Author Topic: Biblical Weirdness  (Read 41780 times)

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Re: Biblical Weirdness
« Reply #20 on: November 11, 2011, 04:20:16 AM »
http://www.vampirerave.com/member_articles2.php?entry=180

once again there wasnt much info, so I'm winging it.  Pacu Pati is also known as Mmbyu and may be a personification of Death itself.  Accordingly I'm making him almost a deity.

                       Pacu Pati
                      Medium Outsider 20/Sorcerer 20/Rogue 10, Divine Rank 3
Hit Dice:             20d8+20d4+10d6+500 (800 hp)
Initiative:           +8
Speed:                60 ft. (12 squares), Fly 120 ft. (Good)
Armor Class:          47 (+8 Dex, +16 Natural, +13 Deflection), touch 31, flat-footed 39
Base Attack/Grapple:  +37/+46
Attack:               Claw +49 melee (1d8+9 plus) or by weapon +49/+44/+39/+34
Full Attack:          2 Claws +49 melee (1d8+9 plus), and 1 Bite +44 melee (2d6+5 plus) or by weapon +60/+55/+51/+46
Space/Reach:          5 ft./5 ft.
Special Attacks:      Spells, Summon the Dead, Lord of Darkness, Sneak Attack +5d6
Special Qualities:    Damage Reduction 35/ Epic,  Dark Vision 250', Telepathy 250', Immunities, Spell Resistance 35, Fire Resistance 23, Immortality, Divine Rank 3, Trapfinding, Evasion, Uncanny Dodge, Improved Uncanny Dodge, Trap Sense +3, Improved Evasion
Saves:                Fort +34, Ref +36, Will +40
Abilities:            Str 28, Dex 24, Con 26, Int 24, Wis 24, Cha 36
Skills:               Bluff +59, Concentration +51, Craft (Alchemy) +53, Diplomacy +49, Gather Information +48, Hide +43, Intimidate +49, Knowledge (Arcana) +50, Knowledge (Geography, History, Local, Nature, Nobility, Religion) +32, Listen +43, Move Silently +43, Search +43, Sense Motive +43, Spellcraft +50, Spot +43
Feats:                Bolster Resistance, Corpsecrafter, Deadly Chill, Destruction Retribution, Enervate Spell, Fell Animate, Fell Drain, Hardened Flesh, Necromantic Might, Necromantic Presence, Nimble Bones, Spell Focus (Necromancy), Greater Spell Focus (Necromancy), Combat Casting, Craft Wondrous Item, Iron Will, Great Fortitude, Fearsome Necromancy
Salient Divine Abilities: Hand of Death, Know Death, Undead Qualities
Environment:          Any
Organization:         Unique (always accompanied by a retinue of 10-100 undead from CR 8-13)
Challenge Rating:     
Treasure:             Quadruple Standard
Alignment:            Always Neutral Evil
Advancement:          51+ HD (Medium)
Level Adjustment:     ----

"There is a being who can teach you to defeat the vampires of the mountains.  But he will ask a terrible price, and in the end you may prefer the bloodsuckers to him..."

Pacu Pati is the Lord of all evil things, and all Undead pay him homage.  I can't find a description of him, but one assumes like most Indian deities or beings he is humanoid with some monstrous features.

Summon the Dead (Su): The Pacu Pati can cast Summon Monster IX at will as a Supernatural ability.  However, instead of the usual creatures, the Pacu Pati can only summon 1 Undead of CR 10, or 1d3 undead of CR 8, or 1d4+1 of CR 7 or less.

Lord of Darkness (Su): The Pacu Pati can cast Dominate Monster at will as a Supernatural ability, but only on creatures with an Evil alignment.  This even effects Mindless undead who are normally immune to it's effects.

Combat: Anyone wishing to fight Pacu Pati must first cut their way through crowd of undead and monsters eternally at his side.  He can be bargained with, but doing so is a treacherous thing.

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Re: Biblical Weirdness
« Reply #21 on: November 11, 2011, 04:20:47 AM »
Mmbyu
                      Medium Outsider (Native, Incorporeal, Evil)
Hit Dice:             10d8+50 (95 hp)
Initiative:           +8
Speed:                Fly 50 ft. (10 squares), Perfect
Armor Class:          18 (+4 Dex, +4 Deflection), touch 18, flat-footed 14
Base Attack/Grapple: +10/-
Attack:               -
Full Attack:          -
Space/Reach:          5 ft./5 ft.
Special Attacks:      Possession
Special Qualities:    Dark Vision 120', Telepathy 100', Spell Resistance 20, Immunities, Regeneration 5
Saves:                Fort +12, Ref +11, Will +13
Abilities:            Str -, Dex 18, Con 20, Int 16, Wis 18, Cha 18
Skills:               Bluff +17, Hide +17, Intimidate +17, knowledge (Local, Arcane, Geography, History, Planes) +16, Listen +17, Move Silently +17, Spot +17
Feats:           Ability Focus (Possession), Eyes in the Back of Your Head, Improved Initiative, Iron Will
Environment:          Any
Organization:         Solitary, Pair, or Group (3-6)
Challenge Rating:     8??
Treasure:             None
Alignment:            Always Chaotic Evil
Advancement:          11-15 HD (Medium)
Level Adjustment:     ---

"Don't go to the cemetary at night.  You won't come back the same."

Mmbyu are a race of demonic vampires that possess the living (and sometimes the dead) to kill and torment people.

Possession (Su): Identical to the Malevolence ability used by Ghosts on page 118 of the Monster Manual, with one exception. It can also be used to possess a corpse, in which case the Mmbyu uses the physical stats of a zombie of the appropriate size.  While possessing this corpse the Mmbyu can make it appear as it did in life, and has some access to it's memories.  It does not possess the skills of a dead architect for example, but would remember his relatives and what their names/relationships to him were.

Immunities: Mmbyu have all the immunities possessed by the Undead, but aren't vulnerable to Turning like them.

Combat: Mmbyu have no means of attacking opponents other than possessing them.  More often they possess fresh corpses to cause trouble.  If the body is destroyed they do not care.  they can always find another one.

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Re: Biblical Weirdness
« Reply #22 on: November 11, 2011, 04:23:56 AM »
http://en.wikipedia.org/wiki/Rakshasa

http://www.mythfolklore.net/india/encyclopedia/rakshasa.htm

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

http://i-see-them.blogspot.com/2008/09/rakshasa-hindu-mythology.html

http://www.absoluteastronomy.com/topics/Rakshasa

 Rakshasa
                      Medium Outsider (Native, Evil)
Hit Dice:             20d8+100 (190 hp)
Initiative:           +9
Speed:                30 ft. (6 squares), Climb 30 ft., Burrow 30 ft., Swim 30 ft.
Armor Class:          30 (+5 Dex, +10 Profane, +5 Natural), touch 25, flat-footed 25
Base Attack/Grapple:  +20/+25
Attack:               Weapon +25
Full Attack:          Weapon +25/+20/+15/+10
Space/Reach:          5 ft./5 ft.
Special Attacks:      Shapeshifter, Spells
Special Qualities:    Dark Vision 60', Dark Power, Military training
Saves:                Fort +27, Ref +27, Will +29
Abilities:            Str 20, Dex 20, Con 20, Int 20, Wis 24, Cha 30
Skills:               Bluff +26, Climb +19, Concentration +19, Diplomacy +24, Disguise +24, Hide +19, Intimidate +24, Jump +19, Knowledge (Arcana, History, Religion) +20, Listen +21, Move Silently +19, Search +19, Sense Motive +21, Sleight of Hand +19, Spellcraft +19, Spot +14, Survival +21, Swim +19, Use Magic Device +24
Feats:                Adaptable Flanker, Battlecaster Defense, Battlecaster Offense, Combat Casting, Combat Reflexes, Improved Initiative, Vexing Flanker
Environment:          Any
Organization:         Solitary, Pair, Group (3-6), or Army (100 to 720 million)
Challenge Rating:     21
Treasure:             Triple Standard
Alignment:            Almost always Chaotic Evil, but some have other alignments
Advancement:          21+ HD (Medium)
Level Adjustment:     ---

"There is an army camped at the foot of the mountain that guards the thing you seek.  An army that once opposed the gods themselves.  An army of fiends who devour men..."

This version of the Rakshasa are the illusion wielding nobles/warriors who fought against the armies of the Gods in Indian myth.

Shapeshifter (Su): The Rakshasa can cast Shapechange at will as a Supernatural Ability.

Spells: The Rakshasa can cast spells as a 20th level Sorcerer, and know all spells belonging to the Illusion school.

Dark Power (Su): The Rakshasa gains a Profane Bonus to it's Armor Class and Saving Throws equal to it's Charisma Bonus.

Military Training (Ex) The Rakshasa are proficient with all Simple and Martial Weapons, and one exotic weapon of their choice.  They are proficient with all armor and shields except tower shields.

Combat: Rakshasa are professional warriors, and most belong in various armies opposing the Gods.  Many fight with traditional (albeit magical) weapons and armor, some fight by shapeshifting, and some specialize in illusion spells.  They are quite versatile and unpredictable.

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Re: Biblical Weirdness
« Reply #23 on: November 11, 2011, 04:24:31 AM »
Rakshasa
                      Large Outsider (Native, Evil)
Hit Dice:             10d8+70 (115 hp)
Initiative:           +9
Speed:                30 ft. (6 squares), Climb 30 ft.
Armor Class:          24 (-1 Size, +5 Dex, +5 Profane, +5 Natural), touch 19, flat-footed 19
Base Attack/Grapple:  +10/+24
Attack:               Claw +19 melee (1d8+10)
Full Attack:          2 Claws +19 melee (1d8+10) and 1 Bite +15 melee (1d8+5)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Spells, Beautiful Form, Improved Grab, Rend (2d8+20)
Special Qualities:    Dark Vision 60', Dark Power
Saves:                Fort +19, Ref +17, Will +17
Abilities:            Str 30, Dex 20, Con 24, Int 20, Wis 20, Cha 20
Skills:               Bluff +14, Climb +18, Concentration +15, Diplomacy +13, Disguise +13, Hide +9, Intimidate +13, Jump +18, Knowledge (Arcana, History, Religion) +13, Listen +13, Move Silently +13, Search +13, Sense Motive +13, Sleight of Hand +13, Spellcraft +13, Spot +13, Survival +13, Swim +18, Use Magic Device +13
Feats:                Improved Initiative, Large and In Charge, Power Attack, Spell Focus (Enchantment or Illusion)
Environment:          Any
Organization:         Solitary, Pair, Group (3-6), or Army (100 or more)
Challenge Rating:     12
Treasure:             Double Standard
Alignment:            Almost always Chaotic Evil
Advancement:          11+ HD (Large)
Level Adjustment:     ---

"Don't go into the forests.  They live in the forest.  If you must trust nothing you see, or anyone you meet.  Especially any women you meet..."

These are the forest dwelling Rakshasa who devour men mentioned in the stories.  The men are msot often incredibly large and fight by wrestling, while the women appear as incredibly beautiful.

Beautiful Form (Su): At will as a Swift Action the Rakshasa can appear to be a beautiful humanoid of any race.  While it's Size Class changes, the rest of it's stats and abilities do not.  It gains a +4 Circumstance Bonus to all Charisma Based checks (including skill checks) while in Beautiful Form.

Improved Grab (Ex): If the Rakshasa hits any creature its own Size Class or smaller with a Claw attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it may Rend.

Rend (Ex): The Rakshasa does 2d8+10 with a successful Grapple Check.

Spells: Rakshasa can cast spells as a 10th level Sorcerer, but all spells they learn must be from the Enchantment or Illusion schools.

Dark Power (Su): The Rakshasa has a Profane Bonus to it's Armor Class and Saving Throws equal to it's Charisma Modifier.

Combat: The Rakshasa will use beautiful Form to gain information, and then begin causing trouble with it's illusions if outnumbered.  Otherwise it Grapples as soon as possible.

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Re: Biblical Weirdness
« Reply #24 on: November 11, 2011, 04:25:04 AM »
Rakshasa
                      Large Outsider (Native, Chaotic, Evil)
Hit Dice:             10d8+50 (95 hp)
Initiative:           +5
Speed:                30 ft. (6 squares), Climb 30 ft.
Armor Class:          26 (-1 Size, +5 Dex, +7 Profane, +5 Natural), touch 21, flat-footed 21
Base Attack/Grapple:  +10/+19
Attack:               Claw +14 melee (1d8+5 plus poison)
Full Attack:          2 Claws +14 melee (1d8+5 plus poison) and 1 Bite +9 melee (1d8+2)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Spells, Poison, Blood Drain, Form of Terror, Form of Beauty, Stench, Possession
Special Qualities:    Dark Vision 60', Weakness, Power of the New Moon
Saves:                Fort +19, Ref +19, Will +24
Abilities:            Str 20, Dex 20, Con 20, Int 20, Wis 30, Cha 24
Skills:               Bluff +16, Climb +13, Concentration +13, Diplomacy +15, Disguise +15, Hide +9, Intimidate +15, Jump +13, Knowledge (Arcana, History, Religion) +13, Listen +18, Move Silently +13, Search +13, Sense Motive +18, Sleight of Hand +13, Spellcraft +13, Spot +18, Survival +18, Swim +13, Use Magic Device +15
Feats:                Ability Focus (Form of Beauty, Form of Terror, Poison), Spell Focus
Environment:          Any
Organization:         Solitary, Pair, Group (3-6)
Challenge Rating:     13
Treasure:             Double Standard
Alignment:            Always Chaotic Evil
Advancement:          11+ HD (Large)
Level Adjustment:     ---

"Look, it's night.  I don't go into the local graveyards at night.  I'm not ending up like the towns last gravedigger, I don't care if you need to find somebody's headstone.  You look for it.  I'll stay here and continue living."

This version of the Rakshasa are the graveyard haunting demons who drink the blood of the living, and possess them to cause trouble.

Spells: Rakshasa can cast spells as a 10th level Sorcerer, usually from the Enchantment, Illusion, and Necromancy schools.

Poison (Ex) Injury, DC 22 Fortitude Save, Initial and Secondary Damage 1d6 Constitution.  Save DC is Constitution based.

Blood Drain (Ex): If the Rakshasa can successfully Pin it's opponent in a Grapple it Drains 1d4 points of Constitution each turn the pin is maintained.

Form of Beauty (Su): As a Standard Action the Rakshasa can assume the form of an incredibly beautiful member of the opponents species (this is usually done before the opponent notices the Rakshasa is there).  Any living creature within 60' that can see the Rakshasa (that would reasonably find it attractive) must make a DC 24 (Save DC is Charisma Based) Willpower Save, or be Fascinated for 2d6 rounds or Charmed (as per the Charm Monster spell), the Rakshasa chooses when deciding to use this ability.  If the Save is successful, the opponent is immune to this Rakshasa's Form of Beauty ability for 24 hours.

Form of Terror (Su): As a Standard Action the Rakshasa can assume a shape it's opponents find terrifying.  Any living creature that can see it within 60' must make a DC 24 (Save DC is Charisma Basd) Willpower Save or be Frightened for 2d6 rounds.  If the Save is successful the opponent is Shaken instead, but is immune to further uses of this Rakshasa's Form of terror for 24 hours.

Stench (Ex): Unless it is using it's Form of Beauty the Rakshasa smells like rotting meat.  Any living creature with a sense of smell within 30' must make a DC 20 Fortitude Save or be Nauseated fro 1d6 rounds.  A successful Save means that opponent is immune to this Rakshasa's Stench ability for 24 hours.

Possesssion (Su: This is identical to the Malevolence ability used by Ghosts on page 118 of the MM.

Power of the New Moon (Su): All spells cast by the Rakshasa at the time of the New Moon are at +2 Caster Level.

Dark Power (Su):The Rakshasa has a Profane Bonus to it's Armor Class and Saving Throws equal to it's Charisma Modifier.

Weakness: Rakshasa vanish at the coming of the morning sun as it rises over the horizon.  They reappear at the same spot when the sun goes down.

Combat: Rakshasas usually try to seduce lone opponents using their Form of Beauty, or terrify groups using their Form of Terror.  Judicious use of their spells are then used to whittle the group down, before closing in for the kill with it's poison.  Curious Rakshasa will use their possession ability ot hitch a ride in someone.

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Re: Biblical Weirdness
« Reply #25 on: November 11, 2011, 04:25:36 AM »
Every so often a Rakshasa finds enlightenment, and becomes a holy being, usually a servitor of the Buddha or one of the Hindu deities.

Enlightened Rakshasa

Enlightened Rakshasa is an Acquired Template that can be applied to any Rakshasa.

Size and Type: Loses Evil Subtype and gains Good Subtype. 

Hit Dice: Unchanged

Speed: Unchanged.

Armor Class: Any Profane Bonuses to AC become Sacred Bonuses instead.

Attacks: Unchanged

Damage: Unchanged

Special Attacks: Retains all Special Attacks except Stench, Poison, Form of Terror, and Possession, and gains the following abilities instead:

Form of Divinity (Su): As a Standard Action the Rakshasa can assume the form of a Buddha, emanating an Aura of Calm.  This is identical to the Calm Emotions spell in effect.

Smite Evil (Su): Your attacks do +1d6 damage to Evil beings.

Divine Aura (Su): Evil beings that approach within 30' must make a Willpower Save (DC is 10 plus half Hit Dice plus Wisdom Modifier) or be Shaken for the duration of the encounter.  If the Save is successful the opponent is immune to your Divine Aura for 24 hours.

Spells: Instead of casting spells as a Sorcerer the Rakshasa now casts spells as a Favored Soul

Expel (Su): The Rakshasa can expel a possessing entity from it's victim (i.e. ghosts, other Rakshasas, etc) by making an opposed level check.

Special Qualities: Retains all Special Qualities of the Base Creature, but all Profane Bonuses become Sacred Ones instead.  It also gains the following:

Aura of Protection (Su): All allies within 30' of the Rakshasa gain a +2 Sacred Bonus on all Saving Throws.

Saves: Any Profane Bonuses to Saves become Sacred Bonuses instead.

Abilities: +4 Wis, -4 Cha

Skills: Unchanged.

Feats: Any Feats requiring an Evil Alignment are replaced with Feats requiring a Good Alignment.  Similarly Vile Feats are replaced with Exalted Feats. Ability Focus with abilities the Rakshasa no longer has may be swapped out for other Feats it qualifies for.

Environment: Unchanged

Organization: Usually Solitary.  Enlightened Rakshasas are pretty rare.

Challenge Rating: Unchanged.

Treasure: Unchanged, unless the Rakshasa takes Vow of Poverty.

Alignment: Alignment changes to Neutral Good.

Advancement: Unchanged.

Level Adjustment: +1

Example of creature using template here:


Ajita
                      Large Outsider (Native, Chaotic, Good), Enlightened Rakshasa Template
Hit Dice:             10d8+50 (95 hp)
Initiative:           +5
Speed:                30 ft. (6 squares), Climb 30 ft.
Armor Class:          24 (-1 Size, +5 Dex, +5 Sacred, +5 Natural), touch 19, flat-footed 19
Base Attack/Grapple:  +10/+19
Attack:               Claw +15 melee (1d8+5)
Full Attack:          2 Claws +15 melee (1d8+5) and 1 Bite +10 melee (1d8+2)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Spells, Blood Drain, Form of Beauty, Form of Divinity, Smite Evil, Divine Aura, Expel
Special Qualities:    Dark Vision 60', Weakness, Power of the New Moon, Aura of Protection
Saves:                Fort +19, Ref +19, Will +26
Abilities:            Str 20, Dex 20, Con 20, Int 20, Wis 34, Cha 20
Skills:               Bluff +14, Climb +13, Concentration +13, Diplomacy +13, Disguise +13, Hide +9, Intimidate +13, Jump +13, Knowledge (Arcana, History, Religion) +13, Listen +20, Move Silently +13, Search +13, Sense Motive +20, Sleight of Hand +13, Spellcraft +13, Spot +20, Survival +20, Swim +13, Use Magic Device +13
Feats:                Consecrate Spell, Improved Smiting, Spell Focus (Good), Spontaneous Healer
Environment:          Any
Organization:         Solitary
Challenge Rating:     13
Treasure:             Double Standard
Alignment:            Always Neutral Good
Advancement:          11+ HD (Large)
Level Adjustment:     ---

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Re: Biblical Weirdness
« Reply #26 on: November 11, 2011, 04:26:03 AM »
http://www.geocities.com/area51/vault/6990/namer.html

http://www.palmtreegarden.org/fp/2007/06/07/kushtaka-alaskas-otter-hominid/

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

http://www.bigfootforums.com/index.php?showtopic=2074&pid=47293&mode=threaded&show=&st=&

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


Kushtaka
Medium Fey (Shapechanger)
Hit Dice: 6d6+6 (27 hp)
Initiative: +3
Speed: 30 ft. (6 squares), Swim 30 ft.
Armor Class: 15 (+3 Dex, +2 Natural), touch 13, flat-footed 12
Base Attack/Grapple: +3/+4
Attack: By weapon +6
Full Attack: By weapon +6
Space/Reach: 5 ft./5 ft.
Special Attacks: Otter Curse, Illusions
Special Qualities: Low Light Vision, Wild Empathy, Immune to Cold, Otter Form, Read Thoughts, Hold Breath
Saves: Fort +5, Ref +5, Will +7
Abilities: Str 12, Dex 16, Con 12, Int 14, Wis 15, Cha 19
Skills: Hide +12, Knowledge (Nature, Local) +11, Listen +13, Move Silently +12, Search +11, Spot +11, Survival +11, Swim +9
Feats: Ability Focus (Otter Curse), Great Fortitude, Weapon Finesse
Environment: Cold or temperate  aquatic
Organization: Solitary, Pair, or Group (4-8)
Challenge Rating: 7
Treasure: Standard
Alignment: Usually Chaotic
Advancement: By character class
Level Adjustment: ----


"Beware of the Otter People.  There are stories of them being helpful, but they are not always merciful."

This version of the Kushtaka are the shape shifting otter tricksters from Inuit legend.
Otter Curse (Su): 3 times per day the Kushtaka may cast Baleful Polymorph as a Supernatural ability, but can only use the spell to turn it's victim into an otter.

Illusions (Su): The Kushtaka can cast Major Images at will as a Supernatural Ability.

Read Thoughts (Su): The Kushtaka can continuously use Detect Thoughts as the spell (caster level 18th, Will Save DC 17 negates).

Otter Form (Su): At will the Kushtaka can assume the form of an otter.  This works like Alternate Form, but the Kushtaka can only assume the form of an Otter (see Stormwrack page 167).

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

Hold Breath (Ex): A Kushtaka may hold it's breath underwater for 8 times it's COnstitution modifier in rounds before it risks drowning.

Skills: Kushtaka have a +8 Racial Bonus on Swim checks, and may always Take 10 on Swim checks even if threatened or endangered.  It may use the Run action while swimming in a straight line.

Combat: Kushtaka use their Illusions to save lost people, or (more likely) to send them to their death.  Many save lost tribesmen by turning them into otters.

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Re: Biblical Weirdness
« Reply #27 on: November 11, 2011, 04:26:35 AM »
Kushtaka
Large Monstrous Humanoid
Hit Dice: 6d8+24 (51 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 14 (-1 Size, +1 Dex, +4 Natural), touch 10, flat-footed 13
Base Attack/Grapple: +4/+12
Attack: Claw +7 melee (1d6+4)
Full Attack: 2 Claws +7 melee (1d6+4) and 1 Bite +2 melee (1d4+2)
Space/Reach: 10 ft./10 ft.
Special Attacks: Whistle Lure, Howl, Steal Soul
Special Qualities: Low Light Vision, Immune to Cold, Dark Vision 60'
Saves: Fort +6, Ref +6, Will +7
Abilities: Str 18, Dex 12, Con 18, Int 14, Wis 15, Cha 19
Skills: Hide +3, Knowledge (Nature, Local) +6, Listen +7, Move Silently +6, Search +6, Spot +7, Survival +7
Feats: Alertness, Ability Focus (Whistle Lure, Howl)
Environment: Cold or temperate aquatic
Organization: Solitary, Pair, or Group (4-8)
Challenge Rating: 8
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: By character class
Level Adjustment: ----

"Do not listen to any sounds you may here at night.  And if anything whistles, bar your doors, and do not let anyone go outside..."

This is the sasquatch like clawed Kushtaka.

Whistle Lure (Su): Any creature within 100' of the Kushtaka when it whistles must make a DC 19 Will Save or immediately cease what they are doing and head towards the sound.  They regain control once attacked (which usually means by the Kushtaka) or something prevents the Kushtaka from whistling.  Whistling is a Standard action.

Howl (Su): The Kushtaka may cast Fear at will as a Standard action.

Steal Soul (Su): The Kushtaka may cast Finger of Death 3 times per day as a Supernatural ability.

Combat: Usually the Kushtaka will use it's whistle to lure victims to it before using it's Steal Soul ability.  If approached by groups it will Howl, and then attempt to Steal Souls.

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Re: Biblical Weirdness
« Reply #28 on: November 11, 2011, 04:32:13 AM »
Tiger Spirit of the Sundarbans

Tiger Spirit is a template that can be applied to any Tiger that has passed on due to being trapped and killed by hunters who have disrespected the tiger in some way (i.e. killed it for reasons other than self defense, made it die slowly, mutilated the body, taking trophies, etc).

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

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

Speed: The Base Creature gains a Flight Speed equal to it's land speed with Perfect Maneuverability.

Armor Class: Unchanged for encounters on the Ethereal Plane.  When the Ghost Tiger Manifests in the Material Plane it's Natural Armor Bonus becomes a Deflection Bonus instead, and it's Deflection Bonus to AC improves by an amount equal to it's Charisma Modifier (minimum +1).

Attacks: Unchanged, but those relying on physical damage cannot effect corporeal creatures that aren't also on the Ethereal Plane.  Base Attack Bonus remains the same despite the Type Change.

Damage: Unchanged, but the Ghost Tigers physical attacks cannot effect non ethereal beings (although it still has it's Special Attacks.

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

Horrific Appearance (Su): Identical to Ghost ability on page 118 of the MM.

Malevolence (Su): Identical to Ghost ability on page 18 of the MM, but it can only be used on Tigers. 

Influence (Su): All Tigers within 10 miles of the Tiger Ghost are always hostile to human beings.  Handle Animal checks and Wild Empathy cannot change this, spells are required.  This only works against animals, so Were Tigers or Awakened Tigers are immune, as are undead.  If the Tiger in question is a Class Feature such as an Animal Companion it gains a Willpower Save (DC is 10 plus Half Hit Dice plus Charisma Modifier) to avoid this ability for as long as it remains within range.

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

Manifestation (Su): This is identical to the ability on MM page 118.

Rejuvenation (Su): This is identical to the ability on MM page 118.  Generally removing a Ghost Tiger is pretty straightforward: capture and sacrifice to it everyone involved in it's killing, or who made a profit from it, or who received pieces of the tigers body (such as the fur) as a gift.

Turn Resistance (Ex): +4

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

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

Tracking (Su): Tiger Ghosts always know the general direction of their killers, even if they are on another plane of existence. 

Saves: Unchanged, despite the change in Type.

Abilities: The Base Creature no longer has a Constitution Score, and effectively has no Strength Score against non ethereal creatures. +3 Int, +8 Charisma.

Skills: +8 Racial Bonus to Hide, Listen, Move Silently, Search, and Spot Checks.  These Bonuses stack with any gained from being a tiger.

Feats: Unchanged.

Environment: Unchanged.

Organization: Solitary, but usually found in the company of one or more living tigers.  Sometimes a mated pair is encountered as they were slain together, but this is rare.

Challenge Rating: +2

Treasure: Unchanged.

Alignment: Always Neutral Evil.

Advancement: Unchanged, but Hit Dice have no theoretical upper limit.  The Spirit becomes more powerful over time.

Level Adjustment: ---


The Tigers of the Sundarbans marsh have always been known for going out of their way to kill humans.  The reason is the Ghost Tigers.  Something in the Sundarbans returns tigers who have been slain in an inappropriate manner to torment the living.


Example of creature using template here:


                      Tiger Ghost of the Sundarbans
                      Large Undead
Hit Dice:             6d12 (39 hp)
Initiative:           +2
Speed:                Fly 40 ft. (8 squares), Perfect
Armor Class:          16 (-1 Size, +2 Dex, +5 Deflection), touch 16, flat-footed 14
Armor Class Ethereal:          14 (-1 Size, +2 Dex, +3 Natural), touch 11, flat-footed 12
Base Attack/Grapple:  +4/- (+14 Ethereal)
Attack (ethereal only):               Claw +9 melee (1d8+6)
Full Attack (ethereal only):          2 Claws +9 melee (1d8+6), and 1 Bite (2d6+3)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Improved Grab, Pounce, Rake 1d8+3, Horrific Appearance, Malevolence, Influence
Special Qualities:    Low Light Vision, Scent, Manifestation, Rejuvenation, Turn Resistance +4, Unnatural Aura, Lifesense, Tracking
Saves:                Fort +5, Ref +7, Will +3
Abilities:            Str - (23 ethereal), Dex 15, Con -, Int 5, Wis 12, Cha 14
Skills:               Balance +6, Hide +11, Listen +11, Move Silently +17, Search +5, Spot +11, Swim+11
Feats:                Alertness, Improved Natural Attack (Bite, Claw)
Environment:         Warm Forest or Marsh
Organization:         Solitary
Challenge Rating:     
Treasure:             None
Alignment:            Always Neutral Evil
Advancement:          7+ HD (Large)
Level Adjustment:     ---

Improved Grab (Ex): Against ethereal opponents, if the Ghost Tiger hits with it's Claw Attack, it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If successful it may rake.

Pounce (Ex): The Ghost Tiger can make a Full Attack (including Rakes) against an ethereal opponent on a successful charge.

Rakes (Ex): In a charge or Grapple the Ghost Tiger gets 2 additional Rake attacks at +9 melee doing 1d8+3 damage.

Skills: Ghost Tigers have a +4 Racial Bonus on Balance Checks.  They also have a +8 Racial Bonus on Listen, Search, and Spot Checks; and a +12 Racial Bonus on Hide and Move Silently Checks.  In areas of tall grass or heavy undergrowth the Hide Bonus raises to +16.

Combat: Ghost Tigers possess living tigers to attack human beings.  Usually they use this ability to gain revenge after it has found it's killers.


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Re: Biblical Weirdness
« Reply #29 on: November 11, 2011, 04:33:48 AM »
The Terichik
Colossal Magical Beast
Hit Dice: 50d10+900 (1175 hp)
Initiative: +4
Speed: 50 ft. (10 squares), burrow 50 ft.
Armor Class: 37 (-8 Size, +35 Natural ), touch 2, flat-footed 37
Base Attack/Grapple: +50/+50
Attack: Bite +62 melee (6d6+40/19-20)
Full Attack: Bite +62 melee (6d6+40/19-20)
Space/Reach: 30 ft./20 ft.
Special Attacks: Improved Grab, Swallow Whole
Special Qualities:  Low Light Vision, Dark Vision 60 ft., Tremor Sense 120', Enhanced Scent, Immunities, Damage Reduction 20/Epic, Damage Reduction 10/-, Energy Resistance 30 (Acid, Fire, Electricity, Sonic)
Saves: Fort +42, Ref +27, Will +17
Abilities: Str 50, Dex 10, Con 40, Int 2, Wis 12, Cha 20
Skills: Listen +29, Swim +45
Feats: Blind Fight, Cleave, Great Cleave, Defensive Sweep, Devastating Critical (Bite), Epic Toughness x5, Improved Critical (Bite), Improved Initiative, Improved Natural Attack (Bite), Large and In Charge, Overwhelming Critical (Bite), Power Attack, Power Critical (Bite)  Environment: Any Cold
Organization: Unique
Challenge Rating: 32
Treasure: None
Alignment: Chaotic Evil
Advancement: 51+ HD (Colossal)
Level Adjustment: ---

"Another village gone due to your son Suinnak.  We must move again before he regains his hunger.  Except for you.  We will stake you out on the ice so you can be reunited with your son..."

The Terichik is a giant earthworm or caterpillar from Inuit myth that hides in the earth, periodically surfacing to devour villages.  Originally born to a human Inuit couple who left it to die in the snow, it was rescued and nursed by a pregnant woman who it subsequently devoured.  No known weapons, poison, or spells have ever been successfully used against the Terichik.  The best way to survive encountering it is to flee before it arrives (which is usually known well in advance due to tremors).

Improved Grab (Ex): If the Terichik successfully bites a creature up to 1 Size Class smaller than itself it can make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If successful it can Swallow its opponent the next round.

Swallow Whole (Ex): The Terichick can swallow an opponent 2 size classes smaller than itself with a Grapple check.  Swallowed opponents take 6d6+20 bludgeoning damage and 20 points of acid damage per round.  A swallowed creature can cut it's way out with a light slashing or piercing weapon by doing 50 points of damage to the Terichik's stomach (AC 27).  Once the creature exits muscular action closes the hole, and other swallowed opponents must cut their own way out.  The Terichiks stomach can hold 2 Gargantuan, 8 Huge, 32 Large, or 128 Medium or smaller creatures.

Enhanced Scent (Ex): This is similar to the normal Scent ability, but the Terichik can also smell blood at a range of 10 miles, even while underground.

Immunities (Ex): The Terichik is immune to poison, paralysis, polymorph, disease, sleep effects, death effects, stunning, critical hits, energy drain, ability damage or drain, and mind affecting effects.  It is also immune to cold damage, and any spell that allows Spell Resistance.

Combat: The Terichik charges and attempts to swallow everything in sight, biggest opponents first.

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Re: Biblical Weirdness
« Reply #30 on: November 11, 2011, 07:58:07 PM »
http://en.wikipedia.org/wiki/Gorgon

http://www.pantheon.org/articles/g/gorgons.html

http://www.britannica.com/EBchecked/topic/239265/Gorgon

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

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

http://www.theoi.com/Pontios/Gorgones.html

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

http://www.perseus.tufts.edu/classes/finALp.html

http://www.webwinds.com/thalassa/medusa.htm

STHENO
Demigod
Symbol: Gorgon's Face
Home Plane: Prime Material Plane.
Alignment: Chaotic Neutral
Portfolio: Women, the Sea, warfare
Worshipers: Women, soldiers, sailors, some monsters (usually Magical Beasts of Monstrous Humanoids)
Cleric Alignments: CE, CG, CN
Domains: Retribution, Storm, War
Favored Weapon: Natural Weapon (or Unarmed Strike if the worshiper has no Natural Weapons)

Stheno is depicted as a large ugly woman with a round face, boars tusks, serpents for hair, and scaly skin.  She also has golden birds wings, brass claws, and a protruding tongue.  Occasionally she is pictured as having a beard.

Dogma
Stheno's followers are expected to solve their problems through combat.  Particularly if those problems involve men...

Clergy and Temples
Stheno's clergy are strictly female.   Most live near the sea or on islands, or in pristine forest groves near a source of water.  They are fairly warlike, and resentful of the Patriarchy which has deposed and sullied their Goddess.

Medium Outsider (Chaotic)
Divine Rank: 3
Hit Dice: 60d8+600 (1080 hp)
Initiative: +8
Speed: 60 ft. (12 squares), Fly 200 ft. (Good)
Armor Class: 49 (+8 Dex, +16 Natural, +3 Divine, +12 Deflection), touch 33, flat-footed 41
Base Attack/Grapple: +60/+68
Attack: Claw +71 melee (1d6+10)
Full Attack: 2 Claws +71 melee (1d6+10) and 1 Bite +66 melee (1d6+6) and 1 Snakes +66 melee (1d4+3 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Domain Powers, Salient Divine Abilities, Spell-Like Abilities, Poison
Special Qualities: Divine Immunities, DR 15/Epic, Fire Resistance 8, Spell Resistance 35, Spontaneous Casting of Divine Spells, Understands/Speaks/Reads all Languages, Speak directly to all beings within 15 miles, Remote Communication, Godly Realm, Teleport w/out Error at Will, Plane Shift at Will, Divine Aura (30', DC 25)
Saves: Fort +45, Ref +43, Will +45
Abilities: Str 26, Dex 24, Con 30, Int 24, Wis 30, Cha 36
Skills: Climb +58, Concentration +62, Intimidate +66, Jump +62, Knowledge (Arcane, Architecture & Engineering, History, Local, Nature, Nobility, Religion, War) +57, Listen +60, Search +57, Spellcraft +61, Spot +50, Survival +64, Swim +58, Tumble +54, Use Magic Device +63 (+67 w/scrolls)
Feats: Combat Expertise, Combat Reflexes, Defensive Throw, Dodge, Earth's Embrace, Flyby Attack, Great Flyby Attack, Hover, Improved Flyby Attack, Improved Grapple, Improved Trip, Improved Unarmed Strike, Irresistible Gaze, Mobility, Narrowed Gaze, Pain Touch, Pervasive Gaze, Piercing Gaze, Stunning Fist, Swimby Attack, Weakening Touch
Divine Immunities: Ability Damage, Ability Drain, Acid, Cold, Death Effects, Disease, Disintegration, Electricity, Energy Drain, Mind-Affecting Effects, Paralysis, Poison, Sleep, Stunning ,Transmutation, Imprisonment, and Banishment.
Salient Divine Abilities: Petrifying Gaze, Gorgon's Blood, Power of Nature Domain Powers: 1/day if you have been harmed by someone your next attack against them does maximum damage if it is successful
Spell-Like Abilities: Stheno can cast the following spells at will as Spell-Like abilities: Banishment, Bear's Endurance, Blade Barrier, Call Lightning, Control Weather, Discern Location, Divine Power, Entropic Shield, Fire Shield, Flame Strike, Gust of Wind, Ice Storm, Magic Vestment, Magic Weapon, Mark of Justice, Power Word Blind/Kill/Stun, Shield of Faith, Sleet Storm, Speak With Dead, Spell Turning, Spiritual Weapon, Storm of Vengeance, Summon Monster VI, Whirlwind. Caster Level is 13. Save DC is 26 plus the spell level.
Possessions: No unique items.

Other Divine Powers
As a Demigod, Stheno treats a roll of '1' on an Attack Roll or Saving Throw normally and not as an automatic failure. She is immortal.
Senses: Stheno can see, hear, touch, and smell at a distance of 3 miles. As a Standard Action he can perceive anything within 3 miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 2 locations at once. She can block the sensing power of deities of his rank or lower at up to two remote locations at once for 3 hours.
Portfolio Powers: Stheno sense any act involving revenge, storms, or warfare the instant it happens and retains the sensation for up to 3 weeks after the event occurs.
Automatic Actions: Stheno can use  as a Free Action if the DC for the task is 15 or lower. She can perform up to 2 Free Actions each round. Create Magic Items: Stheno can create magic items related to storms or warfare as long as the items market price does not exceed 4,500 GP.


Petrifying Gaze Nothing can withstand the power of your Gaze. Prerequisites: Cha 36 Benefits: Gaze Attack, Petrification, Range 120', Save DC is Charisma Based. It may petrify beings normally immune to petrification unless they have Divine Rank.

Gorgon's Blood Your blood can give life or death. Prerequisites: Con 30 Benefits: Gorgons blood is especially powerful. A vial of blood from her right side given to any dead being will return it to life as per the spell True Resurrection. However a vial of blood from her left side kills anyone failing a Fortitude Save (Save DC is Constitution based, if it is successful the victim only takes 3d6 temporary Constitution damage). If she is wounded and her blood spills on the ground it gives birth to a monster of some sort. Usually a unique Magical Beast or Outsider.

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Re: Biblical Weirdness
« Reply #31 on: November 11, 2011, 07:58:33 PM »
EURYALE
Demigod
Symbol: Gorgon's Face
Home Plane: Prime Material Plane.
Alignment: Chaotic Neutral
Portfolio: The sea, wrath, traveling.
Worshipers: Women, soldiers, sailors, some monsters (usually Magical Beasts of Monstrous Humanoids)
Cleric Alignments: CE, CG, CN
Domains: Ocean, Travel, Wrath
Favored Weapon: Natural Weapon (or Unarmed Strike if the worshiper has no Natural Weapons)

Euryale is depicted as a large ugly woman with a round face, boars tusks, serpents for hair, and scaly skin. She also has golden birds wings, brass claws, and a protruding tongue. Occasionally she is pictured as having a beard.

Dogma
Euryale's followers are expected to be well traveled and educated, and to never forgive an insult or a slight.

Clergy and Temples
Euryale's clergy are strictly female. Most live near the sea or on islands, or in pristine forest groves near a source of water. They are fairly warlike, and resentful of the Patriarchy which has deposed and sullied their Goddess.

Medium Outsider (Chaotic)
Divine Rank: 3
Hit Dice: 60d8+600 (1080 hp)
Initiative: +12
Speed: 60 ft. (12 squares), Fly 200 ft. (Good)
Armor Class: 49 (+8 Dex, +16 Natural, +3 Divine, +12 Deflection), touch 33, flat-footed 41
Base Attack/Grapple: +60/+68
Attack: Claw +71 melee (1d6+10)
Full Attack: 2 Claws +71 melee (1d6+10) and 1 Bite +66 melee (1d6+6) and 1 Snakes +66 melee (1d4+3 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Domain Powers, Salient Divine Abilities, Spell-Like Abilities, Poison
Special Qualities: Divine Immunities, DR 15/Epic, Fire Resistance 8, Spell Resistance 35, Spontaneous Casting of Divine Spells, Understands/Speaks/Reads all Languages, Speak directly to all beings within 15 miles, Remote Communication, Godly Realm, Teleport w/out Error at Will, Plane Shift at Will, Divine Aura (30', DC 25)
Saves: Fort +45, Ref +43, Will +45
Abilities: Str 26, Dex 24, Con 30, Int 24, Wis 30, Cha 36
Skills: Climb +58, Concentration +62, Intimidate +66, Jump +62, Knowledge (Arcane, Architecture & Engineering, Geography, History, Local, Nature, Nobility, Religion) +57, Listen +60, Search +57, Spellcraft +61, Spot +50, Survival +64, Swim +58, Tumble +54, Use Magic Device +63 (+67 w/scrolls)
Feats: Ability Focus (Poison), Bounding Assault, Combat Expertise, Combat Reflexes, Danger Sense, Deft Opportunist, Dodge, Flyby Attack, Great Flyby Attack, Hover, Improved Flyby Attack, Improved Initiative, Irresistible Gaze, Mobility, Narrowed Gaze, Pervasive Gaze, Piercing Gaze, Rapid Blitz, Spring Attack, Swimby Attack, Whirlwind Attack
Divine Immunities: Ability Damage, Ability Drain, Acid, Cold, Death Effects, Disease, Disintegration, Electricity, Energy Drain, Mind-Affecting Effects, Paralysis, Poison, Sleep, Stunning ,Transmutation, Imprisonment, and Banishment.
Salient Divine Abilities: Petrifying Gaze, Gorgon's Blood, Frightful Presence
Domain Powers: Can Breathe Water as per the spell up to 15 minutes per day, 1/day can take up to a -14 to her Wisdom to gain +7 Strength for 15 rounds, Can use Freedom of Movement as per the spell for up to 15 rounds per day.
Spell-Like Abilities: Euryale can cast the following spells at will as Spell-Like abilities: Astral Projection, Bull's Strength, Dimension Door, Elemental Swarm, Endure Elements, Find the Path, Fly, Freedom of Movement, Greater Shout, Greater Teleport, Locate Object, Longstrider, Maelstrom, Otiluke's Freezing Sphere, Phase Door, Rage, Rhino's Rush, Righteous Might, Shout, Song of Discord, Sound Burst, Storm of Vengeance, Teleport, Wall of Ice, Water Breathing, Waterspout. Caster Level is 13. Save DC is 26 plus the spell level.
Possessions: None
Other Divine Powers
As a Demigod, Euryale treats a roll of '1' on an Attack Roll or Saving Throw normally and not as an automatic failure. She is immortal.
Senses: Euryale can see, hear, touch, and smell at a distance of 3 miles. As a Standard Action she can perceive anything within 3 miles of her worshipers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to 2 locations at once. She can block the sensing power of deities of her rank or lower at up to two remote locations at once for 3 hours.
Portfolio Powers: Euryale sense any act involving the sea, wrath, or traveling the instant it happens and retains the sensation for up to 3 weeks after the event occurs.
Automatic Actions: Euryale can use Intimidate, Knowledge: Nature, or Swim as a Free Action if the DC for the task is 15 or lower. She can perform up to 2 Free Actions each round.
Create Magic Items: Euryale can create magic items related to the sea, wrath, or traveling as long as the items market price does not exceed 4,500 GP.

Petrifying Gaze Nothing can withstand the power of your Gaze. Prerequisites: Cha 36 Benefits: Gaze Attack, Petrification, Range 120', Save DC is Charisma Based. It may petrify beings normally immune to petrification unless they have Divine Rank.

Gorgon's Blood Your blood can give life or death. Prerequisites: Con 30 Benefits: Gorgons blood is especially powerful. A vial of blood from her right side given to any dead being will return it to life as per the spell True Resurrection. However a vial of blood from her left side kills anyone failing a Fortitude Save (Save DC is Constitution based, if it is successful the victim only takes 3d6 temporary Constitution damage). If she is wounded and her blood spills on the ground it gives birth to a monster of some sort. Usually a unique Magical Beast or Outsider.

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Re: Biblical Weirdness
« Reply #32 on: November 11, 2011, 07:59:19 PM »
http://en.wikipedia.org/wiki/Krampus#Krampus
https://www.history.com/news/krampus-christmas-legend-origin
https://www.youtube.com/watch?v=SfndOXfJSqA
https://www.youtube.com/watch?v=tuSrajd9D8k

                      Krampus
                      Medium Outsider (Chaos, Evil, Extraplanar)
Hit Dice:             12d8+60 (114 hp)
Initiative:           +4
Speed:                30 ft. (6 squares)
Armor Class:          25 (+4 Dex, +6 Natural, +5 Profane), touch 19, flat-footed 21
Base Attack/Grapple:  +12/+21
Attack:               Claw +17 melee (1d6+5) or Rute +17 melee touch (1d3+5 plus pain)
Full Attack:          2 Claws +17 melee (1d6+5) and 1 Bite +12 melee (1d6+2) or Rute +17/+12/+7 melee touch (1d3+5 plus pain)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Frightful Presence, Improved Grab, Rute
Special Qualities:    Hard Drinker, Damage Reduction 10/Cold Iron or Good, Dark Vision 60 ft., Bag of Child Holding, Homeward Bound, Improved Detect Evil, The Knowledge, Immunities, See in Darkness, Telepathy 100 ft., SR 17
Saves:                Fort +13, Ref +12, Will +11
Abilities:            Str 20, Dex 18, Con 20, Int 16, Wis 16, Cha 20
Skills:               Balance +14, Bluff +15, Climb +15, Escape Artist +14, Intimidate +15, Jump +15, Knowledge (Arcana, Geography, Local, Religion, The Planes) +13, Listen +13, Search +13, Sense Motive +13, Spot +13, Tumble +9, Use Magic Device +15
Feats:                Ability Focus (Frightful Presence, Rute), Blind-Fight, Combat Reflexes, Intimidating Strike
Environment:          Any
Organization:         Unique
Challenge Rating:     9
Treasure:             Standard
Alignment:            Chaotic Evil
Advancement:          13+ HD (Medium)
Level Adjustment:     ---


"Let me get this straight, you're an Incubus?  And you hang with Santa?"

"Yup."

"And everyone gives you free booze?"

"Yup."

"And they actually gave you your own holiday as opposed to arresting you?"

"Yup."

"And they let you beat their children and occasionally kidnap one and throw it in the Pits of Hell?"

"They kind of insist."

"WTF man?  How come no one tells me about these jobs?"  I'd do that."

"Well brother, in my defense I do have connections to the Devil."

The Krampus is a furry, horned, long tongued devil figure who accompanies Saint Nicholas in Europe to punish the naughty children (and sometimes pursue women).  While Saint Nicholas rewards good children with food, Krampus takes a birch rod (or whip, or bundle of birch branches)to the naughty ones (and sometimes carries them off to Hell).  He also is depicted carrying a sack or basket, as well as chains.  He is said to be fond of schnapps and buxom women.

Frightful Presence (Su):  The Krampus is a terrifying figure, and any living creature within 60 ft. seeing him attack someone or charge must make a DC 23 (Save DC is Charisma Based) Willpower Save or be Frightened for 1d6 rounds if they have less HD than the Krampus.  Creatures whose Hit Dice are equal to his must make the Save or be Shaken instead.  Creatures whose Save is successful are immune to the Krampus' Frightful Presence for 24 hours.

Improved Grab (Ex): If the Krampus successfully hits with his Claw Attack he may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If successful he may do his claw damage each round.  The Krampus also has a +4 Racial Bonus to Grapple Checks. 

Rute (Su): The Krampus' switch is terrifying to evil children (and some adults as well).  It does damage as a whip (except it doesn't provoke attacks of opportunity, and doesn't have reach).  If the opponent is Evil, then it must make a DC 23 Willpower Save (Save DC is Charisma based) or suffer the effects of a Symbol of Pain for 1 hour.  Each successful hit with the switch increases the duration for 1 hour, to a maximum of 12 hours. 

Hard Drinker (Ex): The Krampus is immune to the effects of alcohol. 

Bag of Child Holding (Ex): The Krampus carries a bag sack, barrel, basket, or some other implement designed for carrying things with him.  The bags real purpose is for carrying children.  It works in all ways like a Type IV with the following exceptions: It will only hold children (children being defined as any Humanoid the equivalent of a human child 12 or younger).  The child cannot be of Good Alignment, or must have committed an act evil enough for it to have risked changing alignment within the last year.  It also has sufficient air for them to breath until they are released (however it doesn't provide food or water).

Homeward Bound (Su):  The Krampus can Plane Shift between Hell and the Prime Material at will as a Standard Action.   If there are any children within his Bag of Child Holding they go with him when he changes Planes.

Improved Detect Evil (Su): The Krampus permanently has the benefits of the Detect Evil spell on at all times with an added bonus: On the 4th round the Krampus learns the details of any evil acts the subject has committed within the last year.  Sorry kids.  No fibbing to the Devil.

The Knowledge (Ex): The Krampus can make a d20+15 (Racial Hit Dice plus Int Modifier) check against a DC of 25 to know the home address of any humanoid on earth who has kids, because he visits their houses yearly (he also remembers the houses he has visited in the past as well).  By making a DC 35 check he can remember various (usually embarrassing) bits of their personal life (he does keep track of who's been naughty after all).

Immunities: The Krampus is immune to Cold, Fire, Poison, Disease and Aging Effects.

Combat: Against children the Krampus will use his switch.  Adult men and women get to feel his claws, although few people willingly stand in the Krampus' way.  He does know where they live after all...

« Last Edit: March 09, 2023, 11:38:16 PM by bhu »

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Re: Biblical Weirdness
« Reply #33 on: November 11, 2011, 07:59:47 PM »
MEDUSA
Quasi-Deity
Symbol: Gorgon's Face
Home Plane: Prime Material Plane.
Alignment: Chaotic Neutral
Portfolio: Women, the Sea, misfortune
Worshipers: Women, soldiers, sailors, some monsters (usually Magical Beasts of Monstrous Humanoids)
Cleric Alignments: CE, CG, CN
Domains: None
Favored Weapon: Natural Weapon (or Unarmed Strike if the worshiper has no Natural Weapons)

Sometimes Medusa is pictured similarly to her other sisters as a large ugly woman with a round face, boars tusks, serpents for hair, and scaly skin. She also has golden birds wings, brass claws, and a protruding tongue. Occasionally she is pictured as having a beard.

More often Medusa is a beautiful woman with serpents for hair.

Sometimes on rare occasions she has been pictured as winged horse similar to her offspring Pegasus, or as a woman with horses legs and wings upon her head.


Dogma
Medusa's followers are to oppose the followers of Athena at every turn, and also the Patriarchy as well.

Clergy and Temples
Medusa's clergy are strictly female. Most live near the sea or on islands, or in pristine forest groves near a source of water. They are fairly warlike, and resentful of the Patriarchy which has deposed and sullied their Goddess.

MEDUSA
Medium Outsider (Chaotic) 
Divine Rank: 0
Hit Dice: 20d8+160 (320 hp)
Initiative: +11
Speed: 60 ft. (12 squares)
Armor Class: 42 (+7 Dex, +13 Natural, +12 Deflection), touch 29, flat-footed 36
Base Attack/Grapple: +20/+27
Attack: Claw +27 melee (1d6+7)
Full Attack: 2 Claws +27 melee (1d6+7) and 1 Bite +22 melee (1d6+3) and 1 Snakes +66 melee (1d4 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, Petrifying Gaze, Gorgon's Blood, Frightful Presence
Special Qualities: Divine Immunities, DR 10/Epic, Fire Resistance 5, Spell Resistance 12
Saves: Fort +20, Ref +19, Will +22
Abilities: Str 24, Dex 24, Con 26, Int 26, Wis 30, Cha 35
Skills: Climb +25, Concentration +28, Intimidate +32, Jump +25, Knowledge (Arcane, Architecture & Engineering, History, Local, Nature, Nobility, Religion, War) +26, Listen +28, Search +26, Spellcraft +26, Spot +28, Survival +28, Swim +25, Tumble +25, Use Magic Device +30 (+32 w/scrolls)
Feats: Ability Focus (Poison), Combat Reflexes, Improved Initiative, Irresistible Gaze, Narrowed Gaze, Pervasive Gaze, Piercing Gaze,
Divine Immunities: Ability Damage, Ability Drain, Energy Drain, Mind-Affecting Effects,Transmutation.
Possessions: No unique items.


Other Divine Powers
As a Quasi Deity, Medusa is immortal (but may still be killed).
Poison (Ex): Injury Fortitude Save DC 29 (Save DC is Constitution Based), Initial and Secondary damage is 1d6 Constitution.
Petrifying Gaze (Su): Petrification, 30', Fortitude Save DC 34 negates.
Gorgon's Blood (Ex): Gorgons blood is especially powerful. A vial of blood from her right side given to any dead being will return it to life as per the spell True Resurrection. However a vial of blood from her left side poisons anyone failing a DC 27 Fortitude Save (Save DC is Constitution based). Initial and Secondary Damage is 1d6 Constitution. If she is wounded and her blood spills on the ground it gives birth to 1d3 monsters of some sort. Usually unique Magical Beasts or Outsiders. These monsters form entirely within 1 round.
Frightful Presence (Ex): Whenever Medusa attacks all opponents within 60' with less HD than herself must make a DC 32 Willpower Save or be Frightened for 2d4 rounds. If the Save is successful the opponent is immune to Medusa's Frightful Presence for 24 hours.

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Re: Biblical Weirdness
« Reply #34 on: November 11, 2011, 08:00:13 PM »
http://www.sacred-texts.com/neu/celt/phy/phy19.htm http://www.isle-of-man.com/manxnotebook/fulltext/mnq1904/n091.htm
http://www.geocities.com/Athens/Forum/4611/fairyP.html see Phynodoree
http://faerie.monstrous.com/faerie_n-z.htm http://www.tartanplace.com/faery/gobln.html
http://www.isle-of-man.com/manxnotebook/fulltext/wc1912/ch02.htm http://www.economicexpert.com/a/Buggane.htm


Buggane
Large Fey (Aquatic)
Hit Dice: 10d6+30 (65 hp)
Initiative: +6
Speed: 40 ft. (8 squares), burrow 20 ft., swim 30ft.
Armor Class: 21 (-1 Size, +2 Dex, +10 Natural), touch 11, flat-footed
19
Base Attack/Grapple: +5/+18
Attack: Claw + 13 melee (1d6+9)
Full Attack: 2 Claws +13 melee (1d6+9) and Bite + 8 melee(1d6+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Horrifying Appearance, +3d6 Sneak Attack
Special Qualities: Low-Light Vision, Alter Appearance
Saves: Fort +6, Ref +9, Will +9
Abilities: Str 28, Dex 15, Con 16, Int 14, Wis 14, Cha 16
Skills: Bluff +16, Climb +22, Hide +15, Intimidate +16, Listen +15,
Move Silently +15, Spot +15, Swim +30
Feats: Alertness, Improved Initiative, Power Attack, Staggering Strike
Environment: Temperate Forest or Aquatic or Underground
Organization: Solitary or (rarely) a group (3-6)
Challenge Rating: 7 0r 8?
Treasure: Standard
Alignment: Chaotic Evil
Advancement: 11-18 HD (Large)
Level Adjustment: ----

"We avoid the old waterfall at night.  If you have any sense you'll do the same."

This is the Celtic version of the Buggane before Christian interference (or as close as I got at the time).

SKills: Bugganes have a +8 Racial Bonus to Swim checks.

Alter Appearance (Su): Bugganes can use glamer to alter their appearance. They can appear to be anything of Small to Large Size. This is effectively similar to the spell Persistent Image (Caster Level is equal to Bugganes Hit Dice, Will Save DC=18, Save is Cha based), except that it only effects the Bugganes appearance, and can be turned on and off at will. This is used to fool or scare opponents (see below).

Horrifying Appearance (Su): The Buggane can use its Alter Appearance ability to change into particularly terrifying imaginary forms. If it's opponent fails the Will Save to disbelieve the Bugganes Alter Appearance the Buggane may try using Horrifying Appearance to scare him. If it is successful the Bugganes opponent must flee in Fear for 1d6 rounds if it is 5 Hit Dice or less, or it is Dazed for 2 rounds if it is 6-10 HD. Creatures with 10 or more Hit Dice are unaffected. Creatures who save successfully are immune to this Bugganes Horrifying Appearance ability for 24 hours.

Sneak Attack (Ex): Works exactly like the Rogue's ability of the same name, and Sneak Attack damage gained from Rogue levels stacks with this.

Combat: Bugganes prefer to pretend to use their Alter Appearance ability to pretend to be a dead or lame humanoid or animal, and try to lull opponents into lowering their defenses before they attack. Or it jumps from the shadows using its Horrifying Appearance to frighten victims and then pick them off.

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Re: Biblical Weirdness
« Reply #35 on: November 11, 2011, 08:00:40 PM »
http://en.wikipedia.org/wiki/Adze_%28folklore%29
https://www.atlasobscura.com/articles/monster-mythology-adze
https://www.vampires.com/adze-firefly-vampire-of-africa/
www.trueghosttales.com/paranormal/the-va...
https://occult-world.com/african-vampire-witch/


Adze
Small Outsider (Native, Evil, Spirit)
Hit Dice: 5d8+10 (32 hp)
Initiative: +6
Speed: 30 ft. (6 Squares)
Speed as Fly: 5 ft. (1 Square), Fly 40 ft. (Good)
Armor Class: 18 (+1 Size, +2 Dex, +5 Natural), touch 13, flat-footed 16
Armor Class as Fly: 20 (+8 Size, +2 Dex), touch 20, flat-footed 18
Base Attack/Grapple: +5/+0
Attack: Club +8 melee (1d4-1)
Attack as Fly: Touch +15 melee (attach)
Full Attack: Club +8 melee (1d4-1)
Full Attack as Fly: Touch +15 melee (attach)
Space/Reach: 5 ft./5 ft.
Special Attacks: Alternate Forms, Possession, Disease, Feeding Frenzy, Attach, Blood Drain
Special Qualities: The Blood is the Life, Dark Vision 60 ft., Immunities
Saves: Fort +6, Ref +6, Will +7
Abilities: Str 8, Dex 14, Con 14, Int 16, Wis 16, Cha 18
Skills: Bluff +11, Concentration +9, Hide +10 (+22 as Fly), Intimidate +12, Knowledge (Arcana, Nature) +10, Knowledge (Religion) +7, Listen +11, Move Silently +10, Spellcraft +10, Spot +10, Survival +10, Use Magic Device +11
Feats: Improved Initiative, Weapon Finesse
Environment: Warm Plains, Marsh or Hills
Organization: Unique
Challenge Rating: 5
Treasure: Standard
Alignment: Always Chaotic Evil
Advancement: By Character Class (usually Sorcerer)
Level Adjustment: ---

"Who is that horrible looking little thing outside the village? "

"We do not speak of him.  If you have seen him it would be wise you do not speak of him either or he will come for you."

The Adze is a small jet-black malformed humanoid, often with a hunched back and skin that seems ill fitting.  It often possesses women or other creatures in it's search for food, or attacks them to drain their blood.  So long as it has it's fill of coconut milk, fruit juice, and palm oil (and occasionally some blood from the local children) all is well.  But in times of famine, it begins to take a turn and possesses the local villagers making them into witches, and hunting down children or sleeping adults for blood.  It's possession is less a form of control, and more of a spiritual corruption, usually bringing ill fortune and madness to the possessed, but granting them great power.  In return the Adze gets food and a hiding place.

Alternate Forms (Su): At will as a Swift Action the Adze can assume the form of a firefly or any biting insect of Size Class Fine.  It's abilities are unchanged except as follows:  It's Str becomes drops to -, loses it's Natural Armor Bonus to AC, and it gains a Fly Speed of 40 (Good).  Land sped drops to 5 feet.The legends kinda argue about whether the bug or humanoid form is the real one, so I went with humanoid for now.

Possession (Su): Once per round, an Adze can merge its body with a Humanoid or Vermin creature on the Material Plane. This ability is similar to a magic jar spell (caster level 10th), except that it does not require a receptacle. To use this ability, the Adze must try move into the target’s space; moving into the target’s space to use the Possession ability does not provoke attacks of opportunity. Humanoids that this ability is used upon must make a DC 16 Willpower Save (Save DC is Charisma Based) or gain the Abasom Template.  The Adze is less a controller of the body, and more a corrupting influence.  If it is exorcised, the formerly possessed target must make a DC 16 Willpower Save, or remain an Abasom.

Disease (Ex): While in the shape of an insect the Adzes bite transfers many deadly diseases (usually Malaria).  When using it's Alternate Form ability and Attached, the Adze may choose to inflict a disease on it's opponent.  Choose any disease from the DMG or other source that can be inflicted by Injury, and it's opponent must make a DC 16 Fortitude Save to avoid being infected (Save DC is Constitution based with a +2 Racial Modifier).

Feeding Frenzy (Ex): Every day an Adze goes without sufficient food it must make a DC15 Willpower Save, or go into frenzy.  The Save DC gains a cumulative +1 each day the Adze goes without enough food.  If it fails the Save DC, it is subject to Rage (as per the Barbarian ability) for the entire day, and will consume anything it can, even attacking people.  So long as it's well fed this is not a risk.

Attach (Ex): While using it's Alternate Form ability the Adze can make a Touch Attach to attach itself to an opponent.  An attached Adze is effectively Grappling it's prey and loses it's Dex Bonus to AC (AC 18), but it gains a +12 Racial Bonus to Grappling Checks in Fly form.  An attached Adze can be struck with a weapon to dislodge it, or an opponent can successfully Pin it in a Grapple.  The touch of the Adze is fairly light, and it's bite is difficult for people to feel.  Anyone an Adze attaches to gets a Spot or Listen check vs its Hide or Move Silently Check.  If they fail, they do not realize something is wrong until they have taken 1d3 Constitution damage.  Sleeping opponents automatically fail this check, but can still notice a problem after 1d3 points of Constitution have been lost.

Blood Drain (Ex): While using it's Alternate Form ability, and attached to an opponent, the Adze can drain 1 point of Constitution per round it remains attached to an opponent.

The Blood is the Life (Su): The Adze is empowered by blood and can become phenomenally powerful if it gains enough of it.  For 24 hours after it drinks blood an Adze gains a Profane Bonus to AC equal to double the Con it drained successfully.

Immunities:  Adze are immune to poison and disease.

Combat: Adze prefer to attack sleeping victims and drink their blood as they are as vulnerable as any other humanoid.  if angered or starving, it will possess people to make them Witches and wreak havoc.







Abasom

Abasom is an Acquired Template that can be added to any Humanoid that has undergone the proper magical rituals or been possessed by an Adze.  They are miserable beings, suffering from bad luck and madness, which they spread to those around them.  They are also quite obsessed with the need for blood.  I have debated posting this one, as the word Abasom has been used to refer to witches, beings similar to the loa, or priests in the Ewe religion.  And because accusations of witchcraft are a way of othering people in Africa.  I'll take this one down if necessary.

Size and Type: Unchanged.

Hit Dice: Hit Dice become d8's unless they are already higher.

Speed: Gains Fly Speed equal to twice Land Speed with Good Maneuverability.

Armor Class: Unchanged.

Attacks: Unchanged.

Damage: Unchanged.

Special Attacks: An Abasom keeps all Special Attacks of the Base Creature and gains the following:

Spell-Like Abilities (Sp): Abasom may cast the following as Spell-Like Abilities: At Will: Blindness/Deafness, Curse of Ill Fortune (see Spell Compendium), Curse Water, Death Knell, Desecrate, Hold Person.  3/Day: Bestow Curse, Contagion, Diminish Plants, Speak With Dead, Unholy Storm (Spell Compendium).  1/Day: Blight, Feeblemind, Mass Curse of Ill Fortune (Spell Compendium), Nightmare, Unhallow 1/day.

Capture Spirits (Su): Once per day as a Supernatural Ability the Abasom can cast Magic Jar, except that it can only be used against Spirits (see Complete Divine), and instead of possessing the body you instead imprison the spirit in the Magic Jar.  She may release it 1/Day to perform 1 task, but it gets another Saving Throw each time it is released, and if it succeeds it gains it's freedom.  It also goes free if the Abasom permanently loses this template.

Blood Drain (Ex): With a successful touch attack while in incorporeal form the Abasom can Drain 1d3 Constitution.


Special Qualities: The Abasom retains all Special Qualities of the base Creature, plus gains the following:

Animal Forms (Su): At will the Abasom may Polymorph (as per the Spell) into any Animal that is Size Class Medium or smaller.

Unleash Soul (Su): Once per day once the sun goes down, the Abasom may go to sleep and unleash her soul to attack the living.  Effectively she gains the Ghost Template until the sun comes up (at which point she immediately returns to her body).  She may teleport back to her body regardless of the distance she is from it as a Swift Action.  Her type does not turn to Undead, and she gains no Special Attacks/Qualities or Ability increases from the Ghost Template except Manifestation.  She does however gain the Blood Drain attack while incorporeal.

Unwilling to Die (Su): To truly kill an Abasom, one must cut out her tongue, nail it to her chin before beheading her, and then burning the body while staking the head and leaving it for the wild animals to feed on.  If this is not done properly she gains the full abilities of the Ghost Template along with keeping her abilities from the Abasom template, and her soul wonders from her grave at night to attack the living, teleporting back to it at sunrise.

Saves: Unchanged.

Abilities: +4 Wis, +4 Cha

Skills: Unchanged.

Feats: Unchanged.

Environment: Unchanged.

Organization: Unchanged, but usually Solitary or Group (3-6).

Challenge Rating: +3

Treasure: Unchanged.

Alignment: Always Chaotic Evil.

Advancement: by Character Class (usually Sorcerer or Warlock).

Level Adjustment: +6

Example of creature using template here:



Ameyo 2nd level Commoner/Abasom Template
                      Medium Humanoid
Hit Dice:             2d8 (9 hp)
Initiative:           +1
Speed:                30 ft. (6 squares), Fly 60 ft. (Good)
Armor Class:          11 (+1 Dex), touch 11, flat-footed 10
Base Attack/Grapple:  +1/+0
Attack:               Dagger +0 melee (1d4-1)
Full Attack:          Dagger +0 melee (1d4-1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Spell-Like Abilities, Capture Spirits, Blood Drain
Special Qualities:    Animal Forms, Unleash Soul, Unwilling to Die
Saves:                Fort +0, Ref +1, Will +4
Abilities:            Str 8, Dex 12, Con 10, Int 13, Wis 18, Cha 19
Skills:               Craft (any one) +5, Listen +8, Profession (Farmer) +7, Spot +8
Feats:                Endurance
Environment:          Any
Organization:         Solitary
Challenge Rating:    5
Treasure:             Standard
Alignment:            Always Chaotic Evil
Advancement:          By Character Class
Level Adjustment:     +6

Ameyo has recently been possessed by an Adze and has been banished from her village for being a witch.  At first she believed this was unfair and cursed them for abandoning her, but as her powers began to show she realized her need for blood would be an issue.   





« Last Edit: March 02, 2023, 02:20:14 AM by bhu »

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Re: Biblical Weirdness
« Reply #36 on: November 11, 2011, 08:01:15 PM »
Algul links

http://www.workingdefinition.com/2005/08/29/a-vampire-by-any-other-name

http://www.vampiresathruz.com/vampire-3/algul.html

http://books.google.com/books?id=H1axCZifXdwC&pg=PA12&lpg=PA12&dq=algul+vampire&source=bl&ots=UQ2ydWkKBk&sig=C7oBZdMfQR5qPxvdTE4ufyU5FjI&hl=en&ei=z5jVSu-hDYnGlAfn2ricCQ&sa=X&oi=book_result&ct=result&resnum=5&ved=0CBQQ6AEwBA#v=onepage&q=algul%20vampire&f=false

http://www.vampirerave.com/member_articles2.php?entry=180

http://members.fortunecity.com/marissa21/bloodmoon/page01/mythlist.htm

AMine and Nadila links

http://www.sacred-texts.com/goth/vkk/vkk06.htm

http://paranormalmidwest.wordpress.com/the-vampire/

Ghoul links

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

http://www.britannica.com/EBchecked/topic/232832/ghoul

Jinn links

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

http://www.pantheon.org/articles/j/jinn.html

http://muttaqun.com/jinn.html

http://paranormal.about.com/od/demonsandexorcism/a/aa060506.htm

http://www.islamawareness.net/Jinn/


This one may be a lil tuff to get down...

Algul
Medium Outsider
Hit Dice: 12d8+60 (114 hp)
Initiative: +9
Speed: 30 ft. (6 squares), Burrow 20 ft.
Armor Class: 20 (+5 Dex, +5 Natural) touch 15, flat-footed 15
Base Attack/Grapple: +12/+19
Attack: Bite +19 melee (1d6+7)
Full Attack: 1 Bite +19 melee (1d6+7) and 2 Claws +14 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blood Drain, Baleful Polymorph, Alternate Forms
Special Qualities: Regeneration 10 (Doesnt work vs Fire or Magic), Undeath. Invulnerable to Weapons, Impersonation, Invisibility, Far Traveling, Vocal Mimicry, Dark Vision 60', Immune to Disease
Saves: Fort +13, Ref +13, Will +13
Abilities: Str 24, Dex 20, Con 20, Int 16, Wis 20, Cha 24
Skills: Bluff +20, Disguise +9, Diplomacy +17, Forgery +5, Hide +15, Intimidate +9, Knowledge (Arcane, Religion) +15, Move Silently +15, Search +15, Sense Motive +17, Spot +15, Survival +15, Use Magic Device +15
Feats: Deceitful, Improved Initiative, Negotiator, Persuasive, Skill Focus: Bluff
Environment: Any, usually Warm or Temperate Desert
Organization: Solitary
Challenge Rating: 11
Treasure: Double Standard
Alignment: Usually Chaotic Evil, but can be any
Advancement: By Character Class (usually Sorcerer or Favored Soul)
Level Adjustment: ----

"The ghouls are crafty but you can recognize them by certain signs.  They will not eat human food, save for a single grain of rice.  And they always leave inhuman footprints regardless of their shape."

The Algul is a type of female Jinn that lives in graveyards, places where death has occurred, or where blood has been spilled.  it prefers to eat children, but young men and horses will do if it cannot get them.  In a pinch it will eat corpses, which is sometimes to it's advantage as it gives the Algul a connection to undeath.


Blood Drain (Ex): The Algul does 1d3 points of Constitution Drain each round it has successfully Pinned it's opponent with a Grapple Check.

Baleful Polymorph (Sp): The Algul may cast Baleful polymorph 1/day as a Spell-Like Ability.

Alternate Forms (Su): All Jinn (including Algul) can assume any form they wish at will as a Supernatural ability (see Alternate Forms here: http://www.d20srd.org/srd/specialAbilities.htm#alternateForm ).  Regardless of the form they take their footprints are those of a donkey, and they often have the feet of a donkey.

Regeneration (Ex): The Alguls regeneration doesn't work against fire damage, or any damage done by spells, spell-like abilities, or supernatural abilities.  Their Regeneration doesn't work when they are using their Alternate Forms ability.

Undeath (Ex):  To be truly killed an Algul must be brought to -10 hit points by fire damage.  Otherwise it rises the next day as an Undead.  Change type to Undead, and revise hit points, BAB, and Saves based on it's new type.

Invulnerable to Weapons (Ex):  Alguls are invulnerable to man-made weaponry.  While they can be strangled (i.e. take grappling damage) or take damage from other sources, any crafted weapon must do enough damage to kill them in one blow.  If it does not, a second successful hit from a weapon does no damage, and heals all damage done from the first hit.  Their invulnerability does not work when using their Alternate Forms ability.

Impersonation (Su): The Algul can take the form of any creature whose corpse it eats via it's Alternate Forms ability.  The disguise is perfect, right down to the voice.  It does not, however, gain the memories or abilities of that person, and often feigns amnesia.

Invisibility (Su):  All Jinn, including Alguls, are normally Invisible as per the spell greater Invisibility. 

Far Traveling (Su): All Jinn, including Alguls, may cast Greater Teleport at will as a Supernatural Ability.

Vocal Mimicry (Su): The Algul can use Ghost Sound and Ventriloquism at will as Supernatural Abilities.

Combat:  The Algul use their Impersonation or Alternate Forms abilities to wheedle their way into households and marry men.  Otherwise they sue their abilities to sound as anything they wish to lure children away from camp, or appear as beautiful young women in the middle of the desert.  Once they seduce or lead astray a victim they pounce and rip it to pieces to get it's blood.

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Re: Biblical Weirdness
« Reply #37 on: November 11, 2011, 08:01:42 PM »
http://arcana.wikidot.com/walrider
Much thanks to Jurgen Hubert for his assistance with these!

(Note that I may have had to take some artistic license)

Walrider  (fey version)
                      Medium Fey (Spirit)
Hit Dice:             6d6+6 (27 hp)
Initiative:           +6
Speed:                30 ft. (6 squares)
Armor Class:          21 (+2 Dex, +9 Natural), touch 12, flat-footed 19
Base Attack/Grapple:  +3/+4
Attack:               Touch +5 melee touch (Pressure)
Full Attack:          Touch +5 melee touch (Pressure)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Pressure, Spell-Like Abilities, Tainted Bribe
Special Qualities:    Air Travel, Weaknesses, Alternate Form, Low-light Vision, Darkvision 60 ft., DR 10/breadcrumbs
Saves:                Fort +5, Ref +7, Will +7
Abilities:            Str 13, Dex 14, Con 13, Int 14, Wis 14, Cha 20
Skills:               Bluff +10, Escape Artist +11, Handle Animal +7, Hide +8, Intimidate +7, Knowledge (Arcana, Geography, History, Local) +7, Listen +8, Move Silently +8, Perform (Singing) +10, Ride +7, Search +7, Spot +8, Use Magic Device +10
Feats:               Ability Focus (Pressure), Great Fortitude, Improved Initiative
Environment:         Any
Organization:         Solitary
Challenge Rating:     4
Treasure:             Standard
Alignment:            Usually Chaotic Neutral
Advancement:          7-18 HD (Medium)
Level Adjustment:     ---

In the older tales, Walriders are spirit beings that live in England that appear as beautiful women, children, hags or animals (males are quite rare).  The sail or fly to Germany to visit their victims on milk sieves, using bones as oars.  On land, they are fond of riding horses, which they torment by tying their hair in knots.  They love riding horses so much, in fact, that they sometimes turn their human victims into one.  They creep up on sleeping people and set on their chests, paralyzing them.

Pressure (Su): As a Standard Action the Walrider may sit on the chest of a sleeping, unconscious or restrained victim (who gets a Listen check against it's Move Silently Check to hear the Walrider approaching with the usual modifiers for sleeping).  If it succeeds in making the opposed Move Silently check (or it's victim is unconscious or restrained) it's sleeping victim must make a DC 20 Willpower Save (Save DC is Charisma based).  If the victim fails, they feel a heavy weight on their chest and feel as though they are suffocating but cannot wake up, and get no rest for sleeping.  They are considered helpless for the duration of the Pressure attack (which can last all night if the Walrider wishes).  The Walrider however is equally helpless unless she breaks off the Pressure attack, although she can sense what is going on in the room unlike the victim.  Once she has successfully used the Pressure on a victim she always knows their location so long as they are within (1 mile per point of Charisma modifier the Walrider has).  If the victim saves successfully, they wake up instead.  The Walrider may also use this ability via a melee touch attack.

Spell-Like Abilities (Sp): At Will: Gaseous Form  1/Day: Baleful Polymorph (unlike normally, this spell can only change the target into any CR 1 horse)

Tainted Bribe (Su): As a Standard Action the Walrider can curse any unattended object.  The first being to accept this object from the Walrider must make a DC 18 Willpower Save (Save DC is Cha based) or suffer the effects of a Bestow Curse spell.

Air Travel (Su): Walriders make ships out of milk sieves, with their oars being human or animal shoulder blades or cows ribs.  They can cross water or even fly in the air with it at such speed that they can travel from Northwest Germany to the Mediterranean and back in a single night (or from England to Germany).  If stolen, they will offer any bribe to get it back (though these bribes may be cursed).  While in the ship the Walrider has a Fly speed of 200 (Average), and a similar Swim Speed (she must travel on the waters surface).

Weaknesses: Walriders can only enter the rooms of sleeping people via holes or gaps in the doors, windows or walls (they will not enter an open door or window).  Putting a holy object in front of these openings bars them entry.  She must leave through the same hole she entered through, and if it is plugged, thereby preventing her escape, she will stay in the house as a beautiful young woman.  She may even marry her victim, but once the hole is unplugged she will flee.  Until she can flee, she must obey her captor as if she had failed a Save against a Dominate Monster Spell.Sleepers can protect themselves from her Pressure attack by wearing their shirt backwards, or putting their left shoe at the end of the bed on the right side, and the right shoe at the end of the bed on the left side.  They may also put a cross made of straw or shoes in front of the bed, climb into the bed backwards, or placing a heckling comb by the door or on the sleepers chest.  Walriders lose their Bonus to Escape Artist Checks if you grab them by the hair.  This can be simulated by "if the grappler succeeds by 5 or more it successfully grabs the Walriders hair".  Their Damage Reduction doesn't work against breadcrumbs, so loading a musket with crumbs instead of lead does normal musket damage to them.

Alternate Form (Su): The Walrider can assume any Animal or Humanoid form of Medium Size or Smaller as a Standard Action up to 3/Day.  She remains in this form until she chooses to assume a new one or return to her natural form.  She may also appear as a small object, but has no move speed when doing so.

Skills: Walriders are sometimes described as 'soft and boneless', and have a +8 Racial Bonus on Escape Artist Checks.

Combat: Walriders aren't combatants.  They flee serious problems.



Walrider

Walrider is an Acquired Template that can be applied to any Humanoid (usually female) sufficiently advanced in witchcraft, or born on October the 13th to the 19th.  There are stories of animals being Walriders as well, so the DM may wish to extend this to Animals as well.  Later stories of Walriders mix them in with witches, or unfortunate women cursed to torment othersas their spirit leaves their body.  These cursed unfortunates rarely have any awareness of what they are, and may not have control over when they pass out, unleashing their spirit from their body..

Size and Type: Unchanged. 

Hit Dice: Unchanged.

Speed: Unchanged.

Armor Class: Unchanged.

Attacks: In Gaseous Form the Walrider gains a melee touch attack.  If successful she may use her Pressure ability.

Damage: Unchanged.

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

Spell-Like Abilities (Sp): At Will: Gaseous Form.  Unlike usual, the Walrider can choose to appear as any Medium or Smaller Animal or Humanoid instead of a cloud.  It may also use it's Pressure attack.

Pressure (Su): As a Standard Action the Walrider may sit on the chest of a sleeping, unconscious or restrained victim (who gets a Listen check against it's Move Silently Check to hear the Walrider approaching with the usual modifiers for sleeping).  If it succeeds in making the opposed Move Silently check (or it's victim is unconscious or restrained) it's sleeping victim must make a Willpower Save (Save DC is Charisma based).  If the victim fails, they feel a heavy weight on their chest and feel as though they are suffocating but cannot wake up, and get no rest for sleeping.  They are considered helpless for the duration of the Pressure attack (which can last all night if the Walrider wishes).  The Walrider however is equally helpless unless she breaks off the Pressure attack, although she can sense what is going on in the room unlike the victim.  Once she has successfully used the Pressure on a victim she always knows their location so long as they are within (1 mile per point of Charisma modifier the Walrider has).  If the victim saves successfully, they wake up instead.  The Walrider may also use this ability via a melee touch attack.

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

Alternate Form (Su): The Walrider can assume any Animal or Humanoid form of Medium Size or Smaller while in Gaseous Form.  She may switch appearance once per round as a Swift Action.

Weaknesses: Walriders can only enter the rooms of sleeping people via holes or gaps in the doors, windows or walls (they will not enter an open door or window).  Putting a holy object in front of these openings bars them entry.  She must leave through the same hole she entered through, and if it is plugged, her soul cannot return to her body.  She will have her maximum hit points reduced by 1d6 per day her soul hasn't returned.Sleepers can protect themselves from her Pressure attack by wearing their shirt backwards, or putting their left shoe at the end of the bed on the right side, and the right shoe at the end of the bed on the left side.  They may also put a cross made of straw or shoes in front of the bed, climb into the bed backwards, or placing a heckling comb by the door or on the sleepers chest.  Unlike Fey Walriders, human and beast Walriders leave their bodies in Gaseous Form, leaving their body behind unconscious and helpless.

Saves: Unchanged.

Abilities: +2 Cha

Skills: Unchanged.

Feats: Unchanged.

Environment: Unchanged.

Organization: Unchanged.

Challenge Rating: +1

Treasure: Unchanged.

Alignment: Unchanged normally, but Neutral Evil in Gaseous Form.

Advancement: Unchanged.

Level Adjustment: +3

Example of creature using template here:

                   Ilse (Commoner 2/Walrider)
                      Medium Humanoid
Hit Dice:             2d4+4 (9 hp)
Initiative:           +1
Speed:                30 ft. (6 squares)
Armor Class:          11 (+1 Dex), touch 11, flat-footed 10
Base Attack/Grapple:  +1/+0
Attack:               Dagger +0 melee (1d4-1)
Full Attack:          Dagger +0 melee (1d4-1)
Attack (Gaseous Form):               Touch +2 melee (pressure)
Full Attack (Gaseous Form):          Touch +2 melee (pressure)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Spell-Like Abilities, Pressure
Special Qualities:    Alternate Form, Weaknesses
Saves:                Fort +2, Ref +1, Will +1
Abilities:            Str 8, Dex 13, Con 14, Int 10, Wis 12, Cha 17
Skills:               Craft (weaving) +2, Handle Animal +4, Listen +3, Profession (weaver) +3, Spot +3
Feats:                Alertness
Challenge Rating:     3
Treasure:             Standard
Alignment:            Neutral Good
Advancement:          By Character Class.
Level Adjustment:     +3

Ilse is a poor, unfortunae girl born at the wrong time of the year.




« Last Edit: March 09, 2023, 11:54:56 PM by bhu »

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Re: Biblical Weirdness
« Reply #38 on: November 11, 2011, 08:02:28 PM »
http://en.wikipedia.org/wiki/Asanbosam

http://vampiredesire.proboards.com/index.cgi?board=Vampire&action=display&thread=68&page=1

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

https://monster.fandom.com/wiki/Asanbosam

https://www.vampires.com/asanbosam-and-sasabonsam/

https://cryptidarchives.fandom.com/wiki/Sasabonsam

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

https://natureandsupernaturalnature.wordpress.com/2022/08/06/shamantin/

Asanbosam
Medium Monstrous Humanoid
Hit Dice:            5d8+20 (42 hp)
Initiative:           +4
Speed:                30 ft. (6 squares), Climb 30 ft.
Armor Class:          20 (+4 Dex, +6 Natural), touch 14, flat-footed 16
Base Attack/Grapple:  +5/+9
Attack:              Grapple +9 or Bite +9 melee (1d6+4)
Full Attack:         Grapple +9 or Bite +9 melee (1d6+4) or 2 Hooks +9 melee (1d6+4 plus grapple)
Space/Reach:          5 ft./5 ft.
Special Attacks:     Iron Attacks, Improved Grapple, Death From Above, Blood Drinking
Special Qualities:   Dark Vision 60 ft.
Saves:                Fort +5, Ref +8, Will +5
Abilities:            Str 18, Dex 18, Con 18, Int 8, Wis 12, Cha 8
Skills:              Balance +12, Climb +12, Hide +10, Listen +5, Move Silently +7, Spot +5, Survival +4
Feats:              Alertness, Stealth
Environment:          Warm Forest
Organization:        Solitary (Unique?)
Challenge Rating:    4
Treasure:             Standard
Alignment:            Always Chaotic Evil
Advancement:         6-10 HD (Medium)
Level Adjustment:     ---

The Asanbosam (also called the Sasanbosam) is a vampire like creature that haunts Ghana, the Ivory Coast, Togo and Jamaica.  The usual description is an ogre like creature with iron teeth, and iron hooks for feet.  It has pink skin, long red hair, and lives in trees.  In other descriptions they are bat men with stubby arms, twisted legs and a 20 foot wingspan.  They are also variously described as bearded, emaciated, having thin membranes like glider squirrels, horned, spotted black and white, or even having a snake for a tail.  Winged versions are sometimes said to have iron hooks on their wings.  The Asanbosam is described both as a race, and as an individual married to a being known as Shamantin.  In short they vary a great deal, other than their thirst for human blood, which they either drink through their hooked feet, or by ripping open their victims with their teeth.

Iron Attacks (Ex): The Asanbosam's teeth and hooked feet are made of Iron, and attacks with them are considered to be made with Cold Iron weapons. 

Improved Grapple (Ex): The Asanbosam may make a Grapple Check against any opponent Medium or smaller without provoking an Attack of Opportunity.  Additionally, if it hits a Medium or smaller creature with it's hooks, it can make a Grapple Check as a Free Action without provoking an attack of opportunity.

Death from Above (Ex):  The Asanbosam usually hangs upside down from a tree, and grabs whoever pounces underneath it.  If an opponent fails a Spot Check vs the Asanbosam's Hide Check, it is considered to be automatically Grappling the opponent if it is Medium or smaller as they were so surprised they had no time to fight back.  On subsequent rounds they may try to escape normally.  The Asanbosam may also hang by it's arms and lash at it's opponent with the iron hooks it has for feet (this does normal claw damage).  It has mastered the art of using it's weight to suddenly plunge downward without breaking the branch it is hanging from, giving it a 10 ft. range for it's surprise grapple.  On the next round both it and the victim are pulled upwards into the tree.  The Asanbosam cannot be higher in the tree than 10 feet to use this ability, and using it is a Swift Action.

Blood Drinking (Ex): The Asanbosam does 1 point of temporary Constitution damage plus it's Bite or Hook damage with a successful Grapple check.

Skills: The Asanbosam gains a +8 Racial Bonus to Balance and Climb Checks, and may always Take 10 on a Balance or Climb Check.  It also gains a +4 Racial Bonus to Hide Checks.

Combat: Asanbosam hide in trees and lunge downward to grab prey passing by, pulling it up into the branches.  Once it has drained 4 Constitution it will flee if hard pressed, otherwise it will slay it's victim and drain it dry.  It's also said to swing the iron hooks that make up it's feet into passers by to drink their blood through the hooks.

Options: Some Asanbosam are said to be winged.  In this case they have a Fly Speed of 30 ft. (Clumsy).



« Last Edit: February 19, 2023, 01:10:56 AM by bhu »

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Re: Biblical Weirdness
« Reply #39 on: November 11, 2011, 08:02:56 PM »
http://en.wikipedia.org/wiki/Aswang

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

http://aswangmovie.com/

http://www.pantheon.org/articles/a/aswang.html

http://www.unexplained-mysteries.com/viewarticle.php?id=67

http://www.wisegeek.com/what-is-an-aswang.htm

http://www.mythicalcreaturesguide.com/page/Aswang+%28Philippine+Ghoul%29


Aswang
                      Medium Outsider (Evil, Native)
Hit Dice:             8d8+32 (68 hp)
Initiative:           +7
Speed:                30 ft. (6 squares)
Armor Class:          19 (+3 Dex, +6 Natural), touch 13, flat-footed 16
Base Attack/Grapple:  +8/+10
Attack:              Claw +11 melee (1d4+3) or By Weapon +11 (in human form)
Full Attack:         2 Claws +11 melee (1d4+3) and 1 Bite +6 melee (1d4+1) or By Weapon +11/+6 (in human form)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Proboscis, Blood Drain, Distraction
Special Qualities:    Dark Vision 60', Shapeshifter, Cadaver Replacement, Familiar, Weaknesses
Saves:                Fort +12, Ref +9, Will +8
Abilities:            Str 16, Dex 16, Con 18, Int 14, Wis 14, Cha 14
Skills:              Bluff +8, Concentration +10, Hide +13, Intimidate +10, Knowledge (Arcana, Local) +8, Listen +8, Move Silently +13, Profession (Butcher) +8, Search +8, Spellcraft +8, Spot +8, Survival +8
Feats:               Improved Unarmed Strike, Improved Grapple, Improved Initiative
Environment:          Any
Organization:         Solitary or Group (2-4)
Challenge Rating:    5
Treasure:             Standard
Alignment:            Always Neutral or Chaotic Evil
Advancement:          By Character Class (usually Sorcerer)
Level Adjustment:     ---

"Hey stranger.  Hasn't anyone told you it's not good to be out on your own at night here?"

The Aswang are a Filipino monster that is often described as a ghoul or witch, and they are almost always female.    They are described as Manananggals (vampire like beings whose heads separate from their bodies and fly trailing their intestines behind them), human-like shapeshifters, furry monsters similar to the Tasmanian Devil or El Chupacabra (known as the Sigbin), shapeshifting humans with bloodshot eyes and backwards feet (whose eyes reflect people as being upside down), a giant bird (known as the Tik-Tik), a handsome gay man (known as the Dangga or Agitot), a hag with holes in her arms that contain oil (as well as long nails and tongue), and anthropoid bird (or winged woman), a shapeshifter who can turn into animals (usually a pig, cat, or dog), or a strange being whose head leaves it's body and becomes a bird or bat (also known as the Wuk-Wuk or Wak-Wak).  In some stories these variants are undead versions of the Aswang, or even it's familiar.

Most Aswang are said to pose as humans during the day, having a vaguely ageless appearance, and usually in some occupation dealing with meat or corpses (i.e. a butcher, mortician, or gravedigger).  Their eating habits vary a great deal as well, and Aswang are said to feed on blood, unborn fetuses, children, organs (usually the liver or heart), corpses, or they simply eat live human flesh.

Proboscis (Ex): Some versions of the Aswang (usually the Tik-Tik) have a long proboscis like tongue they can extend to eat the unborn children (or variously the blood) of victims.  The Aswang must make a Search Check (DC varies) to find the victim, and then a Touch Attack which doesn't awaken the victim (at least not immediately), although other persons in the room have a chance to awaken from the ticking noise the proboscis makes if they make a DC 15 Listen check (they still take the -10 penalty for being asleep).  As a Full Round Action it can devour the unborn child in a mothers womb, or Drain 1d4 Constitution if it eats blood.

Blood Drain (Ex): If it successfully Pins it's victim in a Grapple the Aswang Drains 1d3 Constitution.

Distraction (Su): The Aswang can cast Ghost Sound at will as a Supernatural ability.  Also as a Free Action the Aswang can change so that any sound it makes is louder the further away it is from a potential victim.  In this instance modifiers to Listen rolls are +1 per every 10 feet of distance between the Aswang and it's victim, and it gets a +6 Circumstance Bonus to Move Silently Checks within 10' of it's victim.

Shapeshifter (Su): The Aswang can use the spell Shapechange at will, but only to assume Animal (usually pigs, dogs, or bats/birds) or Humanoid forms.  Some are also able to mimic inanimate objects.

Cadaver Replacement (Su): Some Aswang can magically change the trunks of Banana Trees or similar plants (or bundles of sticks and grass) into clones of their victims.  This clone in every way resembles her victim, but has the Plant type, and is Mindless.  it will allow itself to be led 'home', where it will die within 24 hours.  Aswangs do this to conceal their murders.

Familiar: Many Aswang are considered the familiars of other Aswang.  If an Aswang has a Familiar, it's abilities are identical to a regular Aswang except as follows:

Change Size Class to Small (Some stories say the Familiar is a dead Aswang, so a possibly type change to Undead is possible as well)
Lower HD to 4
Change the following stats: Str 8, Con 14, Int 8, Cha 10

The Aswang is in constant telepathic contact with their Familiar

Weaknesses (Ex): The Aswang is repelled by certain objects, and must make a DC 25 Willpower Save to approach them.  These objects include Buntot pagi (stingray tails), sterling silver swords, images of old women, semen, phallic objects, pouches full of coins and ginger, and garlic.

Also a special oil made from coconut and plant stems while being prayed over will boil whenever an Aswang is within 20'.

Combat: Aswang prefer to attack from ambush, or use their Familiar to scout out the area first.  Once a lone victim has been selected she moves in and grapples in order to use the blood drain.