Author Topic: Biblical Weirdness  (Read 41776 times)

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Biblical Weirdness
« on: November 11, 2011, 04:02:45 AM »
Monsters from Myths and Legends (i.e. religions)

Aberrations
The Cannibal Baby (Various Native American, Page 1)
Chordewa (Bengali, Page 3)
The Hide (Chilean, Page 3)
The Worm Men (Inuit, Page 1)

Animals
Erymanthian Boar (Greek, Page 6)

Constructs
Talos (Greek, Page 6)

Deities
Euryale (Greek, Page 2)
Medusa (Greek, Page 2)
Stheno (Greek, Page 2)

Dragons
Knucker (Anglo-Saxon, Page 6)
Yuxa (Tatar, Page 5)

Elementals
Cherufe (Mapuche, Page 6)

Fey
The Beaver Women (Blackfoot, Page 1)
Buggane (Celtic, Page 2)
The Deer Woman (Various Native American, Page 1)
Kushtaka (Inuit, Page 2)
Planetnik (Polish, Page 4)
Pukwudgie (Algonquian, Page 6)

Giants
Chenoo (Maliseet-Passamaquoddy, Page 5)
Fsti Capcaki (Seminole, Page 5)
Gougou (Micmac, Page 1)
Haakapaizizi (Kawaiisu, Page 5)
Indacinga (Ponca, Page 5)
Inupasugjuk (Inuit, Page 5)
Siat (Ute, Page 5)
Skatene (Choctaw, Page 5)
The Stonecoats (Iroquois, Page 5)
Tammatuyuq (Inuit, Page 5)
Tsiatko (Salish, Page 5)

Humanoids
x

Magical Beasts
Ethiopian Bull (Greek, Page 1)
Naked Bear (Various Native American, Page 6)
The Terichik (Inuit, Page 2)
Wolpertinger (Bavarian, Page 3)

Monstrous Humanoids
Adlet (Inuit, Page 1)
Asanbosam (Ashanti, Page 2)
Bal-Bal (Phillipines, Page 6)
Chenoo (Page 5)
Danag (Filipino, Page 3)
Kushtaka (Inuit, Page 2)
N-dam-keno-wet (Abenaki, Page 5)
Pskegdemus (Various Native American, Page 6)
The Serpent Woman (Native American ?, Page 1)

Oozes
It (Shetland, Page 6)

Outsiders
Adze (Ewe, Page 2)
Algul (Arabic, Page 2)
Aswang (Filipino, Page 2)
Bajang (Malay, Page 3)
Bibi (Romani, Page 3)
Big Owl (Apache, Page 1)
Bruxsa (Malay, Page 3)
Empusa (Grek, Page 1)
Krampus (European, Page 2)
Maski-mon-gwe-zo-os (Various Native American, Page 6)
Matlose (Salish, Page 5)
Mmbyu (India, Page 2)
Pacu Pati (India, Page 2)
Paija (Inuit, Page 5)
Rakshasa (India, Page 2)
Spearfinger (Cherokee, Page 6)
Stoneclad (Cherokee, Page 6)
Tah-Tah-Kle‘-Ah (Yakama, Page 5)

Plants
Yateveo (South American, Page 6)

Undead
Ahkiyyinni (Inuit, Page 1)
Alp (German, Page 2)
Baobhan Sith (Celtic, Page 3)
Callicantzari (Greek, Page 3)
Civatateo (Aztec, Page 3)
Dearg-Due (Irish, Page 3)
Pskegdemus (Page 6)
Vetala (India, Page 1)

Vermin
Myrmekes (Greek, Page 6)

Templates
Adopted (Inuit, Page 5)
Ba (Chinese, Page 7)
The Baykok (Ojibway, Page 1)
Bebarlang (Filipino, Page 3)
Brahmaparusha (India, Page 1)
Chindi (Navajo, Page 6)
Dhampir (Romani, Page 4)
Doppelsauger (German, Page 3)
Edimmu (Sumerian, Page 3)
Ekimmu (Sumerian, Page 4)
Enlightened Rakshasa (India, Page 2)
Gayal (India, Page 1)
Ghost King (Page 6)
The Ghost Wrestler (Native American, Page 1)
Gui (Chinese, Page 6)
Jian (Chinese, Page 7)
Jiangshi (Chinese, Page 6)
Jing (Chinese, Page 6)
Kiwakhw (Maliseet-Passamaquoddy, Page 5)
Loup Garou (French, Page 5)
Orang Minyak (Malay, Page 3)
Serpentoid (Native American?, Page 1)
Tei-Pai-Wankas (Algonquian, Page 6)
Terracotta Servant (Chinese, Page 6)
Tiger Spirit of the Sundarbans (India, Page 2)
Tympanios (Greek, Page 1)
Witch (Ewe, Page 2)
Zhi Ren (Chinese, Page 6)

Prestige Classes
Inugaruligasugjuit (Inuit, Page 5)


« Last Edit: February 05, 2023, 09:25:53 PM by bhu »

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Re: Biblical Weirdness
« Reply #1 on: November 11, 2011, 04:03:10 AM »
From Inuit myth

The Worm Men
Medium Aberration (Shapechanger, Cold)
Hit Dice: 10d8+20 (65 hp)
Initiative: +1
Speed: 20 ft. (4 squares)
Armor Class: 16 (+1 Dex, +5 Natural), touch 11, flat-footed 15
Base Attack/Grapple: +7/+7
Attack: Bite +7 melee (1d6)
Full Attack: Bite +7 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells
Special Qualities: Alternate Form (Man), Immunities, Blindsight 50', Tremor Sense 120', Quick Healing
Saves: Fort +5, Ref +4, Will +9
Abilities: Str 10, Dex 12, Con 14, Int 14, Wis 14, Cha 24
Skills: Concentration +10, Hide +6, Intimdate +12, Knowledge (Arcana, Nature) +7, Listen +6, Move Silently +6, Spellcraft +10, Survival +7
Feats: Combat Casting, Fearsome Necromancy, Greater Spell Focus (Necromancy), Spell Focus (Necromancy)
Environment: Any Cold
Organization: Solitary, Pair, group (3-6)
Challenge Rating: 11
Treasure: Standard
Alignment: Chaotic Evil
Advancement: 11+ Hit Dice (Medium)
Level Adjustment: --


"Large intelligent worms with the ability to take on the form of a man. Found throughout the Far North they use their vast supernatural powers to destroy Inuit villages by poisoning wells, murdering livestock, and killing crops."

So says the only book source i can find on them. Hopefully i can find more or I'll have to wing it.

Spells: Worm Men can cast spells as a Sorcerer whose level is equal to their Hit Dice. Certain Divine spells may be cast by them as an Arcane Spell of the same level. These spells are:

1st: Bane, Curse Water, Deathwatch, Detect Animals and Plants, Detect Snares and Pits, Doom, Inflict Light Wounds
2nd: Curse of Ill Fortune, Death Knell, Diminish Plants, Inflict Moderate Wounds,
3rd: Inflict Serious Wounds
4th: Inflict Critical Wounds, Poison
5th: mass Curse of Ill Fortune, Mass Inflict Light Wounds
6th: Harm Mass Inflict Moderate Wounds
7th: Mass Inflict Serious Wounds
8th: Mass Inflict Critical Wounds

Immunities: Worm Men are immune to Cold, Poison, sleep effects, paralysis, and stunning.

Alternate Form (Su): Worm Men can transform into the shape of a human of any gender (the worm men themselves are both genders) at will. The transformation is a move equivalent action. It's stats and abilities are effectively unchanged (it cant use it's bite), but in human form it can now wear armor and use weapons if it knows how.

Quick Healing (Ex): Worm Men that are resting heal 1 hit point per hour.

Combat: Worm Men rarely fight. They sneak into villages in the dead of night and wreak havoc with their spells, or pretend to be men via their Alternate Form ability and claim to be lost so they can infiltrate and sow disorder.

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Re: Biblical Weirdness
« Reply #2 on: November 11, 2011, 04:03:36 AM »
http://www.billcasselman.com/casselmans_canadian_words/ccw_two.htm

http://www.maisonsaint-gabriel.qc.ca/en/b/page_b_5a_c11_04.html

Gougou
Gargantuan Giant (Aquatic)
Hit Dice: 25d8+375 (487 hp)
Initiative: +0
Speed: 50 ft. (10 squares), Swim 50 ft.
Armor Class: 26 (-4 Size, +20), touch 6, flat-footed 26
Base Attack/Grapple: +18/+50
Attack: Slam +34 melee (1d8+20) or Rock +18 Ranged (4d6+10)
Full Attack: 2 Slams +34 melee (1d8+20) and 1 Bite +29 melee (2d6+10) or 1 Rock +18 Ranged (4d6+10)
Space/Reach: 20 ft./20 ft.
Special Attacks: Improved Grab, Rock Throwing
Special Qualities: Amphibious, Low Light Vision, Damage Reduction 5/-, Rock Catching
Saves: Fort +29, Ref +8, Will +12
Abilities: Str 50, Dex 10, Con 40, Int 14, Wis 18, Cha 24
Skills: Climb +35, Hide +10, Knowledge (Local, Nature) +17, Listen +19, Spot +19, Swim +43
Feats: Power Attack, Cleave, Great Cleave, Awesome Blow, Large and In Charge, Area Attack, Crush, Multigrab, Greater Multigrab
Environment:  Cold Aquatic
Organization: Unique
Challenge Rating: 14??
Treasure: None
Alignment: Chaotic Evil
Advancement: 26+ HD (Gargantuan)
Level Adjustment: ---

"No one visits that island.  Not even for revenge on what lives there.  No one here will take you across.  Swim if you like.  You'll drown either way..."

According to the Micmac Indians, Gougou is a cannibal Giantess that dwells in a secret cave in the Isle of Miscou in the Gulf of St. Lawrence.  She has been described as a beautiful woman, a mermaid; or a hideous scaled giantess with yellow eyes, pointed ears, fangs, seaweed for hair, and 2 great fins on her shoulders.  She either carries a basket or has a belly pouch that she puts victims in before submerging to drown them.

Improved Grab (Ex): If Gougou successfully hits with her Slam attack she can immediately attempt a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If successful she will attempt to Pin her victim underwater, drowning it.

Rock Throwing/Catching (Ex):  See page 119 of the Monster Manual.

Skills: Gougou has a +8 Racial Bonus to Swim Checks, and may always Take 10 on a Swim check even if threatened or endangered.  Gougou has a +4 Racial Bonus on Hide checks in the water, and when submerged with only her hair and eyes showing she has a +10 Cover Bonus to Hide checks.

Combat: Gougou is pretty straightforward.  She rushes up, tries to grab, and then pulls victims under to drown them.

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Re: Biblical Weirdness
« Reply #3 on: November 11, 2011, 04:04:11 AM »
From Native American Myth

The Cannibal Baby
Tiny Aberration
Hit Dice: 10d8+20 (65 hp)
Initiative: +0
Speed: 10 ft. (2 squares)
Armor Class: 16 (+2 Size, +4 Natural), touch 12, flat-footed 16
Base Attack/Grapple: +7/+9
Attack: Grab +9 melee (Grapple)
Full Attack: Grab +9 melee (Grapple)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Inhale Flesh, Charm
Special Qualities: Immune to Cold, Dark Vision 60'
Saves: Fort +7, Ref +3, Will +9
Abilities: Str 15, Dex 10, Con 15, Int 8, Wis 15, Cha 15
Skills: Bluff +12, Climb +4, Hide +8, Listen +6, Move Silently +3, Spot +6, Survival +4
Feats: Ability Focus (Charm), Alertness, Great Fortitude, Track
Environment: Temperate or Cold Forest or Plains
Organization: Unique
Challenge Rating: 4??
Treasure: None
Alignment: Chaotic Evil
Advancement: 11+ HD (Tiny)
Level Adjustment: ---


"Do you hear a baby crying?"

This Native American creature is most often mentioned in the Dakotas, Nebraska, and Montana. It lives in caves, and comes out to hunt, pretending to be a human baby.  In actuality it is some sort of demon or spirit that inhales the flesh off the bones of anyone unfortunate enough to pick it up.

Skills: Cannibal Babies have a +8 Racial Bonus to Bluff checks. They also do not take Size Penalties for Grapple checks.

Inhale Flesh (Su): When picked up the Cannibal Baby will coo and attempt to suckle a finger. If it is offered a finger or can Grapple it then begins to inhale the victims flesh off his body rapidly killing him. The Cannibal Baby does 1d6 Constitution Drain per turn with a successful Grapple check.

Charm (Su): Any being hearing the Cannibal Babies cries must make a DC 19 Willpower Save or take pity on it. The effect is similar to Charm Person, but lasts until the Cannibal Baby attacks. This is a sonic mind-affecting effect. Save DC is Charisma based.

Combat: The Cannibal Baby crawls outside on cold nights and wails just like a human child.  When someone picks it up, it grabs hold of them, and begins sucking the flesh from their bones. 

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Re: Biblical Weirdness
« Reply #4 on: November 11, 2011, 04:04:40 AM »
From Native American Myth

The Beaver Women
Medium Fey (aquatic)
Hit Dice: 6d6+6 (27 hp)
Initiative: +8
Speed: 30 ft. (6 squares), Swim 30 ft.
Armor Class: 18 (+4 Dex, +4 Deflection), touch 18, flat-footed 14
Base Attack/Grapple: +3/+7
Attack: Grapple +7 melee touch (Grapple) or by Weapon +7
Full Attack: Grapple +7 melee touch (Grapple) or by Weapon +7
Space/Reach: 5 ft./5 ft.
Special Attacks: Seduce, Drain Wits, Swift Grappler
Special Qualities: Low Light Vision, Wild Empathy, Unearthly Grace, Amphibious
Saves: Fort +7, Ref +13, Will +11
Abilities: Str 12, Dex 19, Con 12, Int 14, Wis 15, Cha 19
Skills: Bluff +12, Handle Animal +12, Heal +10, Hide +12, Knowledge (Nature) +10, Listen +10, Move Silently +12, Spot +10, Survival +10, Swim +9
Feats: Ability Focus (Seduce), Improved Initiative, Weapon Finesse
Environment: Any aquatic
Organization: Solitary, Pair, or Group (3-6)
Challenge Rating: 4??
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: By character class
Level Adjustment: ----

"Beware any women you find in the water here, especially if you cant see her back..."

The Beaver Women are beautiful murderous water nymphs from Blackfoot myth. They will not leave the water and go naked, using their long hair to conceal themselves. Some of them cover themselves in red paint. They will not leave the water because their back and lower extremities are covered in beaver fur. They are adept at bewitching men into the water, and will do so at every opportunity. The fate of these men is unknown, but it is assumed they are either drowned or held captive. Beaver Women despise human women, and will attack them at every opportunity. They will never harm children, and even protect them if possible. Some are a little too fond of children, kidnapping them. The kidnapped girls grow up to become Beaver Women themselves, the fate of the boys is unknown.

Seduce (Su): The Beaver Women may cast Charm Monster on male opponents at Will as a Supernatural ability.

Drain Wits (Su): Gaze Attack, 1d3 temporary Wisdom Damage, 30 ft., DC 17 Wisdom Save to Negate. Save DC is Charisma based. only works on male opponents.

Swift Grappler (Ex): The Beaver Women may use their Dex or Str modifier for Grapple checks, whichever is better. beaver Women may make Grapple checks without provoking an attack of opportunity.

Unearthly Grace (Su): The Beaver Women ad their Charisma modifier as a Defelection Bonus to their AC, and as a Bonus on all her Saving Throws.

Wild Empathy (Ex): This works like the Druids class ability except the Beaver Woman has a +6 Racial modifier.

Skills: Beaver Women get a +8 Racial Bonus on Swim checks, and may always Take 10 on a Swim check even if threatened or endangered. They may take the Run Action while swimming in a straight line.

Combat: Against males the Beaver Women will immediately try to Charm them after a few rounds of their Gaze attack doing it's work. They will then use magic to give the male the ability to live underwater (if its available to them), or simply grapple him and attempt to pin him underwater. Against women they will try to use their charmed minions to effect her murder, or simply attack her with whatever weapons they have available (Beaver Women are proficient with all Simple weapons). Many Beaver Women are either Shamans or Druids.

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Re: Biblical Weirdness
« Reply #5 on: November 11, 2011, 04:05:06 AM »
From Native American Myth


The Serpent Woman
Colossal Monstrous Humanoid (Aquatic)
Hit Dice: 40d8+760 (940 hp)
Initiative: +5
Speed: 40 ft. (8 squares), Swim 100'
Armor Class: 30 (-8 Size, +1 Dex, +27 Natural), touch 3, flat-footed 29
Base Attack/Grapple: +40/+81
Attack: Claw +57 melee (2d6+25)
Full Attack: 2 Claws +57 melee (2d6+25) and 1 Bite +52 melee (1d10+13)
Space/Reach: 30 ft./20 ft.
Special Attacks: Serpent Curse, Mesmerizing Appearance, Mesmerizing Presence, Mesmerizing Gaze, Improved Grab, Constrict (4d6+50)
Special Qualities: Low Light Vision, Dark Vision 60', Amphibious, Telepathy (1 mile, Serpentoids only), Scent, Immunities, Damage Reduction 10/Epic, Spell Resistance 40
Saves: Fort +32, Ref +29, Will +35
Abilities: Str 60, Dex 12, Con 48, Int 20, Wis 24, Cha 35
Skills: Balance +9, Bluff +30, Climb +45, Concentration +27, Heal +25, Hide +9, Intmidate +32, Knowledge (Arcana, History, Local, Nature) +25, Listen +32, Move Silently +21, Search +25, Sense Motive +27, Spot +31, Survival +25, Swim +28, Use Magic Device +23
Feats: Ability Focus (Mesmerizing Appearance, Mesmerizing Presence, Mesmerizing Gaze), Blind-Fight, Epic Reflexes, Epic Will, Greater Multigrab, Improved Initiative, Improved Scent, Iron Will, Lightning Reflexes, Multigrab, Narrowed Gaze, Pervasive Gaze, Uncanny Scent
Environment: Cold or temperate aquatic
Organization: Unique, plus 10-30 humanoid males with the Serpentoid Template
Challenge Rating: 26
Treasure: Double Standard
Alignment: Chaotic Neutral
Advancement: 41+ HD (Collosal)
Level Adjustment: ----

"If your wife disappeared near the lakes, you will not be seeing her again.  For the sake of everyone it is best you forget about her as best you can.  Don't go to the Lakes, or you may find yourself with a new wife not of your choosing..."

The Serpent Woman is a 100' long monster living in the Great Lakes. She appears to be a beautiful woman from the waist up, and a monstrous serpent from the waist down. Her haunting beauty is marred slightly by the fangs protruding from her lips, clawed hands, and the scales covering her skin. Long ago her one true love (a human man) was murderd by the tribal shamans for consorting with her (apparently monster/human love is forbidden), and she has hated humanity ever since. Using her movements, voice, and gaze she mesmerizes humans who come near the lakes taking them as lovers. After a few days in her company they start to become snake men, leaving their tribe behind forever.

Serpent Curse (Su): Any humanoid spending time with the Serpent Woman (i.e. in close proximity) for several days begins to turn into a serpent man. Effectively every day the humanoid spends within 60' of her (which is likely because she probably wont let go of him) must make a DC 42 Fortitude Save or he gains the Serpentoid Template permanently. It may not be removed once gained except by a Wish or Miracle spell. Since the Serpent Woman usually kills women it is unknown if it affects them. She is in constant telepathic contact with all victims of her curse, and only loses touch with them if they are over 1 mile away from her. Unlike many monsters the Serpent Woman actually cares for her victims providing thm with food, shelter, and affection. Killing one means her undying wrath, and anyone doing so will have to kill her as well or be pursued for the remainder of their days.

Mesmerizing Appearance (Su): Anyone able to see the Serpent Woman must make a DC 44 Willpower Save (Save DC is Charisma based), or be unable to attack her. They will instead merely stand there Fascinated until either she is out of sight, or notices them. If they succeed they are immune to this ability for 24 hours.

Mesmerizing Presence (Su): Once the Serpent Woman is aware of her Fascinated prey she will begin to talk to it. Anyone hearing the Serpent Woman's voice must make a DC 44 Willpower Save (Save DC is Willpower based) or be affected as if by a Charm Monster spell.

Mesmerizing Gaze (Su): Dominate Monster, 120', Willpower Save DC 44 negates. Mesmerizing Gaze only works on opponents that have been Charmed by her already.

Improved Grab (Ex): If the Serpent Woman successfully hits with her claw attack she may immediately make a Grapple check as a Free Action without provoking an attack of opportunity. If successful she may Constrict the next round.

Constrict (Ex): The Serpent woman may do 4d6+50 damage with a successful Grapple check.

Immunities (Ex): The Serpent Woman is immune to Sleep effects, poison, paralysis, disease, and fear/morale effects.

Skills: The Serpent Woman has a +4 Racial Bonus on Hide, Listen, and Spot checks. She also has a +8 Racial Bonus on Balance, Climb, and Swim checks. She can always take 10 on a Climb check even if rushed or threatened, and may always take 10 on a Swim check even if distracted or endangered.

Combat: The Serpent Woman usually isn't required to be in combat. Opponents usually end up Fascinated or Charmed, and end up her servants/lovers if men. Females however she will generally approach, and not break her Charm/Domination until grappling the female victim. At which point she will grapple her, pull her underwater, and then drown her while constricting at the same time. And she usually has several servants to help as well.

SERPENTOID

Serpentoid is an Acquired Template that can be added to any humanoid.

Size and Type: Type becomes Monstrous Humanoid with the Reptilian and Aquatic subtypes. Size is unchanged.

Hit Dice: Unchanged.

Speed: If the Base Creature doesn't have a Swim or Climb speed, it gains them equal to it's Land Speed

Armor Class: Natural Armor Bonus increases by +2.

Attacks: If the Base Creature doesn't already have a Primary Bite and Secondary Claw attack it gains them. Damage depends on Size. Bite is 1d4 for Small, 1d6 for Medium, and 1d8 for Large. Claws are 1d3 for Small, 1d4 for Medium, and 1d6 for Large. When performing a Full Attack they get 1 Bite and 2 Claws.

Damage: Unchanged

Special Attacks: Keeps all Special Attacks of the Base reature and gains the following:

Improved Grab (Ex): If the Serpentoid hits with it's Bite attack it may immediately make a Grapple check as a Free Action without provoking an attack of opportunity. If successful it may Constrict the next round.

Constrict (Ex): A Serpentoid does double it's Bite damage plus one and a half times it's Strength modifier with a successful Grapple check.

Special Qualities: Keeps all Special Qualities of the Base Creature and gains the following:

True Love (Ex): Anything acquiring the Serpentoid Template is the willing and complete slave of the Serpent Woman. They will not disobey any of her orders and will gladly die for her. The only way to change this is to remove the Serpentoid Template, which can be done by Miracle or Wish. If removed from the Serpent Woman the Serpentoid will attempt to get back to her side at all costs, and take his own life if it becomes obvious he cannot. Should she be killed he will do his best to murder those resposnible, and take his own life after they are gone. Even victims who have been cured sometimes willingly return to her, saying that life with her was better than it was with their tribe (especially considering the prejudices they sometimes face upon return).

Amphibious (Ex): Serpentoids can breathe in water and air equally well.

Scent (Ex)

Saves: Recalculate any Saves you get from Racial Hit Dice since your type has changed.

Abilities: +6 Str, +6 Dex, +2 Con, +2 Wis, -2 Int, -6 Cha

Skills: Serpentoids have a +4 Racial Bonus on Hide, Listen, and Spot checks. They also have a +8 Racial Bonus on Balance, Climb, and Swim checks. They can always take 10 on a Climb check even if rushed or threatened, and may always take 10 on a Swim check even if distracted or endangered. Serpentoids may use their Str or Dex modifier for Climb checks, whichever is better.

Feats: Unchanged.

Environment: Cold or Temperate Aquatic

Organization: Single, Pair, Group (3-6), or Mob (12-20)

Challenge Rating: +1?

Treasure: Unchanged

Alignment: Becomes the same as the Serpent Woman's (currently CN).

Advancement: Unchanged

Level Adjustment: +2

Example of creature using template here:

Walking Snake (Human Fighter 5)
Medium Monstrous Humanoid (Reptilian, Aquatic)
Hit Dice: 5d10+20 (47 hp)
Initiative: +7
Speed: 30 ft. (8 squares), Swim 30', Climb 30'
Armor Class: 15 (+3 Dex, +2 Natural), touch 13, flat-footed 12
Base Attack/Grapple: +5/+10
Attack: Claw +10 melee (1d3+5) or by weapon +10
Full Attack: 2 Claws +10 melee (1d4+5) and 1 Bite +5 melee (1d6+2) or by weapon +10
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved Grab, Constrict (2d6+7)
Special Qualities: Dark Vision 60', Amphibious, Scent
Saves: Fort +7, Ref +4, Will +3
Abilities: Str 21, Dex 16, Con 16, Int 6, Wis 14, Cha 8
Skills: Balance +11, Climb +15, Hide +7, Intimidate +1, Jump +7, Listen +6, Spot +6, Swim +15
Feats: Power Attack, Cleave, Great Cleave, Improved Toughness, Improved Initiative
Challenge Rating: 6
Treasure: Standard
Alignment: Chaotic Neutral
Advancement: By characrer class
Level Adjustment: +2

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Re: Biblical Weirdness
« Reply #6 on: November 11, 2011, 04:05:29 AM »
http://www.endicott-studio.com/rdrm/rrwoman.html

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

http://www.ghouli.com/GHOSTSTORY/DeerWoman.htm

http://www.timeoutofmind.com/bryce/_DeerWomanMoon.cfm



The Deer Woman
                      Medium Fey (Native)
Hit Dice:          10d6+60 (95 hp)   
Initiative:           +7
Speed:                 50 ft. (10 squares)
Armor Class:          29 (+7 Dex, +5 Natural, +7 Deflection Bonus), touch 24, flat-footed 22
Base Attack/Grapple:  +5/+9
Attack:               Slam +12 melee (1d6+4)
Full Attack:          2 Slams +12 melee (1d6+4)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Trample (2d6+8)
Special Qualities:    Unearthly Grace, Hypnotic Eyes. Alternate Form, Woodland Stride, Trackless Step
Saves:                Fort +18, Ref +22, Will +22
Abilities:            Str 18, Dex 24, Con 22, Int 18, Wis 24, Cha 24
Skills:               Bluff +15, Concentration +10, Diplomacy +15, Hide +10, Intimidate +15, Jump +15, Knowledge (Arcana, Geography, Local, Nature, Religion) +11, Listen +15, Move Silently +10, Perform (Dance) +15, Sense Motive +15, Spot +15, Survival +15, Swim +11
Feats:                Weapon Finesse, Ability Focus (Hypnotic Eyes), Great Fortitude, Power Attack
Environment:          Any (prefers Forests)
Organization:         Unique
Challenge Rating:     8??
Treasure:             Standard
Alignment:            Chaotic Neutral
Advancement:          11+ HD (Medium)
Level Adjustment:     ----

"Who is that woman outside the circle?"

The Deer woman is a destructive apparition from Native American Myth.

Alternate Form (Su): At will Deer Woman can appear to ba a deer. This is a mostly cosmetic change, and does not alter her stats in any significant way.

Trackless Step (Ex): Identical to the Druid ability listed on page 36 of the Players Handbook.

Woodland Stride (Ex): Identical to the Druid ability on page 36 of the Players Handbook.

Unearthly Grace (Su): The Deer Woman adds her Charisma Bonus as a Deflection Bonus to her Armor Class and as a bonus to all her saving throws.

Trample (Ex): DC 19 Reflex Save for half damage, save DC is Strength based.

Hypnotic Gaze (Su): Hypnosis, 60', DC 24 Willpower Save to negate.  Save DC is Charisma Based.  Anyone meeting the Deer Woman's gaze must save or be enthralled (and subsequently not notice she has a deers legs).  Upon choosing a suitable male, he must make another Willpower Save (same DC) or follow her alone into the woods.

Combat: The Deer Woman usually snags a male with her Hypnotic Gaze and leads him far away from his tribe before brutally beating him to death with her hooves.

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Re: Biblical Weirdness
« Reply #7 on: November 11, 2011, 04:05:56 AM »
http://library.thinkquest.org/26264/inhabitants/creatures/site007.htm

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

http://www.theoi.com/Phasma/Empousai.html

http://www.eaudrey.com/myth/lamia.htm

                       Empusa
                      Medium Outsider (Chaotic, Evil, Extraplanar)
Hit Dice:              10d8+50 (95 hp)
Initiative:            +5
Speed:                 40 ft. (8 squares)
Armor Class:           23 (+5 Dex, +8 Natural), touch 15, flat-footed 18
Base Attack/Grapple:   +10/+15
Attack:                Slam +15 melee (1d6+5)
Full Attack:           2 Slams +15 melee (1d6+5)
Space/Reach:           5 ft./5 ft.
Special Attacks:       Blood Drain, Terrify
Special Qualities:     Alternate Form, Weakness. Planewalker
Saves:                 Fort +12, Ref +12, Will +13
Abilities:             Str 21, Dex 21, Con 21, Int 14, Wis 18, Cha 20
Skills:                Bluff +17, Hide +17, Intimidate +17, Knowledge (Arcana,
                       Religion, The Planes) +13, Listen +14, Move Silently +17,
                       Sense Motive +14, Spot +14
Feats:                 Ability Focus (Terrify), Iron Will, Persuasive, Stealthy
Environment:           Any
Organization:          Solitary (Possibly in groups if encountered with Hecate)
Challenge Rating:      7 or 8??
Treasure:              Standard
Alignment:             Chaotic Evil
Advancement:           By Character Class
Level Adjustment:     ----

"Hello young man.  Would you care to walk me home? It's just over that hill..."

The Empusa are the daughters of Hecate.  They appear as hideous women with flaming hair, one leg made of brass, and the other leg that of a donkey.  The Empusa are sent to scare travellers to death.  If hungry they also sometimes become beautiful women to lure travelers to them in an effort to feed  on them.

Blood Drain (Ex): If an Empusa succeeds in a successful Grapple check and manages to pin its victim it drains 1d4 Constitution each round the Pin is maintained.  The Empusa gains 5 temporary hit points with each successful attack.

Terrify (Sp): Once per night the Empusa may attempt to use this ability which works like the Phantasmal Killer spell (Caster Level 10th, Fortitude Save DC 21).

Alternate Form (Su): At will the Empusa may appear to be either a beautiful young human woman, or a cow.  This appearance is purely cosmetic and does not alter their abilities in any way.

Weakness: If an Empusa is insulted directly to her face she must make a Willpower Save DC 38 or flee to her home plane for the next 24 hours.

Planeswalker (Su): The Empusa may freely cross between her home plane and the mortal realm at will.  If she was forced to flee due to being insulted she cannot use this ability for 24 hours.

Combat: Empusa tend to try to lure victims off alone, or ambush those traveling by themselves or only in small groups.  Then they open with their Terrify ability, and run down whoever isn't affected and pins them down to drink their blood.

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Re: Biblical Weirdness
« Reply #8 on: November 11, 2011, 04:06:24 AM »
to be revised

« Last Edit: February 05, 2023, 09:25:26 PM by bhu »

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Re: Biblical Weirdness
« Reply #9 on: November 11, 2011, 04:06:51 AM »
Ahkiyyinni
Medium Undead
Hit Dice: 10d12 (65 hp)
Initiative: +6
Speed: 30 ft. (6 squares), Swim 30 ft.
Armor Class: 18 (+2 Dex, +6 Natural), touch 12, flat-footed 14
Base Attack/Grapple: +5/+12
Attack: Claw +12 melee (1d6+7)
Full Attack: 2 Claws +12 melee (1d6+7)
Space/Reach: 5 ft./5 ft.
Special Attacks: Dance
Special Qualities: Dark Vision 60', undead traits, Tied to water, Immune to Turning
Saves: Fort +3, Ref +5, Will +10
Abilities: Str 24, Dex 15, Con -, Int 13, Wis 16, Cha 18
Skills: Balance +7, Climb +10, Concentration +10, Hide +10, Knowledge (Local, Nature) +9, Listen +10, Move Silently +10, Perform (Dance) +12, Spot +10, Swim +7
Feats: Ability Focus (Dance), Improved Initiative, Skill Focus (Perform), Daunting Presence
Environment: Any Cold
Organization: Unique
Challenge Rating: 8
Treasure: Standard
Alignment: Chaotic Evil
Advancement: 11+HD
Level Adjustment: --

"Avoid the rivers.  HE travels by the rivers.  Along all the waters.  Only far from water on land are you safe from him, for once he has decided to take you he will look for you forever."

Ahkiyyinni was once an athletic and handsome Inuit hunter whose one true love was dancing.  He died young, and was interred in a hill overlooking a nearby river.  Many years after his death a group of young hunters were sailing by in a boat making jokes about how he couldnt dance now that he was in his grave.  After several cruel remarks Ahkiyyinni clawed his way from his grave and ripped off his own shoulder blade to use as a drum while he danced.  Ahkiyyinni's footsteps made the earth tremble, and his drumbeats caused the river to rise, eventually toppling the boat and drowning the hunters.  Ahkiyyinni then went to explore the world but learned he was bound to the water, and could not venture far from it.  He went mad, and vowed to slay any who crossed his path.

Dance (Su): As a Full Round action Ahkiyyinni can dance.  This will cause localized earth tremors and the level or nearby rivers will rise as long as he dances.  Effects are identical to the Earthquake spell for any opponents on land.  On water they are different.  Any lake or river within 200' of Ahkiyyinni will rise each turn he dances.  Eventully this will cause serious flooding.  Anyone in a boat on this body of water must make a DC 21 Reflex Save (Save is Charisma based) when the river rises or fall into the water.  The rivers edge will progress 5' outwards each round he dances.  The first round it will effectively be shallow bog.  The second round, it will be deep bog, and the next new 5' will be shallow bog.  After that it will be deep water.  Once Ahkiyyinni stops dancing, he may return the river to normal as a Free Action.  If he does not the excess flood water drains slowly away.

Tied to Water (Su): So long as he is within 150' of a river or lake Ahkiyyinni cannot be permanently killed.  If he ventures more than 150' from a body of water he will lose 1 hit point per round.  If he goes to 0 hp, he is dead.  However if he is within 150' of a river or lake he simply disappears when destroyed, and reappears within 24 hours in a random spot along the river.  While standing in the river or lake he effectively has Fast Healing 10, but cannot dance.

Combat: Ahkiyyinni will begin dancing as soon as possible, especially if opponents are on or in the river or lake he's nearby.  If he can't drown them in the river he'll approach physically, but it's rare that he does so.

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Re: Biblical Weirdness
« Reply #10 on: November 11, 2011, 04:07:15 AM »
THE GHOST WRESTLER

The Ghost Wrestler is a phantom appearing to lone braves on the prairies or woods at night. He offers to wrestle them in a match. If they lose, he kills them. If they win he will grant their fondest desire. He is a Fighter whose level is the same as his opponent.  If they try to cheat or summon help he will attack in his full power (20 HD) and kill everyone in sight. The opponent and he must wrestle without weapons or armor or outside help. Whoever can pin the other for 3 consecutive rounds wins. If they are interrupted by the rising of the sun the Ghost Wrestler will vanish, and reappear when his opponent is alone. 

The Ghost Wrestler is a Template that can be applied to a Human Fighter of any level with the Improved Grapple Feat.

Size and Type: Size is unchanged, Type becomes Undead with the Incorporeal Subtype.

Hit Dice: All current and future Hit Dice become d12's.

Speed: Unchanged.

Armor Class: The Base Creature gains a Natural Armor Class Bonus equal to it's opponents AC -10.

Attacks: Unchanged.

Damage: Unchanged.

Special Attacks: Retains all Special Attacks of the Base Creature and gains the following:

Corporeal Manifestation (Su):  The Ghost Wrestler can emerge from the Ethereal Plane at will. It manifests as a physical being temporarily losing it's Incorporeal Subtype. If destroyed it returns to the Ethereal Plane until 24 hours have passed.


Special Qualities: Retains all Special Qualities of the Base Creature and gains the following:

Balanced Opponent (Su): The Ghost Wrestler always tries to be a fair opponent. He will always appear to be the same CR as his opponent (meaning after you add this template to a human fighter as the Base Creature he should be the same CR as his opponent is). If his opponent cheats somehow, or the match is interfered with, he will Manifest at 20 Hit Dice and kill everyone.

Grant Desires (Su): When the ghost wrestler is defeated in combat, he will grant his oppenent his heart's desire before disappearing. Treat this as a limited wish spell, CL 13.

Track Opponent (Su): The Ghost Wrestler always knows the location of an opponent if their match was interrupted and unfinished, and of anyone who made such an interruption. He may teleport to this location as a Standard Action.

Dawn Flight (Su): The Ghost Wrestler will disappear when the sun begins to rise, and reappear in that spot the next night when the sun falls.

Turn Immunity (Ex): The Ghost Wrestler cannot be Turned.

Rejuvenation (Su): This is the same as the regular Ghosts ability listed on page 118 of the Monster Manual.  The method of permanently ending the Ghost Wrestler is unkown.  But he will only visit a person once.

Unnatural Aura (Su): Animals will not come within 30' of the Ghost Wrestler, and Panic if forced to do so (they remain Panicked so long as the Ghost Wrestler is within Range).

Lifesense (Su): The Ghost Wrestler may automatically sense Living creatures within 100' as though he had Blindsight. he also automatically knows the strength of their life force as if he had cast Deathwatch.

Saves: Recalculate due to improved stats.

Abilities: +2 Str, +2 Dex, +2 Cha.  The Ghost Wrestler has no Constitution Score.

Skills: Unchanged.

Feats: Unchanged.

Environment: Warm Plains

Organization: Unique.  The Ghost Wrestler tailors his power to his opponents, and although this is a Template encounters with the Ghost Wrestler are always the same being.

Challenge Rating: +1

Treasure: None

Alignment: Always Neutral

Advancement: By Character Class

Level Adjustment: ---

Example of creature using template here:

                      Ghost Wrestler
                      3rd Level Fighter
                      Medium Undead (Incorporeal
Hit Dice:             3d12 (19 hp)
Initiative:           +3
Speed:                30 ft. (6 squares)
Armor Class:          Varies (see below)
Base Attack/Grapple:  +3/+10
Attack:               Grapple +10 melee (Grapple) or Unarmed Strike +6 melee (1d4+3)
Full Attack:          Grapple +10 melee (Grapple) or Unarmed Strike +6 melee (1d4+3)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Corporeal manifestation
Special Qualities:    Balanced Opponent, Grant Desires, Track Opponent, Dawn Flight Turn Immunity, Rejuvenation, Unnatural Aura, Lifesense
Saves:                Fort +3, Ref +4, Will +2
Abilities:            Str 17, Dex 16, Con -, Int 10, Wis 12, Cha 15
Skills:               Bluff +3, Escape Artist +4, Intimidate +4, Knowledge: History +1, Listen +2, Spot +2
Feats:                Combat Reflexes, Earth's Embrace, Impoved Unarmed Strike, Improved Grapple, Superior Unarmed Strike
Environment:          Warm Plains
Organization:         Unique
Challenge Rating:     4
Treasure:             None
Alignment:            Always Neutral
Advancement:          By Character Class
Level Adjustment:     ---



Ghost Wrestler
                      20th Level Fighter
                      Medium Undead (Incorporeal
Hit Dice:             20d12+20 (150 hp)
Initiative:           +8
Speed:                30 ft. (6 squares)
Armor Class:          Varies (see below)
Base Attack/Grapple:  +20/+28
Attack:               Grapple +28 melee (Grapple) or Unarmed Strike +24 melee (2d6+4)
Full Attack:          Grapple +28 melee (Grapple) or Unarmed Strike +24/+19/+14/+9 melee (2d6+4)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Corporeal manifestation
Special Qualities:    Balanced Opponent, Grant Desires, Track Opponent, Dawn Flight Turn Immunity, Rejuvenation, Unnatural Aura, Lifesense
Saves:                Fort +12, Ref +19, Will +8
Abilities:            Str 18, Dex 18, Con -, Int 10, Wis 14, Cha 15
Skills:               Bluff +4, Escape Artist +8, Intimidate +12, Knowledge: History +4, Listen +6, Spot +6
Feats:                Combat Expertise, Combat Reflexes, Defensive Throw, Dodge, Earth's Embrace, Fists of Iron, Improved Initiative, Improved Toughness, Impoved Unarmed Strike, Improved Grapple, Improved Trip, Stunning Fist, Superior Unarmed Strike
Environment:          Warm Plains
Organization:         Unique
Challenge Rating:     21
Treasure:             None
Alignment:            Always Neutral
Advancement:          By Character Class
Level Adjustment:     ---


Corporeal Manifestation (Su):  The Ghost Wrestler can emerge from the Ethereal Plane at will. It manifests as a physical being temporarily losing it's Incorporeal Subtype. If destroyed it returns to the Ethereal Plane until 24 hours have passed.

Balanced Opponent (Su): The Ghost Wrestler always tries to be a fair opponent. He will always appear to be the same CR as his opponent (meaning after you add this template to a human fighter as the Base Creature he should be the same CR as his opponent is). If his opponent cheats somehow, or the match is interfered with, he will Manifest at 20 Hit Dice and kill everyone. The Ghost Wrestler gains a Natural Armor Bonus to his AC equal to his opponents Armor Class -10.

Grant Desires (Su): When the ghost wrestler is defeated in combat, he will grant his oppenent his heart's desire before disappearing. Treat this as a limited wish spell, CL 13.

Track Opponent (Su): The Ghost Wrestler always knows the location of an opponent if their match was interrupted and unfinished, and of anyone who made such an interruption. He may teleport to this location as a Standard Action.

Dawn Flight (Su): The Ghost Wrestler will disappear when the sun begins to rise, and reappear in that spot the next night when the sun falls.

Turn Immunity (Ex): The Ghost Wrestler cannot be Turned.

Rejuvenation (Su): This is the same as the regular Ghosts ability listed on page 118 of the Monster Manual.  The method of permanently ending the Ghost Wrestler is unkown.  But he will only visit a person once.

Unnatural Aura (Su): Animals will not come within 30' of the Ghost Wrestler, and Panic if forced to do so (they remain Panicked so long as the Ghost Wrestler is within Range).

Lifesense (Su): The Ghost Wrestler may automatically sense Living creatures within 100' as though he had Blindsight. he also automatically knows the strength of their life force as if he had cast Deathwatch.

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Re: Biblical Weirdness
« Reply #11 on: November 11, 2011, 04:10:52 AM »
from Inuit myth

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

http://www.americanmonsters.com/monsters/hyrbid/index.php?detail=article&idarticle=63

                      Adlet
                      Medium Monstrous Humanoid (Cold)
Hit Dice:             2d8+4 (13 hp)
Initiative:           +2
Speed:                50 ft. (10 squares)
Armor Class:          16 (+2 Dex, +4 Natural), touch 12, flat-footed 14
Base Attack/Grapple:  +2/+4
Attack:               Claw+4 melee (1d6+2)
Full Attack:          2 Claws +4 melee (1d6+2), and 1 Bite -1 melee (1d6+1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Howl
Special Qualities:    Dark Vision 60', Low Light Vision, Scent, Tough Digestion, Fear of Fire
Saves:                Fort +4, Ref +5, Will +4
Abilities:            Str 15, Dex 15, Con 15, Int 8, Wis 12, Cha 6
Skills:               Hide +3, Listen +2, Move Silently +3, Spot +2, Survival +2
Feats:                Great Fortitude, Track B
Environment:         Cold Mountains, Hills, Forests, and Plains
Organization:         Solitary, Pair, or Pack (7-16)
Challenge Rating:     2
Treasure:             Standard
Alignment:            Chaotic Evil
Advancement:          By Character Class
Level Adjustment:     +3

"Never let the fire die down at night.  Fire is the only thing that keeps the wolves at bay.  And some wolves walk on two legs."

The Adlet are red furred lupine humanoids standing 7' tall and weighing up to 300 ponds.  They have long tails, yellow eyes, and terrible fangs and claws.

Howl (Su): An Adlet can unleash a horrifying howl once every minute.  Any living creature within 30' that can hear you must make a Willpower Save (DC is 10 plus half hit dice plus Charisma modifier) or be froze in place (Paralyzed) for 1d3 rounds.

Tough Digestion (Ex): Adlet can eat any form of organic matter, and are immune to non magical poison and disease.

Fear of Fire (Ex): Adlet are deathly afraid of fire, and must make a DC 15 Willpower Save to approach an open flame.

Combat: Adlet generally howl, and then carry off or slaughter paralyzed opponents.  Other members of the pack charge opponents who didn't fall to their howl, and distract them long enough to carry off the 'meat'.

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Re: Biblical Weirdness
« Reply #12 on: November 11, 2011, 04:11:10 AM »
http://www.theoi.com/Thaumasios/TauroiAithiopikoi.html


                       Ethiopian Bull
                       Huge Magical Beast
Hit Dice:             11d10+55 (115 hp)
Initiative:           +0
Speed:                40 ft. (8 squares)
Armor Class:          24 (-2 Size, +16 Natural), touch 2, flat-footed 24
Base Attack/Grapple:  +11/+29
Attack[/B]:               Gore +19 melee (2d6+15/19-20)
Full Attack:          Gore +19 melee (2d6+15/19-20)
Space/Reach:          15 ft./10 ft.
Special Attacks:     Trample 2d8 +15
Special Qualities:    Damage Reduction 10/Magic, Dark Vision 60', Scent
Saves:                Fort +12, Ref +7, Will +3
Abilities:            Str 30, Dex 10, Con 20, Int 3, Wis 11, Cha 7
Skills:                Listen +7, Spot +7
Feats:                Cleave, Improved Initiative, Power Attack, Improved
                             Critical (Gore)
Environment:          Warm Forest, Hills, and Plains
Organization:         Solitary, Pair, or Herd (3-5)
Challenge Rating:     6???
Treasure:             Usually none
Alignment:            Usually neutral
Advancement:          12-22 HD (Huge)
Level Adjustment:     ----

"Holy crap Bert, that is the biggest cow evah ah has seen'"

"I'm tired of eatin' birds.  Let's catch 'im."

"With whut?  All we got are shortbows?"

Apparently they make some pretty nasty cattle in Ethiopia.

Trample (Ex): Reflex Save for half damage, DC=25.  DC is Strength based.

Combat: Pretty much like normal bulls, with the addition of being nearly immune to harm from non magical critters.

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Re: Biblical Weirdness
« Reply #13 on: November 11, 2011, 04:13:46 AM »
from Native American myth

Big Owl
Gargantuan Outsider (Shapeshifter), Divine Rank 0
Hit Dice: 25d8+225 (850 hp)
Initiative: +1
Speed: 120 ft. (24 squares)
Armor Class:  24(-4 Size, +1 Dex, +13 Natural, +4 Deflection), touch 11, flat-footed 23
Base Attack/Grapple: +25/+52
Attack: Slam +36 melee (1d8+15)
Full Attack: 2 Slams +36 melee (1d8+15)
Space/Reach[/B]: 20 ft./20 ft.
Special Attacks:  Glowing Eyes
Special Qualities: Low Light Vision, Scent, Dark Vision 120', Owl Form, Immunities, Damage Reduction 35/Epic, Fire Resistance 20, Spell Resistance 32, Immortality, Divine Rank 0, Fast Healer, Hard to Kill
Saves: Fort +23, Ref +15, Will +18
Abilities: Str 40, Dex 12, Con 28, Int 12, Wis 18, Cha 18
Skills: Climb +39, Intimidate +29, Jump +39, Knowledge (Local, Nature) +26, Listen +29, Search +26, Spot +29, Survival +29
Feats: Snatch, Improved Snatch, Multisnatch, Rend, Power Attack, Flyby Attack, Hover, Power Dive
Environment: Warm Plains
Organization: Unique
Challenge Rating: 21?
Treasure: None
Alignment:  Neutral Evil
Advancement: 26+ HD (Collosal)
Level Adjustment: ---

"If you wish to go to the mountain tonight we cannot stop you.  But my people will not guide you.  Big Owl has been seen near there, and we will not risk meeting him."

Big Owl appears as a gigantic White Owl or as a sallow skinned giant with greasy hair and round yellow eyes.  He is a cannibal spirit hunting the White Mountain Apache, and is well nigh indestructible. Despite being defeated and even wounded by his brother (a Demigod), he is never killed.

Owl Form (Su): At will Big Owl can assume the form of a gigantic owl, and remain in that form for 1 hour per point of Constitution modifier.  His Size and Type do not change.  He gains a Flight speed of 160 ft. (Good). Instead of his slam he has Talon +29 melee (2d8+15).  If he makes a Full attack he may use 2 Talons +36 melee (2d8+15) and 1 Bite +31 melee (2d8+7). He may not speak in Owl Form, but may use his Glowing Eyes attack.

Glowing Eyes (Su): Charm Monster or Hold Monster (Big Owl's choice), 50', Willpower Save DC 26 to Negate (Save DC is Charisma based).

Fast Healer (Su): Big Owl heals 25 hit points per hour, whether he rests or not.

Immunities (Ex): Big Owl is immune to polymorphing, petrification or any other attack that alters his form.  He is also immune to Ability Drain/Damage, Energy Drain, Mind Affecting Effects, and Acid/Cold/Electricity Damage.   

Immortality (Ex): Big Owl is Immortal and cannot die from old age.  He does not need to sleep, eat, or breath

Hard to Kill (Ex): Big Owl has proven to be almost imposible to kill during his lifetime (and many  have tried).  He is immune to Death Effects, and cannot be permanently destroyed by any being without at least Divine Rank 1. If destroyed by a mortal he returns again 24 hours later at half hit points.

Combat: Big Owl likes to hypnotize or paralyze victims with his great glowing eyes before taking them off to be tortured and devoured at leisure.  If it comes down to a fight he is direct in his attacks, wading into melee and killing off anyone who manages to hurt him first.  In some stories he is a more accomplished shapeshifter.

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Re: Biblical Weirdness
« Reply #14 on: November 11, 2011, 04:14:21 AM »
http://en.wikipedia.org/wiki/Baykok

http://www.monstropedia.org/index.php?title=Baykok

http://www.jimrage.com/Pagukpage.html

The Baykok

Baykok is an Acquired Template that can be added to any humanoid.

Size and Type: Size remains same, type changes to Undead. Subtypes are kept.

Hit Dice: All current and future Hit Dice become d12's, and hit points must be recalculated.
 
Speed: Base land and Climb speed is doubled.  If the base creature has no Climb speed it gains one equal to it's land speed.

Armor Class: Natural Armor class Bonus increases by +5.

Attacks: If the Base Creature doesn't already have a claw attack it gets one (Small:1d4, Medium: 1d6, Large: 1d8).  Any foe injured by the claw attack must make a Fortitude Save (DC is 10 plus half hit dice/levels plus Charisma modifier) or be paralyzed for 1d4+1 rounds.  When doing a full attack without weapons he Baykok gets 2 claw attacks. BAB remains the same, do not recalculate for Undead type.  Baykok are proficient with all Simple and Martial weapons, but not armor and shields (unless they get armor proficiency from a class).

Damage: Unchanged

Special Attacks: The Baykok retains all Special Attacks of the base creature and gains the following:

Paralysis (see above)

Special Qualities: The Baykok retains all the Special Qualities of the Base Creature, and gains the following:

Immune to Turn Attempts

Fast Healing: 3

Saves: Unchanged, except for differences in stats (do not recalculate because of Undead type).

Abilities: Str +6, Dex +4, Con -, Wis +2, Cha +2

Skills: Unchanged

Feats: Unchanged

Environment: Any

Organization: Unchanged

Treasure: Unchanged except for it's equipment

Challenge Rating: As Base Creature +2

Advancement: By character class

Level Adjustment: As Base Creature +4

Almost all Baykok are armed with a magical Club and Short Bow, and they are always proficient with these items.

The club is a +1, Impact, Warrior Bane Club.  Warrior Bane acts liek teh Bane ability, and warrior is defined as anyone possessing levels in a class whose Base Attack Bonus is equal to it's class level (i.e. Fighter, Paladin, Ranger, Hexblade, etc.).

The Short Bow is a +1 Invisible Short Bow.  All ammunition fired from this bow is invisible.  Opponents lose any Dexterity bonus to Armor Class against attacks from this weapon.

These weapons only work when held by a Baykok, otherwise they function as normal non magical weapons.

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Re: Biblical Weirdness
« Reply #15 on: November 11, 2011, 04:17:33 AM »
http://en.wikipedia.org/wiki/Vetala

http://www.deardeath.com/vetala.htm

                      Vetala
                      Medium Undead (Evil, Incorporeal)
Hit Dice:             8d12 (52 hp)
Initiative:           +8
Speed:                Fly 90 ft. (18 squares), Perfect
Armor Class:          19 (+4 Dex, +5 Deflection), touch 19, flat-footed 15
Base Attack/Grapple:  +4/-
Attack:               -
Full Attack:       -
Space/Reach:          5 ft./5 ft.
Special Attacks:      Touch of Death, Frightful Presence, Corpse Possession
Special Qualities:    Dark Vision 60', Undead Traits, Turn Resistance +2, All Knowledge
Saves:                Fort +4, Ref +6, Will +11
Abilities:            Str -, Dex 18, Con -, Int 20, Wis 20, Cha 20
Skills:               Bluff +14, Hide +13, Intimidate +14, Knowledge (Local) +14, Listen +14, Move Silently =13, Search +14, Sense Motive +14, Spot +14
Feats:                Ability Focus (Frightful Presence), Great Fortitude, Improved Initiative,
Environment:          Any graveyard
Organization:         Solitary, Pair, or Group (3-5)
Challenge Rating:     7
Treasure:             None
Alignment:            Always Chaotic Evil
Advancement:          9-18 HD (Medium)
Level Adjustment:     ---

"There is...something that may know about how to fix your problem.  But whether or not it will wish to cooperate I cannot say.  I can't even say if you will come back alive..."

Vetala are evil spirits who possess corpses and use them as vehicles.

Touch of Death (Su): If the Vetala comes within 60' of a pregnant woman, her unborn child is slain and will miscarry.  A Vetala can cast Finger of Death at will as a Supernatural ability on any child (child is defined as the human equivalent of 12 or younger, this only works on actual children, not people polymorphed or age-regressed due to a spell or effect).

Madness (Sp): The Vetala can cast Insanity as a Spell-like ability 3 times per day.

Frightful Presence (Su): Any creature attcked or charged by the Vetala that has less Hit Dice than it must make a DC 21 Willpower Save (Save DC is CHarisma based) or be Frightened for 2d4 rounds.  If it saves successfully the opponent is immune to this Vetala's Frightful Presence for 24 hours.

Corpse Possession (Su): The Vetala can possess any one corpse within 60' as a Standard action.  The corpse has the physical stats of the original creature with the Zombie template, and can't be of a CR higher than the Vetala (i.e. at most it can animate a CR 7 zombie).  However it is immune to turning (though a successful Turning attempt will expel the Vetala from the corpse, after which a second Turn attempt affects the Vetala normally provided it can be done before it possesses another corpse.), and instead of mindless it has the mental stats/skills/Feats of the Vetala.  If the corpse is destroyed or damaged the vetala is unharmed (and expelled if it's destroyed). 

All Knowledge (Su): This is similar to the Bardic Knowledge ability on page 28 of the PHB, but the Vetala adds it's Hit Dice plus Int Modifier.  However due to the Vetala's odd ability to know the past, present, and future, it has a straight DC 20 check for any question.

Rejuvenation: This is identical to the Ghost ability listed on page 118 of the Monster Manual.  The only way to truly get rid of the Vetala is to find it's body and give it the proper burial rites.

Combat: The Vetala will cast Madness on anyone entering it's graveyard or attacking it's village.  It will then animate a corpse to attack, and repeat until available corpses run out.

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Re: Biblical Weirdness
« Reply #16 on: November 11, 2011, 04:18:07 AM »
http://www.delcarsdungeon.com/mels/Vampire/india.htm

http://enchanteddoorway.tripod.com/vamp/india.html

Vetala manbat version
                      Small Undead
Hit Dice:             8d12 (52 hp)
Initiative:           +4
Speed:                30 ft. (6 squares), Fly 80 ft., Good
Armor Class:         19 (+1 Size, +4 Dex, +4 Natural), touch 15, flat-footed 15
Base Attack/Grapple:  +4/+5
Attack:               Bite +9 melee (1d4+1)
Full Attack:          Bite +9 melee (1d4+1)
Space/Reach:          5 ft./5 ft.
Special Attacks:     Improved Grapple, Blood Drain
Special Qualities:    Dark Vision 60', Undead Traits, Turn Resistance +4
Saves:                Fort +2, Ref +6, Will +11
Abilities:            Str 12, Dex 18, Con -, Int 20, Wis 20, Cha 20
Skills:               Bluff +14, Hide +13, Intimidate +14, Knowledge (Local) +14, Listen +14, Move Silently =13, Search +14, Sense Motive +14, Spot +14
Feats:                Daunting Presence, Death Master, Weapon Finesse
Environment:          Any graveyard
Organization:         Solitary, Pair, or Group (3-5)
Challenge Rating:     4?
Treasure:             None
Alignment:            Always Chaotic Evil
Advancement:          9-18 HD (Medium)
Level Adjustment:     ---

"You can't go that way stranger.  The graveyard is that way, and it's not safe at night."

This version of the Vetala is a manbat that haunts graveyards at night.

Improved Grapple (Ex): If a Vetala successfully hits with it's Bite attack it may immediately make a Grapple Check as a Free Action, without provoking an Attack of Opportunity.  Vetala do not take Size Penalties to Grapple Checks.

Blood Drain (Ex): If the Vetala can Pin it's victim in a Grapple it does 1d4 temporary Constitution Damage each round the Pin is maintained.  Whenever it succeeds it gains Fast Healing 5 for 1 round.

Combat: The Vetala will use hit and run tactics to weaken foes before closing for the grapple, especially if there are many of them.

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Re: Biblical Weirdness
« Reply #17 on: November 11, 2011, 04:18:31 AM »
http://www.vampirerave.com/member_articles2.php?entry=180

http://www.vampgirl.com/vampmyth.html

http://theshadowlands.net/vamp3.htm



Gayal

Gayal is an Acquired Template that can be applied to any male humanoid whose family has not performed the proper burial rites for him.

Size and Type: Size is unchanged.  Type changes to Undead.  Base Attack Bonus,Skills, and Saving Throws are not recalculated.

Hit Dice: All current and future Hit Dice become d12's.

Speed: Gayals have a Fly Speed of 50 with Perfect maneuverability, unless the base creature already has better.

Armor Class: Natural Armor is the same as the Base Creatures plus its Charisma bonus (minimum of +1).

Attacks: A Gayal retains all the attacks of the Base Creature. The Base Creature gains a Bite attack if it does not have one already. Damage depends on the Gayals size (Fine: 1 point, Diminutive: 1d2, Tiny: 1d3, Small: 1d4, Medium: 1d6, Large: 1d8, Huge: 2d6, Gargantuan: 3d6, Colossal: 4d6). This bite attack cannot be used while the Gayal is maintaining it's Lifelike Appearance (see below).

Damage: Unchanged.

Special Attacks: A Gayal retains all the Special Attacks of the base creature, but those relying on physical contact cannot effect non ethereal creatures (unless it has manifested). The Gayal also gains  Blood Drain, and 1-3 abilities from the following list. The Save DC against a Special Attack is 10 plus half hit dice plus Charisma modifier unless otherwise stated.

Terrifying Appearance (Su): If your Lifelike Appearance is lost, any living creature within 30' seeing your true appearance must make a Willpower Save or become Panicked for 1d6 rounds plus 1 round per point of your Charisma modifier. If they make their save successfully, tehy are immune to the Terrifying Appearance of thsi Corporeal Spirit for 24 hours.

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

Bestial Rage (Su): If your Lifelike Appearance is lost you go into a berserker frenzy attacking every living creature you can detect until everything is dead. This state is identical to the Barbarian Rage ability listed on page 25 of the PHB, except you also temporarily grow long claws which you can use as Secondary natural weapons. Damage depends on the Corporeal Spirits size (Fine: -, Diminutive: 1 point, Tiny: 1d2, Small: 1d3, Medium: 1d4, Large: 1d6, Huge: 1d8, Gargantuan: 2d6, Colossal: 3d6).

Blood Drain (Ex): If a Gayal can Pin an opponent with a successful Grapple Check it can Drain 1d4 Con each round the Pin is maintained. On each such sucessful attack it gains 5 temporary hit points.

Unseen (Su): The Gayal may cast Invisibility at will or Greater Invisibility 3 times per day as a Supernatural ability.


Special Qualities: A Gayal has all the Special Qualities of the Base Creature plus Rejuvenation, Turn Immunity, Unnatural Aura, Lifesense, Lifelike Appearance, and 1 other from the following list:

Rejuvenation (Su): This is the same as the regular Ghosts ability listed on page 118 of the Monster Manual but deserves some clarification. A Gayal may be laid to rest by performing the proper burial rites and continuing to show it respect.  If the proper respect is not maintained it may return.

Turn Immunity (Ex): You are Immune to Turn/Rebuke Undead attempts.

Unnatural Aura (Su): Animals will not come within 60' of a Gayal, and Panic if forced to do so (they remain Panicked so long as the Gayal is within Range).

Lifesense (Su): Gayal may automatically sense Living creatures within 100' as thought they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch, and whether or not that creature is a relative.
 
Lifelike Appearance (Su): Gayals appear to be alive and healthy. They are warm to the touch, and even appear to breathe. But this is illusion. Anyone who suspects them can make a Willpower Save ( DC is 10 plus half hit dice plus Charisma modifier) to see through it. In which case they see the Gayal as he was when he died. The Gayal cannot maintain this facade if it has been more than 2 weeks without feeding, or on Hallowed ground. If a Gayal has fed within the last hour it's Lifelike Appearance cannot be seen through. After that hour it may be seen though as normal. Spells that would detect it's undead nature or health or alignment do not work upon it well. The Gayal gets a Willpower Save (Dc is 10 plus spell level plus appropriate attribue modifier) to control what information its opponent receives. This does not work if the Gayal has lost it's Lifelike Appearance.

Iron Skin: The Gayal has Damage Reduction 10/Magic.

The Blood is the Life (Su): For 1 hour after feeding all rolls made by the Gayal are at +2.

Spell Resistance (Ex): The Gayal gains Spell Resistance equal to 10 plus half its hit Dice plus its Charisma modifier.

Unnatural Vitality (Ex): The Gayal may add its Charisma modifier to it's hit points instead of it' now nonexistent Constitution score.

Saves: Saves remain unchanged except for changes due to new stats.

Abilities: +4 Str, +4 Dex, +4 Wis, +4 Cha. Gayal have no Constitution Score.

Skills: Gayal have a +4 Racial Bonus to Hide, Intimidate, Listen, Move Silently, Search, and Spot checks

Feats: Unchanged.

Environment: Any

Organization: usually Solitary.

Challenge Rating: +2

Treasure: As Base Creature.

Alignment: Becomes Evil.

Advancement: As Base Creature

Level Adjustment: +5

Example of creature using template here:

original stats 15 Str  (+1 at level 4), 12 Dex, 14 Con, 8 Int, 10 Wis, 13 Cha

                       Pradu, Commoner 5
                       Medium Undead
Hit Dice:             5d12 (32 hp)
Initiative:           +3
Speed:                30 ft. (6 squares), Fly 50 ft. (Perfect)
Armor Class:          16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Base Attack/Grapple:  +2/+7
Attack:               Bite +7 melee (1d6+5) or Grapple +7 melee
Full Attack:          Bite +7 melee (1d6+5) or Grapple +7 melee
Space/Reach:          5 ft./5 ft.
Special Attacks:      Blood Drain, Terrifying Appearance, Bestial Rage
Special Qualities:    Rejuvenation, Turn Immunity, Lifelike Appearance, Lifesense, Unnatural Aura, Iron Skin
Saves:                Fort +3, Ref +4, Will +3
Abilities:            Str 20, Dex 16, Con 14, Int 8, Wis 14, Cha 17
Skills:               Climb +7, Hide +7, Intimidate +7, Listen +8, Move Silently +7, Profession (Farmer) +4, Search +3, Spot +8
Feats:                Improved Unarmed Strike, Improved Grapple
Environment:          Any
Organization:         Solitary
Challenge Rating:     7? (what is the CR for a Commoner?)
Treasure:             None
Alignment:            Neutral Evil
Advancement:          By Character Class
Level Adjustment:     +5

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Re: Biblical Weirdness
« Reply #18 on: November 11, 2011, 04:19:10 AM »
Tympanios

Tympanios is an aquired template that can be added to any human. 

Size and Type: The creatures type changes to undead.  Do not recalculate base attack bonus, saves, or skill points.  Size is unchanged.

Hit Dice: Increase all current and future Hit Dice to d12's.

Speed: Same

Armor Class: Increase Natural Armor Class by +1

Attack: A Tympanios' unarmed attacks and grapples do lethal instead of subdual damage.

Special Attacks: The Tympanios retains all class abilities it had while alive.  Abilities that were based on Con are now based on Cha.  i.e. if the base creature were formerly a Barbarian, the duration of your rage is based on Cha insead of Constitution.  It also gains the following:

Horrific Appearance (Su): If it wishes a Tympanios may appear bloodstained and obviously dead.  Any living creature within 60' immediately must make a Fortitude Save DC (10+ 1/2 Ghosts Hit Dice + Charisma modifier) or take 1d4 points of Strength, Dexterity, and Constitution Damage.  A creature who saves cannot be affected by the same Tympanios' Horrific Appearance for 24 hours. 

Special Qualities: The Tympanios retains all class abilities it had while alive.  Abilities formerly based on Constitution are also now based on Charisma like Special Attacks are above.  It also gains the following:

Damage Reduction (Su): Damage Reduction 5/-

Immunities (Ex): A Tympanios is immune to being turned like most undead.

Resistances (Ex): Resistance 10 to Cold and Fire.

Rejuvenation (Su): Most Tympanios are immune to destruction.  Regardless of what is done to them they will return in 2d4 days after being destroyed.  The only sure way to get rid of a Tympanios is to find out what it wants (most have come back for a purpose) and see to it they get it or are at least shown that what they want is unnattainable.  If the ghost is appeased it leaves for the afterlife.  If it is thwarted in tis desires and realizes they are impossible to achieve they go into a rage for up to (Charisma modifier, minimum 1) hours before disappearing destroying all in their path.  During this time their DR increases to Damage Reduction 10/-.

Weaknesses: Some Tympanios (especially evil ones) are compelled to either drink the blood of the living or eat their flesh.  Many attack their own relatives.  They have no fangs or claws like vampires or other undead so they must beat their victims to death before ripping them open to feed.  A Tympanios who spends time among the living must make a Willpower save DC 15 (+1 cumulative per hour or day they go without blood) every hour if Evil or every day if otherwise or go mad and attack someone for blood.  Feeding a Tympanios blood willingly will abate this madness.  Relatives may also feed it animal blood in an attempt to trick it, but if the Tympanios discovers this it will go mad and attack.

Abilities: Increase from the Base Creature as follows: Str +6, Cha +2.  As an undead creature the Tympanios has no Constitution score.

Feats: The Tympanios gains Improved Unarmed Strike and Improved Grapple as Bonus Feats.

Environment: The afterlife, or their former home.

Organization: In Greece its Solitary, in the afterlife 10-100

Challenge Rating:+2

Treasure: usually None

Alignment: Becomes Chaotic Evil if formerly any Evil alignment, Chaotic Neutral if any other Chaotic alignment, or Neutral if any other non evil, non chaotic alignment.

Advancement: By character class.

Level Adjustment: +5

The Tympanios is not quite a vampire despite its predilection for blood and more of an 'embodied ghost'.  The solid manifestation of a dead relative that visits the earth one month out of the year.  While their living relatives are sometimes happy to see them they understand the fickle and violent nature of their dead ancestors and placate them as much as they can wth food and drink and offerings of blood.  Below is an exampel of a famous Tympanios called Philocritus:

                      Philocritus
                      Medium Undead, Expert 3, Aristocrat 2
Hit Dice:           5d12 (32 hp)
Initiative:           +0
Speed:                30 ft. (6 squares)
Armor Class:          11 (+1 Natural), touch 10, flat-footed 10
Base Attack/Grapple:  +3/+5
Attack:               Slam +5 melee (1d3+2)
Full Attack:          2 Slams +5 melee (1d3+2)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Horrifying Appearance Save DC 17
Special Qualities:    Damage Reduction 5/-, immune to Turning, Cold and Fire
                           Resistance 10, Rejuvenation, Weaknesses
Saves:                Fort +0, Ref +0, Will +8
Abilities:            Str 14, Dex 10, Con -, Int 12, Wis 14, Cha 17
Skills:               Appraise +7, Bluff +13, Dipomacy +17, Gather Information +10,
                       Knowledge (History, Local, Nobility) +5, Listen +6, Sense
                       Motive +11, Spot +6, Intimidate +12
Feats:                Improved Unarmed Strike, Improved Grapple, Negotiator,
                         Persuasive, Ability Focus (Horrific Appearance)
Environment:          Hades, or his home city
Organization:         Unique
Challenge Rating:     
Treasure:             None
Alignment:             Neutral
Advancement:          as per character class
Level Adjustment:     ---

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Re: Biblical Weirdness
« Reply #19 on: November 11, 2011, 04:19:44 AM »
http://remainsofthedesi.wordpress.com/2007/07/18/vampires-of-indiafor-the-blood-is-the-life/

http://www.vampirerave.com/member_articles2.php?entry=159

http://www.vampirerave.com/member_articles2.php?entry=159

http://www.answers.com/topic/vampires-in-india

I can't seem to find if the Brahmaparusha is a demonic or undead vampire anywhere, so I'm proceeding a though it were undead:

Brahmaparusha

Brahmaparusha is an Acquired Template that can be applies to any humanoid,

Size and Type: Size remains the same, Type changes to Undead. 

Hit Dice: All current and future hit dice become d12's, and hit points are recalculated.

Speed: Base land speed increases +10 ft.

Armor Class: The Brahmaparusha gains a Profane armor class bonus equal to its Charisma Bonus.

Attacks: A Brahmaparusha keeps all the attacks of the Base Creature, and gains a Claw attack if it didn't have one. When making a Full attack unarmed the Brahmaparusha makes 2 Claw attacks. Base Attack Bonus is not recalculated.

Damage: The claw attack gained by the Brahmaparusha does 1d4 damage if small, 1d6 if medium, and 1d8 if large.  It also gains a Profane Bonus to all damage rolls equal to it's Charisma Bonus.

Special Attacks: The Brahmaparush retains all special attacks of the Base Creature, and gains the following:

Dark Power (Ex): The Brahmaparusha are very powerful undead.  Once per day they may add their Charisma modifier to a single attack roll; or to the Save DC of any spell, spell like ability, supernatural ability, or special attack they may have.

Lord of the Dead (Su): Brahmaparusha are known as the Lords of the Dead in some stories.  This ability works the same as the spell Dominate Monster, but only works on undead (and bypasses their immunity to mind affecting effects).  They still get a Saving Throw.

Special Qualities: The Brahmaparush retains all special abilities of the Base Creature, and ggaisn the following:

Damage Reduction (Ex): Brahmaparusha have Damage Reduction 10/good and magic

Fast Healing (Ex): Brahmaparusha have Fast Healing 5.

Immunities (Ex): In addition to the usual Undead Immunities, Brahmaparusha are Immune to being Turned.

Saves: Fortitude Saves no longer get a Constitution bonus, but otherwise do not get recalculated.  The Brahmaparusha gains a Profane Bonus on all saving throws equal to its Charisma modifier (minimum +1).

Abilities: Str +6, Dex +6, Wis +2, Cha +6

Skills: Brahmaparusha gain a Profane bonus on all skills equal to their Charisma Bonus.

Feats: Unchanged.

Environment: Any

Organization: Usually Solitary

Challenge Rating: 3

Treasure: Unchanged.

Alignment: Always Neutral Evil.

Advancement: By character Class.

Level Adjustment[/B]: +6


Example Brahmaparusha (original Stats 12 Str, 14 Dex, 13 Con, 10 Int, 8 Wis, 15 Cha, +3 Cha for levels)

Musharaff (Dwarf, Level 12 Sorcerer)
                      Medium Undead
Hit Dice:             12d12 (78 hp)
Initiative:           +5
Speed:                30 ft. (6 squares)
Armor Class:          22 (+5 Dex, +7 Profane), touch 22, flat-footed 17
Base Attack/Grapple:  +6/+10
Attack:               Claw +10 melee (1d6+11)
Full Attack:          2 Claws +10 melee (1d6+11)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Dark Power, Lord of the Dead, Spells
Special Qualities:    Damage Reduction 10/good and magic, Immunities, Fast Healing 5
Saves:                Fort +11, Ref +16, Will +15
Abilities:            Str 18, Dex 20, Con -, Int 10, Wis 10, Cha 24
Skills:               Concentration +10, Knowledge (Arcana) +10, Spellcraft +10
Feats:                Combat Casting, Greater Spell Focus (Enchantment, Necromancy), Spell Focus (Enchantment, Necromancy)
Environment:          Any
Organization:         Solitary
Challenge Rating:     15
Treasure:             Standard
Alignment:            Always neutral Evil
Advancement:          By character class
Level Adjustment:     +6


Spells Known:
1st: Cause Fear, Charm Person, Chill Touch, Hypnotism, Obscuring Mist,
2nd: Blindness/Deafness, Comand Undead, Detect Thoughts, Fog Cloud, See Invisibility
3rd: Dispel Magic, Hold Person, Non Detection, Vampiric Touch
4th: Animate Dead, Bestow Curse, Fear
5th: Feeblemind, Hold Monster
6th: Create Undead