/gmonkey.htm

doing cryptid version first

Drekavac
                      Small Animal
Hit Dice:             1/2d8 (2 hp)
Initiative:           +2
Speed:                20 ft. (4 squares), Climb 20 ft.
Armor Class:          13 (+1 Size, +2 Dex), touch 13, flat-footed 11
Base Attack/Grapple:  +0/-5
Attack:               Bite +2 melee (1d3-1)
Full Attack:          Bite +2 melee (1d3-1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Screech
Special Qualities:    Enhanced Low Light Vision
Saves:                Fort +2, Ref +4, Will +2
Abilities:            Str 8, Dex 14, Con 11, Int 2, Wis 14, Cha 8
Skills:               Balance +10, Climb +11, Jump +11, Listen +5, Spot +5
Feats:                Alertness, Weapon Finesse (B)
Environment:          Underground or Temperate Forest
Organization:         Solitary or Pair
Challenge Rating:     1/4
Treasure:             None
Alignment:            Always Neutral
Advancement:          ---
Level Adjustment:     ---

"Bert...I know they want one of these for some reason...but if it doesn't get off my face and stop screaming..."

Drekavac have been described as various different beings.  It has been said to resemble a large Aye-Aye, a canine whose hind legs are similar to a kangaroos, or even an odd looking bird.  This is the cryptid version (which is far more harmless than the mythical one).

Screech (Ex): The Drakavac's screams are particularly unnerving (particularly if you didn't realize it was there before). A Drekavac may scream as a Swift Action and all living beings within 30' must make a DC 12 Willpower Save (Save DC is Con Based with a +2 Racial Bonus) or be Frightened for 1 round.

Enhanced Low Light Vision (Ex): As regular Low Light Vision, but has twice the range.

Light Sensitivity (Ex): Drekavac are Dazzled in sunlight on in the area of effect of a Daylight spell.

Skills: Drekavac have a +8 Racial Bonus to Balance, Climb, and Jump Checks.  It may always Take 10 on a Balance or Climb Check, and it may use either it's Str or Dex Modifier for Climb and Jump Checks, whichever is better.

Combat: Drekavac are irritable and easily spooked and usually flee after screeching.  If someone approaches they bite hysterically before fleeing.  Fleeing is the operative word here.

Offline bhu

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Re: Fortean Hallucinations
« Reply #65 on: November 11, 2011, 10:17:39 PM »
http://en.wikipedia.org/wiki/Lizard_Man_of_Scape_Ore_Swamp
https://discoversouthcarolina.com/articles/beware-the-lizard-man
https://cryptidz.fandom.com/wiki/Lizard_Man_of_Scape_Ore_Swamp
https://cryptidarchives.fandom.com/wiki/Lizard_Man_of_Scape_Ore_Swamp

Lizard Man of Scape Ore Swamp
                      Medium Monstrous Humanoid
Hit Dice:             6d8+18 (45 hp)
Initiative:           +3
Speed:                40 ft. (8 squares), Climb 30 ft., Swim 20 ft.
Armor Class:          17 (+3 Dex, +4 Natural), touch 13, flat-footed 14
Base Attack/Grapple:  +6/+12
Attack:               Claw +12 melee (1d6+6)
Full Attack:          2 Claws +12 melee (1d6+6) and 1 Bite +7 melee (1d6+3)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Improved Grab, Rend
Special Qualities:    Dark Vision 60 ft.
Saves:                Fort +7, Ref +8, Will +6
Abilities:            Str 22, Dex 16, Con 16, Int 3, Wis 13, Cha 12
Skills:               Climb +14, Listen +4, Jump +9, Spot +4, Swim +14
Feats:                Diehard, Endurance, Great Fortitude
Environment:          Temperate Swamp
Organization:         Unique?
Challenge Rating:    4
Treasure:             None
Alignment:            Always Neutral
Advancement:           7-12 HD (Medium)
Level Adjustment:     ---

"Damn lizard man been eating the car agin Jessi.  Ah say we need tuh kilt him."

The Lizard Man of Scape Ore Swamp is a bizarre reptilian humanoid known for chewing on, and damaging, cars.

Improved Grab (Ex): If the Lizard Man hits with it's claw attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If successful it may Rend.

Rend (Ex): If the Lizard Man successfully hits with both claws it latches on and Rends for an additional 2d6+9 damage.  It may also rend with a successful Grapple Check.

Skills (Ex): The Lizard Man gets a +8 Racial Bonus on Climb and Swim Checks, and may always Take 10 on a Climb or Swim Check.

Combat: The Lizard Man doesn't seem to be a tactical genius.  Most of his tactics seem to be "charge and tear into opponent".

« Last Edit: March 12, 2023, 06:48:36 PM by bhu »

Offline bhu

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Re: Fortean Hallucinations
« Reply #66 on: November 11, 2011, 10:18:48 PM »
http://www.newanimal.org/owlman.htm

http://en.wikipedia.org/wiki/Owlman

http://www.unknown-creatures.com/owlman-of-mawnan.html

Owlman of Mawnan
                      Medium Monstrous Humanoid
Hit Dice:             6d8+24 (51 hp)
Initiative:           +5
Speed:                30 ft. (6 squares), Fly 120 ft. (Good)
Armor Class:          20 (+5 Dex, +5 Natural), touch 15, flat-footed 20
Base Attack/Grapple:  +6/+10
Attack:               Claw +10 melee (1d6+4)
Full Attack:          2 Claws +10 melee (1d6+4) and 1 Bite (1d4+2)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Frightening Presence
Special Qualities:    Dark Vision 60'
Saves:                Fort +6, Ref +10, Will +8
Abilities:            Str 18, Dex 20, Con 18, Int 16, Wis 16, Cha 16
Skills:               Intimidate +10, Listen +8, Move Silently +10, Spot +8, Survival +8
Feats:                Ability Focus (Frightful Presence), Flyby Attack, Hover
Environment:          Warm Hills and Forests
Organization:         Unique
Challenge Rating:     5
Treasure:             None
Alignment:            Neutral
Advancement:          7-12 HD (Medium)
Level Adjustment:     ---

"Dammit Bert why does it always have to be birds?"

The Owlman cryptid appears to be a winged feathery humanoid with a birdlike face and large glowing eyes.  It also has pointed ears and large talons. 

Frightening Presence (Ex): Whenever the Owlman makes a flying attack or screams any opponent with less Hit Dice (and within 30') than it must make a DC 18 Willpower Save (Save DC is Charisma Based) or be Shaken 5d6 rounds.

Combat: Unless hungry Owlmen usually just frighten their opponents and take off.  If they are hungry they fly back quietly and ambush from another direction.


Offline bhu

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Re: Fortean Hallucinations
« Reply #67 on: November 11, 2011, 10:20:00 PM »
http://en.wikipedia.org/wiki/Hodag

http://www.hodagsightings.com/

http://holidayacres.com/hodag.htm

http://www.museumofhoaxes.com/photos/hodag.html

http://www.wisegeek.com/what-is-a-hodag.htm

Hodag
                      Medium Magical Beast
Hit Dice:             5d10+15 (42 hp)
Initiative:           +3
Speed:                30 ft. (6 squares)
Armor Class:          23 (+3 Dex, +10 Natural), touch 13, flat-footed 20
Base Attack/Grapple:  +5/+9
Attack:               Bite +9 melee (1d8+4)
Full Attack:          1 Bite +9 melee (1d8+4) and 2 Claws +7 melee (1d6+2) and 1 Tail Spear +7 melee (1d6+2)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Improved Grab, Rake
Special Qualities:    Dark Vision 60', Spikes, Scent, DR 5/-, Trackless Step
Saves:                Fort +7, Ref +7, Will +2
Abilities:            Str 18, Dex 16, Con 16, Int 4, Wis 12, Cha 10
Skills:                Hide +4, Listen +3, Move Silently +4, Spot +3, Survival +3
Feats:                Multiattack, Track
Environment:          Temperate Forest
Organization:         Solitary
Challenge Rating:     4
Treasure:             None
Alignment:            Always Neutral
Advancement:          6-10 HD (Medium)
Level Adjustment:     ---

"Aw c'mon Bert.  It's called a Hodag.  It's a silly name monster, how tough can it be."

"You remember that incident with the Gayfrusionbloorten critter?"

"I remember making you swear not to mention it again."

The Hodag is a four limbed dinosaur like creature with a face somewhere between that of a man and a frog with huge fangs.  It's covered n spikes and has a spear like point at the end of it's tail.  They seem fairly hard to kill as well. 

Improved Grab (Ex):  If the Hodag hits successfully with it's Bite attack, it may make a Grapple Check immediately as a Free Action without provoking an Attack of Opportunity.  If it succeeds it may then rake while doing it's bite and claw damage.

Rake (Ex): If the Hodag successfully Grapples an opponent it gains 2 additional Rake attacks (to hit and damage are same as claw attacks).

Spikes (Ex): The Hodag is covered in spikes and opponents attempting to Grapple it take 1d6 damage plus their own Strength Modifier.

Trackless Step (Ex): Identical to the Druid ability of the same name.

Combat: Hodags are not subtle creatures and usually begin with biting down and holding on for dear life while ripping their prey to shreds (they have an affinity for white bulldogs).


Offline bhu

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Re: Fortean Hallucinations
« Reply #68 on: November 11, 2011, 10:39:53 PM »
http://www.newanimal.org/hedgehog.htm

http://books.google.com/books?id=QNFR4xHHIegC&pg=PA38&lpg=PA38&dq=zamba+zaraa&source=bl&ots=HsEVgSd1U-&sig=mhtGHUhpSltuV50FzzOMEn7KLEs&hl=en&ei=2oMZTMXJCoaKlwed2MWrCw&sa=X&oi=book_result&ct=result&resnum=1&ved=0CBIQ6AEwAA#v=onepage&q=zamba%20zaraa&f=false

http://redactori.blogspot.com/2008/09/cryptozoology.html

Zamba Zaraa
                      Small Animal
Hit Dice:             1d8+1 (5 hp)
Initiative:           +1
Speed:                20 ft. (4 squares), Climbing 10 ft., Burrow 5 ft.
Armor Class:          13 (+1 Small, +1 Dex, +1 Natural), touch 12, flat-footed 12
Base Attack/Grapple:  +0/-5
Attack:               Nibble +1 melee (1d3-1)
Full Attack:          Nibble +1 melee (1d3-1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      POOF!, Ram, Spiny Defense
Special Qualities:    Low Light Vision
Saves:                Fort +3, Ref +3, Will +1
Abilities:            Str 8, Dex 12, Con 12, Int 2, Wis 12, Cha 8
Skills:               Climb +7, Hide +5, Listen +3, Spot +3
Feats:                Endurance, Weapon Finesse (B)
Environment:          Warm Desert
Organization:         Solitary
Challenge Rating:     1/3
Treasure:             None
Alignment:            Always Neutral
Advancement:          2 HD (Small)
Level Adjustment:     ---

The Zamba Zaraa is an inflatable Hedgehog living in Mongolia's Gobi Desert.

POOF! (Ex): If threatened the Zamba Zaraa inflates itself to nearly double it's size as a Swift Action.  This means some predators will not be able to swallow it.  If the Zamba Zaraa inflates on a round it's being swallowed it lodges in the predators throat and it begins to choke unless it can vomit them up (use suffocation rules from the DMG, the predator must make a successful Grapple Check to vomit the Zamba Zaraa back up and dislodge it.  It gets a -6 Circumstance Penalty on the Grapple Check).  While lodged in the opponents throat the Zamba Zaraa does 1d6 damage per round.

Ram (Ex): If it's desperate a Zamba Zaraa will run at it's attacker in an attempt to impale it with it's spines.  It does 1d6-1 damage wit ha successful Charge attack.

Spiny Defense (Ex): Opponents who Grapple the Zamba Zaraa or attack it with Unarmed Strikes or Natural Weapons take 1d4 damage plus their own Strength Modifier damage.

Skills: Zamba Zaraa get a +8 Racial Bonus to Climb Checks, and may always Take 10 on a Climb Check.

Combat: The Zamba Zaraa prefers to flee opponents or puff up to intimidate them.  If it's desperate it will body check it's opponent with it's spines.
« Last Edit: February 13, 2021, 11:00:09 PM by bhu »

Offline bhu

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Re: Fortean Hallucinations
« Reply #69 on: November 11, 2011, 10:40:19 PM »
http://en.wikipedia.org/wiki/Milton_lizard

http://unusualkentucky.blogspot.com/2008/10/milton-lizard.html

Milton Lizard
                      Large Animal
Hit Dice:             6d8+18 (45 hp)
Initiative:           +7
Speed:                40 ft. (8 squares)
Armor Class:          16 (-1 Size, +2 Dex, +5 Natural), touch 11, flat-footed 14
Base Attack/Grapple:  +4/+11
Attack:               Bite +6 melee (2d6+4)
Full Attack:          Bite +6 melee (2d6+4)
Space/Reach:          10 ft./5 ft.
Special Attacks:      -
Special Qualities:    Low Light Vision,
Saves:                Fort +10, Ref +7, Will +3
Abilities:            Str 16, Dex 14, Con 16, Int 2, Wis 12, Cha 2
Skills:               Climb +3, Hide +1, Listen +3, Move Silently +4, Spot +3
Feats:                Alertness, Great Fortitude, Improved Initiative
Environment:          Temperate Plains or Forest
Organization:         Solitary
Challenge Rating:     3
Treasure:             None
Alignment:            Always Neutral
Advancement:          7-12 HD (Large)
Level Adjustment:     ---

"Avoid the local junkyards man.  There's some messed up stuff in the junkyards."

The Milton lizard is a 15 foot lizard like cryptid from Kentucky.

Combat:  The Milton Lizard doesn't seem terribly combative given it's size, but it could potentially be devastating if cornered.

Offline bhu

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Re: Fortean Hallucinations
« Reply #70 on: November 11, 2011, 10:48:19 PM »
http://en.wikipedia.org/wiki/Chickcharney

http://www.bahamas4u.com/bahamasfolktales.html



Chickcharney
                      Small Animal
Hit Dice:             1d8+1 (5 hp)
Initiative:           +2
Speed:                30 ft. (6 squares), Burrow 5 ft.
Armor Class:          15 (+1 Size, +2 Dex, +2 Natural), touch 13, flat-footed 13
Base Attack/Grapple:  +0/-6
Attack:               Bite +2 melee (1d4-2)
Full Attack:          Bite +2 melee (1d4-2)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Ball of Talons
Special Qualities:    Low Light Vision
Saves:                Fort +3, Ref +4, Will +2
Abilities:            Str 6, Dex 15, Con 12, Int 2, Wis 14, Cha 6
Skills:               Hide +6, Listen +12, Move Silently +6, Spot +4 (+12 at night)
Feats:                Weapon Finesse
Environment:          Warm Forests
Organization:         Solitary
Challenge Rating:     1/3
Treasure:             None
Alignment:            Always Neutral
Advancement:          2 Hit Dice (Small)
Level Adjustment:     ---


"Let me get this straight...you people are afraid of owls?"

"In their defense Abner, everyone should be afraid of owls."

The Chickcharney are a large species of flightless burrowing owl that the local natives have a great deal of superstitions about.  Granted owls are considered a little spooky by everyone.

Ball of Talons (Ex): Barn Owls are known for rolling onto their back to present opponents with their talons as a means of defending themselves.  The Chickcharney can decide to use this ability while making a Full Attack as a Swift Action.  As long as it is using it's Ball of Talons ability it gets two Talon attacks at +2 to hit doing 1d4-2 damage.  If it decides to use this maneuver before an opponent is within melee range to attack, it gets an Attack of Opportunity when an opponent moves into melee range even if it would not normally do so (this does not give it additional Attacks of Opportunity per round).

Skills: Chickcharney have a +8 Racial Bonus on Listen Checks, and a +8 Bonus on Spot checks at night or in shadowy illumination.  They also gain a +4 Racial Bonus on Move Silently Checks.

Combat: The Chickcharney usually stalks and ambushes small prey.  If a larger opponent attacks it rolls up and uses it's ball of talons ability.

Offline bhu

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Re: Fortean Hallucinations
« Reply #71 on: January 31, 2014, 10:24:38 PM »
                      Tuttle Bottoms Monster
                      Medium Animal
Hit Dice:             3d8+9 (21 hp)
Initiative:           +1
Speed:                40 ft. (8 squares), Climb 20 ft.
Armor Class:          13 (+1 Dex, +2 Natural), touch 11, flat-footed 12
Base Attack/Grapple:  +2/+7
Attack:               Claw +7 melee (1d4+5)
Full Attack:          2 Claws +7 melee (1d4+5)
Space/Reach:          5 ft./5 ft.
Special Attacks:      -
Special Qualities:    Low Light Vision, Scent
Saves:                Fort +6, Ref +4, Will +2
Abilities:            Str 20, Dex 12, Con 16, Int 2, Wis 12, Cha 8
Skills:               Climb +14, Listen +5, Spot +5, Swim +6
Feats:                Alertness, Endurance
Environment:          Temperate Swamp
Organization:         Solitary, possibly unique
Challenge Rating:    2
Treasure:            None
Alignment:            Always Neutral
Advancement:          4-5 HD (Medium)
Level Adjustment:     ---


The Tuttle Bottoms Monster is an odd cryptid haunting southern Illinois.  It is described as either an ape or bearlike entity that walks on 2 or 4 legs, and possessing a snout similar to an anteater.  It does not appear to be afraid of people and will readily approach them.

Skills: The Tuttle Bottoms Monster has a +8 Racial Bonus on Climb Checks, and can always Take 10 on a Climb Check.

Combat: While the Tuttle Bottoms Monster is quite intimidating, it doesn't appear to be aggressive that anyone knows of (though several deaths were reported during the time of it's sightings).
« Last Edit: February 03, 2014, 09:55:24 PM by bhu »

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Re: Fortean Hallucinations
« Reply #72 on: July 07, 2017, 06:00:33 AM »
https://en.wikipedia.org/wiki/Si-Te-Cah

                      Si-Te-Cah (aka the Lovelock Giants)
                      Large Giant
Hit Dice:             4d8+8 (26 hp)
Initiative:           -1
Speed:                40 ft. (8 squares)
Armor Class:          13 (-1 Size, -1 Dex, +5 Natural), touch 8, flat-footed 13
Base Attack/Grapple:  +3/+7
Attack:               Slam +6 melee (1d4+4) or Spear +6 melee (2d6+6)
Full Attack:          2 Slams +6 melee (1d4+4) or Spear +6 melee (2d6+6)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Ferocity
Special Qualities:    Low-Light Vision
Saves:                Fort +6, Ref +0, Will +1
Abilities:            Str 20, Dex 8, Con 14, Int 8, Wis 10, Cha 8
Skills:               Climb +4, Craft (+1), Hide -1, Listen +3, Move Silently +1, Spot +3, Survival +1, Swim +4
Feats:                Alertness, Stealthy
Environment:          Warm Desert
Organization:         Solitary, pair, pack (3-4), or family (5-8)
Challenge Rating:     3
Treasure:             Standard Desert
Alignment:            Chaotic Evil
Advancement:          By Character Class
Level Adjustment:     +2


The Si-Te-Cah are a race of giants who formerly warred on the Paiute in their legends, and also known as the Saiduka or Sai'i.  They briefly achieved fame as 'the Lovelock Giants' when mummified bodies supposedly belonging to their people were found in Nevada caves.  Si-Te-Cah were said to live on makeshift boats made from woven fibers of the Tule plant to avoid their enemies.  They were said to be cannibalistic giants with red hair.    The mummies found had red hair, but that almost always happens due to chemicals in the soil.   Most info about them being red-headed cannibals comes strictly from crytozoological circles, and no mention of gigantism is found in actual Paiute legends (though the cannibalism was).  Of the mummies, there was said to be an 8' tall male, and a 6'6" female, but the remains have long since gone.

Ferocity (Ex): A Si-Te-Cah is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.

Combat: Si-Te-Cah aren't great at ranged fighting.  They prefer to take opponents unawares and beat them to death.
« Last Edit: July 12, 2017, 09:20:22 PM by bhu »

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Re: Fortean Hallucinations
« Reply #73 on: February 13, 2021, 07:25:17 PM »
https://cryptidz.fandom.com/wiki/Domsten_Blobs
https://aliens.fandom.com/wiki/Domsten_Blob

Domsten Blobs
                      Small Ooze
Hit Dice:             2d10+10 (21 hp)
Initiative:           +7
Speed:                30 ft. (6 squares)
Armor Class:          14 (+1 Size, +3 Dex), touch 14, flat-footed 11
Base Attack/Grapple:  +1/+2
Attack:               Slam +2 melee (1d3+1)
Full Attack:          2 Slams +2 melee (1d3+1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Improved Grab, Stench, Surprisingly Adept Grappler
Special Qualities:    Blind, Blindsight 60 Ft., Partial Ooze traits, Psychic Dodge, Telepathy 60 Ft., DR 5/-, Levitation
Saves:                Fort +5, Ref +3, Will +1
Abilities:            Str 12, Dex 17, Con 21, Int 12, Wis 12, Cha 8
Skills:               Knowledge (Physical Sciences, Technology) +3, Navigate +6, Pilot +8, Repair +2
Feats:                Improved Initiative
Environment:          Space?
Organization:         Solitary, Pair or Group (3-6)
Challenge Rating:     
Treasure:             Standard
Alignment:            Usually Neutral or Neutral Evil
Advancement:          3 HD (Small), 4-6 HD (Medium)
Level Adjustment:     ---

In 1958 two Swedish men from the village of Domsten were accosted by levitating, loaf shaped blobs that tried to pull them into a UFO.  Fairly quick for blobs, they dodged most of the men's blows, and the ones that did land sank into the beings with no obvious effect.  A car horn cared them away.

Improved Grab (Ex): To use this ability, the Blobs must hit a Large or smaller opponent with a Slam attack. They can then attempt to start a grapple as a free action without provoking an attack of opportunity. If they win the grapple check, they establishes a hold

Stench (Ex): When a Blob is angry or frightened, it secretes a chemical that nearly every form of animal life finds offensive. All living creatures (except Blobs) within 30 feet of a Blob must succeed on a DC 16 Fortitude save or be sickened for 10 rounds. The save DC is Constitution-based. Creatures that successfully save cannot be affected by the same Blobs stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.

Surprisingly Adept Grappler (Ex): The Blobs take no Size Penalty to Grapple Checks.

Blind (Ex): The Blobs are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

Blindsight (Su): The Blobs have Blindsight out to a range of 60 Ft.

Partial Ooze traits: Unlike most Oozes, the Blobs aren't Mindless.

Psychic Dodge (Su): Blobs gain a +2 Dodge Bonus to AC against opponents who aren't Mindless.

Levitation (Sp): Blobs may cast Levitate at will as a Sorcerer whose caster level equals their Hit Dice.

Combat : Blobs will try to grapple people and pull them into their ship.  They aren't particularly set on this though, and can be easily frightened off.
« Last Edit: February 13, 2021, 09:02:46 PM by bhu »

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Re: Fortean Hallucinations
« Reply #74 on: February 13, 2021, 07:37:36 PM »
https://en.wikipedia.org/wiki/Madam_Koi_Koi
https://theghostinmymachine.com/2021/01/13/encyclopaedia-of-the-impossible-madam-koi-koi-red-heel-shoes-urban-legend-school-nigeria/
https://urban-legendpedia.fandom.com/wiki/Madam_Koi_Koi
https://moonmausoleum.com/madam-koi-koi-and-the-school-hauntings-in-nigeria/  Content warning for some disturbing stuff.  The backstory to this urban legend is pretty messed up.

Madam Koi Koi  (Expert 2/modified Ghost Template)
                      Medium Undead (Incorporeal)
Hit Dice:             2d12 (13 hp)
Initiative:           +3
Speed:                30 ft. (6 squares)
Armor Class:          17 (+3 Dex, +4 Natural), touch 13, flat-footed 14
Base Attack/Grapple:  +1/+4
Attack:               Slam +4 melee (1d3+3)
Full Attack:          2 Slams +4 melee (1d3+3)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Corporeal Manifestation, Terrifying Appearance, Ghosts Curse, Invisibility
Special Qualities:    Rejuvenation, Turn Immunity, Lifesense 60 Ft., DR 10/Magic
Saves:                Fort +0, Ref +3, Will +5
Abilities:            Str 16, Dex 16, Con -, Int 15, Wis 15, Cha 18
Skills:               Bluff +9, Diplomacy +9, Hide +16, Intimidate +9, Knowledge (any 2) +6, Listen +12, Move Silently +8, Profession (Teacher) +3, Search +12, Spot +12
Feats:                Weapon Finesse
Environment:          Schools and hostels in Africa
Organization:         Unique
Challenge Rating:     3
Treasure:             None
Alignment:            Chaotic Evil
Advancement:          3+ HD (Medium)
Level Adjustment:     ---

Stories vary wildly about Madam Koi Koi, but she is usually portrayed as a beautiful, but sadistic, school teacher wearing red lipstick and high heels (and sometimes a red dress as well).  After beating many of her students she is hit by a car, hung from a tree or beaten to death by the students.  She now haunts the government run secondary schools of Ghana, Nigeria and South Africa terrorizing the students who wear red to bed, or who leave their bed at night (or for other reasons). 

Corporeal Manifestation (Su): Madame Koi Koi manifests physically, unlike other ghosts.  She loses her Incorporeal Subtype while Manifested.

Terrifying Appearance (Su): Madame Koi Koi causes any living creature within 30' that can see her to make a DC 15 Willpower Save or become Panicked for 1d6 rounds plus 1 round per point of your Charisma modifier. If they make their save successfully, they are immune to the her Terrifying Appearance for 24 hours.

Ghosts Curse (Su): Madame Koi Koi may cast Bestow Curse at will as a Supernatural ability. Anyone 'slaying' her (i.e. temporarily ending your existence without permanently getting rid of her) is automatically subjected to this ability and receives no Save.

Invisibility (Su): Madame Koi Koi remains invisible even when she attacks. This ability is constant, but the ghost can suppress or resume it as a free action.

Rejuvenation (Su): This is the same as the regular Ghosts ability listed on page 118 of the Monster Manual.

Turn Immunity (Ex):
Madame Koi Koi is Immune to Turn/Rebuke Undead attempts.

Lifesense (Su): Madame Koi Koi may automatically sense Living creatures within 60' as thought she had Blindsight. She also automatically know the strength of their life force as if they had cast Deathwatch.

Combat: Madame Koi Koi prefers to curse her opponent, haunting them for days before finally beating them to death or hanging them.

« Last Edit: February 25, 2023, 10:42:10 PM by bhu »

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Re: Fortean Hallucinations
« Reply #75 on: September 23, 2022, 10:40:49 PM »
https://en.wikipedia.org/wiki/Pope_Lick_Monster

https://cryptidz.fandom.com/wiki/Pope_Lick_Monster

https://www.onlyinyourstate.com/kentucky/pope-lick-monster-legend-ky/



The Pope Lick Monster
                      Medium Outsider (Evil, Extraplanar)
Hit Dice:             8d8+16 (52 hp)
Initiative:           +6
Speed:                30 ft. (6 squares)
Armor Class:          18 (+2 Dex, +6 Profane), touch 18, flat-footed 16
Base Attack/Grapple:  +8/+10
Attack:               Battleaxe +11 melee (1d8+2/ x3) or Slam +10 melee (1d3+2)
Full Attack:          Battleaxe +11/+6 melee (1d8+2/ x3) or Slam +10 melee (1d3+2)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Spell-Like Abilities
Special Qualities:    Darkvision 60 ft., Slow Fall, Leaper, DR 5/Good, Regeneration 2
Saves:                Fort +8, Ref +8, Will +8
Abilities:            Str 15, Dex 15, Con 15, Int 10, Wis 14, Cha 14
Skills:               Balance +6, Bluff +6, Climb +10, Concentration+6,  Craft (any 2) +4, Disable Device +6, Handle Animal +6, Hide +6, Intimidate +6, Knowledge (Arcane, History, Local, Nature, Religion, The Planes) +4, Jump +10, Listen +7, Move Silently +6, Open Lock +6, Search +4, Spellcraft +4, Spot +7, Survival +4, Use Magic Device +4
Feats:                Alertness, Improved Initiative, Weapon Focus (Battleaxe)
Environment:          Pope Lick, Kentucky
Organization:         Unique?
Challenge Rating:     5
Treasure:             Standard
Alignment:            Neutral Evil
Advancement:          9+ HD (Medium)
Level Adjustment:     ---

"There are a lot of stories about how he came to be.  Many said he used to be a circus freak, or  escaped from a ghost train.  Others say he was a farmer who sacrificed goats to the Devil for power.  Despite this, he died and was resurrected as a monster.  Now he sacrifices people for even more power.  Don't go out to Pope Lick Creek trying to prove he exists.  You don't want to end u like the others."

The Pope Lick Monster is a deformed man with hairy goat legs, a white face, an aquiline nose and wide set eyes.  It has horns protruding from it's head, and long greasy hair.  It seems fairly hell bent on killing anyone it sees in it's territory, either pushing them off the trestle (or using it's powers to make them jump), or leaping down to attack passing vehicles.

Spell-Like Abilities (Sp): At Will: Cause Fear, Ghost Sound, Hypnotism, Ventriloquism  3/Day: Command  1/Day: Fear, Suggestion

Slow Fall (Ex): The Pope Lick Monster can fall any distance without harm.

Leaper (Ex): Jump Check DC's for the Pope Lick Monster are not doubled if it does not have a running start, or for moving less than 30 feet.

Regeneration (Ex): The Pope Lick Monster take normal damage from good-aligned weapons or beings, and spells or effects with the good descriptor. If it loses a piece of its body regrows it in 2d6×10 minutes. Holding the severed member against the stump enables it to reattach instantly.

Skills: The Pope Lick Monster has a +8 Racial Bonus on Jump Checks.  It also has a +4 Racial Bonus on Balance and Climb Checks.

Combat: The Monster usually tries to get victims to kill themselves with his magical powers.  Failing that he rushes in with his axe.

« Last Edit: October 06, 2022, 11:57:41 PM by bhu »

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Re: Fortean Hallucinations
« Reply #76 on: February 05, 2023, 07:03:07 PM »
  https://cryptidarchives.fandom.com/wiki/Ngoubou

Ngoubou usually refers to rhinos and hippos, but is sometimes used to discuss creatures which are clearly neither.  There's not much on these guys.


Ngoubou  (river version)
                      Huge Animal
Hit Dice:             12d8+60 (114 hp)
Initiative:           +0
Speed:                40 ft. (8 squares), Swim 30 ft.
Armor Class:          16 (-2 Size, +8 Natural), touch 8, flat-footed 16
Base Attack/Grapple:  +9/+27
Attack:               Gore +17 melee (2d8+15)
Full Attack:          Gore +17 melee (2d8+15)
Space/Reach:          15 ft./10 ft.
Special Attacks:      Powerful Charge
Special Qualities:    Low-light Vision, Scent, Hold Breath
Saves:                Fort +13, Ref +8, Will +7
Abilities:            Str 30, Dex 10, Con 21, Int 2, Wis 13, Cha 7
Skills:               Listen +11, Spot +10, Swim +18
Feats:                Alertness, Endurance, Improved Natural Attack (Gore), Iron Will, Power Attack
Environment:          Warm Forest
Organization:         Solitary or Herd (2-12)
Challenge Rating:     7
Treasure:             None
Alignment:            Always Neutral
Advancement:          13-24 (Huge)
Level Adjustment:     ---

Almost as large as the elephant, and built like a rhino, the River Ngoubou is said to resemble an Arsinotherium that lies in the water.  Sometimes it is depicted as only having one horn.

Powerful Charge (Ex): A Ngoubou deals 4d8+30 points of damage when it makes a charge.

Hold Breath (Ex): A Ngoubou can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning.

Skills: A Ngoubou has a +8 racial bonus on any Swim check to perform some 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.

Combat: Pretty similar to your average rhino.



Ngoubou  (savannah version)
                      Large Animal
Hit Dice:             8d8+40 (76 hp)
Initiative:           +0
Speed:                30 ft. (6 squares)
Armor Class:          17 (-1 Large, +8 Natural), touch 9, flat-footed 17
Base Attack/Grapple:  +6/+18
Attack:               Gore +13 melee (2d6+12)
Full Attack:          Gore +13 melee (2d6+12)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Powerful Charge, Trample (2d6+12)
Special Qualities:    Low-light Vision, Scent
Saves:                Fort +13, Ref +6, Will +3
Abilities:            Str 26, Dex 10, Con 21, Int 2, Wis 12, Cha 7
Skills:               Listen +9, Spot +8
Feats:                Alertness, Great Fortitude, Improved Natural Attack (Gore)
Environment:          Warm Plains
Organization:         Solitary or Herd (2-12)
Challenge Rating:     5
Treasure:             None
Alignment:            Always Neutral
Advancement:          9-12 HD (Large); 13-24 HD (Huge)
Level Adjustment:     ---

The savannah Ngoubou is said to resemble a ceratopsian the size of an ox, with an elephant like tail.  It has from 3 to 6 horns, and a frill on it's head.  It is said to bear live young, so is not likely a reptile.

Powerful Charge (Ex): A Ngoubou deals 4d6+24 points of damage when it makes a charge.

Trample (Ex): Reflex half DC 22. The save DC is Strength-based

Combat: Pretty similar to your average Triceratops.

« Last Edit: March 02, 2023, 02:23:19 AM by bhu »

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Re: Fortean Hallucinations
« Reply #77 on: February 05, 2023, 07:20:35 PM »
https://cryptidz.fandom.com/wiki/Olitiau
https://cryptidarchives.fandom.com/wiki/Olitiau
https://karlshuker.blogspot.com/2018/07/the-ahool-and-olitiau-giant-mystery.html


  Olitiau
                      Medium Animal
Hit Dice:             3d8+6 (19 hp)
Initiative:           +2
Speed:                20 ft. (4 squares), Climb 10 ft., Fly 40 ft. (Good)
Armor Class:          14 (+2 Dex, +2 Natural), touch 12, flat-footed 12
Base Attack/Grapple:  +2/+4
Attack:               Bite +4 melee (1d6+2)
Full Attack:          Bite +4 melee (1d6+2)
Space/Reach:          5 ft./5 ft.
Special Attacks:      ---
Special Qualities:    Blindsight 40 ft.
Saves:                Fort +5, Ref +5, Will +3
Abilities:            Str 15, Dex 15, Con 15, Int 2, Wis 14, Cha 6
Skills:               Hide +4, Listen +6, Move Silently +4, Spot +4
Feats:                Flyby Attack, Power Dive (Savage Species)
Environment:          Any Warm Land
Organization:         Solitary or colony (5-8)
Challenge Rating:     1
Treasure:             None
Alignment:            Always Neutral
Advancement:          4 HD (Medium), 5-9 HD (Large)
Level Adjustment:     ---

Referred to as 'cave demons', the Olitiau are black creatures with monkey like faces, serrated teeth hanging from their lower jaw, and a wingspan up to 12 feet.  Described as a large hammerheaded bat or pterosaur, it is well known for attacking the locals and dive bombing their boats.  For the Pterosaur version, remove the blindsight ability, and switche the Racial Bonus to Listen Checks to Spot.

Skills: The Olitiau has a +4 Racial Bonus on Listen Checks.

Combat: Olitiau like to dive at opponents from above.

« Last Edit: February 25, 2023, 10:45:49 PM by bhu »

Offline bhu

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Re: Fortean Hallucinations
« Reply #78 on: February 05, 2023, 07:44:35 PM »
https://cryptidz.fandom.com/wiki/Nguma-monene
https://cryptidarchives.fandom.com/wiki/Nguma-monene

  Nguma-Momene
                      Gargantuan Animal
Hit Dice:             30d8+300 (435 hp)
Initiative:           +11
Speed:                40 ft. (8 squares), Swim 40 ft.
Armor Class:          19 (-4 Size, +3 Dex, +10 Natural), touch 9, flat-footed 16
Base Attack/Grapple:  +22/+44
Attack:               Bite +29 melee (4d8+15/19-20)
Full Attack:          Bite +29 melee (4d8+15/19-20)
Space/Reach:          20 ft./15 ft. (20 ft. with Bite)
Special Attacks:      Electric Pulse
Special Qualities:    Low-light Vision, Scent, Swamp Walk, Hold Breath, Blindsense 60 ft.
Saves:                Fort +27, Ref +20, Will +13
Abilities:            Str 30, Dex 16, Con 30, Int 2, Wis 16, Cha 6
Skills:               Climb +13, Listen +13, Spot +13, Survival +13, Swim +18
Feats:                Ability Focus (Electric Pulse), Cleave, Great Cleave, Improved Critical (Bite), Improved Initiative, Power Attack, Swim-By Attack (Stormwrack), Weapon Focus (Bite)  Epic Feats: Devastating Critical (Bite), Overwhelming Critical (Bite), Superior Initiative
Environment:          Warm Swamp
Organization:         Solitary
Challenge Rating:     15
Treasure:             None
Alignment:            Always Neutral
Advancement:          31-60 HD (Colossal)
Level Adjustment:     ---

The Nguma-Momene is a serpentine lizard 30 to 50 feet long.  Cryptoxoologists think it may be a giant monitor lizard, crocodilian or maybe even a Spinosaur.  It is sometimes described as hunting prey with electrical currents in a manner similar to Electric Catfish.

Electrical Pulse (Ex): At will as a Standard Action the Nguma-Momene can unleash a powerful electrical pulse doing 12d6 electricity damage in a 30 ft. Radius with itself in the center.  Opponents within this area must make a DC 37 Fortitude Save (Save DC is Constitution based) or be Stunned 1d4 rounds. It is immune to it's own electrical barrage, but not that of other Nguma-Momene, or electrical attacks.  It may only use this attack in the water, and only once every 1d4 rounds.

Swamp Walk (Ex): A Nguma-Momene can move normally in Marsh Terrain.

Hold Breath (Ex): A Nguma-Momene can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning.

Skills: A Nguma-Momene has a +8 racial bonus on any Swim check to perform some 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.

Combat: In the water, the Nguma-Momene opens with it's electrical pulse.  Otherwise it attacks much like a crocodile.

« Last Edit: February 25, 2023, 10:34:54 PM by bhu »

Offline bhu

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Re: Fortean Hallucinations
« Reply #79 on: February 05, 2023, 07:50:01 PM »
  https://en.wikipedia.org/wiki/Dingonek
https://cryptidz.fandom.com/wiki/Dingonek
https://cryptidarchives.fandom.com/wiki/Dingonek
https://abookofcreatures.com/2019/06/17/dingonek/



Dingonek cryptid version
                      Large Aberration
Hit Dice:             8d8+40 (76 hp)
Initiative:           +2
Speed:                30 ft. (6 squares), Swim 30 ft.
Armor Class:          18 (-1 Size, +2 Dex, +7 Natural), touch 11, flat-footed 16
Base Attack/Grapple:  +6/+18
Attack:               Bite +13 melee (1d8+8)
Full Attack:          1 Bite +13 melee (1d8+8) and 2 Claws +8 melee (1d6+4)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Improved Grab, Pounce
Special Qualities:    Low-light Vision, Scent, Darkvision 60 ft., Hold Breath
Saves:                Fort +7, Ref +4, Will +7
Abilities:            Str 26, Dex 14, Con 21, Int 2, Wis 13, Cha 6
Skills:               Hide +5, Listen +6, Move Silently +6, Spot +6, Survival +3, Swim +16
Feats:                Alertness, Endurance, Power Attack
Environment:          Warm Aquatic
Organization:         Solitary
Challenge Rating:     4
Treasure:             None
Alignment:            Always Neutral
Advancement:          9-12 HD (Large), 13-24 HD (Huge)
Level Adjustment:     ---

The Dingonek is a bizarre cryptid spotted in Lake Victoria once, in 1907.  It was described as a combination of a snake, leopard and whale.  The witness said it was 14-15 feet long with a leopard like head with two sabre teeth, and a body as broad as a hippos.  It had armored scales similar to a pangolin or armadillo, and clawed, reptilian feet, and a broad fin tail.  It's coloration was similar to a Leopards.  It appeared to resist fire from a .303 rifle.  A second witness in 1913 described it as having an otter like head with no sabre teeth.  There is some speculation among the cryptid community that it may be (and I can't believe I'm typing these words) an armored jungle walrus.  It's also thought it could be a water lion, a reference to a common cryptid group that appear to be aquatic big cats with long teeth.  I may stat them later when I have time to research them.

Improved Grab (Ex): To use this ability, a Dingonek 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.

Pounce (Ex): If a Dingonek charges a foe, it can make a full attack.

Hold Breath (Ex): A Dingonek can hold its breath for a number of rounds equal to 8 × its Constitution score before it risks drowning.

Skills: Dingonek have a +4 racial bonus on Hide and Move Silently checks. Dingonek have a +8 racial bonus on any Swim check to perform some 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.

Combat: Dingonek tend to charge, bite and grapple.  Sometimes they strike from ambush as well.



Dingonek walrus version
                      Large Animal
Hit Dice:             8d8+40 (76 hp)
Initiative:           -1
Speed:                10 ft. (2 squares), Swim 30 ft.
Armor Class:          15 (-1 Size, -1 Dex, +7 Natural), touch 8, flat-footed 15
Base Attack/Grapple:  +6/+18
Attack:               TUSK! +13 melee (1d8+12)
Full Attack:          TUSK! +13 melee (1d8+12)
Space/Reach:          10 ft./5 ft.
Special Attacks:      ---
Special Qualities:    Hold Breath, Low-Light Vision
Saves:                Fort +11, Ref +5, Will +3
Abilities:            Str 26, Dex 9, Con 21, Int 2, Wis 13, Cha 6
Skills:               Listen +9, Spot +8, Swim +16
Feats:                Alertness, Endurance, Power Attack
Environment:          Warm Aquatic
Organization:         Solitary
Challenge Rating:     3
Treasure:             None
Alignment:            Always Neutral
Advancement:          9-12 HD (Large), 13-24 HD (Huge)
Level Adjustment:     ---

Y'all know I had to do the jungle walrus.

Hold Breath (Ex): A Dingonek can hold its breath for a number of rounds equal to 8 × its Constitution score before it risks drowning.

Skills: Dingonek have a +8 racial bonus on any Swim check to perform some 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.

Combat: Dingonek get all tusky when irritated.

« Last Edit: February 11, 2023, 09:31:50 PM by bhu »