http://en.wikipedia.org/wiki/Adze_%28folklore%29https://www.atlasobscura.com/articles/monster-mythology-adzehttps://www.vampires.com/adze-firefly-vampire-of-africa/www.trueghosttales.com/paranormal/the-va...
https://occult-world.com/african-vampire-witch/AdzeSmall Outsider (Native, Evil, Spirit)
Hit Dice: 5d8+10 (32 hp)
Initiative: +6
Speed: 30 ft. (6 Squares)
Speed as Fly: 5 ft. (1 Square), Fly 40 ft. (Good)
Armor Class: 18 (+1 Size, +2 Dex, +5 Natural), touch 13, flat-footed 16
Armor Class as Fly: 20 (+8 Size, +2 Dex), touch 20, flat-footed 18
Base Attack/Grapple: +5/+0
Attack: Club +8 melee (1d4-1)
Attack as Fly: Touch +15 melee (attach)
Full Attack: Club +8 melee (1d4-1)
Full Attack as Fly: Touch +15 melee (attach)
Space/Reach: 5 ft./5 ft.
Special Attacks: Alternate Forms, Possession, Disease, Feeding Frenzy, Attach, Blood Drain
Special Qualities: The Blood is the Life, Dark Vision 60 ft., Immunities
Saves: Fort +6, Ref +6, Will +7
Abilities: Str 8, Dex 14, Con 14, Int 16, Wis 16, Cha 18
Skills: Bluff +11, Concentration +9, Hide +10 (+22 as Fly), Intimidate +12, Knowledge (Arcana, Nature) +10, Knowledge (Religion) +7, Listen +11, Move Silently +10, Spellcraft +10, Spot +10, Survival +10, Use Magic Device +11
Feats: Improved Initiative, Weapon Finesse
Environment: Warm Plains, Marsh or Hills
Organization: Unique
Challenge Rating: 5
Treasure: Standard
Alignment: Always Chaotic Evil
Advancement: By Character Class (usually Sorcerer)
Level Adjustment: ---
"Who is that horrible looking little thing outside the village? ""We do not speak of him. If you have seen him it would be wise you do not speak of him either or he will come for you."The Adze is a small jet-black malformed humanoid, often with a hunched back and skin that seems ill fitting. It often possesses women or other creatures in it's search for food, or attacks them to drain their blood. So long as it has it's fill of coconut milk, fruit juice, and palm oil (and occasionally some blood from the local children) all is well. But in times of famine, it begins to take a turn and possesses the local villagers making them into witches, and hunting down children or sleeping adults for blood. It's possession is less a form of control, and more of a spiritual corruption, usually bringing ill fortune and madness to the possessed, but granting them great power. In return the Adze gets food and a hiding place.
Alternate Forms (Su): At will as a Swift Action the Adze can assume the form of a firefly or any biting insect of Size Class Fine. It's abilities are unchanged except as follows: It's Str becomes drops to -, loses it's Natural Armor Bonus to AC, and it gains a Fly Speed of 40 (Good). Land sped drops to 5 feet.The legends kinda argue about whether the bug or humanoid form is the real one, so I went with humanoid for now.
Possession (Su): Once per round, an Adze can merge its body with a Humanoid or Vermin creature on the Material Plane. This ability is similar to a magic jar spell (caster level 10th), except that it does not require a receptacle. To use this ability, the Adze must try move into the target’s space; moving into the target’s space to use the Possession ability does not provoke attacks of opportunity. Humanoids that this ability is used upon must make a DC 16 Willpower Save (Save DC is Charisma Based) or gain the Abasom Template. The Adze is less a controller of the body, and more a corrupting influence. If it is exorcised, the formerly possessed target must make a DC 16 Willpower Save, or remain an Abasom.
Disease (Ex): While in the shape of an insect the Adzes bite transfers many deadly diseases (usually Malaria). When using it's Alternate Form ability and Attached, the Adze may choose to inflict a disease on it's opponent. Choose any disease from the DMG or other source that can be inflicted by Injury, and it's opponent must make a DC 16 Fortitude Save to avoid being infected (Save DC is Constitution based with a +2 Racial Modifier).
Feeding Frenzy (Ex): Every day an Adze goes without sufficient food it must make a DC15 Willpower Save, or go into frenzy. The Save DC gains a cumulative +1 each day the Adze goes without enough food. If it fails the Save DC, it is subject to Rage (as per the Barbarian ability) for the entire day, and will consume anything it can, even attacking people. So long as it's well fed this is not a risk.
Attach (Ex): While using it's Alternate Form ability the Adze can make a Touch Attach to attach itself to an opponent. An attached Adze is effectively Grappling it's prey and loses it's Dex Bonus to AC (AC 18), but it gains a +12 Racial Bonus to Grappling Checks in Fly form. An attached Adze can be struck with a weapon to dislodge it, or an opponent can successfully Pin it in a Grapple. The touch of the Adze is fairly light, and it's bite is difficult for people to feel. Anyone an Adze attaches to gets a Spot or Listen check vs its Hide or Move Silently Check. If they fail, they do not realize something is wrong until they have taken 1d3 Constitution damage. Sleeping opponents automatically fail this check, but can still notice a problem after 1d3 points of Constitution have been lost.
Blood Drain (Ex): While using it's Alternate Form ability, and attached to an opponent, the Adze can drain 1 point of Constitution per round it remains attached to an opponent.
The Blood is the Life (Su): The Adze is empowered by blood and can become phenomenally powerful if it gains enough of it. For 24 hours after it drinks blood an Adze gains a Profane Bonus to AC equal to double the Con it drained successfully.
Immunities: Adze are immune to poison and disease.
Combat: Adze prefer to attack sleeping victims and drink their blood as they are as vulnerable as any other humanoid. if angered or starving, it will possess people to make them Witches and wreak havoc.
AbasomAbasom is an Acquired Template that can be added to any Humanoid that has undergone the proper magical rituals or been possessed by an Adze. They are miserable beings, suffering from bad luck and madness, which they spread to those around them. They are also quite obsessed with the need for blood. I have debated posting this one, as the word Abasom has been used to refer to witches, beings similar to the loa, or priests in the Ewe religion. And because accusations of witchcraft are a way of othering people in Africa. I'll take this one down if necessary.
Size and Type: Unchanged.
Hit Dice: Hit Dice become d8's unless they are already higher.
Speed: Gains Fly Speed equal to twice Land Speed with Good Maneuverability.
Armor Class: Unchanged.
Attacks: Unchanged.
Damage: Unchanged.
Special Attacks: An Abasom keeps all Special Attacks of the Base Creature and gains the following:
Spell-Like Abilities (Sp): Abasom may cast the following as Spell-Like Abilities: At Will: Blindness/Deafness, Curse of Ill Fortune (see Spell Compendium), Curse Water, Death Knell, Desecrate, Hold Person. 3/Day: Bestow Curse, Contagion, Diminish Plants, Speak With Dead, Unholy Storm (Spell Compendium). 1/Day: Blight, Feeblemind, Mass Curse of Ill Fortune (Spell Compendium), Nightmare, Unhallow 1/day.
Capture Spirits (Su): Once per day as a Supernatural Ability the Abasom can cast Magic Jar, except that it can only be used against Spirits (see Complete Divine), and instead of possessing the body you instead imprison the spirit in the Magic Jar. She may release it 1/Day to perform 1 task, but it gets another Saving Throw each time it is released, and if it succeeds it gains it's freedom. It also goes free if the Abasom permanently loses this template.
Blood Drain (Ex): With a successful touch attack while in incorporeal form the Abasom can Drain 1d3 Constitution.
Special Qualities: The Abasom retains all Special Qualities of the base Creature, plus gains the following:
Animal Forms (Su): At will the Abasom may Polymorph (as per the Spell) into any Animal that is Size Class Medium or smaller.
Unleash Soul (Su): Once per day once the sun goes down, the Abasom may go to sleep and unleash her soul to attack the living. Effectively she gains the Ghost Template until the sun comes up (at which point she immediately returns to her body). She may teleport back to her body regardless of the distance she is from it as a Swift Action. Her type does not turn to Undead, and she gains no Special Attacks/Qualities or Ability increases from the Ghost Template except Manifestation. She does however gain the Blood Drain attack while incorporeal.
Unwilling to Die (Su): To truly kill an Abasom, one must cut out her tongue, nail it to her chin before beheading her, and then burning the body while staking the head and leaving it for the wild animals to feed on. If this is not done properly she gains the full abilities of the Ghost Template along with keeping her abilities from the Abasom template, and her soul wonders from her grave at night to attack the living, teleporting back to it at sunrise.
Saves: Unchanged.
Abilities: +4 Wis, +4 Cha
Skills: Unchanged.
Feats: Unchanged.
Environment: Unchanged.
Organization: Unchanged, but usually Solitary or Group (3-6).
Challenge Rating: +3
Treasure: Unchanged.
Alignment: Always Chaotic Evil.
Advancement: by Character Class (usually Sorcerer or Warlock).
Level Adjustment: +6
Example of creature using template here:
Ameyo 2nd level Commoner/Abasom Template
Medium Humanoid
Hit Dice: 2d8 (9 hp)
Initiative: +1
Speed: 30 ft. (6 squares), Fly 60 ft. (Good)
Armor Class: 11 (+1 Dex), touch 11, flat-footed 10
Base Attack/Grapple: +1/+0
Attack: Dagger +0 melee (1d4-1)
Full Attack: Dagger +0 melee (1d4-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-Like Abilities, Capture Spirits, Blood Drain
Special Qualities: Animal Forms, Unleash Soul, Unwilling to Die
Saves: Fort +0, Ref +1, Will +4
Abilities: Str 8, Dex 12, Con 10, Int 13, Wis 18, Cha 19
Skills: Craft (any one) +5, Listen +8, Profession (Farmer) +7, Spot +8
Feats: Endurance
Environment: Any
Organization: Solitary
Challenge Rating: 5
Treasure: Standard
Alignment: Always Chaotic Evil
Advancement: By Character Class
Level Adjustment: +6
Ameyo has recently been possessed by an Adze and has been banished from her village for being a witch. At first she believed this was unfair and cursed them for abandoning her, but as her powers began to show she realized her need for blood would be an issue.