Author Topic: Biblical Weirdness  (Read 41778 times)

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Re: Biblical Weirdness
« Reply #100 on: September 28, 2014, 09:44:40 PM »
http://www.native-languages.org/pukwudgie.htm

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

http://demonhunterscompendium.blogspot.com/2014/05/the-pukwudgie.html

Pukwudgie aka Pagwadjinini
                      Tiny Fey
Hit Dice:             10d6+20 (55 hp)
Initiative:           +3
Speed:                20 ft. (4 squares)
Armor Class:          17 (+2 Size, +3 Dex, +2 Luck), touch 17, flat-footed 14
Base Attack/Grapple:  +5/-5
Attack:               Shortbow +8 ranged (1d3/x3 plus poison)
Full Attack:          Shortbow +8 ranged (1d3/x3 plus poison)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Spell-Like Abilities, Poison Arrows, Control Ghost, Monstrous Form
Special Qualities:    Low Light Vision
Saves:                Fort +5, Ref +10, Will +9
Abilities:            Str 14, Dex 16, Con 14, Int 14, Wis 14, Cha 14
Skills:               Bluff +12, Concentration +12, Hide +22, Knowledge (Arcana, Nature) +13, Listen +12, Move Silently +14, Search +13, Spot +13, Survival +13
Feats:                Far Shot, Point Blank Shot, Spell-Like Ability Focus (any 2)
Environment:          Temperate Forest
Organization:         Solitary, Pair or Party (3-10)
Challenge Rating:     8
Treasure:             Standard
Alignment:            Usually Neutral or neutral Evil
Advancement:          By Character Class (usually a caster)
Level Adjustment:     ---

Pukwudjies are diminutive Fey that occasionally haunt or otherwise prank the Algonquians.   If described at all (they usually go unseen), the Pukwudgies are 2' tall humans with enlarged noses, fingers and ears.  Their skin is smooth and grey, and occasionally gives off a soft glow.  They give off a sweet odor similar to flowers.  Some describe their appearance as more bestial, but their shapeshifting abilities probably account for that.  Some stories claim they wear clothes made of leaves, bark and other plant materials.  Their stories vary wildly, so DM's may wish to substitute spells of the same level for their SLA's.  Originally they tried to aid the Wampanoag tribesmen, but after their efforts backfired they decided to murder and torment them instead.   In addition to their normal bows they also carry flint knives, short spears, and bags of sand to blind people with.

Spell-Like Abilities (Sp):  At Will: Alter Self, Animate Fire, Greater Invisibility, Produce Flame

3/Day: Confusion, Eyebite, Flashburst (no range, centered on Pukwudgie), Modify Memory

1/Day: Polymorph (Self only)

Poison Arrows (Su): Arrows fired by the Pukwudgie are poisoned as if by a Toxic Weapon spell.

Control Ghost (Su): Humanoids killed by a Pukwudgie rise as a ghost called a Tei-Pai-Wankas under the control og the Pukwudgie who killed them.  A Pukwudgie can control a maximum of 2 HD worth of Tei-Pai-Wankas per caster level (which is 10 if they have not taken more than 10 Levels in a casting class.

Monstrous Form (Su): Once per day the Pukwudgie may assume a Monstrous Form for 1 round per Hit Die.  From the back they resemble a gigantic porcupine, and from the front they resemble some sort of hideous troll.  Stats for the Monstrous Form are detailed below.

Combat: Pukwudgies generally don't fight fair.  Either they blind their foes with sand before doing horrible things to him, enthrall him with their ghost servants, or snipe invisibly with poison.  If truly angered they will fight in their Monstrous Form.


Pukwudgie Monstrous Form
                      Large Fey
Hit Dice:             10d6+20 (55 hp)
Initiative:           +2
Speed:                40 ft. (8 squares)
Armor Class:          19 (-1 Size, +2 Dex, +8 Natural), touch 11, flat-footed 17
Base Attack/Grapple:  +5/+15
Attack:               Claw +10 melee (1d6+6)
Full Attack:          2 claws +10 melee (1d6+6) and bite +5 melee (1d6+3)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Spell-Like Abilities, Control Ghost
Special Qualities:    Low Light Vision, Spiny Defense
Saves:                Fort +10, Ref +9, Will +9
Abilities:            Str 23, Dex 14, Con 23, Int 14, Wis 14, Cha 14
Skills:               Bluff +12, Concentration +12, Hide +22, Knowledge (Arcana, Nature) +13, Listen +12, Move Silently +14, Search +13, Spot +13, Survival +13
Feats:                Far Shot, Point Blank Shot, Spell-Like Ability Focus (any 2)

Spiny Defense (Ex):  Opponents who attempt to attack the Pukwudgie from any direction but the front with a Natural Weapon, Unarmed Strike, or Grapple must make a DC 21 Reflex Save or take 1d6 plus their own Str Modifier in damage (Save DC is Con based).

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Re: Biblical Weirdness
« Reply #101 on: September 28, 2014, 10:21:39 PM »
Tei-Pai-Wankas

Tei-Pai-Wankas is an Acquired Template that can be applied to any deceased Humanoid.

Size and Type: Size changes to Small, and Type changes to Undead with the Incorporeal Subtype.

Hit Dice: Recalculate due to loss of Con, and because Hit Dice change to d12's.

Speed: Loses all Movement types and gains Fly 50 ft. (Perfect).

Armor Class: Loses all Bonuses to Armor Class other than Dexterity, and gains a Deflection Bonus to AC equal to it's Dexterity Bonus.

Attacks: Loses all attacks requiring a physical form.

Damage: Loses all attacks requiring a physical form.

Special Attacks: Loses all Special Attacks of the base creature, but gains the following:

Spell-Like Abilities: At Will: Beckon Person, Ghost Sound, Hypnotism, Lullaby

 3/day: Beckon Monster

Special Qualities: Loses all Special Attacks of the base creature, but gains the following:

Natural Invisibility (Ex): A startled or frightened Tei-Pai-Wankas can extinguish its glow, effectively becoming invisible as the spell.

Rejuvenation (Su): In most cases, it’s difficult to destroy a Tei-Pai-Wankas through simple combat: The "destroyed" spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A Tei-Pai-Wankas that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + Tei-Pai-Wankas' HD) against DC 16. As a rule, the only way to get rid of a Tei-Pai-Wankas for sure is to destroy the Pukwudgie who killed them.

Turn Resistance (Ex): A Tei-Pai-Wankas has +4 turn resistance.

Mimicry (Ex):  A Tei-Pai-Wankas can perfectly mimic any sound or voice it or it's master has heard.

Saves: Saves should be recalculated.

Abilities: Being an Incorporeal Undead the Tei-Pai-Wankas have no Str or Con Scores.  +10 Dex, +4 Cha.

Skills: Loses all skills and skill points are recalculated.  new 'class' skills are Bluff, Diplomacy, Listen, Move Silently, Search and Spot.  Tei-Pai-Wankas have a +4 Racial Bonus to Bluff, Listen, Move Silently, and Spot checks.

Feats: Feats are rechosen.

Environment: Any

Organization: 1 or more depending on how many people their master has killed.

Challenge Rating: -4

Treasure: None

Alignment: Neutral

Advancement: Cannot advance in Level or Hit Dice.

Level Adjustment: ---
« Last Edit: December 18, 2014, 08:42:24 PM by bhu »

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Re: Biblical Weirdness
« Reply #102 on: November 10, 2014, 07:37:03 PM »
http://www.native-languages.org/stifflegged.htm

           Naked Bear
                      Huge Magical Beast
Hit Dice:             15d10+90 (172 hp)
Initiative:           +4
Speed:                4 ft. (8 squares)
Armor Class:          20 (-2 Size, +12 Natural), touch 8, flat-footed 20
Base Attack/Grapple:  +15/+34
Attack:               Claw +24 melee (2d6+11)
Full Attack:          2 Claws +24 melee (2d6+11) and 1 Bite +19 melee (3d8+5/19-20)
Space/Reach:          15 ft./10 ft.
Special Attacks:      Improved Grab
Special Qualities:    Darkvision 60 ft., Trackless Step, DR 15/Weak Spot
Saves:                Fort +15, Ref +9, Will +6
Abilities:            Str 32, Dex 11, Con 23, Int 8, Wis 12, Cha 16
Skills:               Listen +7, Spot +7, Survival +7, Swim +15
Feats:                Endurance, Improved Critical (Bite), Improved Initiative, Improved Natural Attack (Bite), Run, Track
Environment:          Temperate Forest
Organization:         Solitary
Challenge Rating:     8
Treasure:             None
Alignment:            Neutral (possibly Neutral Evil)
Advancement:          16-30 HD (Huge), 31-45 HD (Gargantuan)
Level Adjustment:     ---

This horrifying monster is known by many names,  The Penobscot call him Gici Awas (Hairless Bear), and claim his fur fell out a a result of eating human flesh.  The Cree call him Katshituashku, or Stiff-Legged Bear.  The Creek call him Atipa-tcopa (Big Man-Eater).  The Iroquois know him as Nyah-gwaheh (Great Bear), while the Lenape know him as Yakwawi'ak.  In some cases the Naked Bear is unique, in others it is a group of man-eating monsters.  In most cases they are enormous, hairless bears, with oversized heads and stiff legs.  They are tireless man-eaters who will consume entire tribes if not caught, and in most stories are invulnerable to human weapons, other than the soles of their feet.

Improved Grab (Ex): To use this ability, a Naked Bear must hit an opponent of up to one size smaller 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 does it's bite damage each round.

Trackless Step (Ex): If it chooses to the Naked Bear leaves no trail in natural surroundings and cannot be tracked by non-magical means.

Damage Reduction (Ex): In many of the myths the Naked or Stiff-Legged Bear is immune to human weaponry, except for arrows shot into the soles of it's feet.  To simulate this, it has DR 15/- that does not work against confirmed Critical hits or attacks that purposefully target this weak spot.  Opponents can make a DC 25 Knowledge (Arcana) check to know what the Naked Bear's Weak Spot is.  They may then take a -x Penalty on their attack roll to target the Weak Spot.

Skills: Naked Bears have a +4 Racial Bonus Survival Checks made for tracking, and Swim Checks.

Combat: Naked Bears are not subtle beings by nature.  They head directly into the fray and begin lashing out for all they're worth.
« Last Edit: December 18, 2014, 08:46:23 PM by bhu »

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Re: Biblical Weirdness
« Reply #103 on: November 10, 2014, 07:37:50 PM »
http://www.native-languages.org/swamp-woman.htm

http://www.mythicalcreatureslist.com/mythical-creature/Pskegdemus


Pskegdemus
                      Medium Monstrous Humanoid (Aquatic)
Hit Dice:             9d8+9 (49 hp)
Initiative:           +1
Speed:                30 ft. (6 squares), Swim 30 ft.
Armor Class:          17 (+1 Dex, +6 Natural), touch 11, flat-footed 16
Base Attack/Grapple:  +9/+11
Attack:               Slam +11 melee (1d4+2)
Full Attack:          2 Slams +11 melee (1d4+2)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Cry of Distress, Deadly Touch, Mental Hold, Frightful Moan
Special Qualities:    Darkvision 60 ft., Amphibious
Saves:                Fort +7, Ref +7, Will +4
Abilities:            Str 14, Dex 12, Con 12, Int 13, Wis 13, Cha 19
Skills:               Bluff +5, Concentration +5, Craft or Knowledge (any one) +5, Hide +5, Listen +5, Move Silently +5, Search +5, Spot +5, Swim +10
Feats:                Ability Focus (Deadly Touch), Greater Spell Focus (Enchantment), Spell Focus (Enchantment)
Environment:          Temperate Swamp
Organization:         Unique
Challenge Rating:     9
Treasure:             Standard
Alignment:            Neutral (Neutral Evil if actively malevolent)
Advancement:          10+ HD
Level Adjustment:     ---

Cry of Distress (Su): As a Standard Action the Pskegdemus may sound a sorrowful wail, that sounds like a woman in great pain or distress.  Any living Humanoid child or heterosexual male within 120' must make a DC 18 Willpower Save (Save DC is Wisdom based) or attempt to find and comfort the source of the wail.  This is a Mind-Affecting Compulsion effect, which the potential victim must be able to hear.  As it is a play upon sympathy, and has it's worst effects upon those who can feel empathy for a suffering being, Good-Aligned beings get a -2 Penalty on their Save.  The affected will search until he finds the source of the cry, regardless of how dangerous the terrain becomes.  This effect may be removed by Remove Curse, Dispel Magic, Miracle, Wish, or similar spells.  Even if rescued the victim has a permanent -2 Penalty to Saves against future uses of the Cry (multiple failures do not cause penalties to stack).  Men who suffer this penalty are obsessed with the Pskegdemus, and will never take a wife, still hoping to one day find her.

Mental Hold (Su): Pskegdemus may cast spells as a Sorcerer whose Caster Level equals her Hit Dice, but only against those who have failed to Save against her Cry of Distress ability.  In addition she is limited to spells from the Enchantment and Illusion schools (except for Level 0).  Sample spell list as follows:

0: Daze, Detect Magic, Ghost Sound, Prestidigitation, Shadowplay, Touch of Fatigue, Unnerving Gaze, Vengeful Mount
1st: Dead End, Distract Assailant, Serene Visage, Silent Image, Ventriloquism
2nd: Delusions of Grandeur, Invisibility, Misdirection, Reflective Disguise
3rd: Major Image, Sensory Deprivation, Suggestion
4th: Charm Monster, Hallucinatory Terrain

Frightful Moan (Su): Pskegdemus can emit a Frightful Moan as a Standard Action. All living creatures within a 30-foot spread must succeed on a DC 18 Willpower Save or become Panicked for 2d4 rounds (Save DC is Charisma based). This is a Sonic Mind-Affecting Fear Effect. A creature that successfully saves against the Moan cannot be affected by it for 24 hours.

Deadly Touch (Su): Any child that touches, or is touched by, the Pskegdemus must make a DC 20 Willpower Save or die (Save DC is Charisma based).  Even if the Save is successful they still take 3d6 damage.  The child must make this Saving Throw each round they remain in contact with the Pskegdemus.  A child is defined as any living Humanoid or Monstrous Humanoid that has not reached the age of Adulthood listed for it's race.


Pskegdemus (ghost variant)
                      Medium Undead (Incorporeal)
Hit Dice:             9d12 (58 hp)
Initiative:           +3
Speed:                Fly 30 ft. (6 squares), Perfect
Armor Class:          17 (+3 Dex, +4 Deflection), touch 17, flat-footed 14
Base Attack/Grapple:  +4/-
Attack:               Touch +7 melee touch (see below)
Full Attack:          Touch +7 melee touch (see below)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Cry of Distress, Deadly Touch, Mental Hold, Frightful Moan, Manifestation
Special Qualities:    Darkvision 60 ft., Rejuvenation, +4 Turn Resistance
Saves:                Fort +3, Ref +6, Will +7
Abilities:            Str -, Dex 16, Con -, Int 13, Wis 13, Cha 19
Skills:               Bluff +16, Concentration +13, Craft or Knowledge (any one) +13, Hide +13, Listen +13, Move Silently +13, Search +12, Spot +13
Feats:                Ability Focus (Deadly Touch), Greater Spell Focus (Enchantment), Spell Focus (Enchantment)
Environment:          Temperate Swamp
Organization:         Unique
Challenge Rating:     9
Treasure:             Standard
Alignment:            Neutral (Neutral Evil if actively malevolent)
Advancement:          10+HD
Level Adjustment:     ---

Cry of Distress (Su): As a Standard Action the Pskegdemus may sound a sorrowful wail, that sounds like a woman in great pain or distress.  Any living Humanoid child or heterosexual male within 120' must make a DC 18 Willpower Save (Save DC is Wisdom based) or attempt to find and comfort the source of the wail.  This is a Mind-Affecting Compulsion effect, which the potential victim must be able to hear.  As it is a play upon sympathy, and has it's worst effects upon those who can feel empathy for a suffering being, Good-Aligned beings get a -2 Penalty on their Save.  The affected will search until he finds the source of the cry, regardless of how dangerous the terrain becomes.  This effect may be removed by Remove Curse, Dispel Magic, Miracle, Wish, or similar spells.  Even if rescued the victim has a permanent -2 Penalty to Saves against future uses of the Cry (multiple failures do not cause penalties to stack).  Men who suffer this penalty are obsessed with the Pskegdemus, and will never take a wife, still hoping to one day find her.

Mental Hold (Su): Pskegdemus may cast spells as a Sorcerer whose Caster Level equals her Hit Dice, but only against those who have failed to Save against her Cry of Distress ability.  In addition she is limited to spells from the Enchantment and Illusion schools (except for Level 0).  Sample spell list as follows:

0: Daze, Detect Magic, Ghost Sound, Prestidigitation, Shadowplay, Touch of Fatigue, Unnerving Gaze, Vengeful Mount
1st: Dead End, Distract Assailant, Serene Visage, Silent Image, Ventriloquism
2nd: Delusions of Grandeur, Invisibility, Misdirection, Reflective Disguise
3rd: Major Image, Sensory Deprivation, Suggestion
4th: Charm Monster, Hallucinatory Terrain

Frightful Moan (Su): Pskegdemus can emit a Frightful Moan as a Standard Action. All living creatures within a 30-foot spread must succeed on a DC 18 Willpower Save or become Panicked for 2d4 rounds (Save DC is Charisma based). This is a Sonic Mind-Affecting Fear Effect. A creature that successfully saves against the Moan cannot be affected by it for 24 hours.

Deadly Touch (Su): Any child that touches, or is touched by, the Pskegdemus must make a DC 20 Willpower Save or die (Save DC is Charisma based).  Even if the Save is successful they still take 3d6 damage.  The child must make this Saving Throw each round they remain in contact with the Pskegdemus.  A child is defined as any living Humanoid or Monstrous Humanoid that has not reached the age of Adulthood listed for it's race.

Manifestation (Su): Every ghost has this ability. A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon (see Ghostly Equipment, below). A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.

When a spellcasting ghost is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghost manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ghost’s touch spells don’t work on non-ethereal targets.

A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered Extraplanar when on either of these planes.

Rejuvenation (Ex):  In most cases, it’s difficult to destroy a ghost through simple combat: The "destroyed" spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost’s HD) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research.  It is unknown what, if anything, would satisfy Pskegdemus.  All she wants is a child, and her touch is invariably fatal to them.

Maski-mon-gwe-zo-os
                      Tiny Outsider (Evil, Native, Shapeshifter)
Hit Dice:             9d8+18 (58 hp)
Initiative:           +2
Speed:                20 ft. (4 squares), Swim 20 ft.
Armor Class:          17 (+2 Size, +2 Dex, +3 Natural), touch 14, flat-footed 15
Base Attack/Grapple:  +9/-2
Attack:               -
Full Attack:          -
Space/Reach:          5 ft./5 ft.
Special Attacks:      Cry of Distress, Deadly Touch, Mental Hold, Frightful Moan
Special Qualities:    Darkvision 60 ft., Alternate Form, Amphibious
Saves:                Fort +8, Ref +8, Will +8
Abilities:            Str 4, Dex 14, Con 14, Int 14, Wis 14, Cha 20
Skills:               Bluff +12, Concentration +12, Craft or Knowledge (any three) +12, Hide +12, Listen +12, Move Silently +12, Search +12, Spot +12, Survival +15, Swim +15   
Feats:                Ability Focus (Deadly Touch), Greater Spell Focus (Enchantment), Spell Focus (Enchantment)
Environment:          Temperate Swamp
Organization:         Unique
Challenge Rating:     9
Treasure:             Standard
Alignment:            Neutral Evil
Advancement:          10+ HD
Level Adjustment:     ---

Cry of Distress (Su): As a Standard Action the Maski-mon-gwe-zo-os may sound a sorrowful wail, that sounds like a woman in great pain or distress.  Any living Humanoid child or heterosexual male within 120' must make a DC 18 Willpower Save (Save DC is Wisdom based) or attempt to find and comfort the source of the wail.  This is a Mind-Affecting Compulsion effect, which the potential victim must be able to hear.  As it is a play upon sympathy, and has it's worst effects upon those who can feel empathy for a suffering being, Good-Aligned beings get a -2 Penalty on their Save.  The affected will search until he finds the source of the cry, regardless of how dangerous the terrain becomes.  This effect may be removed by Remove Curse, Dispel Magic, Miracle, Wish, or similar spells.  Even if rescued the victim has a permanent -2 Penalty to Saves against future uses of the Cry (multiple failures do not cause penalties to stack).  Men who suffer this penalty are obsessed with the Maski-mon-gwe-zo-os, and will never take a wife, still hoping to one day find her.

Mental Hold (Su): Maski-mon-gwe-zo-os may cast spells as a Sorcerer whose Caster Level equals her Hit Dice, but only against those who have failed to Save against her Cry of Distress ability.  In addition she is limited to spells from the Enchantment and Illusion schools (except for Level 0).  Sample spell list as follows:

0: Daze, Detect Magic, Ghost Sound, Prestidigitation, Shadowplay, Touch of Fatigue, Unnerving Gaze, Vengeful Mount
1st: Dead End, Distract Assailant, Serene Visage, Silent Image, Ventriloquism
2nd: Delusions of Grandeur, Invisibility, Misdirection, Reflective Disguise
3rd: Major Image, Sensory Deprivation, Suggestion
4th: Charm Monster, Hallucinatory Terrain

Frightful Moan (Su): Maski-mon-gwe-zo-os can emit a Frightful Moan as a Standard Action. All living creatures within a 30-foot spread must succeed on a DC 18 Willpower Save or become Panicked for 2d4 rounds (Save DC is Charisma based). This is a Sonic Mind-Affecting Fear Effect. A creature that successfully saves against the Moan cannot be affected by it for 24 hours.

Deadly Touch (Su): Any child that touches, or is touched by, the Maski-mon-gwe-zo-os must make a DC 20 Willpower Save or die (Save DC is Charisma based).  Even if the Save is successful they still take 3d6 damage.  The child must make this Saving Throw each round they remain in contact with the Maski-mon-gwe-zo-os.  A child is defined as any living Humanoid or Monstrous Humanoid that has not reached the age of Adulthood listed for it's race.

Alternate Form (Ex): This works like the ability listed in the Monster Manual, but unlike normal the Maski-mon-gwe-zo-os can only appear as a Partridge (Diminutive or Tiny bird) or a Medium Sized Humanoid female.


The Pskegdemus is a hard creature to pin down.  It is either a hag, or a ghost, or a demonic woman who haunts the Abenaki (who call her M-ska-gwe-demoos) and Penobscot peoples (also known as Skwakowtemus among the Passamaquody).  She dresses in moss and bark, and makes mournful cries from the nearby swamps.  While these cries seem to have no effect on women, men are attracted to them.  Should a man show or feel any sympathy towards these cries he will wander the swamp till he dies looking for Pskegdemus until he dies.  Even if rescued, he will never marry or take a human woman, as they can never meet his supernatural ideal.  He will have to be restrained from pursuing the demon the rest of his life.  Children of both genders are susceptible to her cries as well (indeed, they are the main target).  In some stories the Pskegdemus is well intentioned and lonely, and in some it is a purposeful murderer of children.  Either way, the lured child dies the moment her hands touch it.

She is also known to the Abenaki as Maski-mon-gwe-zo-os, a toad spirit who seduces men and children, and appears as a partridge or a woman dressed in moss and bark.


Combat: Regardless of which version you use, the swamp Woman's primary motivation is to lure children to herself, whether she is desperate for one to hold, or simply wishes to eat them.  Either way, given her touch they all die the same.  in legends in which she is also a seductress, she will call men to their deaths, or perhaps in hopes that one may conceive a child with her (which will likely be stillborn).  as she has no real offensive powers she uses misdirection after gaining a mental hold upon someone to lure him into his death in the swamp.  Against those she cannot bring under her spell (which pretty much includes all women0 she simply runs and hides.
« Last Edit: January 27, 2015, 07:27:21 PM by bhu »

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Re: Biblical Weirdness
« Reply #104 on: November 25, 2014, 10:35:23 PM »
http://www.native-languages.org/morelegends/stoneclad.htm

http://books.google.com/books?id=jWdb0M_PYB4C&pg=PA48&lpg=PA48&dq=stoneclad+monster&source=bl&ots=b6sNRSi-Th&sig=39zAiwBJJDqxyY8t9i6s798QjlI&hl=en&sa=X&ei=rUh1VKX1ApLasATJnYG4AQ&ved=0CCkQ6AEwAg#v=onepage&q=stoneclad%20monster&f=false

http://books.google.com/books?id=9IOo1Zy7OUwC&pg=PA136&lpg=PA136&dq=stoneclad+monster&source=bl&ots=6ZrgPbovTZ&sig=fiGYOEr3zVQjzwO3hApDwdeW2eQ&hl=en&sa=X&ei=rUh1VKX1ApLasATJnYG4AQ&ved=0CDcQ6AEwBQ#v=onepage&q=stoneclad%20monster&f=false

http://www.texascherokees.org/stonecoat.html

http://en.wikipedia.org/wiki/Nun%27Yunu%27Wi

http://www.firstpeople.us/FP-Html-Legends/NunyunuwiTheStoneMan-Cherokee.html

Stoneclad
                      Medium Outsider (Earth, Evil, Native)
Hit Dice:             12d8+96 (150 hp)
Initiative:           -1
Speed:                20 ft. (4 squares)
Armor Class:          22 (-1 Dex, +13 Natural), touch 9, flat-footed 22
Base Attack/Grapple:  +12/+21
Attack:               Cane +24 melee (1d8+12) or Awl Finger +21 melee (1d6+9)
Full Attack:          Cane +24/+19/+14 melee (1d8+12) or Awl Finger +21 melee (1d6+9)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Spellcasting, Horrible Smell, Giant
Special Qualities:    Darkvision 60 ft., DR 20/-, Cane, Energy Resistance 20 (Fire, Cold), SR 21, Vulnerability, Ritual Death
Saves:                Fort +16, Ref +7, Will +11
Abilities:            Str 28, Dex 8, Con 26, Int 16, Wis 16, Cha 20
Skills:               Concentration +18, Craft (any 3) +13, Heal +13, Knowledge (Arcana, Geography, History, Local, Nature, Religion) +14, Listen +13, Search +13, Spellcraft +13, Spot +13, Survival +13
Feats:                Brew Potion, Craft Rod, Craft Wondrous Item, Greater Spell Penetration, Spell Penetration
Environment:          Warm Hills or Mountains
Organization:         Unique (Solitary in some stories)
Challenge Rating:     12
Treasure:             Standard, see below
Alignment:            Neutral Evil
Advancement:          13+ HD (Medium)
Level Adjustment:     ---

Stoneclad (also called Dressed in Stone or Nunyunuwi among other names) is either a single entity or a race of entities.  In some stories he is similar to the Stonecoats, and in others he is a unique monster whose death gives magic to the Cherokee people.  In some stories he is also the husband or rival of Utlunta, aka Spear-Finger, a hideous witch in a stone dress.  In some he is the male side of a dual entity, with Spear-Finger being the female half.  He is generally regarded as a nearly invulnerable cannibalistic monster who hunts men with the aid of a magic cane that sniffs them out, before bludgeoning them to death with it and opening them up with his finger to eat them.   His size varies from that of a Giant in the stories to being a normal human being. 

Spellcasting: Stoneclad casts spells as a Druid whose Caster Level equals his Hit Dice.  In addition he also adds the following spells to his Spell List: Doom, Bestow Curse, Blindness/Deafness, Remove Blindness/Deafness, Remove Curse, Remove Disease, Remove Paralysis.  A Sample prepared spell list follows:

0: Detect Magic x2, Guidance x2, Resistance x2

1st: Charm Animal, Hide from Animals, Obscuring Mist, Pass Without Trace, Speak with Animals

2nd: Hold Animal. Lesser Restoration, Owl's Wisdom, Resist Energy

3rd:  Bestow Curse, Blindness/Deafness Contagion, Meld into Stone

4th: Dispel Magic x2, Scrying

5th: Baleful Polymorph, Summon Natures Ally V x2

6th: Stone Tell, Wall of Stone

Horrible Smell (Ex): All living creatures within 30 feet of Stoneclad must succeed on a DC 24 Fortitude save or be Sickened for 10 rounds. The save DC is Constitution-based. Creatures that successfully save cannot be affected by the stench for 24 hours. A Delay Poison or Neutralize Poison spell removes the effect from the Sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.

Giant (Su):  As a Standard Action Stoneclad may also change his Size Category to Gargantuan.  In Gargantuan form he has the following stats:

Initiative:           -3
Armor Class:          25 (-3 Dex, -4 Size, +22 Natural), touch 3, flat-footed 25
Base Attack/Grapple:  +12/+45
Attack:               Cane +32 melee (2d6+24) or Awl Finger +29 melee (1d8+21)
Full Attack:          Cane +32/+27/+22 melee (2d6+24) or Awl Finger +29 melee (1d8+21)
Space/Reach:          20 ft./20 ft.
Saves:                Fort +22, Ref +5, Will +11
Abilities:            Str 52, Dex 4, Con 38, Int 16, Wis 16, Cha 20
Horrible Smell Save DC increases to DC 30

Cane: Stoneclad carries an Adolanstvi, a cane or staff made of bright, shining rock.  In addition to action as a +3 Heavy Mace, it has a handful of other abilities.  Once per round as a Movement Action, the wielder can order the staff to sniff out the nearest source of food (which is any living being in the case of Stoneclad).  He can specify by Type and Subtype what kind of being he is searching for, and it will give him the direction it lies in.  If the subject sought is within one mile the cane will say it is "near", and over a mile is "far".  If it is within 100 ft, the cane will says it is "close".  Additionally, as a Standard Action the cane's wielder may drop it to form a magical stone bridge.  The bridge is 10 ft. wide, and  it's length varies (5 ft. per Hit Dice of the wielder).  The myths mention it can be fashioned into other objects as well, but lack specifics.

Vulnerability: In the myths Stoneclad cannot stand either the sight, or in some cases the smell, or virgin women who are undergoing their menstruation.  It not only makes him ill, it can conceivably kill him.  When within 30 ft. of a Humanoid woman who meets these prerequisites he takes 2 points of temporary Constitution damage per round.  Normally going to 0 would kill him, but if the DM is using the Ritual Death option listed below he merely loses consciousness for 1 hour.
 
Ritual Death: In most of the myths an elaborate ritual is required to pin down and kill Stoneclad once he has been reduced to 0 Constitution via virginal women.  Once he goes to 0 Con his Damage Reduction and Energy Resistance fail, and he may be pinned to the ground with seven stakes made from sourwood (or in one case he is impaled on his own cane, in another the "seven sacred woods of our people").  Then wood is piled high over him and he is set fire to (possibly with a shaman singing an accompanying ritual chant), and he burns until dawn.  In some myths he reveals magic to whoever is listening as he sings his death song, and in others his body leaves behind magical substances for use by the tribe: A large quartz crystal (which is usually snatched up by a shaman), and gobs of red paint or clay.  Those who adorn themselves with this paint and sing Stoneclads song gain a one time use of the wish spell (usually for luck in something or increased skill).  The crystal is his heart, and must be hidden from menstruating women to keep it's power. It is usually surrounded my magical traps or talismans.  Usually it is a simple divination device, but in one version of the myth a weekly sacrifice of human blood must be made to it, or Stoneclad's spirit will become restless and manifest itself and find more direct ways to quench it's thirst.  But if the proper sacrifices were made it's spirit could be consulted, among other things.  In one version his body breaks up into stones that can be used to scry and foretell the future.

Combat: Despite his array of magic, Stoneclad prefers to fight physically, beating people to death with his staff.  As a backup, he has one forefinger on his right hand shaped like an awl or spear that he can use if disarmed.  After the battle he uses it to open up victims to procure their blood and livers.
« Last Edit: December 18, 2014, 08:49:27 PM by bhu »

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Re: Biblical Weirdness
« Reply #105 on: November 26, 2014, 09:19:19 PM »
http://en.wikipedia.org/wiki/Spearfinger

http://www.manataka.org/page261.html

http://www.firstpeople.us/FP-Html-Legends/UtluntaTheSpear-finger-Cherokee.html

http://paranormalstories.blogspot.com/2009/06/spearfinger.html

http://www.tc.umn.edu/~wetz0025/tsalagi/pantheon/nonhuman/


Spearfinger
                      Medium Outsider (Earth, Evil, Native, Shapeshifter)
Hit Dice:             12d8+84 (138 hp)
Initiative:           +0
Speed:                30 ft. (6 squares), Climb 30 ft.
Armor Class:          23 (+13 Natural), touch 10, flat-footed 23
Base Attack/Grapple:  +12/+21
Attack:               Claw +22 melee touch (1d8+13/19-20) or Rock +21 ranged (3d8+9)
Full Attack:          Claw +22 melee touch (1d8+13/19-20) or Rock +21 ranged (3d8+9)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Spell-Like Abilities, Claw, Extract Liver, Frightful Presence, Rock Throwing
Special Qualities:    Darkvision 60 ft., DR 20/Weak Spot, Energy Resistance 20 (Fire, Cold), SR 21, Shapeshift, Heavy Step, Hard Skinned, Meld Stone
Saves:                Fort +15, Ref +8, Will +11
Abilities:            Str 28, Dex 10, Con 24, Int 16, Wis 16, Cha 20
Skills:               Bluff +10, Climb +17, Concentration +7, Craft (any 2) +5, Diplomacy +10, Disguise +10, Hide +8, Jump +9, Knowledge (Arcana, Geography, Nature) +5, Listen +3, Move Silently +7, Search +8, Sense Motive +8, Spellcraft +3, Spot +8, Survival +8
Feats:                Brutal Throw, Improved Critical (Claw), Point Blank Shot, Power Critical (Claw), Weapon Focus (Claw)
Environment:          Warm Hills or Mountains
Organization:         Unique
Challenge Rating:     12
Treasure:             Staandard
Alignment:            Neutral Evil
Advancement:          13+ HD (Medium)
Level Adjustment:     ---

Spearfinger, or Un'tlun'ta, is a hideous ogre witch with a stone crust covering her body, and a long finger on her right hand with a tip like a spear or awl.  She inhabits the same mountain range as Stoneclad, and is said to be his rival (though in some versions they are married, or are opposite genders of one dual being).  Stoneclad ate the hunters, while she used her abilities at shapeshifting to sneak into the homes of the Cherokee and eat the livers of their children.  She is especially hated, as she uses her shapeshifting to impersonate her victims, and slowly eliminate entire families.

Spell-Like Abilities: At Will: Meld Into Stone, Stone Shape

3/Day: Greater Stone Shape, Wall of Stone

Claw (Ex): Attacks made with Spearfingers claw are considered melee touch attacks, and ignore DR.

Extract Liver (Su): As a Swift Action Spearfinger may stab a victim who is Flat-Footed or unaware of her presence in the back of the neck with the finger of her right hand.  The victim must make a DC 25 Fortitude Save (Save DC is Str based) or Spearfinger extracts their liver.  The victim is unaware that this has happened, and takes 1 point of Constitution drain every Hour unless their liver is restored via magic (Heal, Limited Wish, Miracle, Wish), or until they reach 0 Con and expire.  If the Save is successful they take damage had done successfully performed a Critical hit with her Claw attack, and are perfectly aware she attacked them.  This attack does not affect targets that are not living, immune to criticals, or have no discernible anatomy.

Frightful Presence (Ex): Spearfinger can unsettle foes with her mere presence. The ability takes effect automatically whenever she shifts form to reveal herself, charges, or flies overhead. Creatures within a radius of 30 feet are subject to the effect if they have fewer HD than her. A potentially affected creature that succeeds on a DC 21 Will save (Save DC is Cha based) remains immune to her Frightful Presence for 24 hours. On a failure, creatures with 4 or less HD become Panicked for 4d6 rounds and those with 5 or more HD become Shaken for 4d6 rounds.

Rock Throwing (Ex): The range increment is 120 feet for Spearfingers thrown rocks (see Monster Manual under Giant).  Due to her Strength and control of stone, Spearfinger may throw the same size rocks regardless of what size she happens to be at the time.

Damage Reduction: Spearfingers heart is her vulnerable spot, and while stories vary in just exactly where it lies, it is always in her right hand.  Options includes her palm, wrist, the joint where her claw finger meets her hand, or the tip of her claw.  To simulate this, she has DR 20/- that does not work against confirmed Critical hits or attacks that purposefully target this weak spot.  Opponents can make a DC 22 Knowledge (Arcana) check to know what Spearfinger's Weak Spot is.  They may then take a -x Penalty on their attack roll to target the Weak Spot.

Shapeshift (Sp): Spearfinger may cast Polymorph on herself only at will as a Spell-Like Ability.  However, she cannot be observed while doing so.  Her power does not work when another living Humanoid is looking at her.  She may revert to normal form at will, even if being observed.  She retains the use of her Claw special attack so long as the form she is taking is humanoid in shape, so she must must take pains to hide her finger.  As a Standard Action she may also change her Size Category to anything from Small to Gargantuan (see below for stats).

Heavy Step (Ex): Spearfinger may ignore the effects of Difficult Terrain, but her great weight gives her a Penalty to Reflex Saves to avoid traps or other effects set off by weight equal to her Size Penalty to Hide Checks (minimum of -2).

Hard Skinned (Ex): Non-magical weapons striking Spearfingers stony skin and doing no damage have a chance of breaking.  When struck by a non-magical weapon, any damage prevented by her Damage Reduction is dealt to the weapon, interacting with Hardness normally.

Meld Stone (Su): Spearfinger may cause any two stone surfaces touching each other to adhere instantly as a Swift Action.  She often combines this with her rock throwing to make bridges.  The range of this ability is limited only by her throwing arm.  As long as the rock she throws is on target (and the target is stone) she may use this Ability.

Combat: Spearfinger generally sticks to her home in the mountains, using the fog as cover.  She only comes down into the lowlands when the Cherokee have set their massive autumn fires, or when there is fog or inclement weather.  She will generally kill a lone victim, and then take their place via shapeshifting to find more victims.  Once found she will trick opponents into breaking their weapons by challenging them to hit her heart, which is the only way to kill her.  Obviously she doesn't mention he heart is in her hand as opposed to her chest.



SMALL
Initiative:           +5
Armor Class:          24 (+1 Dex, +13 Natural), touch 11, flat-footed 24
Base Attack/Grapple:  +12/+15
Attack:               Claw +21 melee touch (1d6+10/19-20) or Rock +20 ranged (3d8+7)
Full Attack:          Claw +21 melee touch (1d6+10/19-20) or Rock +20 ranged (3d8+7)
Space/Reach:          5 ft./5 ft.
Saves:                Fort +14, Ref +9, Will +11
Abilities:            Str 24, Dex 12, Con 22, Int 16, Wis 16, Cha 20
Skills:               Climb +15, Hide +9, Jump +7, Move Silently +8
Extract Liver Save DC changes to DC 23


LARGE
Initiative:           +3
Armor Class:          23 (-1 Size, -1 Dex, +15 Natural), touch 8, flat-footed 23
Base Attack/Grapple:  +12/+29
Attack:               Claw +25 melee touch (2d6+19/19-20) or Rock +24 ranged (3d8+13)
Full Attack:          Claw +25 melee touch (2d6+19/19-20) or Rock +24 ranged (3d8+13)
Space/Reach:          10 ft./10 ft.
Saves:                Fort +17, Ref +7, Will +11
Abilities:            Str 36, Dex 8, Con 28, Int 16, Wis 16, Cha 20
Skills:               Climb +21, Hide +3, Jump +13, Move Silently +6
Extract Liver Save DC changes to DC 29


HUGE
Initiative:           +2
Armor Class:          24 (-2 Size, -2 Dex, +18 Natural), touch 4, flat-footed 24
Base Attack/Grapple:  +12/+37
Attack:               Claw +28 melee touch (2d8+25/19-20) or Rock +27 ranged (3d8+17)
Full Attack:          Claw +28 melee touch (2d8+25/19-20) or Rock +27 ranged (3d8+17)
Space/Reach:          15 ft./15 ft.
Saves:                Fort +19, Ref +6, Will +11
Abilities:            Str 44, Dex 6, Con 32, Int 16, Wis 16, Cha 20
Skills:               Climb +25, Hide -1, Jump +17, Move Silently +6
Extract Liver Save DC changes to DC 33


GARGANTUAN
Initiative:           +2
Armor Class:          26 (-4 Size, -2 Dex, +22 Natural), touch 4, flat-footed 26
Base Attack/Grapple:  +12/+45
Attack:               Claw +30 melee touch (3d8+31/19-20) or Rock +29 ranged (3d8+21)
Full Attack:          Claw +30 melee touch (3d8+31/19-20) or Rock +29 ranged (3d8+21)
Space/Reach:          20 ft./20 ft.
Saves:                Fort +21, Ref +6, Will +11
Abilities:            Str 52, Dex 6, Con 36, Int 16, Wis 16, Cha 20
Skills:               Climb +29, Hide -5, Jump +21, Move Silently +6
Extract Liver Save DC changes to DC 37
« Last Edit: December 18, 2014, 08:58:32 PM by bhu »

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Re: Biblical Weirdness
« Reply #106 on: December 19, 2014, 08:57:43 PM »
http://www.theworldofchinese.com/2014/10/a-chinese-ghosts-primer/

https://forum.lowyat.net/topic/1415592/all

https://web.archive.org/web/20150512153616/http://hellyeacreepyshit.com/post/20950511681/chinese-ghosts

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

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

http://www.echinacities.com/expat-corner/The-Bewitching-World-of-Chinas-Ghost-Stories

https://www.ancient.eu/article/892/ghosts-in-ancient-china/

https://china-underground.com/2016/04/09/demons-monsters-ghosts-of-the-chinese-folklore/

https://radiichina.com/long-list-chinese-ghost-stories/

With special thanks to Veekie, who was much help with this.

Gui

Gui (also calle Kuei) is an Acquired Template that can be applied to any Humanoid (and anything that has already taken the Jing Template).  Gui is the generic Chinese term for 'ghost'.  In most cases this refers to the spirit of someone denied reincarnation and sentenced to Buddhist Hell for punishments, or who had no one to carry out the proper funerary rites for them, leaving them to be stuck in this world.  They spend their time causing misfortune, or trying to right whatever circumstance cause them to become a Gui in the first place.  Most are somewhat corporeal entities, with a surprisingly finite lifespan.  Their appearance varies greatly, but most are skeletal beings who wear red kerchiefs around their face to hide that they have no chin.

Size and Type: Size is unchanged, Type changes to Undead with the Incorporeal Subtype.  Unlike other creatures with incorporeality, a Gui can only enter through ways in which it came and went in life.  For example it could enter windows and doors even if they are closed and barred shut, but walls, floors, and ceilings block them.

Hit Dice: All current and future Hit Dice become D12's, and hit points must be recalculated.

Speed: Unchanged.  Ghosts generally levitate up to 5 ft off the ground, but they cannot fly.  They ignore any terrain feature that fails to project more than 5 feet above the ground, such as difficult terrain, burning lava, water, and so forth.  In addition, they ignore the standard penalties on Hide and Move Silently checks for moving quickly.

Armor Class: The Gui gains a Bonus to it's AC equal to it's Charisma Modifier (minimum +1).  When they are corporeal this is an increase to it's Natural Armor Bonus, when they are incorporeal it's a Deflection Bonus.

Attacks: Unchanged (but see Special Attacks).

Damage: Unchanged (but see Special Attacks).

Special Attacks: Retains all Special Attacks of the Base Creature, Plus gains Manifestation, Spellcasting and 1 Special Attack from the following list, plus one additional Special Attack for every 4 Hit Dice it possesses:

Manifestation (Su): The Gui are normally Incorporeal and Invisible (as per the Superior Invisibility spell from the Spell Compendium, Caster Level is equal to Hit Dice).  Gui of 2 Hit Dice or less have very weak abilities to manifest, relying on either the Deceit or Mischief abilities to interact with the living.  They cannot turn off their Incorporeal Subtype or Invisibility at all.  Gui of 3-4 Hit Dice can become visible, but not corporeal.  They can manifest a number of rounds equal to their Charisma Score.  Gui of 5-6 Hit Dice can become visible or corporeal for a number of rounds equal to their Charisma Score.  Gui of 7-8 Hit Dice can become both corporeal and visible for a number of rounds equal to their Charisma Score.   At 9 Hit Dice or more the Gui can switch between invisible and visible, corporeal and incorporeal at will.  They may also suppress it to select individuals, i.e. becoming visible to only one person in the room, or to every person but one in the room. Regardless of Hit Dice the Gui may switch once per round as a Free Action. 

Spellcasting: All Gui may cast the following as Spell-Like Abilities (Caster Level is equal to Ht Dice, Save DC's are Cha based):  At Will: Animate Rope, Arcane Lock, Dancing Lights, Doom, Ghost Sound, Launch Item (Spell Compendium), Mage Hand, Message, Mimicry (Complete Scoundrel), No Light (Book of Vile Darkness), Open/Close, Prestidigitation, Silent Portal (Spell Compendium), Stick (Spell Compendium), Telekinesis, Unnerving Gaze (Book of Vile Darkness).  They do not need to be corporeal to affect the physical world with these Spell-Like Abilities or their spells.  The Gui may cast spells as a Sorcerer whose Level equals it's Hit Dice, with spells restricted to Enchantment and Illusion schools.  Unless the base creature is already a spellcaster, in which case it may switch out one spell per level for a spell of equal level from the Enchantment or Illusion schools.

Animate Tree (Su): Most likely this is bamboo, but other trees are possible (this ability is normally only possessed by Gui Bound to trees).  During the day this is limited to maybe dropping fruits on the heads of passers by, or animating a root to make a Trip attack (this is a Standard Action that provokes no Attack of Opportunity, and if it fails the victim cannot make a Trip in return.  Use the Size Modifier for the Tree, and instead of the Gui's Str Modifier use it's Cha modifier).  Night time is different.  Then they can can often impale or strangle their victims with a bamboo stalk they leave lying in the path nearby.  As an Attack this is a Standard Action doing 1d6 piercing damage to any opponent within 10 feet of the tree, or instead it can be used to make a Grapple Check (same Modifiers as the Trip Check mentioned earlier).  If used in a Grapple, the bamboo stalk gives a +2 Bonus to Grapple Checks meant to maintain the Grapple.  While the Grapple is maintained, the victim must begin making Constitution Checks to avoid suffocation (see DMG for suffocation rules).  The Gui may add it's Charisma Modifier to damage rolls with this attack.

Bad Omen: The Gui adds the following spells to it's spell list, if their caster level would allow then access to that spell: Bestow Curse, Mass Curse of Ill Fortune (Spell Compendium), Bestow Greater Curse (Spell Compendium), Eyebite, Seed of Undeath (Complete Mage, unlike normal the victim rises as a Gui). 

Curse of Revenge (Su): (Prerequisite: 16+ HD) The Gui may cast Finger of Death at will as a Supernatural Ability, but is limited in it's targets.  It may only use this to take revenge on those who have wronged it in life, or against those that the Gods have turned their backs upon, or if directed to do so by Lord Yama or another member of the afterlife bureaucracy.  It is a very rare ability, and limited to powerful ghosts who are animated by revenge, or the Ba jiao gui.  They do not need to be corporeal to affect the physical world with this Ability.

Deadly Laugh (Su): (Prerequisite: 10+ HD) The Gui may injure or kill someone with a laugh.  The Gui may cast Cacophonic Burst (Spell Compendium) 3/day as a Supernatural Ability.

Drain (Su): Once per day, whenever the Gui is 'intimate' with a mortal Humanoid, the victim gains 1 Negative Level per session.  This can be as little as simply touching the victim for a Minute, to more physical relations.  Sleeping victims do not even realize the Drain is occurring. The victim is Fatigued for 24 hours, and once his Con is Drained below half his maximum value he becomes Exhausted instead.  Until the Gui is slain or driven off for at least 24 hours the victim cannot remove these negative levels through normal means (though spells will still work).  Once the Gui is dead, or hasn't Drained the victim for at least 24 hours he sheds one negative level per day until he has recovered.  Additionally, instead of healing itself of 5 damage for a successful Drain as per normal, the Gui has one of several other options it can pursue instead: It can boost the Save DC's of it's Special Attacks by 2 for 24 hours, it can become immune to Turning for 24 hours, or it can ignore the effects of Yang for 24 hours (see below for Yin and Yang).  If the Gui is 9 or more Hit Dice, it can bestow a negative level with a touch attack at will (or via natural weapons if it has any), and if it criticals it can use one of the above options for 48 hours instead.  Some will bite to drink blood as opposed to draining life force, but this has the same effects mechanically.  Gui must be corporeal to use this ability.

Frightful Moan (Su): A gui can emit a Frightful Moan as a Standard Action. All living creatures within a 30-foot spread must succeed on a Will save or become Panicked for 2d4 rounds. This is a Sonic Necromantic Mind-Affecting Fear effect. A creature that successfully saves against the moan cannot be affected by the same gui’s moan for 24 hours.  They do not need to be corporeal to affect the physical world with this Ability.

Ghost Magic: The Gui adds one of the following spells to it's spell list, if their caster level would allow then access to that spell: Assassin's Darkness (Complete Scoundrel), Control Winds, Crown of Brilliance (Book of Exalted Deeds), Elemental Body (Air only, Spell Compendium), Miasma of Entropy (Spell Compendium), Polymorph Any Object (can only be used to turn yourself into objects) or Stinking Cloud.

Horrific Appearance (Su): Any living creature within 60 feet that views a gui must succeed on a Fortitude save or immediately take 1d4 points of Strength damage, 1d4 points of Dexterity damage, and 1d4 points of Constitution damage. A creature that successfully saves against this effect cannot be affected by the same gui’s horrific appearance for 24 hours.  They do not need to be corporeal to affect the physical world with this Ability.

Improved Grab (Ex): The Gui can make a Grapple Check without provoking an Attack of Opportunity.  In addition, if the Gui has the Drain Special Attack it may use it with a successful Grapple Check.  They must be corporeal to use this ability.

Madness:  The Gui may add the following spells to it's spell list, if their caster level would allow then access to that spell: Confusion, Crushing Despair, Insanity, Maddening Whispers (Spell Compendium). 

Memento Mori (Su): (Prerequisite: Bound Vulnerability)  The Gui is Bound to it's grave goods, consisting of the place of death, anything on their person at the time of death, anything it was buried with, and the things it owned (this includes things the ghost gifted, traded or sold in life, but has since lost, but not usually things it coveted but did not own) that it had a powerful attachment to.  The Gui may Manifest anywhere these goods are, and may switch between locations as a Swift Action.  Even if all it's grave goods are destroyed, it can still Manifest at it's place of death.  As usual it cannot Manifest more than 60 feet away from it's grave goods.

Parasitic Rope (Su): Unique to the Diao si gui, they may use the rope they were hanged with as a means of convincing someone to kill himself in order for the Gui to be free.  Using it the Gui can make a melee touch attack with a range of 10 ft.  If it touches the bare flesh of a Humanoid creature it will immediately bond to the flesh unless the victim makes a Fortitude Save (DC is 10 plus 1/2 Hit Dice plus Charisma Modifier).  To rip it back out in the first round it is attached requires a DC 20 Str Check and does 1d6 plus Str modifier to the victim.  It should be noted this cannot be done barehanded as the rope will try attaching to the victims would be savior.  After that round there are only two ways to remove the rope: painful surgery, or the victim must commit suicide via hanging.  Each day the rope remains buried within the victim he takes one point of Constitution Drain and must make a DC 15 Willpower Check (the Save DC increases by a cumulative +1 with each passing day).  If he fails the Save, he hangs himself.  If he makes it, he is okay for 24 hours.  Once he reaches a Constitution of 1, he gets no Save and immediately hangs himself if able.  If the surgery option is taken (make sure the doctors are wearing gloves) then the surgeon must make a DC 20 Heal Check over the span of 20 Minutes.  If the surgery succeeds, then the subject takes 1d6 damage, and his Con Drain converts to temporary Ability damage, healing normally at the rate of one point per day.  If it fails, he takes 2d6 damage, and if it fails by 5 or more he must make a DC 20 Fortitude Save or die.  A successfully cast Heal or Panacea (see Spell Compendium) spell will also remove the rope.  The Gui sometimes gives this rope to a human pawn it has some sort of leverage over (usually fear based) to use on it's behalf as it cannot leave the place of it's hanging.  Anyone can make an attack with the rope so long as the Gui wishes it to.  At any time the Gui may recall the rope to it's hand as a Swift Action regardless of the distance separating the two.  They do not need to be corporeal to affect the physical world with this Ability.

Physical Power (Sp): (Prerequisite: 12+ HD) The Gui may cast Tenser's Transformation as a Spell-Like Ability 3/day (Caster Level is equal to Ht Dice).  Instead of the usual +4 Con, the Gui instead gains a Primary Claw Attack (1d6 plus Str modifier) and a Secondary Bite Attack (1d6 plus 1/2 Str modifier).  The Gui's natural weapons are considered magic for purposes of overcoming DR.  They must be corporeal to use this Ability, and it is usually restricted to particularly insane or angry ghosts.  Usually paired with Damage Reduction, Fast Healing, Unnatural Vitality, etc.

Plague Spreader (Su):  The Gui is infectious, and carries some form of disease.  When making the Gui you can pick any disease known or even make one (many have a supernatural disease unique to them). First choose a form of infection (Contact, Inhaled, Ingested or Injury, see DMG for disease rules).  Choose whether it will be a Fortitude or Willpower Save (Save DC is Charisma based).  Incubation is always 1 day.  Damage is 1d4 ability damage (choose which ability when creating).  This ability may be taken a second time.  If so, whenever the victim takes damage from the disease he must make another saving throw or suffer one of the following additional effects: Permanently blinded or deafened, ability damage becomes ability Drain instead, Confused until next successful Save vs, Disease, Exhausted until next successful Save vs, Disease, Fascinated until next successful Save vs, Disease, Nauseated until next successful Save vs, Disease, or Paralyzed until next successful Save vs, Disease. 

Possessor (Su): (Prerequisite 9+ HD) Once per round, an Incorporeal gui can merge its body with another creature. This ability is similar to a Magic Jar spell (caster level is equal to 10 or the Gui's Hit Dice, whichever is higher), except that it does not require a receptacle. To use this ability, the gui must try to move into the target’s space (moving into the target’s space to use the Possessor ability does not provoke Attacks of Opportunity). The target can resist the attack with a successful Will save (DC 15 + gui’s Cha modifier). A creature that successfully saves is immune to that same gui's possession ability for 24 hours, and the gui cannot enter the target’s space. If the save fails, the gui vanishes into the target’s body.  It then has one of two options: the first is standard possession where the Gui gains control of the subjects body.  In the second the Gui does not gain control of the body, but the Possessed victim does not get Spell Resistance or Saving Throws against the Gui's Special Attacks.

Shapeshifter (Su): The Gui may add Polymorph to it's spell list, if their caster level would allow then access to that spell, except you can only use it to assume one of the following Types of Creatures: Animals, Humanoids or Vermin.  You may only use it to Polymorph yourself.

Spirit Weapon (Su): The Gui continues to wield a weapon it used  in life.  The weapon is now magic for the purposes of overcoming Damage Reduction, and is considered to have the Ghost Touch property.  Ammunition is in unlimited supply, and if taken or broken, the weapon reappears with the Gui the next sundown.

Strike Dumb (Su): The Gui may psychically assault victims to render them speechless. As a Full Round Action it may choose 1 opponent within 30 feet, and that victim must make a Willpower Save or be rendered incapable of revealing anything it knows about the Gui, as well as being mute.  This is a fairly rare ability, and limited to unusual ghosts.

Suicide: The Gui may add Dominate Person to it's spell list, if their caster level would allow then access to that spell, and can only use it to command someone to commit suicide.  This is unique to ghosts who have committed suicide, and if it is successful they are no longer Bound.

Terracotta Servant: (Prerequisite: 8+ HD) A Terracotta soldier was made to follow you into the afterlife (see below for stats).  This may be taken more than once, you gain one additional Servant each time it is taken.  Maximum Hit Dice for the Servant is the same as a Cohort if you had taken the Leadership Feat.

Ti Shen (Su): (Prerequisite: Possessor) This ability allows the Gui to permanently possess a corpse.  Unique to the Shui Gui, they possess the body of a victim they have drowned and are thus freed from their Bound Vulnerability.  The victim remains in place as a new Shui Gui.  This form of possession requires a DC 20 Level Check as it does not always work (the victim still becomes a new Shui Gui however).  Some Gui can possess corpses for other purposes, but they will be covered by the Jiangshi template.

Zhi Ren (also called Jin tong yu nu): A pair of male and female dolls made from paper and burned as an offering to a dead relative, these paper spirits sometimes serve them in the afterlife.  They function much like a pair of Familiars (see below for stats).

Special Qualities: Retains all Special Qualities of the Base Creature, plus gains Gui Limitations, Rejuvenation, and any one Vulnerability from the following list.  It also gains one other Special Quality from the following list for every 4 Hit Dice (at 16+ Hit Dice it may opt to lose a Vulnerability instead).  It may choose to gain one additional Vulnerability to choose an extra Special Quality or Special Attack.

Gui Limitations: Most Gui look human, unless they are particularly violent or insane .  There is always a tell however.  Some cast no shadow, or have no chin, or are skeletal beneath their clothing, are cold, have no feet, or smell of flowers or incense.  Using their supernatural powers causes flames in their presence to burn phosphorescent green.  They are vulnerable to various Buddhist Sutras, and various other Taoist Talismans or Wards which act against the Gui in a similar manner to a Magic Circle against Evil.  They cannot pass them or enter buildings upon which they're inscribed.  Gui are also watched by the Yen-lo-hwang, or celestial police.  They are allowed to be only so disruptive, else the afterlife will come for them.  Gui are heavily influenced by Yin and Yang energies (See below) and all but the strongest are powerless in full daylight.

Rejuvenation (Su): In most cases, it’s difficult to destroy a Gui through simple combat (if you are a mortal): The "destroyed" spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A Gui that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + Gui’s HD) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research.  You can also petition the Infernal Court to imprison or execute it by burning  legal documents and Hell Money.  Or get a Buddhist Priest to seal it away.  Or get a Supernatural being to kill it.  Even if destroyed, a God can still be petitioned to resurrect them.

Bound Vulnerability: Gui who are Bound cannot leave a finite area. Ba jiao gui and Bamboo ghosts cannot leave the area immediately surrounding their tree.  Diao si gui cannot leave the area of their execution.  Gui Po cannot leave the estate of the family under their protection, unless the family is traveling as well.  Shui gui cannot leave the body of water they drowned in.  Those who are forced to wander cannot leave the mortal realm, not even the Yen-lo-hwang can compel them.  Those bound to a specific site cannot move more than 60 ft from it.  Some ghosts have specific abilities to allow them to remove this vulnerability via the successful use of one of their powers.

Compulsion Vulnerability: The Gui has an odd compulsion.  For many Gui the most common Compulsion is that they are always required to move in a straight line, because they find crossroads and sudden changes in direction.  For the Er Gui, or Hungry Ghosts, the most common is hunger.  They will eat anything, even corpses and feces, and never get enough to satisfy their hunger, no matter how much they eat.  So long as there is food available they will pursue it to the exclusion of all else.  Gui with the Compulsion Vulnerability must make a DC 20 Willpower Save to ignore the effects of that Compulsion.

Red String Vulnerability: This may only be taken by Gui who also have the Bound Vulnerability.  If someone ties red thread about the location the Gui is bound to (usually the tree they haunt, or were hung from) before pinning the thread down with needles and tying the other end to their bedpost they may temporarily enslave the Gui.  Red is a powerful Yang color, and ghosts bound by this VUlnerability have some problems (see Yin and Yang below).  Binders may ask of the Gui any one task it can conceivably carry out (usually it's for winning lottery numbers).  If the ghost does so successfully within 30 days you must let it free, otherwise you permanently lose the ability to make Saving Throws against it's Special Attacks.  Traditionally the ghost cannot interfere with righteous men and must restrict itself to Yin businesses (crime, gambling, or stuff that somehow causes harm).  They cannot interfere with police or military or the priesthood.  Potential exploiters of this vulnerability must be wary as the Gui is allowed an Opposed Level Check every 24 hours to escape, and particularly powerful Gui will have no repercussions about killing a mortal who asks them to violate afterlife law by haunting the living on their behalf.

Slave Vulnerability: The Gui is a slave to another being.  For the Ch'ang kuei this is the tiger responsible for killing and eating them, and only lasts until they assist the tiger in killing another man.   Usually a Gui is the slave of a Taoist priest, who keeps them as a servant or weapon.  This technically lasts until the priest frees them, which he will never willingly do as the ghost will seek revenge.  So having a ghostly servant is a double edged sword, especially since ghosts haunting someone on behalf of the living is a violation of afterlife law.  Buddhist exorcists sometimes make use of the Gui as aides, as do the Taoist Immortals, but such a thing is very rare.  Gui with this Vulnerability obey their master as if under the influence of a Dominate Monster spell.

Alternative Movement Mode: The Gui gains either a Flight or Swim speed equal to it's Land speed (Maneuverability is Perfect in the case of Flight).  Flight is limited to Ghosts of 12+ Hit Dice.

Damage Reduction: The Gui has Damage Reduction 10/Magic.

Enhanced Ability Score: Increase any one Ability Score by +4, or any two Ability Scores by +2..

Fast Healing: The Gui gains Fast Healing 5.

Good Omen: (Prerequisite: Cannot be Evil) The Gui adds the following spells to his spell list, if their caster level would allow then access to that spell: Bastion of Good (Book of Exalted Deeds), Break Enchantment, Divination, Mass Conviction (Spell Compendium), Superior Resistance (Spell Compendium).  It goes without saying that this is rare.

I Return What I Have Stolen (Su): (Prerequisite: 16+ HD) The Gui may cast True Resurrection at will as a Supernatural Ability, but only to return the soul of someone whose life it has taken within the last day, and only a life it has taken via one of it's Special Attacks listed above.  This is very rare, and the Gui must be compelled, as it will never do this willingly without duress.

Painted Skin (Su): Whenever you kill a member of the same gender and species you used to be, you may flay their skin and prepare it as a bodysuit with a 4 hour magical ritual.  Donning or removing it is a Move Action, and while it is on you appear as the individual the  skin came from.  5 or more points of slashing or piercing damage opens the suit, and will require clothing to hide the tear.  10 points or more destroys it.  You may only have one suit at a time.

Planar Travel (Su): The Gui adds Plane Shift to it's spell list.  It may only Plane Shift itself or other Ghosts (or any Terracotta Servants/Zhi Ren it may have), and even then only to Planes it has been to, or knows of a way to get to.  Otherwise Gui are stuck in either this world or the next, and only leave under the orders of Yama or another member of the afterlife bureaucracy to catch something that has escaped Diyu, or because such a grave injustice has been committed that the ghost gets permission to return to the mortal world to deliver punishment).   Gui with the Bound Vulnerability cannot have this Ability.  Those with the Slave Vulnerability may only use it with the permission of their Master.  Gui with ranks in Knowledge (The Planes) can learn the ways to travel to other Planes with a sufficient Check (Check DC is up to DM but should be at least 20+, and knowing the way there doesn't necessarily mean that it's possible for the Gui to get there.  For instance, knowing the way to the Realm of the Gods doesn't mean you know the way past the Guards, who are probably far stronger than you.).

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

Spiritual Scent (Su): This is identical to the Scent ability, with a few key differences (the obvious one being that this is a Supernatural ability).  The ghost can't smell you so much as 'smell' the Qi flowing in and out of your body as you breathe.  As long as you hold your breath you are effectively invisible to this ability.  Spells or effects that effect the normal Scent ability do not effect Spiritual Scent.

Supernatural Skill: The Gui gains a +8 Enhancement Bonus to a single skill.

Turn Resistance (Ex): A Gui gains +4 Turn Resistance.

Unholy Grace (Su): The Gui adds a Profane Bonus to her AC and Saving Throws equal to her Charisma modifier.

Unnatural Vitality (Ex): The Gui gains Maximum hit points per hit die.

Walk Unseen: The Gui can add the following spells to it's spell list, if their caster level would allow then access to that spell: Dimension Door, Tree Stride.

Saves: Unchanged (but see Special Qualities).

Abilities: -6 Int and -6 Wis, plus as an Undead Con is now -.  Powers, Attacks or Abilities that normally used it's Constitution Modifier now use it's Charisma Modifier instead.

Skills: Gui have a +8 racial bonus on Hide, Listen, Move Silently, Search, and Spot checks.

Feats: Unchanged.

Environment: Unchanged (though some may have certain restrictions)

Organization: Usually Solitary

Challenge Rating: CR is equal to Hit Dice plus one for each four Hit Dice.

Treasure: Varies a great deal, but usually none

Alignment: Gui Alignment varies considerably, with many being Neutral, Chaotic Neutral, Neutral Evil or Chaotic Evil.  Other Alignments are possible, just usually considerably rare (the Gui Po being a notable exception).

Advancement: Unchanged.  Older Gui also likely have additional Templates.

Level Adjustment: N/A, Gui are not meant to be PC's.

Examples of Different Ghost Types:

Ba jiao gui: Known far more throughout Southeast Asia than China proper, the Ba Jiao Gui are the ghosts of women who lives in banana trees.  At night they appear at the base of the tree wailing, sometimes with an infant.  Supposedly blessed with minor powers of prophecy, it is said that if you tie a red string to the tree before driving needles into it, and then tie the other end to your bedpost, that they will give you winning lottery numbers or assist in gambling. They will promise you anything in exchange for being freed once you win.  If you don't set them free, you die a horrible death.  Ba jiao gui have the Bad Omen, Curse of Revenge, and Red String Vulnerability abilities.  This also refers to the ghosts of gamblers who died as a consequence of an inability to pay (even if by suicide).

Bamboo Ghost: A crossover from Malaysia and Taiwan, this is the spirit of someone who has committed suicide in the bamboo groves.  They seek to kill another to take their place so they can move on to the afterlife, and can animate stalks of Bamboo to kill their victims.  They have the Animate Tree and Bound Vulnerability abilities.  This one may be more urban myth than folklore.

Ch'ang kuei: The ghosts of men killed by tigers, who must remain as their servants in the afterlife (or at least until the tiger kills it's next victim).  Invisible spirits, they strip victims so the tiger can proceed to eating them without delay, and guard the tiger while it sleeps.  They have the Slave Vulnerability.

Di fu ling: Di fu ling is a generic term for a ghost bound to it's burial site, or some other place it had a strong attachment to in life.  Di fu ling have the Bound Vulnerability.

Diao si gui: Diao si gui are the ghosts of those who have been executed or committed suicide via hanging.  They cannot leave this world (or the site of their hanging) until they "convince" someone to take their place (i.e. execute them by hanging or drive them to suicide).  They will try using illusion to convince him, or bind him with the rope they were hanged with  This rope will grow into the victim causing them great pain and hampering their movement, and can only be removed via dangerous surgery or by killing oneself.  Diao si gui have the Parasitic Rope, Suicide, and Bound Vulnerability abilities.  Usually pictures with long red tongues hanging from their mouths.

Diao Xue Gui: Diao Xue Gui is a ghostly prankster who follows people at night. 

E gui: The Chinese name for the Buddhist Preta, or Hungry Ghost  Every year during the Ghost Festival they are free to roam (though some escape Hell at other times) and ask for food.  They are the ghosts of truly awful, greedy people, and if approached by one for food, you will be cursed if you refuse.  People who offend or strike them may also find illness, madness or misfortune.  Hungry ghosts who were destitute in life can eat but a little food, and suffer from anorexia.  Those with some wealth are divided into three groups: those whose food is burned to ash by the fires in their mouths, those whose throats are needle thin and will not allow food to pass, and those whose mouths are too rotten to eat anything.  Those with great wealth become the ghost of sacrifices, who live off human sacrifices given to them by the living.  Other become the ghosts of losses, who live off lost objects from the human world, and the ghosts of great powers, who are rulers of the ghosts and semi-divine in power.  The common portrayal of them is a grey or green skinned man who is invisible by day, but an night can be seen to have a small mouth, pot belly, and needle thin throat.  Some are capable of possession.  People who refuse to give others food or aid, or who do not get the proper funerary rites yearly can become hungry ghosts as well.  All of them have the Compulsion Vulnerability.  Most also have one of the following: Possessor, Plague Spreader, Drain or Bad Omen. 

Fu Gui: A ghost that lives in the abdomen whispering to victims, and causing them extreme pain and death.  Usually has Possessor and Plague Spreader.

Gao Huang Gui: A ghost who lives between the heart and diaphragm, inspiring ill thoughts and illness.  Usually has Possessor and Plague Spreader.

Gū Hún Yě Guǐ (aka You hun ye gui): These are the ghosts of those who died with no one to give them the proper funerary rites, whether because they were far from home or because their family didn't care.  They wonder until someone performs the proper rites for them to move on to the Underworld.   Some of them are merely mischievous, others are rampaging monsters.  Some settle down and become minor Gods, worshiped in order to placate them so they will provide protection.  They are referred to as You Ying Gong (Wang Ye in Taiwan), and best represented via another template.  The Manifestation ability is usually used to draw attention to evidence that will clear their name.

Gui po: Gui Po are the Ghosts of elderly domestic servants who have returned to look out for and watch over the family they served in life.  They have the Protective Spirit and Bound Vulnerability abilities.  Some also have horrific Appearance.

Gui Zhai (aka Toyol) Ghui Zhai is the Chinese name for the Toyol, which is best represented by it's own template.

Huang Fu Gui: Huang Fu Gui is a lecherous spirit who eats other ghosts.  He has the Deadly Laugh, Ghost Magic (Elemental Body) and Shapeshifter (Animals, Humanoids) abilities.

Hua Pi Gui: The ghosts of women who were horribly wronged in life, and then trapped in their skeletons for hundreds of years.  They are now green, demonic anthropophagi, who wear the skins of their victims to walk around in by day.  Usually have Hideous Appearance, Painted Skin and Physical Power abilities.  May also have the Bound Vulnerability.

Hu Gui or Hu Xian: Ghosts of benevolent foxes, raccoons or weasels with the Jing template that possess plates, bowls and other objects of the home.

Jian A ghost who dies becomes a Jiian, best represented by it's own template.

Mao Gui: A Cat with the Jing template who is a ghost.  Often raised via magic ceremonies as an instrument of revenge.  Usually has some combo of Bad Omen, Curse of Revenge, Madness, Possessor or Plague Spreader.

Nü gui/Nan gui: Women who have been horribly wronged (murder or sexual abuse is strongly implied) can find a measure of revenge by committing suicide in a red dress  They return as pale, long-haired women in white dresses seeking revenge on those who wronged them.  Nan Gui is the male version of the Nu Gui.  Note that they can be rather indiscriminate in their revenge, and in addition to their abuser they can take "revenge" on just about everything in their path.  There is a subset of the Nu Gui sometimes called Yao Nien, who are ghostly succubi who drain men of their Yang energy during lovemaking, or who murder them for their blood.  These have the Drain ability.  Some few of them take men as husbands instead, and even bear them children.  Many have the Bound Vulnerability.

Re Bin Gui Bin: Ghosts of foreign soldiers (usually Japanese) who roam the land murdering people.  Technically they didn't come about till WWII, but there were wars with China before then.  They usually have some ability to cause fear or otherwise impose morale penalties, such as Horrific Appearance or Madness.  They usually have a Spirit Weapon they carried in life as well..

Shu gui: Shu gui are haunted trees which confuse travelers by reappearing at random in the forest, causing them to be lost.  They are also known for sowing terror.  They usually have the Horrifying Appearance and Walk Unseen abilities.

Shui gui: Shui gui are the ghosts of the drowned whose bodies were never found, cursed to haunt the body of water that killed them until they get a replacement.  They do this by pulling travelers into the water, and then possessing their body, while leaving the bodies soul behind to become a new Shui gui.  They have the Possessor, Ti Shen and Bound Vulnerability abilities.

Thou-tzu Kuei: The ghosts of women who died without child, who try to steal infants.  They can be repelled by fetish swords hung from the babies cots.  They have the Compulsion Vulnerability.

Wutou gui: Wutou gui are the wandering ghosts of those executed via beheading.  Some carry their own head, some have no head at all.   

Yen-lo-hwang: Ghostly constables and magistrates who act as the law of the afterlife.  They punish the living who harm or enslave ghosts, enforce the laws of the afterlife on the deceased, and are sent to return escaped Ghosts or Demons.  They are best represented by a separate template.

Yuan gui: Yuan gui are the ghosts of those who died wronged, or had their reputations smeared.  Denied reincarnation they are doomed to wonder the world until they can get someone to clear their name or avenge them. 

Ying ling: The ghosts of dead fetuses, inspired by similar tales of Japanese ghosts.  If a woman has a miscarriage or an abortion, the child cannot reincarnate, an will become vengeful.  Priests are called in to lure the Ying Ling to reside in a tablet shaped like a baby doll, and then take it to a temple where rites are conducted to appease it and keep it calm.

Zhong yin shen: Generic term for the recently deceased who have yet to move on to the afterlife and reincarnation, who wander the Earth for 49 days.

Zhou You Ling : Ghosts of the drowned who appear at the crests of waves when disaster looms.  Mostly harmless otherwise, they are given gifts by the people at Hainan as thanks.

Chinese Afterlife: Author's Note: This was as best as I could piece together, English sources are rife with bad translations and misinformation.  When mortals die they wander the mortal realm for an additional 49 days, being watched over by the infernal bureaucracy (many don't realize they're dead yet).  After this they drift towards the afterlife, or are rounded up by Hebai Wuchang once Diyu notices they're missing,  They are presented to a Judge (some say it's Yama or one of the other Kings of the Underworld, some say it's the God Cheng Huang), or cross a bridge determining their fate  If the person has been particularly vile during life they are sentenced to Diyu (Chinese Hell).  Once there Lord Yama (or one of the Kings of Hell) decides what their punishment will be, and for how long.  Mortals who have been indescribably foul become permanent residents of Diyu.  Mortals who haven't been bad enough for Diyu, or who have been there for some time then go to the Underworld of the Yellow Springs (or in the case of Buddhists the Realm of the Hungry Ghosts).  This is a cheerless afterlife in which they live a miserable existence, save for during the yearly Hungry Ghost Festival when their relatives burn 'hell money' and other paper items that become real in the afterlife.  Once their time there is over, another God gives them a potion (or soup) that removes their memories so they can be reincarnated.  This time is rigidly scheduled, so they may reincarnate before their punishment in Hell is over.  This can lead to bad things.

The torturers and guards of Hell can be bribed with Hell Money, but this still leaves you with leftover karmic debt.  They can also be beaten if you are powerful enough, but eventually they will catch up to you, and then you're in deep trouble.  You can also jump the queue when waiting to be reincarnated so as to keep your memories, or trick the deity handing it out, but you just get punished more when you inevitably return.  After time in Hell you are released into the general ghost population for processing if you haven't been reincarnated yet.  What you become depends on your karmic debt once you do reincarnate. 

Animals are those with bad karma left over. They expiate their sins by getting killed and eaten, or worked hard, often in rapid succession. Animals don't accrue much bad karma, so spending a few incarnations as an animal earns you a place back in humanity.

Humans are the neutral slate, if your sins are worked off as a ghost, but you're only moderately virtuous, you end up as a human. You have even odds of gaining or losing karma and accumulating sins.

Asuras/Demons are powerful, but born with less restraint than power. Almost all of them eventually get killed at some point and end up in a much lower realm, as they revel in violence and selfish pleasures. You reincarnate to this if you have a lot of positive karma, but also many sins and indulgences. The guards of hell are often under this category, when they are not of the heroic dead.

Gods are born divine, have enormously long lives, great powers, but because of their long lives and great powers they tend to accrue bad karma, so that when they die they usually reincarnate into a lower realm. You reincarnate to this if you entered the afterlife with a great deal of positive karma and no sins.  Most eat Celestial Peaches, each one of which extends their life another hundred years.

Taoist Immortals have achieved permanent life, and no longer participate in reincarnation, and neither do those who have achieved Enlightenment such as the Buddhas.  Taoist have either used an elixir that granted them 'permanent' immortality, or via a lesser potion that must be repeated every so often.  Injury, exertion, extremes of emotion, indulgence, exhaustion of magical powers and other disruptions to the body can reduce the effects of the elixirs.

There is also a book that records the death of every living thing in Hell.  If it says your time is up, then your time is up, even if you're Immortal.  Sun Wukong achieved truly permanent immortality by storming hell and ripping out his page (or erased his name according to some versions), but this method of immortality is definitely not for the faint of heart.
« Last Edit: February 19, 2021, 04:10:37 AM by bhu »

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Re: Biblical Weirdness
« Reply #107 on: December 19, 2014, 09:03:00 PM »
http://www.theworldofchinese.com/2010/12/mythical-monsters/

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

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Jing

Jing is an Inherited Template that can be applied to any Animal, Construct, Plant or Vermin.  Jing refers to any object or being which has attained intelligence by accumulating magical power.  Almost anything can become Jing via age alone, but it can also acquire Jing via exposure to the divine, or through killing.  Some then study Taoist sorcery to become Immortal or advance in power, or if they acquired Jing through malice they become Yaomo (demon is a close enough translation).  The Jing template is an intelligent object, plant or animal that has studied enough magic to acquire a human form.  This should be a base Template, as many Jing become the pets of Gods, strive to become Gods themselves, or fall into demonhood by devouring the souls of Buddhist clergy to maintain their Immortality.

Size and Type: Size is unchanged, Type becomes Outsider with the Native and either the Law and Good (if celestial in origin) or Chaos and Evil Subtypes (if it became Jing via violence). 

Hit Dice: Unchanged, though hit points may need to be recalculated if Con changes.

Speed: Unchanged.  Inanimate objects and plants can gain a movement speed by changing to human form.

Armor Class: Celestial beings gain a Sacred Bonus to AC equal to their Charisma Modifier (minimum +1).  Evil Jing gain a Profane Bonus instead, while Neutral Jing gain a Deflection Bonus.  If alignment changes, so does the Bonus Type.

Attacks: Unchanged.

Damage: Unchanged.

Special Attacks: Retains all Special Attacks of the Base Creature, plus gains the following:

Taoist Sorcery: The Jing has studied magic (usually, but not always Taoist sorcery).  It may cast spells as a Sorcerer equal to it's Racial Hit Dice.  This stacks with Sorcerer Class Levels they may take for purposes of determining their Caster Level.

Special Qualities: Retains all Special Qualities of the Base Creature (except Mindless), gains the following:

Alternate Form (Su): A Jing can assume the shape of a human as a standard action. While in its alternate form, the Jing loses its natural attacks and Special Attacks (except spellcasting), but it gains the natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another or until the next sunrise

Saves: Celestial beings gain a Sacred Bonus to Saves equal to their Charisma Modifier (minimum +1).  Evil Jing gain a Profane Bonus instead, while Neutrals gain an untyped Bonus. If alignment changes, so does the Bonus Type.

Abilities: Jing roll 4d6 and drop the lowest die for any score that was previously -, such as Con or Int.  Charisma is reset to 3d6+4. 

Skills: Jing gain a +8 Racial Bonus to Bluff, Diplomacy, Disguise, Intimidate, and Sense Motive Checks.  In addition their skills must be recalculated due to ability score changes.  Class skills are the skills listed in their entry for animals and plants, Mindless Vermin and Constructs choose any three skills as class skills.  All skills they gain a Racial Bonus from this Template (or already possess from their race) are considered Class Skills as well.  The Jing can now read/write/speak Common.  Bonus languages are those of any nearby race.

Feats: Unchanged.  Formerly Mindless beings may now choose Feats.

Environment: Any

Organization: Usually Solitary, though some Jing form small groups.

Challenge Rating: CR becomes equal to it's Hit Dice +1.

Treasure: Standard, unless already better

Alignment: Celestial Jing are generally Lawful Good.  Demonic Jing are usually Chaotic Evil.  Taoists and others can be any Alignment, but trend towards Neutrality.

Advancement: By Character Class (usually Sorcerer).  It also  likely stacks a few more Templates.

Level Adjustment: --- (Jing are not meant to be played).
« Last Edit: February 17, 2021, 10:54:36 PM by bhu »

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Re: Biblical Weirdness
« Reply #108 on: December 19, 2014, 09:24:06 PM »
http://en.wikipedia.org/wiki/Jiangshi

http://www.mythicalcreaturesguide.com/page/Jiang+Shi

http://www.mysteriousbritain.co.uk/legends/jiang-shi-the-hopping-vampire.html

http://demonhunterscompendium.blogspot.com/2012/07/the-jiangshi.html

https://steemit.com/cn/@thornybastard/chapter-12-vampire-zombies-of-china

Jiangshi

Jiangshi is an Acquired Template that can be applied to any Humanoid.  Also called the Chiang-Shih, Geong-si, Cuong-si, Kiang-shi, Hsi-Hsue-Kuei, and the Kyonshi.  Jiangshi are the infamous hopping vampires of Chinese horror comedy, though there are some notable differences from the films.  Traditionally, the Jiangshi have more in common with zombies than vampires, and they feed on the life of their victims (i.e. their qi).  Jiangshi are usually only out for blood in films and other media.  They are stiff corpses, and as such are usually seen hopping in films as they cannot bend their knees, but there is no mention of hopping in some of the original folklore.   There are several ways in which one can become a Jiangshi, including: A Black Magic user or other caster animates one, spirit possession of the corpse, the corpse absorbs enough yang energy to reanimate, the p'oh (the evil half of a mans soul) reanimates the body, the corpse is not buried after the funeral, the corpse is hit by lightning, a black (or sometimes pregnant) cat leaps over the corpse, a person is killed by a jiangshi (this is mostly a film plot), or his soul stays around because he killed himself, died an improper death, or wants revenge.  People who die far from home can become roaming Gui, so many times families will pay Taoist priests to animate the corpse temporarily to bring it home.  The priest conveniently rings a bell to warn people and travels at night, as it is thought to see the procession of the Jiangshi is an ill omen.  Initially quite mindless and limited, the Jiangshi grows ever more powerful and dangerous the longer it exists.  It's appearance depends on how long it has been dead.  Recent corpses might just look like pale or ill humans.  Older corpses will look quite awful, with mold or moss growing upon them, and Chiangshi who have existed for some time are covered in thick white fur.  When angered or on the attack it tends to change, becoming a green, glowing demonic figure with serrated teeth and long, sharp nails.  Some are portrayed with long tongues and bulging eyes.

Size and Type: Size is unchanged, Type becomes Undead. 

Hit Dice: All current and future Hit Dice become d12's.   Jiangshi are preternaturally tough, and gain maximum hit points per die.

Speed: Unchanged.

Armor Class: The base creature’s natural armor bonus improves by +8.

Attacks: The Jiangshi gains a Primary Claw Attack and a Secondary Bite attack if it doesn't already have them.  It gains 2 claws and 1 bite on a Full Attack action.

Damage: Damage for a Medium size Jiangshi's Claws are 1d6 plus Str Modifier, and it's Bite is 1d6 plus 1/2 Str Modifier.

Special Attacks: Retains all Special Attacks of the Base Creature (except Abilities gained from class levels), plus gains the following:

Energy Drain (Su): Living creatures hit by a Successful Grapple Check by the Jiangshi gain two negative levels. For each negative level bestowed, the Jiangshi gains 5 temporary hit points. A Jiangshi can use its energy drain ability once per round.  Any living creature that dies with negative levels gained from this ability rises as a Jiangshi the next day.  It is not subservient to it's killer, but they will likely become partners.

Additionally the Jiangshi gains one Special Attack from the following list for every 4 Hit Dice it possesses:

Alternate Form (Su): A Jiangshi can assume the shape of a human or wolf as a standard action. While in its alternate form, the Jiangshi loses its natural attacks and Special Attacks, but it gains the natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another or until the next sunrise

Battle Frenzy (Ex): In combat a Jiangshi is ferocious, often ripping victims limb from limb.  It gains a +2 to attack and damage rolls, and threatens a Critical with any of it's Claw or Bite attacks on a 19-20.

Enhanced Energy Drain (Su): (Prerequisites: 12+HD) The Jiangshi may now use it's Energy Drain ability as a melee Touch Attack, or as part of a Claw or Bite attack.

Horrific Appearance (Su): Any living creature within 60 feet that views a gui must succeed on a Fortitude save or immediately take 1d4 points of Strength damage, 1d4 points of Dexterity damage, and 1d4 points of Constitution damage. A creature that successfully saves against this effect cannot be affected by the same gui’s horrific appearance for 24 hours.  They do not need to be corporeal to affect the physical world with this Ability.

Poisonous Breath (Su): Contact, Fort Save, initial and secondary damage 1d4 Con. The save DC is Constitution-based, can be used in a grapple or against an adjacent opponent as a ranged attack (does not provoke an Attack of Opportunity)

Special Qualities: Retains all Special Qualities of the Base Creature other than those related to sight and hearing.  It also forgets all abilities gained from class levels, but it does gain the following:

Rejuvenation (Su): In most cases, it’s difficult to destroy a Jiangshi through simple combat: The "destroyed" corpse will often restore itself in 2d4 days.  A Jiangshi that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + Jiangshi’s HD) against DC 16.  There are exceptions to this.  Lightning, natural or otherwise is permanently fatal to them, as is beheading.  The corpse may be salted or burned as well.  You can also petition the Infernal Court to imprison or execute it by burning  legal documents and Hell Money.  Or get a Buddhist Priest to seal it away.  Or get a Supernatural being to kill it.   Even if destroyed, a God can still be petitioned to resurrect them.

Damage Reduction (Ex): The Jiangshi gains DR/Magic equal to it's Hit Dice.  In other words a 10 HD Jiangshi would gain DR 10/Magic.

Unnatural Vitality (Ex): The Gui gains Maximum hit points per hit die.

Turn Resistance (Ex): The Jiangshi gains +4 Turn Resistance.

Spiritual Scent (Su): This is identical to the Scent ability, with a few key differences (the obvious one being that this is a Supernatural ability).  The Jiangshi can't smell you so much as 'smell' the Qi flowing in and out of your body as you breathe.  As long as you hold your breath you are effectively invisible to this ability.  Spells or effects that effect the normal Scent ability do not effect Spiritual Scent.

Sensory Deprivation (Ex): Jiangshi are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

Compulsion Vulnerabilities (Ex): Jiangshi have several odd compulsions.  Jiangshi who see their own reflection are terrified, and must make a DC 20 Willpower Save or be Frightened for 1d4 rounds (this ignores it's immunity to Fear effects).  They will not approach items made from the wood of a Peach tree.  It disappears when a rooster calls to avoid the light of the sun.  It cannot abide the Sun, and will always flee from it.  Various talismans, sticky rice, adzuki beans and spells are meant to protect from them as well.  If you spill a bag of coins, beans, rice or iron pellets it is compelled to count them before continuing the chase.  It is said a circle of iron filings, red peas or rice can trap it inside.  A weirder myth claims striking the creature with a straw broom will return it to it's grave.  They fear thunder, and cannot abide bells and gongs, which they will destroy since they hunt by sound and smell.  Jiangshi must always move in a straight line, pausing before turning.  Older Jiangshi (usually represented by further Templates) are known as Ba Demons, and are god-like in power, able to ignore these vulnerabilities.  When confronted with one of these Vulnerabilities, the Jiangshi can make a DC 20 Willpower Save to ignore them.

Physical Vulnerabilities: Weapons made of Peach wood ignore the Jiangshi's DR.  Fetish swords made of coins and left to charge under the light of the moon ignore the creature's DR.  In the films, splashing it with the urine of a virgin by does 1d6 damage to it (unsure if this is present in the folklore).  In the films (and maybe the legends as well) a spell written in chicken's blood on a strip of paper paralyzes them.  Older Jiangshi are immune to this, and must be forced into a grave, and then bound there via magic.  When in direct sunlight the Jangshi de-animates and becomes a normal corpse until it is shaded once again. 

Additionally, the Jiangshi gains one Special Quality from the following list for every 4 Hit Dice it possesses:

Levitate (Su) (Prerequisite 6+ HD): Jiangshi generally levitate up to 5 ft off the ground, but they cannot fly.  They ignore any terrain feature that fails to project more than 5 feet above the ground, such as difficult terrain, burning lava, water, and so forth.  In addition, they ignore the standard penalties on Hide and Move Silently checks for moving quickly.

Enhanced Ability Score: Increase any one Ability Score by +4.

Fast Healing: The Jiangshi gains Fast Healing 5.  This doesn't heal damage from Fire, Electricity, urine, peach wood weapons or coin swords.

Gaseous Form (Su) (Prerequisite 12+ HD): As a standard action, a Jiangshi can assume Gaseous Form at will as the spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.  Unlike normal it appears as a ball of cold blue fire surrounding by a chill mist.

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

Unholy Grace (Su): The Jiangshi adds a Profane Bonus to her AC and Saving Throws equal to her Charisma modifier.

Saves: Unchanged.

Abilities: +10 Str, -2 Dex, -4 Int, -4 Wis, -4 Cha.  Constitution becomes -.  Additionally Jiangshi gain a +2 to any one Ability Score for each 4 Hit Dice it possesses.

Skills: Unchanged.  Most Jiangshi lose both the ability to speak and understand speech until they've been around a while.

Feats: Jangshi gain Improved Grapple as a Bonus Feat, whether they meet the prerequisites or not.

Environment: Any.

Organization: Solitary or traveling troupe (3+).

Challenge Rating: +1, with an additional +1 for each 4 HD (i.e. +1 for 1-3 HD, +2 for 4-7 HD, etc.).

Treasure: None.

Alignment: Always Chaotic Evil.

Advancement: The longer it is alive the more powerful a Jiangshi becomes, adding one Hit die for roughly every year of it's existence (more if it consumes many victims).  A successful Jiangshi can sometimes consume enough lives to grow a Hit die a week.  As they progress, they acquire further templates (Ba or Demon King).

Level Adjustment: N/A, Jiangshi are not meant to be PC's.
« Last Edit: February 19, 2021, 07:38:44 PM by bhu »

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Re: Biblical Weirdness
« Reply #109 on: February 06, 2015, 10:25:02 PM »
Zhi Ren

Zhi Ren are considered Constructs with a Vulnerability to Fire (x2 damage).  Their Ability Scores are Str 8, Dex 16, Int 6, Wis 12 Cha 8.  The Zhi Ren has no Con Score and is a Construct.

Hit Dice For the purpose of effects related to number of Hit Dice, use the Gui’s Ht Dice.

Hit Points The Zhi Ren have one-half the Gui’s total hit points (not including temporary hit points), rounded down.

Speed The Zhi Ren has the same Movement speeds and types the Gui does.

Armor Class Initially the Zhi Ren gains a +1 Natural AC Bonus, and possibly it's Dex Modifier as well if it is applicable.

Attacks Use the Gui’s base attack bonus. Use the Zhi Ren’s Dexterity or Strength modifier, whichever is greater, to get the Zhi Ren’s attack bonus with weapons the Gui provides for it.  Unless it is given a weapon the Zhi Ren has no means of attacking beyond unarmed strikes or grappling.

Saving Throws For each saving throw, use either the Guis base save bonus. The Zhi Ren uses its own ability modifiers to saves, and it doesn’t share any of the other bonuses that the master might have on saves.

Skills  For each skill in which either the Gui or the Zhi Ren has ranks, use either the normal skill ranks for an animal of that type or the Gui’s skill ranks, whichever are better. In either case, the Gui uses its own ability modifiers. When creating the Zhir Ren, choose any 5 Skills to be it's Class Skills.

Feats Zhi Ren gain one Feat upon creation.

Code: [Select]
[b]   Gui Hit Dice    AC Bonus    Int    Special[/b]
1-2     +1    6  Alertness, improved evasion, share spells, empathic link
3-4     +2    7  Deliver touch spells
5-6     +3    8  Speak with master
7-8     +4    9  Speak with others
9-10    +5    10 
11-12   +6    11 Spell resistance
13-14   +7    12 Channel Abilities
15-16   +8    13
17-18   +9    14
19-20   +10   15

The Special Abilities are the same found for those listed under Familiars in the PHB, with the exception of Speak with others.  This ability allows the Zhi Ren to verbally communicate with those who aren't it's master, and they know any language he does.  Channel Abilities (Su): If the Gui can use Frightful Moan, Horrific Appearance or Walk Unseen, so may the Zhi Ren.





Terracotta Servant

Terracotta Servant is an Acquired Template that can be applied to any Human with levels in the Fighter Class or any Warhorse.

Size and Type: Size is unchanged, Type becomes Construct.

Hit Dice: All current and future Hit Dice become d10's.  Recalculate hit points, and remember to add the bonus hp due to Size.

Speed: Unchanged.

Armor Class: Gains a +8 Natural Armor Bonus to AC.  If it already has a Natural Armor Bonus it becomes +8

Attacks: Unchanged.

Damage: Unchanged.

Special Attacks: Retains all Special Attacks of the base creature.

Special Qualities: Retains all Special Qualities of the base creature, and gains Construct traits.

Saves: All Saves are now ba Saves, and must be recalculated.

Abilities: As a Construct, the Servant has no Con Score.  +4 Str, -2 Dex, -2 Int (minimum 2), -2 Wis, -4 Cha.

Skills: Unchanged.

Feats: Unchanged.

Environment: Unchanged, usually the Afterlife.

Organization: Unchanged.

Challenge Rating: +1

Treasure:
Unchanged.

Alignment:
Always Neutral

Advancement: Unchanged.

Level Adjustment: ---



https://en.wikipedia.org/wiki/Yin_and_yang

https://www.ancient.eu/Yin_and_Yang/
YIN AND YANG

Author's Note: I can't find hard and fast rules for how this philosophical concept affects Chinese Undead, so I'm pretty much winging it.  My apologies if anyone finds this offensive.  Strong Yin energy makes Undead more powerful, strong Yang takes their power away.  Yang is represented by masculinity, openness, overtness, the colors white & blue, light, the south side of a hill/north side of a river, fire, creativity, activity, the Sun, strength, the God Xihe, heaven, positive, warmth, order, dryness, youth, odd numbers, mountains, wealth, hardness, form and dragons.  It is often represented by a solid line trigram, and the height of Yang's power is the summer solstice.  Yin is represented by femininity, being closed, covertness, the colors black and orange, darkness, the north side of a hill/south side of a river, water, transformation, passivity, the Moon, weakness, the Goddess Changxi, the earth, negative, cold, disorder, wetness, age, even numbers, valleys, poverty, softness, spirit and tigers.  It is often represented by a broken line trigram, and the height of in's power is the winter solstice.  The more of the factors that are present, the stronger or weaker the Undead.  Let's use Gui as an example.  The Gui has a base Yin score equal to it's Hit Dice at night, and 0 in the sunlight.  It's caster level for it's spells and abilities are determined by that Yin Score.  For example, a 4 HD Gui has caster Level 4, can become visible when Manifesting, and has chosen the ability Frightful Moan.  If it's Yin score is reduced to 2, it's caster Level becomes a 2, and it cannot Manifest or use Frightful Moan.  If it's Yin score is improved to 8 it's Caster Level becomes an 8, it can become corporeal for brief periods, and it can gain either a new ability from the list in the Gui template or increase the Save DC of all it's current abilities by +1.  The things representing Yin and Yang above increase or decrease this score.  For example a 4 HD ghost in an underground temple dedicated to Changxi that has fallen into disrepair has a Yin score of 9 (+1 covertness, +1 darkness, +1 Changxi, +1 earth, +1 poverty or age).  An Undead's score cannot be brought below 0.  Additionally, Gui with Drain or Jiangshi with Energy Drain who succeed in draining their opponents see their Yin score by +1 per negative level bestowed for 24  hours.  If they kill the victim, they gain 1 Hit Die permanently.  If they kill a holy man, usually a devout Buddhist Priest, they permanently gain Hit Dice equal to the victims.  For example if a 6 HD Gui kills a 4 HD priest, it is now a 10 HD Gui.   
« Last Edit: February 25, 2021, 10:26:43 PM by bhu »

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Re: Biblical Weirdness
« Reply #110 on: February 11, 2015, 03:06:37 AM »
GHOST KING

Ghost King is an Acquired Template that can be applied to any creature who already has the Gui Template, is not Good Alignment, and has at least 16 Hit Dice.  Many are outlaws who have eluded the celestial police long enough to amass greater than usual power or followers.  Many were some sort of nobility or  had ties to the supernatural while living.  Among the E Gui they are known as the Ghosts of Great Powers, and it takes a truly powerful Buddhist Priest or Demon to put one down.  Some Ghost Kings are instead demonic or fallen divine beings, such as Pisachas, Rakshasas or Yakshas.  Those would be another entry, this template is for Gui who have pursued power to the point they are just shy of becoming Gods.  Gui of 40 or more Hit Dice gain Divine Rank 0, and are no longer usable as encounters.

Size and Type: Unchanged. 

Hit Dice: Unchanged.

Speed: Increase all Movement Scores by +10 ft, or doubles one of them.

Armor Class: Bonuses to Armor Class gained by the Gui template are now equal to the Gui's Charisma Score instead of their Charisma Modifier.

Attacks: Unchanged.

Damage: Unchanged.

Special Attacks: Retains all Special Attacks of the Base Creature, and modifies them as follows:

Spellcasting: The Ghost King is no longer limited to the Enchantment and Illusion schools, and may re-choose what spells it knows.

Animate Tree (Sp): You may now also cast Animate Plants at will as a Spell-Like Ability.

Drain (Su): rain causes two negative levels instead of one.

Frightful Moan(Su): Instead of the usual effect, the Ghost King may may scream, causing all living opponents within 100 ft become Panicked for 8 rounds plus 1 round per point of the Ghost Kings Charisma modifier unless they make a Will Save. If the opponent Saves successfully he is Shaken for 1 round per point of the Ghost Kings Charisma modifier instead (but is immune to further effects from this Ghost Kings Frightful Moan for 24 hours).

Horrific Appearance (Su): Instead of the usual effect, any living creature within 60 ft. of the Ghost King that can see it must make a Willpower Save or be afflicted as though they had the Feeblemind Spell successfully cast on them.

Parasitic Rope (Su): The range of this abilities attack increases to 60 ft.

Physical Power: You now permanently gain the benefits of Tenser's Transformation, without losing your spellcasting.

Plague Spreader (Su): The ability damage one by this Special Attack doubles.

Shapeshifter (Su): You may now use Polymorph on yourself with no restrictions.  If you have 18+ Hit Dice, you may Shapechange, as per the spell, instead.

Spirit Weapon (Su): Your Spirit Weapon is now a +6 Weapon.  This can be taken as weapon bonuses or properties.  For example, you could have a +6 Ghost Touch Longsword.  Or a +4 Anarchic, Ghost Touch Longsword.   Or a +5 Defending, Ghost Touch Longsword, etc.

Terracotta Servant: You now efffectively have the Leadership Feat, but all your Cohorts and followers have the Terracotta Servant Template.  You may take Warhorses as followers.

In addition, for every 8 Hit Dice the Ghost King possesses it can choose a spell from any spell list of 4th Level or lower to cast at will as a Spell-Like Ability.

Special Qualities: Retains all Special Qualities of the Base Creature (Except one Vulnerability, which it loses), and modifies them as follows:

Damage Reduction: DR now increases to DR 20/Epic and Good.

Spell Resistance (Ex): The Gui now gains Spell Resistance equal to 15 plus it's Challenge Rating.

Turn Resistance (Ex): The Gui's can no longer be destroyed by Turn Undead, but it still has Turn Resistance against the other effects.

In addition the Gui gains one Quality from the following list for every 8 Hit Dice it possesses:

Vulnerable No More: The Ghost King no longer suffers one Vulnerability it formerly had.

Any Special Quality listed in the Gui Template.

Saves: Unchanged, unless there are changes in the appropriate Ability Scores.

Abilities: +4 Str, +4 Dex, +6 Int, +14 Wis, +8 Cha. 

Skills: Ghost Kings get a +8 Racial Bonus on Intimidation, and any one other skill they don't currently have a Racial Bonus in.

Feats: Ghost Kings get one Bonus Feat they qualify for, including Epic Feats if they are sufficiently high level..

Environment: Any

Organization: Solitary, usually accompanied by many lesser Gui

Challenge Rating: +1 for each 8 Hit Dice, rounded down.

Treasure: Triple Standard

Alignment: Unchanged, usually Evil

Advancement: Unchanged.

Level Adjustment: N/A, Ghost Kings are not meant to be PC's.
« Last Edit: February 19, 2021, 07:19:41 PM by bhu »

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Re: Biblical Weirdness
« Reply #111 on: April 16, 2015, 08:23:26 PM »
http://www.mythicalcreatureslist.com/mythical-creature/Chindi

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

http://www.navajocentral.org/navajotaboos/taboos_ghosts.html

Chindi

Chindi is an Acquired Template that can be applied to any deceased, corporeal Humanoid.  The Navajo believe that the final breath that leaves the body contains all of a man's sins, everything that made him Evil in the world.  For this reason they make sure their dead expire outside, as anytime someone dies inside the building must be abandoned or ritually cleansed before it can be used again.  The ghost will eventually disperse naturally, but in the meantime it is attracted to it's former body and belongings, or mentions of it's name.  Accordingly, the dead are not spoken of, their possessions are burned, and their body is avoided.  Contact with the Chindi can cause what is known as Ghost Sickness.  Navajo Witches often inflict this sickness on others with beads or powders made of corpse bone, which they implant in the victims body.  Chindi are invisible and Incorporeal, a small dust devil (known as chiindii) being the only sign of their presence.  Clockwise dust devils are said to be the spirits of men who were mostly good, while those that spin counter clockwise are men who were wholly evil.  The Navajo often make necklaces of cedar berries and turqoise to keep the spirits at bay.

Size and Type: Size is unchanged, Type changes to Undead with Incorporeal Subtype. 

Hit Dice: All current and future Hit Dice become d12's, and hp must be recalculated.

Speed: Ghosts have a fly speed of 30 feet, unless the base creature has a higher fly speed, with perfect maneuverability.

Armor Class: Chindi gain a Deflection Bonus to their AC equal to their Cha Modifier (minimum +1), and lose any Natural Armor AC Bonus.

Attacks: Retains no physical attacks of the base creature.

Damage: Retains no physical attacks of the base creature.

Special Attacks: Loses all Special Attacks of the Base Creature, but gains the following:

Dust Devil Manifestation (Su): Chindi are limited in their ability to Manifest.  This is the same as the Ghost Ability in the Monster Manual for the most part, except the Chindi appears as a Small dust devil or whirlwind.  If the base creature died within a building, the Chindi is always present there until it eventually disperses, and can Manifest at any time.  If the base creature died outside the Chindi wanders aimlessly, with certain exceptions.  People who violate certain taboos (see the massive list above), must make an opposed Hide vs Listen Check.  If the Chindi succeeds in it's Listen Check it can immediately appear and Manifest at the taboo breakers location, regardless of distance.  The Chindi's Listen Check also takes no modifiers for distance.  It can quite literally be a hundred miles away, but if you speak of it too often, it will still appear before you.  It may also Manifest freely at any time near it's grave, or possessions it had in life. 

Ghost Sickness (Su): Anyone coming in contact with a Chindi must make a Willpower Save or contract Ghost Sickness (Save DC is 10 plus 1/2 Hit Dice plus Cha Modifier).  Incubation period is 1 day.  Damage is 1 Con and 1 Wis.  If the victim fails his Save by 5 or more this is permanent Drain instead of damage.  Successful saves do not allow the character to recover. Only magical healing can save the character.  If the character ever fails a save twice in a row it must make a Saving Throw (same DC) or roll on the following chart for additional symptoms:

1: Fatigue: Victim doesn't heal hit point or ability damage until his next successful Saving Throw against the disease.
2: Depression: Victim becomes Sickened until he gets 8 hours rest.
3: Fainting Spells:  Anytime the victim fails a Fortitude Saving Throw by 5 or more he becomes unconscious for 1 round.
4: Hallucinations: Anytime the victim fails a Willpower Saving Throw by 5 or more he becomes helpless for 1 round.
5: Sleep disturbances: Victim doesn't sleep for 24 hours, becoming Fatigued until he gets rest (and incidentally not regaining spells or other abilities requiring rest or meditation).
6: Confusion: Victime becomes confused as per the spell until his next successful Saving Throw against the disease.

Special Qualities: Loses all Special Qualities of the Base Creature, but gains the following:

Rejuvenation (Su): In most cases, it’s difficult to destroy a ghost through simple combat: The "destroyed" spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost’s HD) against DC 16. As a rule, the only way to get rid of a ghost for sure is perform the appropriate magical rituals.

Turn Immunity (Ex): Chindi cannot be Turned or Destroyed.

Vulnerabilities: The Navajo use necklaces of Ghost Beads (i.e. Turquoise and Juniper Berries) to keep ghosts at bay.  If an opponent is wearing Ghost Beads on his person, a Chindi must make an opposed Level Check or it cannot approach within 10 feet of him.

Saves: Unchanged.

Abilities: Same as the base creature, except that the ghost has no Constitution score, and its Charisma score increases by +4.

Skills: Ghosts have a +8 racial bonus on Hide, Listen, Search, and Spot checks.

Feats: Unchanged.

Environment: Any, usually same as base creature.

Organization: Usually Solitary.

Challenge Rating:
  +0

Treasure: None.

Alignment: Any, but usually Evil as they embody the worst of people.

Advancement: Usually not applicable.  Chindi tend to dissipate before they can advance in Hit Dice.

Level Adjustment: N/A, Chindi are not meant to be PC's.
« Last Edit: May 09, 2015, 05:31:01 PM by bhu »

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Re: Biblical Weirdness
« Reply #112 on: July 21, 2017, 11:46:33 PM »
https://en.wikipedia.org/wiki/Talos

http://www.theoi.com/Gigante/GiganteTalos.html

https://www.greekmythology.com/Myths/Creatures/Talos/talos.html


Talos
                      Colossal Construct (Living)
Hit Dice:             36d10+720 (918 hp)
Initiative:           +8
Speed:                60 ft. (12 squares)
Armor Class:          28 (-8 Size, +26 Natural), touch 2, flat-footed 28
Base Attack/Grapple:  +27/+68
Attack:               Slam +46 melee (4d10+25) or Rock +47 Ranged (6d6+25)
Full Attack:          2 Slams +46 melee (4d10+25) or Rock +47 Ranged (6d6+25)
Space/Reach:          30 ft./30 ft.
Special Attacks:      Rock Throwing, Conduct Heat, Ichor, Improved Grab, Constrict, Trample
Special Qualities:    Living Construct traits, Low Light Vision, Darkvision 60 ft., Trample (4d12+37), Immunity to Fire, Vulnerability, DR 15/-
Saves:                Fort +32, Ref +12, Will +14
Abilities:            Str 60, Dex 10, Con 50, Int 10, Wis 14, Cha 18
Skills:               Climb +25, Intimidate +24, Jump +25, Knowledge (Religion) +18, Listen +22, Spot +22
Feats:                Awesome Blow, Cleave, Great Cleave, Devastating Critical, Improved Bull Rush, Improved Critical (Rock), Improved Initiative, Large and In Charge, Overwhelming Critical (Rock), Point Blank Shot, Power Attack, Superior Initiative, Weapon Focus (Rock)
Environment:          The Island of Crete
Organization:         Unique
Challenge Rating:     22
Treasure:             None
Alignment:            Neutral
Advancement:          ---
Level Adjustment:     ---

Talos is a bronze giant from Greek myth whose size and appearance varies heavily from one telling of the myth to another.  He varies from being merely large, to as big as the Colossus of Rhodes.  He is either a Sun God, a robot animated by Hephaestus using Ichor, or the last of a race of bronze men that sprang from trees.  He may or may not have wings.  He appears as a youthful man, a bull, or a minotaur.  He has a single vein that is either on hiss ankle or his back that contains all his Ichor, and if it is opened he dies.  This vein is covered either by thin skin, a plug or a nail.  Even his killer and the method of his death varies.  Tasked with guarding Crete, he destroys all approaching ships or landing parties.  He does this by throwing huge rocks, or by heating himself internally (though in some stories he heats himself by jumping into a fire).  He might be Divine Rank 0.  This version is the Colossus.

Rock Throwing (Ex):  The Range Increment for Talos' thrown rocks is 180 Ft.

Conduct Heat (Su): At will Talos can heat his body burning hot. Anything Talos touches (or is touched by) takes 2d6 fire damage, plus another 1d6 Fire damage for 1d3 rounds.  Flammable objects that are touched by (or that touch) Talos automatically catch fire.  Turning this on or off is a Swift Action.

Ichor (Su):
The golden blood that flows through Talos' single vein is ichor, and is toxic to mortals.  Any being without at least Divine Rank 0 dare not touch it.  Contact, DC 38 Fortitude Save (Save DC is Constitution based), Initial damage is 1d6 Con, secondary damage is death.

Improved Grab (Ex): To use this ability, Talos must hit an opponent of any size with a Slam attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity. If he wins the grapple check, he establishes a hold and can constrict.

Constrict (Ex):
Talos does 8d10+37 damage with a successful Grapple Check (plus fire if he's using his Conduct Heat ability).

Trample (Ex): DC 53 Reflex Save for half damage, Save DC is Str based.

Vulnerability: The single vein containing Talos' ichor is covered by a single plug or nail.  It is DR 15/-, shares his immunity to fire and has 20 hp.  If an opponent successfully confirms a critical ht against Talos, this nail is struck instead.  If it is brought to 0 hp, Talos takes 1d6 Con damage per round until the hole is plugged, or a spell or ability is used to repair the damage.  Opponents standing within 5 feet need to make a DC 28 Reflex Save (Save is 10plus 1/2 HD) or be splashed with the ichor (see above).

Combat:
At range Talos is content to throw rocks.  If anything survives to get close enough he turns on his Heat ability and wades into the fray.  Usually by grabbing people and constricting.
« Last Edit: February 17, 2021, 07:18:59 PM by bhu »

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Re: Biblical Weirdness
« Reply #113 on: May 06, 2018, 11:58:47 PM »
                     https://en.wikipedia.org/wiki/Cherufe
https://ogresvstrolls.wordpress.com/2013/06/16/monster-of-the-week-the-cherufe/
https://abookofcreatures.com/2016/01/22/cherruve/


 Cherufe
                      Huge Elemental (Earth, Fire)
Hit Dice:             24d8+168 (276 hp)
Initiative:           +0
Speed:                30 ft. (6 squares), burrow 30 ft.
Armor Class:          38 (-2 Size, +30 Natural), touch 8, flat-footed 38
Base Attack/Grapple:  +18/+38
Attack:               Slam +28 melee (2d6+12 plus 2d6 Fire)
Full Attack:          2 Slams +28 melee (2d6+12 plus 2d6 Fire)
Space/Reach:          15 ft./15 ft.
Special Attacks:      Spell-Like Abilities, Volcanic Eruption, Body of Lava
Special Qualities:    Darkvision 60 ft., Elemental traits, Vulnerabilities, Earth Glide
Saves:                Fort +21, Ref +14, Will +18
Abilities:            Str 34, Dex 10, Con 24, Int 10, Wis 18, Cha 24
Skills:               Climb +12, Concentration +17, Intimidate +17, Knowledge (Arcana, Nature, Religion) +10, Listen +4, Spellcraft +4, Spot +4
Feats:                Awesome Blow, Cleave, Epic Will, Great Cleave, Improved Bull Rush, Improved Critical (Slam), Iron Will, Power Attack
Environment:          Volcanoes
Organization:         Unique
Challenge Rating:    18
Treasure:             Double Standard
Alignment:            Chaotic Evil
Advancement:          25+ HD (Huge)
Level Adjustment:     ---

The Mapuche is a man-eating monster from the Mapuche tribe in Chile.  It demands virgin women be sacrificed to it's volcano, or it causes earthquakes, eruptions or the sky to rain meteors.  Eventually he was defeated and imprisoned in his now dormant volcano by the Sun God and his daughters.   Appearance varies from a humanoid composed of lava, to a comet, to a serpent with a human head, to a large humanoid reptile.  It's even described as a 7 headed Dragon.  In some stories he is a unique individual, and in some the Cherruve (as he is also known) is a  species.  He is also linked to disease, misfortune, bad omens, whirlwinds, will o' wisp's and animated stone axes, though I can't find a source for those.  This is the humanoid version composed of magma.

Spell-Like Abilities (Sp): At will: Hail of Stone, Local Tremor. 3 /day: Earth Reaver, Flame Strike, Haze of Smoldering Stone, Tremor, Wall of Magma.   1/day: Deadly Lahar, Earthquake, Incendiary Cloud, Meteor Swarm, Scalding Mud, Transmute Rock to Lava.

Volcanic Eruption (Su): Once per month the Cherufe can cause it's stratovolcano home to erupt, sending forth pyroclastic flows, acid rain, ash clouds, lava, potentially toxic gasses and volcanic bombs.  It has the power to potentially kill anything within miles, and destroying entire villages.  It takes a one hour ritual to cause the eruption, and if he is not interrupted before then everything in the immediate vicinity is likely dead.  Statting this out would be complicated, but DM's should make it difficult to survive, especially the closer you are to the volcano when it happens.

Body of Lava (Ex): Anything Cherufe touches (or is touched by) takes 2d6 fire damage, plus another 1d6 Fire damage for 1d3 rounds.  Flammable objects that are touched by (or that touch) Cherufe automatically catch fire.

Vulnerabilities: Certain spells will Slow Cherufe, as per the spell, if he doesn't make a Fortitude Save (Save DC is 10 plus Spell Level plus caster's ability modifier).  These spells include Flash-Freeze, Soften Earth and Stone, Stone Shape, Transmute Rock to Mud.  This also includes any spell dealing cold damage (Save DC for these spells is equal to the damage done) or that cause sub-zero temperatures.  Cherufe is slowed 2d6 rounds, or until the spell ends in the case of spells that cause freezing.  He takes double damage from Eradicate Earth.

Earth Glide (Ex): Cherufe can glide through stone, dirt, lava or almost any other sort of earth as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing him flings him back 30 feet, stunning him for 1 round unless it succeeds on a Fortitude save (Save DC is 10 plus Spell Level plus caster's ability modifier).

Combat: Cherufe's tactics are simple:  obey me or the volcano erupts.
« Last Edit: February 10, 2021, 10:28:50 PM by bhu »

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Re: Biblical Weirdness
« Reply #114 on: May 07, 2018, 12:31:13 AM »
   https://abookofcreatures.com/category/shetland/
https://archive.org/details/BriggsKatharineMaryAnEncyclopediaOfFairies/page/n257/mode/2up



It
                      Medium Ooze (Aquatic, Amphibious)
Hit Dice:             3d10+15 (31 hp)
Initiative:           +1
Speed:                50 ft. (10 squares), Fly  90 Ft. (Average), Swim 40 Ft.
Armor Class:          15 (+1 Dex, +4 Natural), touch 11, flat-footed 14
Base Attack/Grapple:  +2/+3
Attack:               Slam +3 melee (1d6+1)
Full Attack:          Slam +3 melee (1d6+1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Frightful Presence
Special Qualities:    Partial Ooze traits, Glamer. Telepathy 60 Ft., DR 10/Good
Saves:                Fort +8, Ref +2, Will +2
Abilities:            Str 12, Dex 12, Con 20, Int 12, Wis 13, Cha 18
Skills:               Bluff +6, Climb +9, Escape Artist +9, Hide +4, Intimidate +6, Knowledge (Nature) +4, Listen +4, Spot +4, Swim +9
Feats:                Ability Focus (Frightful Presence), Great Fortitude
Environment:          Shetland
Organization:         Unique
Challenge Rating:     4
Treasure:             None
Alignment:            Neutral
Advancement:          4 HD (Medium), 5-9 HD (Large)
Level Adjustment:     ---

Shetland is home to an odd creature the locals refer to as It.  It appears differently to everyone viewing it, being compared to a jellyfish, a pile of sheep's wool, a limbless animal or a headless man.  It sounds like a sack of flesh being drug across the ground when it moves.  It is seen most often during the Christmas season, it was once apparently slain and buried, only to be released from the ground by a passing stranger.

Frightful Presence (Ex): Any creature seeing It, and who realizes what It is, must make a DC 16 Willpower Save if it has less Hit Dice than It.  If they fail, they are Shaken 5d6 rounds.  Save DC is Chas based, and opponents who succeed in their Saving Throw are immune to It's Frightful Presence for 24 hours.

Partial Ooze traits: Unlike most Oozes, It is neither Blind or Mindless.

Glamer (Su): No one knows what It looks like, as It appears differently to everyone, even while unconscious.  It is not known if It controls what It appears like or viewers see It as random somethings pulled from their subconscious mind.  This effect cannot be turned off, and is active even when It is unconscious.  This effect is visual only, and is a Mind-Affecting Glamer effect.

Skills: It has a +8 Racial Bonus on Climb, Escape Artist and Swim Checks, and may always Take 10 on a Climb or Swim Check.

Combat: The stories of It do not involve combat, so this is pretty much up to the DM.
« Last Edit: February 11, 2021, 08:01:51 PM by bhu »

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Re: Biblical Weirdness
« Reply #115 on: January 31, 2021, 06:44:37 PM »
https://en.wikipedia.org/wiki/Bal-Bal
https://villains.fandom.com/wiki/Bal-Bal

Bal-Bal
                      Medium Monstrous Humanoid
Hit Dice:             4d8+12 (30 hp)
Initiative:           +3
Speed:                30 ft. (6 squares), Fly 40 Ft. (Clumsy)
Armor Class:          17 (+3 Dex, +4 Natural), touch 13, flat-footed 14
Base Attack/Grapple:  +4/+7
Attack:               Claws +7 melee (1d6+3)
Full Attack:          2 Claws +7 melee (1d6+3) and 1 Bite +5 melee (1d3+1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Disease
Special Qualities:    Darkvision 60 Ft., Scent, Sense Death, Gliding, Human Disguise, Immunities, Wooden Corpse
Saves:                Fort +6, Ref +7, Will +6
Abilities:            Str 17, Dex 17, Con 17, Int 13, Wis 14, Cha 16
Skills:               Balance, Bluff, Climb, Hide, Jump, Listen, Move Silently, Spot, Survival
Feats:                Great Fortitude, Multiattack
Environment:          Warm Forest
Organization:         Solitary
Challenge Rating:     3
Treasure:             None
Alignment:            Usually Neutral Evil
Advancement:          5-8 HD (Medium)
Level Adjustment:     ---

The Bal-bal is often confused with the Aswang and even referred to as a vampire.  In cryptid circles it's thought to be an enormous carnivore related to flying squirrels.  It's actually a sort of ghoul or ogre that feasts solely on the dead.  It's appearance is always described as a deformed, ugly being with long claws and teeth.  When mistaken for the Aswang a long, piercing tongue is also mentioned.  The inhabitants of the Phillipines do not mention his name, as it is said he will come for you if you do.

Disease (Ex): While they are immune to disease, the Bal-bal's eating habits leave it vulnerable to becoming a carrier.  When exposed to disease the Bal-bal must make a Fortitude Save as usual.  If it fails it still doesn't suffer the effects of the disease.  It does now carry it as though infected though, so it can pass the disease as appropriate.

Sense Death (Su): Bal-Bal permanently have the benefits of a Deathwatch spell.  Additionally they may also detect ability score damage, always knowing if someone is near death from poison or illness.

Gliding (Ex): This works as Flight with a speed of 40 ft, Clumsy.  They cannot move vertically, and lose 5 ft in height for every 10 ft they move forward.

Human Disguise (Sp): The Bal-bal can effectively cast Disguise Self at will as a 10th Level Sorcerer.  It can only appear as Humanoids, ad this ability is dispelled by the light of the full moon.  It does not disguise the Bal-bal's foul breath.

Immunities (Ex): Bal-bal are immune to non-magical disease and poison.

Wooden Corpse (Su): As a Standard Action the Bal-bal can enchant a piece of the trunk of a banana tree to look like a nearby corpse.  This is a Mind-Affecting Glamer effect that allows them to steal food.

Combat: Bul-bul prefer stealth, but they will not hesitate to rip apart anyone who figures out what they are.
« Last Edit: February 10, 2021, 10:45:37 PM by bhu »

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Re: Biblical Weirdness
« Reply #116 on: January 31, 2021, 07:10:01 PM »
https://en.wikipedia.org/wiki/Knucker

Knucker
                      Huge Dragon (Aquatic, Amphibious)
Hit Dice:             22d12+110 (253 hp)
Initiative:           +4
Speed:                40 ft. (8 squares), Fly  80 Ft. (Average), Swim 40 Ft.
Armor Class:          29 (-2 Size, +21 Natural), touch 8, flat-footed 29
Base Attack/Grapple:  +22/+38
Attack:               Bite +28 melee (2d8+8 plus poison)
Full Attack:          Bite +28 melee (2d8+8 plus poison) and 2 Claws +23 melee (2d6+4) and 2 Wing Slaps +23 melee (1d8+4)
Space/Reach:          15 ft./10 ft. (15 Ft. with Bite)
Special Attacks:      Crush (2d8+12), Frightful Presence, Toxic Blood, Poison, Breath Weapon
Special Qualities:    Darkvision 120 ft., DR 10/Magic, Scent, SR 21, Blindsense 60 Ft., Keen Senses
Saves:                Fort +18, Ref +13, Will +15
Abilities:            Str 27, Dex 10, Con 21, Int 10, Wis 15, Cha 14
Skills:               Climb +8, Hide -8, Intimidate +2, Knowledge (Any 2) +0, Listen +4, Move Silently +0, Spot +4, Survival +2, Swim +16
Feats:                Alertness, Blind-Fight, Flyby Attack, Hover, Improved Initiative, Power Attack, Snatch, Swim-By Attack
Environment:          Temperate Marsh
Organization:         Solitary
Challenge Rating:     14
Treasure:             Standard
Alignment:            Usually Chaotic Evil
Advancement:          26-34 HD (Huge), 34-68 HD (Gargantuan)
Level Adjustment:     ---

Crush (Ex): This special attack allows a flying or jumping dragon to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save (DC 29, Save DC is Strength Based) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.

Frightful Presence (Ex): A Knucker can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 210 feet are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 23) remains immune to that dragon’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Toxic Blood (Su): The Dragon's blood is highly toxic, causing the same damage as it's poison bite to any who touch it.  IF a critical with a slashing or piercing damage is confirmed, the attacker must make a Reflex Save whose DC is equal to the damage dealt.  If the Save is failed, the attacker  is splashed with the blood and must make a Fortitude Save to avoid the effects of the poison.

Poison (Su): The Dragon's bite is toxic.  Contact, DC 26 Fortitude Save, Initial damage is 1d6 Con, Secondary damage is death.

Breath Weapon (Su): Using a breath weapon is a standard action. Once a dragon breathes, it can’t breathe again until 1d4 rounds later.  A blast from a breath weapon always starts at any intersection adjacent to the dragon and extends in a direction of the dragon’s choice, with a 50 Ft. Cone. The breath weapon does 14d6 Fire damage (DC 26 Reflex Save for half damage).

Keen Senses (Ex): A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light.

Skills: Knuckers have a +8 Racial Bonus on Swim Checks, and may always Take 10 on a Swim Check.

Combat: Knuckers tend to come in flying, and Snatch up food.  If approached in their lair, they are confident enough to converse with intruders.  But if they don't like what they hear, the fire comes out.
« Last Edit: February 08, 2021, 11:31:36 PM by bhu »

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Re: Biblical Weirdness
« Reply #117 on: January 31, 2021, 07:13:27 PM »
https://en.wikipedia.org/wiki/Man-eating_tree

https://archive.org/details/sealandillustrat00buel/page/2/mode/2up

Yateveo
                      Huge Plant
Hit Dice:             7d8+35 (66 hp)
Initiative:           -1
Speed:                0 ft. (0 squares)
Armor Class:          16 (-2 Size, -5 Dex, +13 Natural), touch 3, flat-footed 16
Base Attack/Grapple:  +5/+22
Attack:               Vine +12 melee (1d8+9 plus poison)
Full Attack:          10 Vines +12 melee (1d8+9 plus poison)
Space/Reach:          15 ft./15 ft.
Special Attacks:      Poison, Improved Grab, Constrict
Special Qualities:    Plant traits, Blind, Blindsight 60 Ft., Tremorsense 60 Ft., Mindless
Saves:                Fort +10, Ref -3, Will +2
Abilities:            Str 29, Dex 0, Con 21, Int -, Wis 11, Cha 1
Skills:               ---
Feats:                Improved Initiative (B)
Environment:          Any Warm
Organization:         Usually Solitary
Challenge Rating:     9
Treasure:             None
Alignment:            Always Neutral
Advancement:          8-16 HD (Huge), 17-21 HD (Gargantuan)
Level Adjustment:     ---

Yateveo's are killer plants native to Africa and South America.  They appear as bare trees with dozens of writhing, spine-covered tentacular vines.  They lash out constantly, as though seeking imaginary foes.  Initially, the vines lay upon the ground, but when prey is within range they lift it up and crush it until the last drop of blood drains out onto the trunk.

Poison (Ex): The Yateveo's spined tentacles are toxic, and anything punctured by a spine immediately begins to ulcer.  Injury, DC

Improved Grab (Ex): To use this ability, a Yateveo must hit an opponent of Size Large or smaller with a vine 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 constrict.

Constrict (Ex): The Yaveteo does 1d8 constriction damage per tentacle that hits the target plus 13 plus poison.  For example if one tentacle hit the target the round before it takes 1d8+13 plus poison.  If all 10 tentacles hit it takes 10d8+13 plus poison.

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

Combat: Yateveo's grab anything within range.  They have no real thought put into combat.
« Last Edit: February 08, 2021, 09:21:31 PM by bhu »

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Re: Biblical Weirdness
« Reply #118 on: January 31, 2021, 07:21:32 PM »
https://en.wikipedia.org/wiki/Erymanthian_Boar

Erymanthian Boar
                      Medium Animal (Augmented)
Hit Dice:             6d8+30 (57 hp)
Initiative:           +5
Speed:                40 ft. (8 squares)
Armor Class:          19 (+1 Dex, +8 Natural), touch 11, flat-footed 18
Base Attack/Grapple:  +4/+10
Attack:               Gore +10 melee (1d8+9)
Full Attack:          Gore +10 melee (1d8+9)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Ferocity, Frenzy
Special Qualities:    Low-light Vision, Scent
Saves:                Fort +10, Ref +6, Will +5
Abilities:            Str 23, Dex 12, Con 21, Int 3, Wis 16, Cha 10
Skills:               Jump +6, Listen +7, Spot +7, Survival +5, Swim +9
Feats:                Alertness, Improved Initiative, Track
Environment:          Mount Erymanthus
Organization:         Unique
Challenge Rating:     5
Treasure:             None
Alignment:            Always Neutral
Advancement:          7-12 HD (Large)
Level Adjustment:     ---

The Erymanthian Boar is a large boar that foams at the mouth.  The stories don't make it clear that it's rabid (which would account for the foam) or just mad.  I've gone with mad.

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

Frenzy (Ex): If it takes damage or suffers a Fear Effect, the Boar goes into a Frenzy.  It gains one extra Gore attack per round at it's highest BAB, and suffers a -2 Penalty to AC.  This lasts until all opponents are dead.  After the combat is over the Boar is Fatigued for 1 hour.  Should it Frenzy again in this time, it loses the penalties from Fatigue until the fight is over, and is then Exhausted.  If it should Frenzy again during this hour, it must make a DC 16 Constitution Check or take 3d6 damage. 

Combat: The Boar is no tactical genius, and charges directly at opponents.
« Last Edit: February 10, 2021, 10:24:51 PM by bhu »

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Re: Biblical Weirdness
« Reply #119 on: January 31, 2021, 07:24:41 PM »
https://en.wikipedia.org/wiki/Myrmekes
https://en.wikipedia.org/wiki/Gold-digging_ant
http://bestiary.ca/beasts/beast218.htm

Myrmekes
                      Tiny Vermin
Hit Dice:             1/2d8+1 (3 hp)
Initiative:           +2
Speed:                60 ft. (12 squares), Burrow 5 Ft.
Armor Class:          19 (+2 Size, +2 Dex, +5 Natural), touch 14, flat-footed 17
Base Attack/Grapple:  +0/-9
Attack:               Bite +4 melee (1d4-1) or Spray +4 ranged touch ()
Full Attack:          Bite +4 melee (1d4-1) or Spray +4 ranged touch ()
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Acid Spray
Special Qualities:    Vermin traits, Scent, Desert Navigation, Polarized Sight
Saves:                Fort +3, Ref +2, Will +2
Abilities:            Str 8, Dex 14, Con 12, Int 0, Wis 15, Cha 9
Skills:               Survival +2
Feats:                Track (B), Weapon Finesse (B)
Environment:          Warm Desert
Organization:         Solitary, Gang (3-6), or Hive (10-100)
Challenge Rating:     1/2
Treasure:             None
Alignment:            Always Neutral
Advancement:          ---
Level Adjustment:     ---


Myrmekes
                      Small Vermin
Hit Dice:             1d8+1 (5 hp)
Initiative:           +1
Speed:                60 ft. (12 squares), Burrow 5 Ft.
Armor Class:          17 (+1 Size, +1 Dex, +5 Natural), touch 12, flat-footed 16
Base Attack/Grapple:  +0/-3
Attack:               Bite +2 melee (1d6+1) or Spray +2 ranged touch ()
Full Attack:          Bite +2 melee (1d6+1) or Spray +2 ranged touch ()
Space/Reach:          5 ft./5 ft.
Special Attacks:      Acid Spray
Special Qualities:    Vermin traits, Scent, Desert Navigation, Polarized Sight
Saves:                Fort +3, Ref +1, Will +2
Abilities:            Str 12, Dex 12, Con 12, Int 0, Wis 15, Cha 9
Skills:               Survival +2
Feats:                Track (B)
Environment:          Warm Desert
Organization:         Solitary, Gang (3-6), or Hive (10-100)
Challenge Rating:     1
Treasure:             None
Alignment:            Always Neutral
Advancement:          2 HD (Small)
Level Adjustment:     ---


Myrmekes
                      Medium Vermin
Hit Dice:             3d8+6 (19 hp)
Initiative:           +0
Speed:                50 ft. (10 squares), Burrow 10 Ft.
Armor Class:          17 (+7 Natural), touch 10, flat-footed 17
Base Attack/Grapple:  +2/+4
Attack:               Bite +4 melee (2d4+3) or Spray +2 ranged touch ()
Full Attack:          Bite +4 melee (2d5+3) or Spray +2 ranged touch ()
Space/Reach:          5 ft./5 ft.
Special Attacks:      Acid Spray
Special Qualities:    Vermin traits, Scent, Desert Navigation, Polarized Sight
Saves:                Fort +5, Ref +1, Will +3
Abilities:            Str 14, Dex 10, Con 14, Int 0, Wis 15, Cha 11
Skills:               Survival +2
Feats:                Track (B)
Environment:          Warm Desert
Organization:         Solitary, Gang (3-6), or Hive (10-100)
Challenge Rating:     2
Treasure:             None
Alignment:            Always Neutral
Advancement:          4-5 HD (Medium)
Level Adjustment:     ---


Myrmekes
                      Large Vermin
Hit Dice:             6d8+24 (51 hp)
Initiative:           -1
Speed:                40 ft. (8 squares), Burrow 10 Ft.
Armor Class:          17 (-1 Size, -1 Dex, +9 Natural), touch 8, flat-footed 17
Base Attack/Grapple:  +4/+14
Attack:               Bite +9 melee (2d6+9) or Spray +2 ranged touch ()
Full Attack:          Bite +9 melee (2d6+9) or Spray +2 ranged touch ()
Space/Reach:          10 ft./5 ft.
Special Attacks:      Acid Spray
Special Qualities:    Vermin traits, Scent, Desert Navigation, Polarized Sight
Saves:                Fort +9, Ref +1, Will +4
Abilities:            Str 22, Dex 8, Con 18, Int 0, Wis 15, Cha 11
Skills:               Survival +2
Feats:                Track (B)
Environment:          Warm Desert
Organization:         Solitary, Gang (3-6), or Hive (10-100)
Challenge Rating:     4
Treasure:             None
Alignment:            Always Neutral
Advancement:          7-12 HD (Large)
Level Adjustment:     ---


Myrmekes are furry ants the size of dogs (although some stories have them as large as bears) that dig up the prolific amounts of gold dust while making their lairs.  The Greeks believed they lived in Ethiopia or India.  Their nests are frequently raided for the gold dust their burrowing dredges up.  The Myrmekes will relentlessly pursue prey, but will not cross bodies of water.

Acid Spray (Ex): The Myrmekes can spray Acid a number of times per day equal to their Constitution Modifier.   This is a ranged touch attack whose range varies with the size of the creature: 10 Ft. for Tiny, 20 Ft. for Small or Medium, or 40 Ft. for Large.  Damage likewise varies: 11d4 for Tiny, 1d6 for Small, 2d4 for Medium, and 2d6 for Large.  The Acid continues to deal damage for 1d3 more rounds.  If the Myrmekes succeeds on confirming a critical hit, it has struck his opponent in the eyes, blinding them for 1 Minute.

Desert Navigation (Ex): Myrmekes have a +8 Racial Bonus on Survival checks to orient themselves and find their way home.  They can take 'snapshots' of the area, and by using the position of the sun, the Earth's magnetic firld, and polarized light they can always find their way home.

Polarized Sight (Ex): Myrmrkes are immune to glare (see Sandstorm page 18).

Combat:
Myrmekes will relentlessly pursue any creature they see, though they seem to balk at crossing rivers.  They spray if the opponent is at range or particularly frightening, otherwise they try to bite and then spray acid in the wound. Due to being native Desert Vermin, Myrmekes have a base heat protection level of 2 (see Sandstorm).
« Last Edit: February 11, 2021, 06:57:05 PM by bhu »