Author Topic: [3.5] Risada's Bestiary  (Read 23436 times)

Offline Risada

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Re: Risada's Bestiary
« Reply #20 on: November 15, 2011, 06:21:37 AM »


Angel
Medium Outsider (Extraplanar, Lawful)
HD 3d8 (13 HP)
Speed 30 ft. (6 squares); fly 60 ft (12 squares) (average)
Init: 2
AC 15; touch 12; flat-footed 13
(+2 Dex, +3 Natural)
BAB +3; Grp +4
Attack slam +5 melee (1d8+1, 20/x2)
Full-Attack 2 slams +5 melee (1d8+1, 20/x2)
Space 5 ft.; Reach 5 ft.
Special Attacks spell-like abilities
Special Qualities DR 5/chaotic or cold iron, darkvision 60 ft., fast healing 2, low-light vision
Saves Fort +3 Ref +5 Will +4
Abilities Str 12, Dex 15, Con 10, Int 11, Wis 12, Cha 13
Skills Appraise +4, Concentration +6, Diplomacy +5, Heal +5, Knowledge (the planes) +6, Knowledge (religion) +6, Sense Motive +7, Spot +7, Tumble +8
Feats Improved Natural Attack (Wings), Weapon Finesse
Environment any LN-aligned plane
Organization gang (4) or troupe (1 principality plus 1~2 archangels plus 2~4 angels)
Challenge Rating 2
Treasure none
Alignment always LN
Advancement 4-8 HD (medium)
Level Adjustment +2

A creature of God and part of the Third Triad of Orders. These are the beings sent to earth to speak to humans in the Bible. Also known for being the guardian angels assigned to humans at birth. Angels are thought to be gender undefined, but some suggest that they usually appear in feminine gender, while some say that they are sexually opposite to the one they guard. Originally in the old testament all angels appeared as males.

Angel looks like a 5 or 6 feet tall winged woman, wearing a white dress.

Combat

Angel will never engage in battle alone. It will attempt to assist its allies in battle using its cure light wounds and shield of faith spell-like abilities, and attack the same target as its allies.

Spell-like abilities: 3/day: cure light wounds, shield of faith. Caster level 3rd. Saves are Charisma based.

Offline Risada

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Re: Risada's Bestiary
« Reply #21 on: November 15, 2011, 06:22:37 AM »


Archangel
Medium Outsider (Extraplanar, Lawful)
HD 5d8+10 (32 HP)
Speed 30 ft. (6 squares); fly 60 ft. (12 squares) (average)
Init: 1
AC 18; touch 11; flat-footed 17
(+1 Dex, +4 armor, +3 Natural)
BAB +5; Grp +8
Attack mwk longsword +9 melee (1d8+3, 19-20/x2)
Full-Attack mwk longsword +9 melee (1d8+3, 19-20/x2) plus 2 wings +6 melee (1d6+1, 20/x2)
Space 5 ft.; Reach 5 ft.
Special Attacks martial maneuversToB
Special Qualities DR 5/chaotic or cold iron, darkvision 60 ft., fast healing 3, low-light vision, resistance to fire 5
Saves Fort +6 Ref +5 Will +5
Abilities Str 16, Dex 13, Con 14, Int 10, Wis 13, Cha 12
Skills Balance +9 Concentration +10, Diplomacy +5, Intimidate +5, Listen +9, Knowledge (religion) +8, Knowledge (the planes) +8, Spot +9, Tumble +9
Feats Multiattack, Power Attack
Environment any LN-aligned plane
Organization solo or troupe (1 principality plus  1~2 archangels plus 2~4 angels)
Challenge Rating 4
Treasure Standard, plus chain shirt, masterwork longsword
Alignment always LN
Advancement 6-11 HD (medium)
Level Adjustment +3

In the nine orders of angels in Christian teachings, archangels are among the eighth, making them second in the third hierarchy. Archangels are one of the few bodies of angels that contact those on the material plain directly and are the ministers and messengers between God and mankind. Some of the most famous archangels include Michael and Gabriel who both appear in the Bible, although only Michael was named expressly as an archangel.

According to some texts, archangels are also the primary warrior race of angels and are known to be at constant war with the fallen angels. It is even suggested that Satan was an archangel before his fall from grace.


Angel is a 6 feet tall humanoid creature with dark skin and a pair of feathery wings, wearing white and red vests, a chain shirt and a helmet, and wielding a longsword.

Combat

Archangel's focus lies in melee combat. It charges towards the closest creature, and then keeps fighting it until it is dead. Archangels will always try to get in flanking position, to hit its target better. Archangel tends to use its martial maneuvers right at the beginning, and then use normal melee attacks to finish off its enemies.

Martial Maneuvers (IL 5):
Stances: Bolstering Voice
Strikes: Crusader's Strike, Foehammer, Vanguard Strike
Boosts: Iron Heart Surge
Counter: Wall of Blades

Archangels have access to the following disciplines: Devoted Spirit, Iron Heart and White Raven. Each maneuver can be used once per encounter.


Offline Risada

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Re: Risada's Bestiary
« Reply #22 on: November 15, 2011, 06:24:16 AM »


Principality
Medium Outsider (Extraplanar, Lawful)
HD 6d8+6 (33 HP)
Speed 30 ft. (6 squares); fly 60 ft. (12 squares) (average)
Init: +6
AC 19; touch 12; flat-footed 17
(+2 Dex, +7 Natural)
BAB +6; Grp +6
Attack mwk quarterstaff +7 melee (1d6, 20/x2)
Full-Attack mwk quarterstaff +7/+2 melee (1d6, 20/x2)
Space 5 ft.; Reach 5 ft.
Special Attacks spells
Special Qualities DR 5/chaotic or cold iron, darkvision 60 ft., fast healing 3, low-light vision, resistance to fire 5
Saves Fort +6 Ref +7 Will +8
Abilities Str 11, Dex 14, Con 13, Int 14, Wis 17, Cha 15
Skills Concentration +10, Heal +12, Knowledge (arcana) +11, Knowledge (history) +11, Knowledge (local) +11, Knowledge (religion) +11, Listen +14, Sense Motive +12, Spellcraft +11, Spot +14
Feats Alertness, Improved Initiative, Protection DevotionCChamp
Environment any LN aligned plane
Organization troupe (1 principality plus 1~2 archangels plus 2~4 angels)
Challenge Rating 5
Treasure standard
Alignment always LN
Advancement by character class; Favored Class cleric
Level Adjustment +3

In the nine orders of angels in Christian teachings, Principalities are among the seventh, making them first in the third hierarchy. They are the servants of the Dominions and bequeath their blessings to the material world. They are also charged with the protection of large bodies of people, such as those in cities or nations.

Principality looks like a frail humanoid wearing a green cloak over green and blue clothes, with a pair of wings sprouting frm his back. His head carries a silver crown, and he wields a staff.

Combat

Principality stays away from direct combat, choosing to support his allies with his divine spells from a safe distance. Occasionally, he will get close to the battle in order to apply those spells that don't have range, such as cure moderate wounds.

Spells: a Principality casts as a 6th level cleric, and can choose spells from the cleric spell list, plus any two of the following domains: Healing, Knowledge, Law or Protection.

Typical Cleric Spells Prepared (5/5/5/4/ save DC 13 + spell level)
0: detect magic, guidance, light, read magic, resistance
1st: bless, cure light wounds, detect chaos, entropic shield, protection from chaos*
2nd: cure moderate wounds*, bear’s endurance, bull’s strength, silence, zone of truth
3rd: dispel magic, magic circle against chaos*, prayer, remove curse

*Domain spell. Domains: Healing and Law.

Offline Risada

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Re: Risada's Bestiary
« Reply #23 on: November 15, 2011, 06:26:15 AM »


Power
Medium Outsider (Extraplanar, Lawful)
HD 8d8+32 (68 HP)
Speed 40 ft. (8 squares); fly 60 ft. (12 squares) (average)
Init: +6
AC 22; touch 12; flat-footed 20
(+2 Dex, +5 Armor, +3 Natural, +2 Shield)
BAB +8; Grp +12
Attack MW spear +13 melee (1d8+4,x3)
Full-Attack MW spear +13/+8 melee (1d8+4,x3)
Space 5 ft.; Reach 10 ft.
Special Attacks martial maneuvers, never outnumberedCS skill trick
Special Qualities DR 5/chaotic or cold iron, darkvision 60 ft., fast healing 5, low-light vision, polearm adept, resistance to fire 10
Saves Fort +10 Ref +8 Will +8
Abilities Str 19, Dex 14, Con 18, Int 13, Wis 14, Cha 17
Skills Balance +15, Concentration +16, Intimidate +21, Jump +17, Listen +14, Spot +14, Tumble +15, Bluff +8, Sense Motive +7
Feats Blade Meditation (Devoted Spirit)ToB, Combat Reflexes, Improved Initiative
Environment any LN aligned plane
Organization solitary, pair or guard (2-4)
Challenge Rating 7
Treasure Standard plus MW spear, +1 heavy shield, mithral breastplate
Alignment always LN
Advancement by character class; Favored Class Crusader
Level Adjustment --

In the nine orders of angels in Christian teachings, Powers are the fourth, making them third in the second hierarchy. They are equal in the order with Rulers and Authorities, but their job in this order differs. They are the first angels created on the second day, their job being to oversee the distribution of power among mankind (hence their name) and protect the lower levels of Heaven from demons.

Power is a winged humanoid slightly taller than 6 feet, wearing red armor that includes a helmet, wielding a heavy shield and a spear. His skin is dark, and his eyes are green. His very presence exhales an air of authority.

Combat

Power is a melee combatant, and seeks to join combat as fast as possible. However, unlike Archangels, Power imposes his presence on his enemy first (using demoralize and the Never Outnumbered skill trick), then proceeds to keep his enemies controlled with Iron Guard's Glare and Thicket of Blades stances.

If there's at least two enemies adjacent, Power will use his Wide Sweep strike. Against a single, more powerful threat, he will use his Shield Stun. Otherwise, Power will do anything in his grasp to help his allies to destroy the opposition as fast as possible.

Martial Maneuvers (IL 8 ):
Stances: Thicket of Blades, Iron Guard's Glare
Strikes: Leading the Attack, Shield Stun (DC 19), Wide Sweep
Boosts: Covering Strike, White Raven Tactics
Counters: Shield Block

Powers have access to the following disciplines: Devoted Spirit, Iron Heart and White Raven. All expended maneuvers are recovered automatically every 3 rounds.

Polearm Adept (Ex):  Power can treat any two handed polearm as a one handed weapon without any penalty. Additionally, he is capable of attacking targets adjacent to him when using a polearm weapon.
« Last Edit: November 15, 2011, 06:29:53 AM by Risada »

Offline Risada

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Re: Risada's Bestiary
« Reply #24 on: November 15, 2011, 06:27:16 AM »


Virtue
Large Outsider (Extraplanar, Lawful)
HD 11d8+55 (104 HP)
Speed 20 ft. (4 squares); fly 120 ft (average)
Init: +6
AC 24; touch 16; flat-footed 22
(+2 Dex, -1 Size, +8 Natural, +5 Insight)
BAB +11; Grp +20
Attack slam +15 melee (2d6+5, 20/x2)
Full-Attack 2 slams +15 melee (2d6+5, 20/x2)
Space 10 ft.; Reach 5 ft.
Special Attacks miracle, spells, turn chaos 12/day (+5, 2d6+16, 11th)
Special Qualities DR 5/chaotic and cold iron, darkvision 60 ft., fast healing 5, low-light vision, resistance to fire 10
Saves Fort +12 Ref +9 Will +12
Abilities Str 20, Dex 15, Con 21, Int 15, Wis 21, Cha 20
Skills Appraise +9, Bluff +10, Concentration +19, Diplomacy +21, Knowledge(Arcana) +16, Knowledge(Religion) +16, Knowledge (the planes) +16, Listen +19, Spellcraft +16, Spot +19, Use Magic Device +19,
Feats Improved Initiative, Divine Metamagic (Quicken Spell)CDiv, Quicken Spell, Extra Turning
Environment any LN aligned plane
Organization solitary
Challenge Rating 10
Treasure Standard
Alignment always LN
Advancement by character class; Favored Class cleric
Level Adjustment --

In the nine orders of angels in Christian teachings, Virtues are the among the fifth, making them second in the second hierarchy. The primary objective of the Virtues is to supervise the movements of the planets and stars to ensure the cosmos remains in order. They are also said to work miracles, support those struggling with their faith, and bestow great valor upon the righteous.

Virtue looks like a 10 feet tall male winged humanoid statue, entirely made of a semitransparent crystal, allowing you to see what looks like a heart inside the statue. Although Virtue's wings are non functional, it can still fly normally.

Combat

Virtue's main role is to provide support to her allies with her spells, but isn't afraid to join the fray if the need arises. Occasionally it will use some damage dealing spell as well.

Usually, Virtue starts combat by using her Divine Metamagic to quicken one spell and cast another spell in the same round, boosting the power of her allies, then will keep observing as the combat progresses, casting more spells to help its allies as needed.

Miracle (Su): once per week, Virtue can cast Miracle (caster level 17th) as a supernatural ability without paying the XP cost, if any.

Spells: a Virtue casts as a 11th level cleric, and can choose spells from the cleric spell list, plus any two of the following domains: Healing, Law, Protection or War.

Typical Cleric Spells Prepared (6/8/6/6/5/4/2, save DC 15 + spell level)
0: detect magicx2, light, read magic, resistancex2
1st: blessx2, cure light wounds, detect chaosx2, doom, protection from chaos*, shield of faith
2nd: bull’s strength, divine protectionSpCx2, silence, spiritual weapon*, zone of truth
3rd: axiomatic stormSpC, cure serious woundsx2, magic circle against chaos*, mass aidSpC, remove curse
4th: discern lies, imbue with spell ability, mass shield of faithSpC, order's wrath*, wall of lawSpC
5th: dispel chaos, flame strike*, righteous wrath of the faithfulSpC, plane shift
6th: blade barrier*, greater dispel magic

*Domain spell. Domains: Law and War.

Turn Chaos (Su): Virtue can turn chaotic creatures and creatures with the chaotic subtype instead of undead as if it was a 11th level cleric. Additionally, its turn attempts can be used to fuel her Divine Metamagic feat.

Offline Risada

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Re: Risada's Bestiary
« Reply #25 on: November 15, 2011, 06:30:52 AM »


Dominion
Large Outsider (Extraplanar, Lawful)
HD 12d8+48 (102 HP)
Speed 40 ft. (8 squares); fly 120 ft (good)
Init: +9
AC 26; touch 20; flat-footed 21
(-1 Size, +5 Dex, +6 Natural, +6 Insight)
BAB +12; Grp +20
Attack slam +15 melee (2d6+4, 20/x2)
Full-Attack 2 slams +15 melee (2d6+4, 20/x2)
Space 10 ft.; Reach 5 ft.
Special Attacks spells, spell-like abilities
Special Qualities DR 8/chaotic and cold iron, darkvision 60 ft., fast healing 5, low-light vision,  rapid metamagic, resistance to fire 15
Saves Fort +12 Ref +13 Will +13
Abilities Str 18, Dex 21, Con 19, Int 18, Wis 21, Cha 23
Skills Appraise +10, Bluff +21, Concentration +19, Diplomacy +25, Decipher Script +13, Heal +11, Knowledge(Arcana) +19, Knowledge(Geography) +14, Knowledge(Nature) +19, Knowledge (Nobility/royalty) +9, Knowledge(religion) +19, Knowledge(the planes) +19, Listen +12, Perform (Oratory) +15, Spellcraft +21, Spot +13
Feats Eschew MaterialsB, Extend Spell, Heighten Spell, Improved initiative, Quicken Spell, Versatile SpellcasterRotD
Environment any LN aligned plane
Organization 1 Dominion plus 2~4 Power plus 1 Virtue
Challenge Rating 12
Treasure Standard
Alignment always LN
Advancement by character class; Favored Class sorcerer
Level Adjustment --

In the nine orders of angels in most Christian teachings, Dominions are the sixth, making them first in the second hierarchy. They regulate the duties of other angels to ensure that balance is maintained throughout the universe. Dominions are depicted in human form, sometimes wearing a triple crown and carrying a scepter, a sword or a scale, that symbolizes their power as overseers of all active and passive forces. As the manifestation of God's desire, they wish to spread their domination over all existence.

Dominion is a very charming humanoid, standing 12 feet tall, with long blue hair, and wearing fine clothing and jewelry. On his right hand he carries a scale, and a book in the left hand. From his back sprouts a majestic pair of feathery wings.

Combat

Dominion never joins a fight alone or unprepared. Before the beginning of the combat, he casts mage armor and greater resistance on himself, and occasionally brings in some humanoids he has dominated. Then, begins combat using some of its spells to empower his allies (such as haste) or cripple his enemies (such as mass curse of impending bladesSpC), as needed, then keep his distance from direct combat, dropping some of his lower level spells (such as ray of clumsinessSpC and ray of enfeeblement to debuff his enemies even further, and lead his force to victory. He will drop his damage dealing spells (chain lightning and wings of flurrySpC) to finish wounded enemies.

Rapid Matamagic (Ex): Dominion can apply metamagic feats to its spells without increasing the spell's casting time, and allowing it to use Quicken Spell.

Spell-like abilities: at will: detect chaos, mark of the outcastSpC (DC 18), tongues. Caster level 12th. Saves are Charisma based.

Spells: Dominion casts spells as a 12th level Sorcerer.
Typical Sorcerer Spells Known (6/8/8/7/7/6/4, DC 16 + spell level)
0: amanuensis, daze, detect magic, light, read magic, resistance,
1st: charm person, lesser orb of coldSpC, mage armor, ray of clumsinessSpC, ray of enfeeblement
2nd: glitterdust, invisibility, see invisibility, scorching ray, wings of coverRotD
3rd: dispel magic, haste, mass curse of impending bladesSpC, suggestion
4th: evard's black tentacles, greater resistanceSpC), wings of flurryRotD
5th: arcane fusion CM, dominate person
6th: chain lightning

Offline Risada

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Re: Risada's Bestiary
« Reply #26 on: November 15, 2011, 06:31:44 AM »


Throne
Large Outsider (Extraplanar, Fire, Lawful)
HD 14d8+98 (161 HP)
Speed 40 ft. (8 squares); fly 120 ft (good)
Init: +4
AC 28; touch 13; flat-footed 24
(-1 Size, +4 Dex, +15 natural)
BAB +14; Grp +26
Attack slam +22 melee (3d6+8 plus 2d6 fire)
Full-Attack 2 slams +22 melee (3d6+8 plus 2d6 fire)
Space 10 ft.; Reach 5 ft.
Special Attacks spell-like abilities, trample
Special Qualities cold vulnerability, DR 10/chaotic and cold iron, darkvision 60 ft., fast healing 10, fire immunity, low-light vision, spell resistance 24
Saves Fort +15, Ref +13 Will +13
Abilities Str 27, Dex 19, Con 22, Int 14, Wis 19, Cha 24
Skills Balance +18, Bluff +12, Concentration +23, Intimidate +26, Knowledge(Religion) +19, Knowledge(the planes) +19,  Listen +21, Sense Motive +19, Spot +21, Tumble +21
Feats Ability Focus (quickened fireball), Ability Focus (trample)B, Improved Natural Attack (slam), Improved ToughnessCW, Power Attack, Weapon Focus (slam)
Environment any LN aligned plane
Organization Solitary or chariot (2-4)
Challenge Rating 12
Treasure Standard
Alignment always LN
Advancement 15-24 HD (Large); 25-40 (Huge)
Level Adjustment --

In the nine orders of angels in most Christian teachings, Thrones (also known as Ophanim, Galgallin, or Wheels) are the seventh, making them third in the first hierarchy. Of angels with a physical form, they hold the highest rank. They are traditionally portrayed as large wheels covered in eyes, often surrounded by the flames of heaven. They are the carriers of the throne of God and are considered extremely powerful, acting as the keepers of higher energies.

This 14 feet high wood wheel has a humanoid form stuck on it. This humanoid's skin looks exactly the same as that from the wheel, its head is bald, it is wearing a black cloak. Its emotionless face doesn't have a mouth, and its eyes are deep red. Flames flicker on most of its body. Among the angelic hierarchy, Throne is the only one without wings.

Combat

Throne relies on the mobility granted by his trample ability to attack as many targets as possible, while moving around the battlefield. When he identifies a target with low durability, he closes in (using trample to damage foes on the way) and keep attacking it, while using his spell-like abilities to hurt as many foes as possible.

Spell-like abilities: at will: meteoric strikePHB2, orb of fireSpC (DC 21), quickened fireball (DC 22), flamestrike (DC 22). 1/day: greater teleport, meteor swarm (DC 26). Caster level 14th. Saves are Charisma based.

Trample: Reflex DC 27, 3d6+8 plus 2d6 fire damage.

Offline Risada

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Re: Risada's Bestiary
« Reply #27 on: November 15, 2011, 06:32:40 AM »


Jubokko
Large Plant
HD 12d8+96 (150 HP)
Speed 20 ft. (4 squares)
Init: +1
AC 21; touch 10; flat-footed 20
(-1 size, +1 Dex, +11 natural)
BAB +9; Grp +21
Attack slam +13 melee (2d6+4, 19-20/x2)
Full-Attack 2 slams +13 melee (2d6+4, 19-20/x2)
Space 10 ft.; Reach 15 ft.
Special Attacks blood drain, grip of iron, improved grab
Special Qualities damage reduction 8/slashing, darkvision 120 ft., fast healing 10, flexible branches, low-light vision, plant traits, resistance to cold 10, resistance to electricity 10
Saves Fort +15, Ref +5, Will +5
Abilities Str 18, Dex 12, Con 25, Int 12, Wis 13, Cha 15
Skills Concentration +12, Intimidate +12, Knowledge(nature) +11, Listen +11, Spot +11
Feats Combat Reflexes, Improved Critical (slam), Improved GrappleB, Improved Natural Attack (slam), Improved ToughnessCW, Weapon Focus (slam)
Environment any forests or plains
Organization Solitary or 1 Jubokko plus 4-8 skeleton warriors
Challenge Rating 7
Treasure none
Alignment Usually CE
Advancement 13-30 (Large); 31-50 (Huge)
Level Adjustment --

A tree spirit that grows in areas where massive amounts of human blood were spilled on the ground, such as battlefields or execution sites. They sucked up so much of this blood that they turned into demons. These creatures develop a taste for human blood and sucks it out of any unsuspecting person it manages to snatch up.
These trees are sturdier than others, and will bleed if they are cut. They heal quickly, and it is said that their branches can be used to heal and purify people.


You notice this tree is different from any usual tree. Its leaves are blood red and its wood is much darker than normal; stuck to its trunk, you can see human bones, including skulls. You can somewhat discern a deformed face on the trunk, with its deep, yellow eyes looking directly to you.

Combat

Usually, Jubokko lies immobile among other natural trees, hiding itself from those with good eyes. As soon as it detects the presence of possible prey, it waits until it enters its reach, when it slams its target and attempts to get a hold of it by grappling it only with the branch used to attack (and taking -20 on the check), and manifesting grip of iron to increase its chance of success. Then, it keeps attacking any other creatures around, while draining the blood of its pinned prey.

Blood Suck (Ex): A Jubokko can suck blood from a living victim with its branches by making a successful grapple check. If it pins the foe, it sucks blood, dealing 1d4 points of Constitution damage each round the pin is maintained. On each such successful attack, the Jubokko gains 5 temporary hit points.
 
Flexible Branches (Ex): the Jubokko's long and malleable branches grant him +5 ft. to his reach.

Improved Grab (Ex): To use this ability, a Jubokko must hit with a slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Psi-like Abilities: 2/day: grip of iron. Manifester level 12th.

Offline Risada

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Re: Risada's Bestiary
« Reply #28 on: November 15, 2011, 06:33:34 AM »


Okiku-mushi
Medium Aberration
HD 7d8+35 (66 HP)
Speed 30 ft. (6 squares); climb 20 ft. (4 squares)
Init: +0
AC 17; touch 9; flat-footed 17
(-1 size, +8 natural)
BAB +5; Grp +13
Attack slam +9 melee (2d6+6)
Full-Attack slam +9 melee (2d6+6)
Space 5 ft.; Reach 5 ft.
Special Attacks spell-like abilities
Special Qualities darkvision 60 ft., spell resistance 12, web immunity
Saves Fort +7 Ref +2 Will +6
Abilities Str 19, Dex 11, Con 21, Int 10, Wis 9, Cha 16
Skills Climb +12, Concentration +10, Intimidate +8, Listen +4, Spot +4 
Feats Improved Natural Attack (slam), Improved ToughnessCW, Iron Will
Environment marshes or underground
Organization 1 Okiku-mushi plus 3-6 medium monstrous centipede
Challenge Rating 4
Treasure none
Alignment usually CE
Advancement 8-18 HD (medium); 19-30 (large)
Level Adjustment --

An insect demon that takes the form of a woman with her hands tied behind her back. It arose from the hatred of a girl named Okiku, who was falsely convicted of a crime and executed. Note that this Okiku is different from the Okiku of the Bancho Sarayashiki tale, but they are often seen as the same person.

Before you stands a monstrous vision. From the waist up, this creature looks like a naked female human, with long, black hair, while her other half is that of a yellowish worm. The arms from the humanoid half are tied behind her back.

Combat

Okiku-mushi does not join combat right at the beginning. It uses its false life to gain some more durability; grease and web are used to shut off some of its opposition, while acid breath is used against those who weren't affected with her grease and web abilities. If it knows it won't endanger itself that much, Okiku-Mushi will wade into the are she used her web spell-like ability and use its body to crush its foes.

Skills: Okiku-mushi has +8 racial bonus on climb checks, and it may take 10 on such checks, even if rushed or threatened.

Spell-like Abilities: 3/day: acid breathSpC (DC 16), false life, grease (DC 14), web (DC 15). Caster level 7th. Saves are Charisma based.

Web Immunity (Ex): Okiku-mushi are immune to the effects of the web spell.

Offline Risada

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Re: Risada's Bestiary
« Reply #29 on: November 15, 2011, 06:36:03 AM »


Nue
Large Magical Beast
HD 10d10+40 (95 HP)
Speed 40 ft. (8 squares); fly 50 ft (good) (see text)
Init: +6
AC 23; touch 11; flat-footed 21 (-1 size, +2 Dex, +12 Natural)
BAB +10; Grp +20
Attack claw +16 melee (2d6+6, 20/x2) or slam +15 melee (1d8+6, 20/x2) or bite +16 melee (1d6+6, 20/x2, plus 2d6 electricity plus poison)
Full-Attack bite +16 melee (1d6+6, 20/x2, plus 2d6 electricity plus poison) plus 2 claws +14 melee (2d6+3, 20/x2) plus slam +13 melee (1d8+3, 20/x2)
Space 10 ft.; Reach 10 ft.
Special Attacks improved grab, poison, pounce, sonic scream
Special Qualities cloud form, darkvision 60 ft., low-light vision, scent, spell resistance 19
Saves Fort +11, Ref +9, Will +3
Abilities Str 23, Dex 15, Con 18, Int 7, Wis 10, Cha 11
Skills Balance +10, Jump +14, Listen +6, Spot +7
Feats Improved Initiative, Multiattack, Weapon Focus (bite), Weapon Focus (claw)
Organization solitary or pair
Challenge Rating 7
Treasure none
Alignment usually N
Advancement 11-25 HD (Large)
Level Adjustment --

In Japanese mythology, the Nue is a monster that has the head of a monkey, body of a racoon dog, limbs of a tiger, a snake for a tail, and a cry similar to a mountain thrush.

During the year 1153 in Kyoto, Emperor Konoe was being tormented by terrible nightmares every night and eventually fell ill. The source of these nightmares seemed to cove from a dark storm cloud that appeared over the imperial palace every night at two in the morning. The Emperor finally turned to Minamoto no Yorimasu for help, and Yorimasu waited atop the roof of the palace for the cloud to appear. Sure enough, at two in the morning Yorimasu sore the black cloud gather and fired an arrow into the center of it, out of which fell a dead Nue. Yorimasu then took the body and sank it in the sea.


The beast you see isn't normal, since you recognize parts of various animals in it: the body of a raccoon, the strong limbs of a tiger, a green snake as its tail, a white mane and a black, featureless face, with red eyes. As it notices you, it gets ready to roar, but, instead of a terrifying sound, you hear the sound of a thrush. Then, it jumps at you.

Combat

The nue is a powerful creature, employing its claws, poisonous snake tail and head as weapons against its foes. Generally, the nue will charge into melee combat and release its sonic scream ability as much times as possible while attacking. When it notices a spellcaster, nue will try to include one or two of its attacks against it. 

If sneaking on its target, the nue will use its cloud form ability and engulf the target within it, damaging it with its electricity and poison. It will use cloud form to escape if its foes are stronger.


Cloud Form (Su): as a full-round action that does not provokes attacks of opportunity, the nue can use this ability to assume the form of a dark cloud. In this form, the nue gains the incorporeal subtype, a fly speed of 50 ft. (good maneuverability), cannot use any of its abilities, and can enter squares occupied by creatures normally. While under this ability's effect, the nue can choose one creature within its squares to be the target of a jolt of electricity, dealing 2d6 points of electricity damage plus its poison as a standard action. The nue can end this effect as a full-round action.

Poison (Ex): Injury, Fortitude DC 19, initial and secondary damage 1d6 Dex. The save DC is Constitution-based.

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

Sonic Scream (Su): as a swift action, all creatures within 30 ft from the nue must make a Fortitude saving throw (DC 19) or take 4d6 points of sonic damage. A successful saving throw halves this damage. Other nue are unaffected. This ability can be used once every 1d4 rounds. This is a sonic effect. Save DC is Constitution-based.

Skills: the nue has a +8 racial bonus on  Balance and Jump checks.

Offline Risada

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Re: Risada's Bestiary
« Reply #30 on: November 15, 2011, 06:38:04 AM »


Yomotsu Ikusa
Medium Undead
HD 4d12 (26 HP)
Speed 30 ft. (6 squares)
Init: +5
AC 18; touch 11; flat-footed 17
(+1 Dex, +4 Natural, +3 Armor)
BAB +2; Grp +4
Attack MW longspear +6 melee (1d8+3,20/x3)
Full-Attack MW longspear +6 melee (1d8+3,20/x3)
Space 5 ft.; Reach 10 ft.
Special Attacks yomi's battle skill, yomotsu yarijutsu
Special Qualities darkvision 60 ft., undead traits, undying devotion
Saves Fort +1, Ref +2, Will +5
Abilities Str 15, Dex 13, Con -, Int 8, Wis 12, Cha 14
Skills Balance +4, Intimidate +8, Listen +4, Spot +4, Survival +4
Feats Improved Initiative, Weapon Focus (longspear)
Environment underground
Organization pair, team (4-6) , patrol (1 Yomotsu Shikome plus 8 Yomotsu Ikusa) or Yomi's horde (1 Yomotsu Shikome plus 12-20 Yomotsu Ikusa)
Challenge Rating 3
Treasure standard plus masterwork longspear, bone armorOA
Alignment usually LE
Advancement by character class; Favored Class Fighter
Level Adjustment --

In Japanese mythology, Yomotsu Ikusa literally means "the army of Yomi". After the god of creation Izanagi saw the true face of his now dead wife, Izanami in Yomi, the Japanese underworld, he fled in terror. Izanami, in anger and fear of being left alone summoned the foul woman Yomotsu Shikome to catch Izanagi before he could reach Yomotsu Hirasaka, the entrance of Yomi. To do this, Shikome called forth the Ikusa, army of Yomi, to bring him back. Despite the full force of the Ikusa however, Izanagi still managed to escape the grip of death, and return to the world of the living.

Yomotsu Ikusa looks like a humanoid, around 5 feet tall, with a gaunt skin covered in runes, wearing a piece of black armor made of bone, and wielding a longspear adorned with red cloth. You can't actually see its head, since it's hidden under a strange, yellow hat. From below the hat you can see what looks like red earrings, one on each side of its supposed head. However, even with the hat on the way, its deep voice can be clearly heard.

Ikusa speaks Common.

Combat

Yomotsu Ikusa are the loyal footmen of the underworld. They fight as a team - focusing on a single foe each time, flanking, using aid another action, or anything else that might help them defeating its foes. When fighting alongside a Yomotsu Shikome, the Ikusa wait until Shikome uses some of its spells (usually haste to improve Ikusa's combat effectiveness or evard's black tentacles to neutralize some enemies), then move to attack. Ikusa fight to the death.

Undying Devotion (Ex): When following orders from Yomotsu Shikome, the Ikusa keep fighting, no matter what. As long as there's one Yomotsu Shikome within 120 ft from Ikusa, it gains a +2 bonus on saving throws and it keeps fighting normally while its hit points are negative, and is destroyed only when its negative hit points reach a number equal to half its maximum hit points.

Yomi’s Battle Skill (Ex): Trained and experienced in working together, Ikusa gains a +4 bonus on attack rolls if there is at least one other Ikusa within 60 feet. Additionally, when making a single attack as a standard action or making a full attack, the Ikusa may choose to allow any other Ikusa to make such attacks against a target within the second Ikusa's reach, as long as the chosen Ikusa is within the reach of another Ikusa.

Yomotsu Yarijutsu (Ex): the Ikusa developed their own fighting style using spears. Whenever it is wielding a longspear, Ikusa may attack opponents adjacent to it as though the longspear were not a reach weapon, but dealing bludgeoning damage instead (any effects and enhancements on the longspear are applied to such attacks normally), or it may attack opponents 10 feet away as normal for a reach weapon. Additionally, all squares Ikusa threaten can grant flanking bonus to any ally that would be flanking with an ally in that square.


Offline Risada

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Re: Risada's Bestiary
« Reply #31 on: November 15, 2011, 06:39:55 AM »


Yomotsu Shikome
Medium Undead
HD 8d12+32 (84 HP)
Speed 40 ft. (8 squares)
Init: +5
AC 22; touch 17; flat-footed 20
(+2 Dex, +5 Natural, +5 Profane)
BAB +4; Grp +5
Attack slam +6 melee (1d6+1)
Full-Attack slam +6 melee (1d6+1)
Space 5 ft.; Reach 5 ft.
Special Attacks spells, summon ikusa, yomotsu mahoujutsu
Special Qualities DR 5/-, darkvision 60 ft., sacrifice minion, undead traits, unholy toughness
Saves Fort +2 Ref +4 Will +7
Abilities Str 14, Dex 15, Con -, Int 16, Wis 12, Cha 19
Skills Bluff +9, Concentration +15, Decipher Script +7, Intimidate +12, Knowledge (Arcana) +13, Knowledge (dungeoneering) +8, Knowledge (religion) +13, Knowledge (the planes) +7, Spellcraft +13 (+15 using scrolls), Use Magic Device +12 (+14 using scrolls)
Feats Improved Initiative, Eschew MaterialsB, Versatile SpellcasterRotD
Environment underground
Organization patrol (1 Yomotsu Shikome plus 6-10 Yomotsu Ikusa) or Yomi's horde (1 Yomotsu Shikome plus 12-20 Yomotsu Ikusa)
Challenge Rating 9
Treasure standard, plus a scroll of dimension door
Alignment usually NE
Advancement by character class; Favored Class sorcerer
Level Adjustment --

In Japanese mythology, Yomotsu-Shikome literally means "the ugly lady of Yomi". After the god of creation Izanagi saw the true face of his now dead wife Izanami in Yomi, the Japanese underworld, he fled in horror. Izanami, in anger and fear of being left alone, called for the foul woman, Yomotsu-Shikome. Shikome tried to prevent Izanagi from escaping through the Yomotsu Hirasaka (the entrance of Yomi) by summoning her army of Yomotsu-Ikusa. Despite the full force of her army, Izanagi was able to escape back to the land of the living. She is depicted as a hideous and wild demoness with a fierce temperament.

A mass of darkness rises from the shadows ahead. Upon further inspection you notice the creature's body is actually covered with filthy, dark hair. The area where its face is supposed to be, two pale-blue eyes stare coldly at you.

It's hard to see Yomotsu Shikome's body due to the hair that covers it (or if there's any body at all). This pitch-black hair shows the silhoette of a slim female. The region of the face displays a pair of cold blue eyes, and a mouth. However, merely standing at her presence makes most creatures sick.

Combat

Yomotsu Shikome always bring with her a small number of Yomotsu Ikusa with her. However, when needed, she can summon more of them, effectively forming a small army of them.

Shikome keeps her distance from the frontlines and casts her spells - haste to bolster her minions, evard's black tentacles, slow and some others to cripple her opponents, always using her Yomotsu Mahoujutsu to boost those spells further.

If endangered, Shikome will order her Ikusa to block the enemies while she runs away using her scroll of dimension door.

Sacrifice Minion (Su): if Shikome is the target of an attack, effect or ability, or is within the area of an ability, she may swap positions with an Ikusa within 60 ft. of her (as the benign transpositionSpC spell) as an immediate action. For this ability, all Ikusa are considered willing.

Hideous Presence (Ex): Shikome's malice and presence unnerves all creatures around her, and also grants her protection. Shikome gains a +5 profane bonus to AC. This effect is always active. Additionally, once per round as a free action, Shikome can make all creatures within 60 ft of her nauseated for 1 round unless they succeed on a DC 18 Will saving throw. Creatures who succeed on the save are sickened for 1 round instead.

Summon Ikusa (Su): Once per day the shikome can attempt to summon 1d8 yomotsu ikusa with a 50% chance of success or 2d6 of them with a 35% chance of success as a free action. This ability is the equivalent of a 6th-level spell.

Unholy Toughness (Ex): the shikome gains a bonus to its hit points equal to its Charisma modifier × its Hit Dice.

Yomotsu Mahoujutsu (Su): Shikome can channel some of the energy that composes the Yomi and herself into her spells. Shikome may deal 5 points of damage to herself as a free action. If she does, she may choose to apply one of the benefits below to the next spell she casts before the end of the round:

Destruction: Shikome's next spell that deals hit point damage deals an additional 5 points of damage;
Enhance: if Shikome casts a spell that applies a bonus or penalty to an ability score on a creature, that bonus or penalty is increased by 2, and if the spell grants a bonus or penalty to any d20 rolls, that bonus or penalty is increased by 1;
Pierce: Shikome's next spell gains a +2 bonus on caster level checks to overcome spell resistance;
Protection: if Shikome casts an area spell, her allies are not affected;
Strength: Shikome's next spell that allows a save DC gains a +1 bonus to its DC.

Spells: Shikome casts as a 8th level Sorcerer.
Typical Sorcerer Spells Known (6/7/7/6/4, DC 14 + spell level)
0: daze, detect magic, ghost sound, mage hand, ray of frost, read magic, resistance, touch of fatigue
1st: backbiterSpC, blockadeCS, mage armor, nerveskitterSpC, ray of enfeeblement
2nd: arcane turmoilCM, scorching ray, stolen breathSpC
3rd: haste, slow
4th: evard's black tentacles

Offline Risada

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Re: Risada's Bestiary
« Reply #32 on: November 15, 2011, 06:41:39 AM »


Tsuchigumo
Large Magical Beast (Earth)
HD 12d10+84 (162 HP)
Speed 50 ft. (10 squares); climb 30 ft (6 squares); burrow 30 ft (6 squares)
Init: +1
AC 28; touch 9; flat-footed 27
(-1 size, +1 Dex, +18 natural)
BAB +12; Grp +22
Attack claw +18 melee (2d6+6, 17-20/x3) or bite +17 melee (2d8+6, 20/x2 plus curse)
Full-Attack 2 claws +18 melee (2d6+6, 17-20/x3) plus bite +15 melee (2d8+3, 20/x2 plus curse)
Space 10 ft.; Reach 5 ft.
Special Attacks augmented critical, earth strike 2/day, earth warp, illusory web, spell-like abilities
Special Qualities alternate form, DR 10/-, darkvision 60 ft., fortification, low-light vision, tremorsense 60 ft.
Saves Fort +15, Ref +8, Will +7
Abilities Str 22, Dex 12, Con 25, Int 12, Wis 17, Cha 20
Skills Bluff +13, Climb +14, Disguise +12 (+22 when using alternate form), Listen +10, Spot +11
Feats Ability Focus (earthbind), Improved Critical (claw), Multiattack, Power Attack, Weapon Focus (claw)
Environment mountains or underground
Organization solitary or pair
Challenge Rating 9
Treasure none
Alignment usually NE
Advancement 13-22 HD (Large); 23-40 HD (Huge)
Level Adjustment --

Tsuchigumo means "ground spider" and was a race of people from ancient Japan that lived around Mt. Katsuragi and were said to have rebelled against the Empire. After being driven back deeper into the mountains by the Imperial Army, the Tsuchigumo were called bandits and thieves. Eventuality stories of them were embellished so much as to call them huge spider people that lived deep underground in caves, and could take human form.

In one tale involving the Tsuchigumo, the hero Minamoto no Raiko met a young boy named Kintaro during an investigation in a woods. Impressed by the youth's strength, Raiko let him return home with him and his retainers. Soon after, Raiko fell ill, and despite being given medicine, the illness got worse until it was hard to move. Raiko became suspicious of Kintaro, and one night lashed out at him, cutting him badly. Kintaro fled and his illusion was broken, Raiko found that he was covered in a thick web, and him and his retainers cut it away before going to look for the boy. What they found after following his trail of blood however, was not a boy. It was the corpse of a huge spider, that had died from its wounds.

A retelling of the tale says that it was a beautiful woman that Raiko met in the woods, and that she led an army of spirits. Raiko avoids the spirits and strikes at the woman, causing the spirits to vanish, as they were in fact an illusion. Raiko and his retainers then followed the woman into the mountains where she transformed into a giant spider. Battling the spider, Raiko was eventually able to split it open with his sword, and thousands of infant-sized spiders crawled out. Raiko and his retainers then slew every last spider before claiming their victory and returning home.


Tsuchigumo is a 10 feet tall spider, with a massive, stony body. Its carapace, with a blue and yellow coloration, is very hard. Each and every one of its limbs end in sharp, powerful claws. It displays a head with red hair, a pair of long horns and some humanoid features on its face - green eyes, nose and a mouth filled with sharp teeth.

Combat

Tsuchigumo are crafty predators. They use its illusory web ability to trap its prey in illusions, or spread confusion among the prey's group, while it charges forward to rip it to shreds. When the illusions stop working, it uses earth warp to make the ground into difficult terrain, and take advantage of it to continue its assault.

Against flying targets, it uses its earthbind ability to bring the creature down, then attacks with its earth strike ability and claws before it gets to fly again.

Outside combat, Tsuchigumo uses its alternate form to look for potential prey. When it founds one suitable to its taste, it deceives its target (or targets), leading them into its web, and waits until they are under its illusory effects. Then, it returns to its natural form and kill them.

Alternate Form (Su): A tsuchigumo can assume any humanoid form of Medium size or smaller as a standard action at will. It can remain in its humanoid form until it chooses to assume a new one or return to its natural form, both as a standard action. While in its humanoid form, a tsuchigumo cannot use its natural attacks, spell-like abilities or any other supernatural ability, but its stats remain unchanged.

Augmented Critical (Ex): The tsuchigumo’s claw attacks threatens a critical hit on a natural attack roll of 19–20, dealing triple damage on a successful critical hit.

Curse (Su): whenever tsuchigumo damages a foe with its bite attack, that target must succeed on a DC 23 Fortitude saving throw or be affected by a bestow curse spell. Save DC is Constitution based.

Earth Strike (Su): Twice per day, the tsuchigumo can make an exceptionally vicious attack against any foe that stands on stone or earth. The tsuchigumo gains a +7 bonus to its attack roll and deals 12 points of extra damage.

Earth Warp (Su): As a swift action, a tsuchigumo can cause the earth and rock around it to twist and warp in a 60-foot-radius emanation around it, doubling movement costs through that area. Natural stone, finished stone, and dirt surfaces are subject to this effect. The effect does not move with the tsuchigumo; when it leaves the area, the ground returns to normal. The tsuchigumo ignores the movement penalties generated by its own or another tsuchigumo’s earth warp ability.

Fortification (Ex): When a critical hit or sneak attack is scored on the tsuchigumo, there is a 50% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.

Illusory Web (Su): the tsuchigumo can weave webs infused with illusory power. As a standard action, a tsuchigumo can affect a 30 ft. radius Spread with mystic webs, which must be anchored on two diametrically opposing surfaces. Without support, the webs collapse & the effect ends (as the web spell). While deployed, these webs produce a persistent image effect (normally, tsuchigumo makes them become part of the surrounding area). Any creature who enters the area automatically suffers the effects of the mirage arcana spell, unless they succeed on a DC 21 Will save. If the target interacts with the terrain or any creature, it makes another Will save to disbelief. If successful, the effect ends. Alternatively, a tsuchigumo can spit this web at a single creature as a ranged touch attack instead. If it hits, the creature must succeed on a DC 21 Will save or see all creatures around it as if they were affected by the veil spell. Interacting with any creature allows the affected creature to attempt another Will save to disbelief. If successful, the effect ends. Saves  are Charisma based.

Spell-like abilities: 3/day: earthbindSpC (DC 20), wall of stone. Caster level 12th. Saves are Charisma based, and includes a +2 racial bonus.

Offline Risada

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Re: Risada's Bestiary
« Reply #33 on: November 15, 2011, 06:43:24 AM »


Turdak
Medium Undead
HD 6d12+12 (51 HP)
Speed 40 ft. (8 squares)
Init: +4
AC 20; touch 14; flat-footed 16
(+4 Dex, +3 Natural, +2 Armor, +1 Shield)
BAB +3; Grp +5
Attack MW scimitar +9 melee (1d6+2, 18-20/x2 plus sickening curse)
Full-Attack MW scimitar +7 melee (1d6+2, 18-20/x2 plus sickening curse) plus MW scimitar +7 melee (1d6+1, 18-20/x2 plus sickening curse)
Space 5 ft.; Reach 5 ft.
Special Attacks rending blade style 2d6+4, sickening curse
Special Qualities DR 5/bludgeoning, darkvision 60 ft., undead traits, unholy toughness
Saves Fort +2, Ref +6, Will +5
Abilities Str 14, Dex 19, Con -, Int 11, Wis 12, Cha 14
Skills Balance +11, Intimidate +7, Jump +9, Listen +6, Spot +6, Survival +6, Tumble +12
Feats Two Weapon Defense, Two Weapon FightingB, Weapon Finesse, Weapon Focus (scimitar)
Organization Solitary, pair, or hunting party (4 Turdaks)
Challenge Rating 4
Treasure standard plus two masterwork scimitars, leather armor
Alignment usually LE
Advancement by character class; Favored Class Rogue
Level Adjustment --

Turdak is a Tibetan lesser deity associated with illness and death. He is a servant of Yama and is depicted as a humanoid skeleton. While Turdak can bring illness and plague upon mankind, he also has the power to cure illness, or expel illness-causing demons if a dance is performed for him.

Turdak is also seen in Hindu mythology, where he is again the servant of Yama, judge of the dead. Turdak's role has changed, and he is considered an executioner of judged souls. After Yama has pulled a soul from a corpse and sentenced it to Hell, it is Turdak's job to haul that soul to the proper level of Hell.


Turdak has the appearance of a humanoid skeleton, wearing red and black clothes, wielding two swords. Even without ears, its head displays two earrings composed of gold and blue cloth. Even without flesh, you can somehow discern some expressions from its face - right now it has that expression when a predator find a suitable prey to hunt.

Turdak speaks Common and Undercommon.

Rending Blade Style (Ex): Turdaks practice a dexterous, deadly fighting style, focused on swift blows using slashing weapons. The Turdak considers any slashing one-handed weapon as a light weapon.  Additionally, if Turdak hits with both weapons against the same target, it automatically deals extra damage equal to each weapon's damage dice plus twice its Strength modifier. An average Turdak (as described above) deals an extra 2d6+4 points of damage.

Sickening Curse (Su): any creature struck by a Turdak's melee and ranged attacks must succeed on a DC 15 Fortitude saving throw or be sickened for 1 minute. Additionally, if a Turdak attacks a target already affected by sickening curse, it may choose to deal an extra 1d6 points of damage on such target instead. Any effect that removes the effects of a curse (such as remove curse spell) remove the effect of the sickening curse. Save is Charisma based.

Unholy Toughness (Ex): the Turdak gains a bonus to its hit points equal to its Charisma modifier × its Hit Dice.

Offline Risada

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Re: Risada's Bestiary
« Reply #34 on: November 15, 2011, 06:44:26 AM »


Itsumade
Huge Undead
HD 22d12+22 (165 HP)
Speed 40 ft. (8 squares); fly 120 ft (average)
Init: +1
AC 23; touch 9; flat-footed 22
(-2 size, +1 dex, +14 Natural)
BAB +11; Grp +28
Attack bite +20 melee (3d8+15, 19-20/x2)
Full-Attack bite +20 melee (3d8+15, 19-20/x2)
Space 15 ft.; Reach 10 ft.
Special Attacks breath weapon, wailing
Special Qualities cursed existance, DR 10/piercing and magic, darkvision 60 ft., death's gift, fast healing 8, undead traits
Saves Fort +7, Ref +8, Will +12
Abilities Str 31, Dex 13, Con -, Int 8, Wis 8, Cha 16
Skills Intimidate +21, Listen +17, Sense Motive +11, Spot +17
Feats Entangling ExhalationRotD,  Flyby Attack, Hover, Improved Critical (bite), Improved Natural Attack (bite), Improved Toughness, Power Attack, Weapon Focus (bite)
Organization solitary
Challenge Rating 11
Treasure None
Alignment CN
Advancement 23-40 HD (Huge); 41-60 HD (Gargantuan)
Level Adjustment --

In the Taihei chronicles of old Japan, in the autumn months of 1334, a ghastly spirit in the form of a bird appeared in the sky at night above the capital's ceremonial hall. In a chilling and eerie voice, the bird would rasp "Itsumademo?!" meaning "How much longer?!". This was the first chronicled appearance of an Itsumade. The restless spirit could breath fire, had the body of a snake, a boney human-like face, claws like knives, and a wingspan of five meters. The visage and sounds of the beast disturbed and frightened the court nobles, so they hired a master archer to shoot down the Itsumade, bringing its wailing to an end. It is said that the creature was born from the spirits of the countless victims of the plague, whose dead bodies had been dumped on the capital's outskirts. Its cries were in sympathy for the spirits that bore it, asking how much longer they would go without a proper burial.

As well as those that died from the plague, other Itsumade have been born in times of great suffering. People who are allowed to starve to death are known to become Itsumade and haunt the ones that allowed them to starve. Their screeching at night can be heard as saying "Itsumade?" meaning "How long?", asking how much longer they must go on being neglected.


You hear a scream from the sky. It means something along the lines of "Itsumade!?" (How long!?). When you check its source, you see a immense, bizarre creature - it has an oversized human skull in the place of its head, the body of a bird, covered in blue feathers, and a snake tail. Its head displays bright feathers growing straight from the bone. Occasionally small flames leave the creature's mouth.

Combat

Before engaging in combat, Itsumade uses its wailing in order to spread chaos among its enemies, then attacks using its Flyby Attack, taking a -5 penalty to its attack rolls in order to use Power Attack. However, should the target prove to be too nimble, Itsumade stops using Power Attack.

If its foes are grouped, it will use its breath weapon coupled with entangling exhalation to leave them evem more susceptible to its aerial assaults. Itsumade also uses its breath weapon to finish off running foes.

Once engaged in combat, Itsumade fights to the death.

Dark Aura (Su): Itsumade's existance is a cursed one, and the dark powers that created it grant him protection. Itsumade is constantly under the effects of a protection from good spell. Additionally, all attacks and spells targeted against it have 20% miss chance.

Death's Gift (Su): depending on how the people who gave origin to the Itsumade died, it gains one of the following abilities:

Beastly Form: people devoured by wild animals or magical creatures are the source of this Itsumade. This creature gains 2 secondary claw attacks that deals 2d6 + half of Itsumade's Strength, the Multiattack feat and the pounce extraordinary ability.

Contagious Essence: victims ravaged and killed by plague gave birth to this Itsumade. Unlike other gifts, this ability is separated in two:

Contagious Cloud: As a standard action, Itsumade may release a cloud of infectious fumes, affecting all living creatures within 30 ft. from it. An affected creature is afflicted with a disease that slowly consumes their life unless they succeed on a DC 25 Fortitude save. If the creature makes this first save, this ability has no other effects, as the disease has been countered.
When using this ability, roll a d6. The result determines which ability score will be affected by this disease:

1- Strength
2- Dexterity
3- Constitution
4- Intelligence
5- Wisdom
6- Charisma

This disease takes 1 day to incubate, then the affected creature must make an additional Fortitude save every day or take 1d4 points of ability damage to the selected ability score. This ability can be used once every 1d4 rounds.

Countagious Presence: all creatures afflicted with any disease within 30 ft. from this Itsumade must make the Fortitude saving throw related to their diseases every round they remain within this area. On a failed save, they suffer the effects of the disease normally - usually ability score damage. On a successful save, they avoid the effects of the disease for that round, and the disease still affects him normally.

Drowning Urge: Itsumade was born from victims of drowning. As a standard action, each living creature within 30 ft. from the Itsumade are subject to the stolen breathSpC spell. This ability can be used once every 1d4 rounds.

Hungry Presence: the Itsumade was born from those who starved to death. At the start of each round, each living creature within 30 ft. from the Itsumade take hit point damage equal to half the Itsumade's hit dice (rounded down). Then, for every creature damaged in this way,  the Itsumade gains 5 temporary hit points. These temporary hit points disappear after 1 minute. Temporay HP granted by this ability does not stack; only the greater value applies.

Poisonous Presence: people who were killed with poisons gave birth to this Itsumade, who is enveloped in a poisonous aura. At the start of each round, each living creature within 30 ft. from the Itsumade take 1d4 points of Constitution damage. A successful DC 25 Fortitude saving throw negates the ability damage.

Suicide Urge: the Itsumade was born from people who met death by killing themselves. As a standard action, each living creature within 30 ft. from the Itsumade are subject to the death urge psionic power. A successful DC 25 Will saving throw negates the effect.

Violent Urge: the Itsumade was born from those killed with excessive violence, such as victims of particularly cruel assassins, who would leave nothing of the victim. As a standard action, all living creatures within 30 ft from the Itsumade must succeed on a DC 25 Will saving throw or be taken over by uncontrollable rage, seeking only to kill and destroy all. For 1 round, all affected creatures must make a full attack against an adjacent creature; if there's no target within range, it moves to such target, charging if possible, otherwise it takes a move action then attacks it. This is a mind affecting ability.

Breath Weapon (Su): 60 ft. cone, once every 1d4 rounds, 11d6 points of fire damage. Reflex DC 25 half. Additionally, those damaged by the breath weapon must succeed on a DC 25 Fortitude save or be sickened for 1 round, then nauseated on the next round. The breath weapon’s damage increases by 1d6 for every 2 additional HD. Save is Charisma based.

Wailing (Ex): Itsumade's wailing freezes the soul of those who hear it. Itsumade can wail as a standard action, and all creatures within 120 ft. from it must succeed on a Will saving throw (DC 25) or be panicked for 2d4 rounds. Creatures who make the save are shaken for the duration instead. Each creature affected by this ability is immune to further wailings from the same Itsumade.

Offline Risada

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Re: Risada's Bestiary
« Reply #35 on: November 15, 2011, 06:45:42 AM »


Komainu
Large Magical Beast (Earth)
HD 6d8+18 (45 HP)
Speed 50 ft. (10 squares); burrow 30 ft. (6 squares)
Init: +5
AC 18; touch 10; flat-footed 17
(-1 size, +1 Dex, +8 Natural)
BAB +6; Grp +15
Attack bite +10 melee (1d8+5, 20/x2) or claw +10 melee (1d6+5, 20/x2)
Full-Attack bite +10 melee (1d8+5, 20/x2) plus 2 claws +8 melee (1d6+2, 20/x2)
Space 10 ft.; Reach 5 ft.
Special Attacks banishing howl, improved grab, pounce, rake, soul strike
Special Qualities blindsense 120 ft., DR 5/-, darkvision 60 ft., eternal guardian, freeze, scent
Saves Fort +8, Ref +6, Will +5
Abilities Str 21, Dex 13, Con 16, Int 11, Wis 12, Cha 15
Skills Hide +8, Intimidate +7, Listen +7, Spot +7
Feats Improved Initiative, Iron Will, Multiattack
Organization pair
Challenge Rating 5
Treasure None
Alignment always LN
Advancement 7-18 HD (Large); 19-30 HD (Huge)
Level Adjustment --

"Komainu, often called lion-dogs in English, are statue pairs of lion-like creatures either guarding the entrance or the inner shrine of many Japanese Shinto shrines or kept inside the inner shrine itself, where they are not visible to the public. The first type, born during the Edo period, is called sandou komainu, the second and much older type jinnai komainu. They can sometimes be found also at Buddhist temples, nobility residences or even private homes. The komainu is also one of the pieces of a shogi (Japanese chess) board.

Meant to ward off evil spirits, modern komainu statues are almost identical, but one has the mouth open, the other closed. This is a very common characteristic in religious statue pairs at both temples and shrines. This pattern is however Buddhist in origin and has a symbolic meaning. The open mouth is pronouncing the first letter of the Sanskrit alphabet, which is pronounced "a", while the closed one is uttering the last letter, which is pronounced "um", to represent the beginning and the end of all things. Together they form the sound Aum, a syllable sacred in several religions like Hinduism, Buddhism, and Jainism."


Before you stands two big stone statues shaped like lions sitting majestically in a stone platform each. The one on the right has its mouth open, while the one on the left has its mouth closed. As you pass between them and move forward to the temple, you hear the sound of rocks crackling. The source of the sound - the statues - are standing up, turning to you; its eyes shining with a intense yellow. They roar, then charge in your direction.

Banishing Howl (Su): The komainu's howl chills living creatures and spirits alike to the core. The komainu can howl as a standard action. All creatures within a 30-foot radius must make a successful Will save or become frightened for 2d4 rounds; those more than 30 feet away but within 300 feet must make a Will save or become shaken for 2d4 rounds. This is a mind-afecting fear effect. Creatures immune to this ability are affected diferently: within a 30-foot radius the creatures affected must spend their next 2d4 rounds moving away from the komainu; while those more than 30 feet away but within 300 feet are immobilized for 2d4 rounds. Either way, a creature that successfully saves against the banishing howl cannot be affected by the same komainu's howl for 24 hours.

When fighting in groups, komainus may choose to combine their howls to increase its effect. For each komainu above the first that howls in the same round, the howl's DC increases by 4. Additionally, all creatures within a 30-foot radius that fail the save by 5 or more are panicked for 2d4 rounds instead; those more than 30 feet away but within 300 feet are frightened for 2d4 rounds instead. Creatures immune to mind-affecting and/or fear effects suffer no additional penalty.

If the komainu has 15 HD or more, its banishing howl improves. Instead of its usual effect, the komainu may choose to use this ability to mimic the effects of a area greater dispel magic or banishment spells (caster level equal to komainu's HD).

When using this ability, the komainu must wait 2 rounds before using it again.

Eternal Guardian (Ex): Komainus do not need to breath, eat or sleep. Additionally, komainus are immune to all compulsion and mind-affecting abilities.

Freeze (Ex): A komainu can hold itself so still it appears to be a statue. An observer must succeed on a DC 20 Spot check to notice the komainu is really alive.

Improved Grab (Ex): To use this ability, a komainu 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 a komainu charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex): +10 attack bonus, 1d6+2 points of damage.

Skills: Komainus have a +2 racial bonus on Hide, Listen, and Spot checks. *The Hide bonus increases by +8 when a komainu is concealed against a background of stone.

Soul Strike (Ex): a komainu's natural attacks are considered magic for the purpose of damage reduction, and ghost touch weapons when attacking incorporeal creatures.


Offline Risada

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Re: Risada's Bestiary
« Reply #36 on: November 15, 2011, 06:46:38 AM »


Manananggal
Medium Monstrous Humanoid
HD 9d8+18 (58 HP)
Speed 30 ft. (6 squares); fly 60 ft. (average) - see text
Init: +3
AC 20; touch 13; flat-footed 17
(+3 Dex, +7 Natural)
BAB +9; Grp +17
Attack piercing tongue +14 melee (1d8+4, 15-20/x4)
Full-Attack piercing tongue +14 melee (1d8+4, 15-20/x4) plus 2 claws +8 melee (1d6+2, 20/x2)
Space 5 ft.; Reach 5 ft. (10 ft. with piercing tongue)
Special Attacks flyby attack, magic strike, spell-like abilities
Special Qualities augmented critical, DR 5/-, darkvision 60 ft., detach, regeneration 5
Saves Fort +7, Ref +9, Will +6
Abilities Str 19, Dex 17, Con 19, Int 8, Wis 10, Cha 14
Skills Listen +6, Spot +6
Feats Flyby Attack, Improved Critical (piercing tongue), Improved Grapple (B), Improved Natural Attack (piercing tongue), Weapon Focus (piercing tongue)
Organization solitary
Challenge Rating 7
Treasure None
Alignment always CE
Advancement 10-18 HD (Medium)
Level Adjustment --

"The manananggal (sometimes confused with the Wak Wak in some areas by the Filipinos) is a mythical creature of the Philippines. It resembles a Western vampire, in being an evil, man-eating monster or witch. The myth of the manananggal is popular in the Visayan region of the Philippines, especially in the western provinces of Capiz, Iloilo, and Antique. There are varying accounts of the features of a manananggal. Like vampires, Visayan folklore creatures, and aswangs, manananggals are also said to abhor garlic and salt.[1] They were also known to avoid daggers, light, vinegar, spices and the tail of a stingray, which can be fashioned as a whip.[2] Folklore of similar creatures can be found in the neighbouring nations of Indonesia and Malaysia.

A manananggal is described as being a hideous, scary vampire-like creature (as opposed to an aswang), capable of severing its upper torso in order to fly into the night with huge bat-like wings to prey on unsuspecting, pregnant women in their homes; using an elongated proboscis-like tongue, it sucks the hearts of fetuses or the blood of an unsuspecting, sleeping victim. It is known to whip its hair in urban forests, causing hurricanes all over the globe. The severed lower torso is left standing, and it is said to be the more vulnerable of the two halves. Sprinkling salt or smearing crushed garlic or ash on top of the standing torso is fatal to the creature. The upper torso then would not be able to rejoin and will die at daybreak. The name of the creature originates from sinalalala used for a severed torso: manananggal comes from the Tagalog tanggal (cognate of Malay tanggal), which means "to remove" or "to separate". Manananggal then means "the one who separates itself" (in this case, separates itself from its lower body). It is a saying that a manananggal's attack can be avoided by death. The most prominent characteristic of a manananggal is its ability to dispatch its torso from its legs."


Augmented Critical (Ex): The manananggal’s piercing tongue attack threatens a critical hit on a natural attack roll of 18–20, dealing quadruple damage on a successful critical hit.

Blood Drain (Ex): A manananggal can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the manananggal gains 5 temporary hit points.

Detach (Ex): A manananggal is capable of detaching its upper torso (including head, arms and wings) from its lower torso (including the waist and legs). This allows a manananggal to use his fly speed (otherwise it can't fly). Additionally, if it takes enough damage to be killed, it only stays unconscious. However, if the upper torso is destroyed (such as when affected by a disintegrate spell), the creature is slain, as normal. Both the upper torso and the lower torso have its own hit points; the upper torso keeps the creature's full hit points, while the lower torso possess only half the creature's hit points when detached.

When detached, the lower torso is very vulnerable. Any kind of damage done to the lower torso is lethal (ignoring the creature's damage reduction and regeneration). Additionally, the lower torso is vulnerable to holy water as if it was an undead creature, and takes double damage from it. Attacks from good-aligned weapons also deals double damage to it. If the lower torso's hit points reach 0, the creature will die in 24 hours.

Magic Strike (Ex): A manananggal's natural attacks count as magical for the purpose of damage reduction.

Piercing Tongue (Ex): A manananggal uses its tongue as a natural weapon that deals piercing damage, with reach of 10 feet.

Regeneration (Ex): silver and good-aligned weapons deals lethal damage to a manananggal. Alternatively, spells with the [Good] descriptor also deals lethal damage to the creature. If a manananggal loses a limb or body part from the upper torso, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Spell-like abilities: 3/day: control winds. Caster level 9th.

Offline Risada

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Re: Risada's Bestiary
« Reply #37 on: November 15, 2011, 06:51:13 AM »
Finished moving this thread...

Now, posting some stuff so I won't forget...

Next monster - http://www.cracked.com/article_18814_the-7-most-ridiculous-ghost-stories-from-around-world.html?wa_user1=5&wa_user2=Weird+World&wa_user3=article&wa_user4=recommended

Quote from: veekie
I took this Japan stuff after a bit of googling:

http://www.obakemono.com/
http://www.seekjapan.jp/article-2/766/Tales+of+Ghostly+Japan
http://hyakumonogatari.com/category/yokai-stories/
http://www.rekihaku.ac.jp/e-rekihaku/106/index.html

Quote from: bhu
Not links but I got tons of books.  http://pinktentacle.com/  this blog is also pretty cool.

Heres the updated myth links:


A Classical Dictionary of Hindu Mythology http://books.google.com/books?id=PwsYAAAAYAAJ&pg=PA1&dq=a+dictionary+of+hindu+mythology#v=onepage&q=&f=false
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
About Mythology http://ancienthistory.about.com/library/bl/bl_myth_index.htm
Adlet Wiki http://en.wikipedia.org/wiki/Adlet
Al http://en.wikipedia.org/wiki/Al_%28Armenian_folklore%29
All About Unicorns http://www.allaboutunicorns.com/
American Folklore http://www.americanfolklore.net/
Ancient Egypt: The Mythology http://www.egyptianmyths.net/
Ancient Egyptian Deities http://www.reshafim.org.il/ad/egypt/religion/osiris1.html
Ancient Egyptian Mythology http://www.egyptianculture.net/
Ancient Egyptian Religion http://www.aldokkan.com/religion/religion.htm
Ancient Finnish Myths http://www.finnishmyth.org/
Assyro-Babylonian Mythology http://home.comcast.net/~chris.s/assyrbabyl-faq.html
At the Edge http://www.indigogroup.co.uk/edge/index.htm
Atlas of Myths http://snow.prohosting.com/myths1/
Aztec Mythology http://www.cis.yale.edu/ynhti/curriculum/units/1994/3/94.03.03.x.html
Beowulf http://etext.lib.virginia.edu/toc/modeng/public/AnoBeow.html
Beowulf, again http://www.alcyone.com/max/lit/beowulf/
Bloody Lexicon http://www.bloodylexicon.com/
Bouda WIki http://en.wikipedia.org/wiki/Bouda
Buggane Wiki http://en.wikipedia.org/wiki/Buggane
Canaanite/Ugaritic Mythology http://home.comcast.net/~chris.s/canaanite-faq.html
Caribbean Mythology http://www.godslaidbare.com/pantheons/caribbean/A-Z-list.php
CeltNet http://www.celtnet.org.uk/
Celtic Literature Collective http://www.maryjones.us/ctexts/index.html
Celtic Mythology http://www.interfaith.org/ancient/celtic/
Celtic Mythology and Lore http://www.celticgrounds.com/chapters/mytholsection/myth-start.htm
Celtic Studies Resources http://www.digitalmedievalist.com/
Celtic Twilight http://www.celtic-twilight.com/ireland/
Celtopedia http://celtopedia.druidcircle.net/index.php?title=Main_Page
ChinaVista: Chinese Myths and Fantasies http://www.chinavista.com/experience/myth/myth.html
ChinaVista: Deities Worshipped by Farmers http://www.chinavista.com/experience/joss1/deities.html
ChinaVista: Selected Chinese Myths and Fantasies http://www.chinavista.com/experience/story/story.html
Chinese Legends http://beifan.com/026topic/26legends.html
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/
Classical Myths and Legends http://oldweb.uwp.edu/academic/english/canary/gods.htm
Classical Myths: The Ancient Sources http://web.uvic.ca/grs/department_files/classical_myth/index.html
Cosmology of the Ancient Balts http://www.lithuanian.net/mitai/cosmos/baltai.htm
Dates in Irish Myth and Legend http://www.legendarytours.com/dates.html
Dave's Mythical Creature's and Places http://www.eaudrey.com/myth/
Dick Caldwell's Greek Myths http://www.greecetravel.com/greekmyths/
Dragon Wiki http://en.wikipedia.org/wiki/Dragon
Eddas and Sagas http://www.squirrel.com/squirrel/asatru/free.html
Egyptian Legendary Creatures http://en.wikipedia.org/wiki/Category:Egyptian_legendary_creatures
Egyptian Mythology Today http://www.thanasis.com/egypt/egypt.htm
Electronic Text Corpus of Sumerian Literature http://www-etcsl.orient.ox.ac.uk/catalogue/catalogue1.htm
Encantado Wiki http://en.wikipedia.org/wiki/Encantado
Encyclopedia Mythica http://www.pantheon.org/
Encyclopedia of Dragons http://library.thinkquest.org/04oct/01925/encyclo.html
Engkanto http://library.thinkquest.org/27661/docs/engkanto.htm
Eoster http://www.cs.utk.edu/~mclennan/BA/JO-Eo.html
Epona.net http://www.epona.net/
Everything You Need to Know About Vampires http://www.angelfire.com/tn/vampires/index.html
FOlklore, Myth, and Legend http://www.acs.ucalgary.ca/~dkbrown/storfolk.html
Fearsome Critters Wiki http://en.wikipedia.org/wiki/Fearsome_Critters
Folklore of the Orkney Islands http://www.orkneyjar.com/folklore/index.html
Fruit of the Nile http://www.fruitofthenile.com/
Gateways to Bablyon http://www.gatewaystobabylon.com/
Gazu Hyakki Yako http://en.wikipedia.org/wiki/Gazu_Hyakki_Yak%C5%8D
Germanic Mythology http://users.dickinson.edu/~eddyb/mythology/Cover_page.html
Germanic Myths, Legends, and Sagas http://www.pitt.edu/~dash/mythlinks.html
Ghosts in Bengali Culture http://en.wikipedia.org/wiki/Ghosts_in_Bengali_culture
Giants, Monsters, and Dragons http://books.google.com/books?id=GKrACS_n86wC&printsec=frontcover&dq=giants+monsters+and+dragons#v=onepage&q=&f=false
Godchecker http://www.godchecker.com/
Gods and Goddesses of the World http://www.scns.com/earthen/other/seanachaidh/godgoddess.html
Gods, Heroes, and Myths http://www.gods-heros-myth.com/
Greek Mythology http://library.thinkquest.org/26264/student.htm
Greek Mythology http://www.greekmythology.com/
Greek Mythology http://edweb.sdsu.edu/people/bdodge/scaffold/GG/greek_myth.html
Greek Mythology http://www.messagenet.com/myths/
Greek Mythology Link beware popup http://www.maicar.com/GML/
Greek Mythology Today http://mythman.com/
Grimm's Teutonic Mythology http://www.northvegr.org/lore/grimmst/
Guardian's Egypt http://guardians.net/egypt/religion.htm
Hantu Demon http://en.wikipedia.org/wiki/Hantu_Demon
Hawaiian Legends http://www.nativehawaii.com/hawaiianlegends.html
Heraldry http://www.geocities.com/SoHo/Studios/1940/heraldry.html
Hindu Gods and Goddesses http://www.indian-heritage.org/gindex.html
Hittite/Hurrian Mythology http://home.comcast.net/~chris.s/hittite-ref.html
Home of the Squirrel http://www.geocities.com/Athens/Forum/1734/
Hungarian Myths and Legends http://users.cwnet.com/millenia/legend.htm
Indian Divinity http://www.webonautics.com/mythology/mythology.html
Indian Mythology http://www.indianmythology.com/
Internet Sacred Text Archive http://www.sacred-texts.com/index.htm
Inuit Mythology http://en.wikipedia.org/wiki/Inuit_mythology
Inuit Mythology http://en.wikipedia.org/wiki/Inuit_mythology
Irish Literature, Mythology, Folklore, and Drama http://www.luminarium.org/mythology/ireland/
IrishAbroad: Irish Mythology http://www.irishabroad.com/YourRoots/Mythology/
Japanese Myth http://www.st.rim.or.jp/~cycle/myrefE.HTML
Japanese Mythology http://www.interq.or.jp/www-user/fuushi/e-myth-a.htm
Jotun Wiki http://en.wikipedia.org/wiki/Jotun
Kalevala http://www.helsinki.fi/kasv/nokol/kalevala.html
Kamat's Potpourri: Indian Mythology http://www.kamat.com/kalranga/mythology/
Korean Dragon Wiki http://en.wikipedia.org/wiki/Korean_dragon
Lady Izabella's Vampiric Encyclopedia http://www.geocities.com/lady_izabell/abc.html
Legendary Creatures Wiki http://en.wikipedia.org/wiki/List_of_legendary_creatures
Legendary Creatures Wiki http://en.wikipedia.org/wiki/Category:Legendary_creature_stubs
Legendary Creatures in Japanese Myth beware popup http://www.tiosam.com/ingles/encyclopedia/enciclopedia.asp?title=List_of_legendary_creatures_in_Japanese_mythology
Legends from the Tombs http://www.geocities.com/vampiress_sonja/main.html
Legends of Guam http://ns.gov.gu/legends.html
Leszi Wiki http://en.wikipedia.org/wiki/Leszi
Life in Ancient Egypt http://www.carnegiemnh.org/exhibits/egypt/index.htm
Lindworm Wiki http://en.wikipedia.org/wiki/Lindworm
List of Vampires in Folklore and Mythology http://en.wikipedia.org/wiki/List_of_vampires_in_folklore_and_mythology
Lithuanian Mythological Tales http://ausis.gf.vu.lt/eka/verbalf/mtcont.html
Lithuanian Mythology Wiki http://en.wikipedia.org/wiki/Lithuanian_mythology
Lithuanian Religion and Mythology http://ausis.gf.vu.lt/eka/mythology/relmyth.html
Little Glossary of Irish Mythology http://yesss.club.fr/Celts/f_celts.htm
Living Myths http://www.livingmyths.com/index.htm
Lugodoc's Guide to Celtic Mythology http://www.lugodoc.demon.co.uk/MYTH/MYTH01.HTM
Luxor http://www.geocities.com/Isis_Artemis_0/entrance.html
Magical Beasts http://www.magicalbeasts.com/
Manx Notes and Queries http://www.isle-of-man.com/manxnotebook/fulltext/mnq1904/index.htm#contents
Medea's Lair http://www.geocities.com/medea19777/
Mitoloxia Asturiana beware popup http://www.geocities.com/mouguias/
Miwu http://absurdism.org/kemet/
MonoMyth http://www.monomyth.org/
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
Museum of Mythology http://www.museumofmythology.com/
MythNET http://www.classicsunveiled.com/mythnet/html/index.html
Mythic Creatures http://www.geocities.com/z_mythica/
Mythical Creature A Day http://mythicalcreatureaday.blogspot.com/
Mything Links http://mythinglinks.org/home.html
Mythological Creatures and Beasts http://www.mythicalcreaturesguide.com/
Mythology at FreshCaffeine http://myths.freshcaffeine.com/
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/myth.html
Myths and Myth Makers http://etext.lib.virginia.edu/toc/modeng/public/FisMyth.html
Myths of Babylonia and Assyria http://www.gutenberg.org/etext/16653
Mythweb Greek mythology http://www.mythweb.com/
Naga Wiki http://en.wikipedia.org/wiki/Naga_%28mythology%29
Nagual Wiki http://en.wikipedia.org/wiki/Nahual
Names of Gods and Goddesses http://lowchensaustralia.com/names/gods.htm
Native American Legendary Creatures Wiki http://en.wikipedia.org/wiki/Category:Native_American_legendary_creatures
Native American Legends http://www.legendsofamerica.com/NA-IndianMyths.html
Native American Legends, Myths, and Lore beware popup 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 Mythology Wiki http://en.wikipedia.org/wiki/Category:Native_American_mythology
Native American Myths http://www.yale.edu/ynhti/curriculum/units/1998/2/98.02.02.x.html
Native American Myths and Monsters http://community.livejournal.com/nativemonster
Native American Myths of Creation http://www.crystalinks.com/nativeamcreation.html
Native American Tales and Songs http://members.cox.net/academia/naindex.html
Norse Fornnordisk Mytologi http://web.telia.com/~u85906673/asar/
Norse Myth WIki http://en.wikipedia.org/wiki/Norse_mythology
Norse Mythology http://www.godslaidbare.com/pantheons/norse/index.php
North American Mythology Stubs http://en.wikipedia.org/wiki/Category:North_American_mythology_stubs
Nue http://en.wikipedia.org/wiki/Nue
Occultopedia http://www.occultopedia.com/welcome.htm
Odin's Castle of Dreams and Legends http://www.odinscastle.org/odin3.html
Old Greek Stories http://oaks.nvg.org/old-greek-tales.html
Paranormal Entity Checklist http://sonic.net/~ric/go/xlist.htm
Probert Encyclopedia of Mythology http://www.probertencyclopaedia.com/mythology.htm
Puca Wiki http://en.wikipedia.org/wiki/P%C3%BAca
Qadash Kinahnu http://www.geocities.com/soho/lofts/2938/
Quetzalcoatl: The Man, the Myth, the Legend http://weber.ucsd.edu/~anthclub/quetzalcoatl/quetzal.htm
Regional Folklore and Mythology http://www.pibburns.com/mythregi.htm
Roman Mythology http://www.geocities.com/Athens/Delphi/8991/roman.html
Roman Mythology beware popups http://www.angelfire.com/geek/romanmyth/
Russian Folklore http://www.bama.ua.edu/~adrozd/rus252/folklorelinks.html
Sacred Hunger http://books.google.com/books?id=dYvy52eOfzgC&pg=PA111&lpg=PA111&dq=bebarlangs&source=bl&ots=LApgRzUkXh&sig=ph23GUHff4I-0_Wt0OIg-vJRnY8&hl=en&ei=XK2aS9fwDsP-8Aa43M3-DQ&sa=X&oi=book_result&ct=result&resnum=13&ved=0CCQQ6AEwDA#v=onepage&q=bebarlangs&f=false
Sagnanet http://www.sagnanet.is/
Scandinavian Mythology and Folklore http://www.ststlocations.com/Archives/Scandinavian/
Scary for Kids: Japanese Legends http://www.scaryforkids.com/japanese-legends/
Sea Monster Wiki http://en.wikipedia.org/wiki/Sea_monster
Seanachi http://www.seanachi.org/
Shroud Eater http://www.shroudeater.com/main.html
Sidhe Wiki http://en.wikipedia.org/wiki/S%C3%ADde
Slavic Mythology Wiki http://en.wikipedia.org/wiki/Slavic_mythology
South Asian Folklore http://books.google.com/books?id=au_Vk2VYyrkC&pg=PP1&dq=south+asian+folklore#v=onepage&q=&f=false
Stenudd http://www.stenudd.com/myth/
Stories from Indian Myth for Kids http://www.indolink.com/Kidz/mythology.html
Stories of the Dreaming http://www.dreamtime.net.au/dreaming/index.htm
SurLaLune Fairy Tales Page http://www.surlalunefairytales.com/
TempleNet http://www.indiantemples.com/legends.html
Tengu Wiki http://en.wikipedia.org/wiki/Tengu
Teutonic Mythology http://www.boudicca.de/teut.htm
The Aberdeen Bestiary http://www.abdn.ac.uk/bestiary/
The Ancient Religion of the Finns http://finland.fi/netcomm/news/showarticle.asp?intNWSAID=25814
The Best of Legends http://bestoflegends.org/index.html
The Cult of the Serpent http://books.google.com/books?id=PDkuiPhZJr0C&pg=PP1&dq=cult+of+the+serpent#v=onepage&q=&f=false
The Dragon Bestiary http://bestiarium.net/index-e.html
The Dragon Stone http://www.polenth.com/
The Encyclopedia of Hotcak Mythology http://hotcakencyclopedia.com/
The Golden Bough http://www.gutenberg.org/etext/3623
The Hindu Universe http://www.hindunet.org/god/
The Magic Web http://www.johnadcox.com/Mythology_and_Folklore.html
The Maya in Time http://www.jaguar-sun.com/gods.html
The Medieval Bestiary http://bestiary.ca/index.html
The Obakemono Project http://www.obakemono.com/introduction.php
The Popol Vuh http://www.jaguar-sun.com/popolvuh.html
The Religion of Babylonia and Assyria http://www.gutenberg.org/etext/2069
The Sacred Fire http://www.sacredfire.net/
The Vedic Age http://www.astronomy.pomona.edu/archeo/india/as-india.html
The World of Gwdihw http://www.gwdihw.com/
Theoi Project http://www.theoi.com/
Thinkquest: Greek Mythology http://library.thinkquest.org/C005321/tq/
Through the Eyes of Native Americans http://library.thinkquest.org/CR0215453/
Thunderbird Wiki http://en.wikipedia.org/wiki/Thunderbird_%28mythology%29
Timeless Myths http://www.timelessmyths.com/
Tir na nOg http://www.alia.ie/tirnanog/myth1.html
Tracing the Cliff God http://www.internetix.ofw.fi/tutkimus/muinaistaide/kalliojumala/e-kalliojumala/
Tuatha De Danaan Family Tree http://baharna.com/celtic/index.htm
UCAN Online http://www.ucan-online.org/legends.asp
UNRV: Roman Myth http://www.unrv.com/culture/mythology.php
Vampire Glossary http://www.angelfire.com/ga/calystomouse/glossary.html
Vampire Rave http://www.vampirerave.com/db/index.php?category=6
Vampire State http://www.vampirestate.net/
Vampire Wiki http://en.wikipedia.org/wiki/Vampire
Vampires http://www.spiritus-temporis.com/vampire/
Vampires A-Z http://vampiresaz.webs.com/ab.htm
Vampires in India http://www.answers.com/topic/vampires-in-india
Vampires: A Guide to Creatures that Stalk the Night http://books.google.com/books?id=lK0iQcCUZqkC&printsec=frontcover#v=onepage&q&f=false
Vampires: Encounters with the Undead http://books.google.com/books?id=hjmUhK5TtigC&pg=PA18&lpg=PA18&dq=bibi+gypsy+vampire&source=bl&ots=6UbaOWZIiX&sig=YmV2tB3OH11qO7K9SuJ9Gc1BCZM&hl=en&ei=w0jJS9WbJIfy9QTkkaC5BA&sa=X&oi=book_result&ct=result&resnum=2&ved=0CAsQ6AEwAQ#v=onepage&q=bibi%20gypsy%2
Wendigo Wiki http://en.wikipedia.org/wiki/Wendigo
Werecat Wiki http://en.wikipedia.org/wiki/Werecat
Werecats http://en.wikipedia.org/wiki/Werecat
Werewolf Page http://www.werewolfpage.com/index.html
Werewolf Wiki http://en.wikipedia.org/wiki/Werewolf
Where Something Stands http://www.carleton.ca/gallery/Inuit/stories.htm
White Buffalo Calf Woman Wiki http://en.wikipedia.org/wiki/White_Buffalo_Calf_Woman
Women in Greek Myths http://www.paleothea.com/
World Myths and Legends in Art http://www.artsmia.org/world-myths/
World Vampire Myths beware popup http://enchanteddoorway.tripod.com/vamp/greece.html
Yellow Scents http://www.geocities.com/Area51/Labyrinth/8952/phoenix.html
Zmeu Wiki http://en.wikipedia.org/wiki/Zmeu