Author Topic: Biblical Weirdness  (Read 41775 times)

Offline bhu

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Re: Biblical Weirdness
« Reply #40 on: November 11, 2011, 08:03:28 PM »
http://www.monstropedia.org/index.php?title=Bajang

http://gothlupin.tripod.com/vvampeast.html




Bajang
                      Small Outsider
Hit Dice:             5d8+10 (32 hp)
Initiative:           +2
Speed:                30 ft. (6 squares)
Armor Class:          15 (+1 Size, +2 Dex, +2 Profane), touch 15, flat-footed 13
Base Attack/Grapple:  +5/+2
Attack:               Claw +8 melee (1d4+1)
Full Attack:          2 Claws +8 melee (1d4+1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Shapechange, Curse
Special Qualities:    Dark Vision 60', Bound to Tree/Creator, Weaknesses
Saves:                Fort +6, Ref +6, Will +5
Abilities:            Str 12, Dex 15, Con 15, Int 8, Wis 12, Cha 10
Skills:               Hide +17, Listen +13, Move Silently +13, Search +10, Spot +12
Feats:                Ability Focus (Curse), Weapon Finesse
Environment:          Warm Forests
Organization:         Solitary
Challenge Rating:     3
Treasure:             None
Alignment:            Always Neutral Evil
Advancement:          6-10 HD (Small)
Level Adjustment:     ---

"The local cemetery has the bodies of dead infants scattered among the headstones.  We'll have a big problem soon.  Call the Pawang now before things go worse."

A Bajang is a minor demon that can be captured by sorcerors and kept as a fetish.  It is summoned forth/created from the corpse of an infant that died in childbirth and was promptly buried.  The Bajang appears as a dwarfish, stocky humanoid with pale brown skin, orange eyes, clawed hands, birds feet, and a lipless mouth.  Usually it is encountered in the form of a polecat or lizard as it does not wish to announce it's presence.

Shapechange (Su): The Bajang can Shapechange at will as per the spell, but only seems to be able to take the form of a Polecat (or a Polecat sized lizard in some stories).

Curse (Su): If the Bajang is captured and kept in a bamboo vessel with a stopper by a sorceror, and it is fed well,  it will curse his enemies on his behalf (it may also use these curses on it's own behalf if free).  1/day it may cast Bestow Curse, Contagion, or Poison as a Supernatural Ability.  Caster Level is equal to twice HD.

Bound (Ex): It varies from myth to myth, but the Bajang is either Bound to the tree it lives in within the Forest, or to it's creator if it is the type summoned forth from dead children.  If it's tree/creator is destroyed the Bajang dies.  Otherwise, if it is ever reduce to -10 hp, it merely reforms 24 hours later. 

Weaknesses (Ex): A Bajang cannot approach magical amulets designed to ward it off (which are usually given to the village children).  Certain experts called Pawang can find it's creator by scraping an iron vessel with a razor (thereby causing the creators hair to fall out).

Combat: Bajang tend to stalk victims and curse them according to their masters wishes (or just for fun).  In some myths they kill and eat children, so likely they would ambush them while fleeing or hiding from parties.



Amulet of Bajang Repelling

These small wooden amulets are semi-magical in nature but repel Bajangs in the same manner that a mirror repels a vampire. 

The amulet doesn't harm the the Bajang — it merely keeps the Bajang at bay. A recoiling Bajang must stay at least 5 feet away from a creature holding the amulet and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a Bajang at bay takes a standard action.

Anyone with a Craft (Woodworking) skill and at least one level in an Arcane spellcasting class can create an amulet with a successful (DC 10) check.  The amulet is an inch-long piece of wood in the shape of an hourglass.

Offline bhu

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Re: Biblical Weirdness
« Reply #41 on: November 11, 2011, 08:03:58 PM »
http://en.wikipedia.org/wiki/Baobhan_sith

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

http://celtopedia.druidcircle.net/index.php?title=Baobhan_sith

http://irelandsown.net/baobhan.html


Baobhan Sith
                      Medium Undead
Hit Dice:             6d12 (39 hp)
Initiative:           +4
Speed:                40 ft. (8 squares)
Armor Class:          18 (+4 Dex, +4 Natural), touch 14, flat-footed 14
Base Attack/Grapple:  +3/+5
Attack:               Claws +7 melee (1d6+2 plus Blood Drain)
Full Attack:          2 Claws +7 melee (1d6+2 plus Blood Drain)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Intoxicating Dance, Blood Drinking, Enchanting Beauty, Wolf Form
Special Qualities:    Low Light Vision, Dark Vision 60', Weaknesses, Polyglot, Fey, Blood Scent, DR 10/ Cold Iron
Saves:                Fort +2, Ref +6, Will +8
Abilities:            Str 14, Dex 18, Con -, Int 16, Wis 16, Cha 22
Skills:               Bluff +13, Concentration +6, Diplomacy +13, Hide +10, Knowledge (Arcana, Nature) +9, Listen +9, Move Silently +10, Perform (Dance) +13, Spellcraft +9
Feats:                Greater Spell Focus (Enchantment), Spell Focus (Enchantment), Weapon Finesse
Environment:          Temperate Forests or Mountains
Organization:         Solitary or Group (4-6)
Challenge Rating:     6
Treasure:             Standard
Alignment:            Always Neutral Evil
Advancement:          By Character Class (usually an Arcane Caster)
Level Adjustment:     ---


"We were hoping for female company tonight..."

The Baobhan Sith are either Fey or Undead (most legends don't make it clear) appearing as pale, beautiful women with deer hooves for feet.  They seduce attractive young hunters into dancing until they are exhausted and then drain the blood from them.

Intoxicating Dance (Su): The Baobhan Sith can cast Otto's Irresistible Dance at Will.  In addition at the end of the spell their victim becomes Exhausted until he can rest for 8 hours.

Blood Drinking (Ex): Whenever the Baobhan Sith successfully strikes an opponent with it's claws it does 1 point of Constitution damage.  If it pins it's opponent in a Grapple it does normal claw damage plus 1d4 Constitution.

Enchanting Beauty: The Baobhan Sith may cast spells as a Beguiler whose level is equal to her Hit Dice.

Wolf Form (Su): Baobhan Sith can use Shapechange at will, but only to assume Wolf Form.

Weaknesses (Ex): Baobhan Sith can't stand sunlight, and when sunlight touches them they disappear until the night returns.  They return anywhere within 1 mile of where they disappeared.  Baobhan Sith must make a DC 25 Willpower Save to approach closer than 15' from any source of cold iron.

Polyglot (Ex): The Baobhan Sith can understand and speak any spoken language, although they always have an odd accent.

Fey (Ex): Baobhan Sith count as both Undead and Fey for purposes of spells that are beneficial.

Blood Scent (Ex): This is identical to the Scent ability, except the Baobhan Sith can smell blood up to a mile away.

Combat: The Baobhan Sith use their skills and beauty to seduce men and convince them to dance, during which time they cast Otto's irresistible Dance to exhaust them.  Once their opponents are exhausted or asleep they grapple them and drain their blood.




Offline bhu

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Re: Biblical Weirdness
« Reply #42 on: November 11, 2011, 08:04:27 PM »
http://enchanteddoorway.tripod.com/vamp/philippines.html

http://books.google.com/books?id=dYvy52eOfzgC&pg=PA111&lpg=PA111&dq=bebarlangs&source=bl&ots=LApgRzUkXh&sig=ph23GUHff4I-0_Wt0OIg-vJRnY8&hl=en&ei=XK2aS9fwDsP-8Aa43M3-DQ&sa=X&oi=book_result&ct=result&resnum=13&ved=0CCQQ6AEwDA#v=onepage&q=bebarlangs&f=false

Bebarlang

Bebarlang is an inherited template that can be applied to any living Humanoid.

Size and Type: Unchanged. 

Hit Dice: Unchanged.

Speed: Unchanged.

Armor Class: The Berbalang gains a Profane Bonus to AC equal to it's Charisma Modifier (minimum +1).

Attacks: Unchanged.

Damage: Unchanged.

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

Astral Vampirism (Su): As a Standard Action a Bebarlang can enter a sleep like state and send it's soul forth from it's body to feed.  The soul is basically the Base Creature with the following extra abilities: The soul gains the Incorporeal Subtype (the soul and physical body share the same hit points, damage one and you damage both), a Fly Speed of 40' (Perfect), a Deflection Bonus to AC equal to +1 or it's Cha Modifier (whichever is higher), a Draining Touch Attack, and a +8 Racial Bonus to Hide and Move Silently Checks.  The Draining touch is a melee touch attack.  If successful the opponent must make a Willpower Save (Save DC is 10 plus 1/2 HD, plus Cha Mod) or be drained of 1d4 Constitution.  The physical body is comatose (i.e. helpless) while the soul is missing, and any damage to it recalls the soul into it's physical form immediately.  For this reason most Bebarlangs hide before using this ability.

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

Immunities: The Bebarlang becomes immune to Energy Drain and Death Effects.

Saves: Unchanged.

Abilities: +2 Wis, +2 Cha

Skills: Unchanged.

Feats: Unchanged.

Environment: Unchanged.

Organization: Unchanged.

Challenge Rating: +2

Treasure: Unchanged.

Alignment: Usually Neutral Evil.

Advancement: unchanged.

Level Adjustment: +3

Example of creature using template here:

Calupitan Human/Bebarlang, 5th level Commoner
                      Medium Humanoid
Hit Dice:             5d4+5 (17 hp)
Initiative:           +0
Speed:                30 ft. (6 squares)
Armor Class:          13 (+3 Profane), touch 13, flat-footed 13
Base Attack/Grapple:  +2/+1
Attack:               By Weapon +1 melee or +2 ranged
Full Attack:          By Weapon +1 melee or +2 ranged
Space/Reach:          5 ft./5 ft.
Special Attacks:      Astral Vampirism
Special Qualities:    Immune to Energy Drain and Death Effects
Saves:                Fort +2, Ref +1, Will +3
Abilities:            Str 8, Dex 10, Con 12, Int 13, Wis 14, Cha 16
Skills:               Craft (Basketweaving) +8, Listen +10, Spot +10
Feats:                Ability Focus (Astral Vampirism), Alertness
Challenge Rating:     7
Alignment:            Neutral Evil



Calupitan Astral Form
                      Medium Humanoid (Incorporeal)
Hit Dice:             5d4+5 (17 hp)
Initiative:           +0
Speed:                Fly 40 ft. (8 squares), Perfect
Armor Class:          16 (+3 Profane, +3 Deflection), touch 16, flat-footed 16
Base Attack/Grapple:  +2/+1
Attack:               Draining Touch +2 melee (1d4 Con, DC 17)
Full Attack:          Draining Touch +2 melee (1d4 Con, DC 17)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Astral Vampirism
Special Qualities:    Immune to Energy Drain and Death Effects
Saves:                Fort +2, Ref +1, Will +3
Abilities:            Str 8, Dex 10, Con 12, Int 13, Wis 14, Cha 16
Skills:               Craft (Basketweaving) +8, Hide +8, Listen +10, Move Silently +8, Spot +10
Feats:                Ability Focus (Astral Vampirism), Alertness
Challenge Rating:     7
Alignment:            Neutral Evil

Offline bhu

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Re: Biblical Weirdness
« Reply #43 on: November 11, 2011, 08:04:53 PM »
http://enchanteddoorway.tripod.com/vamp/gypsy.html



Bibi
                      Medium Outsider (Native)
Hit Dice:             10d8+50 (95 hp)
Initiative:           +2
Speed:                30 ft. (6 squares)
Armor Class:          21 (+2 Dex, +7 Profane, +2 Natural), touch 19, flat-footed 19
Base Attack/Grapple:  +10/+11
Attack:               Slam +12 melee (1d3+1)
Full Attack:          2 Slams +12 melee (1d3+1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Curse, Improved Grab, Choke
Special Qualities:    Dark Vision 60', Good Fortune, Removed from Nature, SR 18
Saves:                Fort +12, Ref +9, Will +12
Abilities:            Str 12, Dex 15, Con 20, Int 20, Wis 20, Cha 24
Skills:               Bluff +20, Climb +11, Concentration +18, Diplomacy +20, Gather Information +20, Intimidate +20, Knowledge (Arcana, History, Local, Nature) +15, Listen +15, Move Silently +12, Search +16, Sense Motive +18, Spot +15
Feats:               Ability Focus (Curse), Empower Spell-Like Ability (Curse), Multigrab, Weapon Finesse
Environment:          Temperate Mountains and Forest
Organization:         Unique, accompanied by what appear to be two children and or two lambs
Challenge Rating:     5
Treasure:             Standard
Alignment:            Chaotic Evil
Advancement:          11+ HD (Medium)
Level Adjustment:     ---

"Who could that be at this time of night?"

Bibi appears as a tall thin woman in a red dress who knocks at the doors of gypsies once a year in the Balkans.  Usually she is accompanied by 2 small girls or lambs (I can't find anything on them or their significance).  She promises good fortune to those who let her in, and curses those who don't.  If she is let inside people must take care for if they have an infant she will murder it (though the infant will appear to have died of Cholera).

Curse (Su): People who refuse Bibi entry to their home receive a Bestow Curse spell.  Bibi may do this as often as she wishes, but usually only curses whoever answers the door.  Caster level is equal to HD.

Improved Grab (Ex): Bibi can make Grapple attempts without provoking Attacks of Opportunity.  If her victim is an infant she then uses her Choke ability.

Choke (Ex): When Bibi strangles an infant the death resembles Cholera (i.e. massive diarrhea and dehydration.  Bibi does 1d4 Constitution Drain with a successful Grapple Check against infants.

Good Fortune (Su): People who welcome Bibi into their home receive one of the following: Remove Blindness/Deafness, Remove Curse, Remove Disease, or Mass Lesser Vigor spell.  Caster level is equal to HD.

Removed from Nature (Ex): Bibi does not eat, breath, drink, age, or sleep.  She is immune to extremes of temperature as if she had the permanent effects of an Endure Elements spell, and is immune to the following: Age effects, death effects, sleep effects, fatigue/exhaustion, disease, and poison.  Regardless of how Bibi is slain, she will appear again one year later. 

Combat: Bibi rarely indulges in combat.  She curses those who oppose her before leaving, and never initiates combat against anything other than infants.

Offline bhu

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Re: Biblical Weirdness
« Reply #44 on: November 11, 2011, 08:05:19 PM »
http://www.bloodylexicon.com/monsters/bruxsa/

http://www.vampirestate.net/portugal-myth.html

http://www.ghostsandstories.com/heila-batista-the-bruxsa-part-2.html

http://books.google.com/books?id=H1axCZifXdwC&pg=PA58&lpg=PA58&dq=bruxsa+vampire&source=bl&ots=UQ4wd_mQCk&sig=u7OSpQYPVF1ZTYc5brQiWrvubc8&hl=en&ei=oOfoS-7DO4OB8gbyk4XaDA&sa=X&oi=book_result&ct=result&resnum=10&ved=0CDoQ6AEwCQ#v=onepage&q=bruxsa%20vampire&f=false

                      Bruxsa
                      Medium Outsider (Native)
Hit Dice:             10d8+10 (50 hp)
Initiative:           +1
Speed:                30 ft. (6 squares)
Armor Class:          20 (+1 Dex, +8 Deflection, +1 Natural), touch 19, flat-footed 19
Base Attack/Grapple:  +10/+11
Attack:               Slam +11 melee (1d3+1)
Full Attack:          2 Slams +11 melee (1d3+1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Spells, Blood Drain, Carnal Beauty
Special Qualities:    Dark Vision 60', Alternate Form, Weaknesses, Near Invulnerability
Saves:                Fort +8, Ref +8, Will +8
Abilities:            Str 13, Dex 13, Con 13, Int 18, Wis 12, Cha 26
Skills:               Bluff +21, Concentration +14, Diplomacy +21, Hide +14, Intimidate +21, Knowledge (Arcane, Local, Religion) +17, Listen +14, Move Silently +14, Spellcraft +17, Spot +14
Feats:                Combat Casting, Greater Spell Penetration, Maximize Spell, Spell Penetration
Environment:          Any
Organization:         Solitary
Challenge Rating:     10
Treasure:             Standard
Alignment:            Always Chaotic Evil
Advancement:          By Character Class (usually Sorceror)
Level Adjustment:    ---

Bruxsa are witches who have somehow ascended to demonic immortality through their magics.  The usually waylay travelers for blood, appearing as beautiful women or birds, but they prefer the blood of children.  They are well known for seducing virile men so as to become pregnant to be able to devour their own offspring.  Sadly they don't seem to be killable by any means known to mortal men, though there are ways to avoid them.

Spells: Bruxsa may cast Spells as a Sorceror of their level, and their Racial Hit Dice stack with Sorceror Levels for purposes of determining Caster Level.

Blood Drain (Ex): The Bruxsa can Drain 1d4 Constitution per round if it Pins it's opponent in a Grapple.

Carnal Beauty (Su): The Bruxsa carries the illusion of sexual perfection regardless of her true appearance (and after years of bloodlust the appearance of many becomes increasingly inhuman).  This is an Illusion (Glamer) effect, and is considered to be a 6th level spell for purposes of being dispelled by things such as Dispel magic.  While a Bruxsa maintains her Carnal Beauty she may always Take 10 on any Charisma related skill (Except Iaijutsu Focus and Use Magic Device). 

Alternate Form (Su): Bruxsa can turn into a Bird after dark at will as a Swift Action.  The only difference in stats is that the Bruxsa shrinks to Small Size, and gains a Fly Move of 80' (Good).  Turning back is a Swift Action as well.

Weaknesses (Ex): Bruxsa cannot approach within 10' of garlic, holy water, or magical warding charms made by Gypsies.

Near Invulnerability (Ex): The Bruxsa cannot normally be killed by ordinary means.  No matter how much damage is done the Bruxsa will resurrect within 24 hours.  To kill one it must be brought to -10 hp, the killing blow must be done with a Holy Weapon or a spell with the Good Descriptor, and then a Limited Wish, Wish, or Miracle spell must be cast.

Combat:  Bruxsa generally use their spells to cause confusion to single off and seduce a virile male.  After she becomes pregnant the man and his companions are considered food and she will use her spells to kill them off.




Offline bhu

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Re: Biblical Weirdness
« Reply #45 on: November 11, 2011, 08:05:50 PM »
http://angelicvampire.bravehost.com/types.html

http://hubpages.com/hub/Christmas-Vampires-or-Werewolves

http://books.google.com/books?id=H1axCZifXdwC&pg=PA66&lpg=PA66&dq=callicantzaro&source=bl&ots=UQ4xgZmRCk&sig=boezFyCs6psOvx1fWH-VDj3_m3c&hl=en&ei=FZf8S5bUG8K88gb5-5zqBg&sa=X&oi=book_result&ct=result&resnum=7&ved=0CCgQ6AEwBg#v=onepage&q=callicantzaro&f=false

http://www.dutchie.org/Tracy/goddess/calli.html

http://swankivy.com/writing/essays/info/faeries.html

thought on type?

Callicantzari
                      Medium Undead (Extraplanar)
Hit Dice:             6d12 (39 hp)
Initiative:           +7
Speed:                30 ft. (6 squares), Climb 30 ft.
Armor Class:          16 (+3 Dex, +3 Natural), touch 13, flat-footed 13
Base Attack/Grapple:  +3/+6
Attack:               Claw +9 melee (1d6+6)
Full Attack:          2 Claws +9 melee (1d6+6) and 1 Bite +4 melee (1d6+4)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Sharp Claws, Steal Babies Soul, Rage, Spoil Food
Special Qualities:    Dark Vison 60', Scent, Hellish travel, Undead traits, Weaknesses
Saves:                Fort +2, Ref +5, Will +5
Abilities:            Str 16, Dex 16, Con -, Int 8, Wis 10, Cha 16
Skills:               Climb +6, Hide +6, Knowledge (Local, Religion, The Planes) +2, Listen +3, Move Silently +6, Search +2, Spot +3
Feats:                Combat Reflexes, Improved Initiative, Power Attack
Environment:          Hell (except on Christmas when it travels to the Prime Material)
Organization:         Solitary
Challenge Rating:     3
Treasure:             Standard
Alignment:            Always Chaotic Evil
Advancement:          7-12 HD (Medium)
Level Adjustment:     ---

"Give us the women and children and we'll let you live."

Callicantzari are humans born anytime from Christmas to New Years day (or in some stories January 6) who become vampire or werewolf like beings after they die (although some stories consider them a type of Goblin) if they have led a sinful life or are not buried properly.  Half human and half animal their goal is to create more of themselves by stealing the souls of children, or abducting women they can forcibly impregnate (odd considering they're dead and all...).  Only active in our world from Christmas to New Years they ruin holidays by playing pranks, and committing murder to indulge their taste for blood and raw flesh.  They also molest women, ruin food, and eat corpses.  Callicantzaros speak their native languages, and Infernal. 

Sharp Claws (Ex): The claws of the Callicantzari are said to be able to deform metal.  Attacks made with them are considered touch attacks.

Steal Babies Souls (Su): At will as a Standard action the Callicantzaros can make a touch attack on a human toddler or infant, and if successful the victim must make DC 16 Willpower Save or die (Save DC is Charisma based).  The next year during Christmas it arises from Hell as a new Callicantzaros.

Rage (Ex): The Callicantzaros gets a +3 Bonus to Attack and Damage rolls (this increases to +5 against living relatives).

Spoil Food: At will as a Standard action a Callicantzaros may spoil and befoul up to 1 pound of food per Hit Die as long as it is within 60'.  It becomes obviously inedible, but if someone tries it is mildly poisonous (Ingested, DC 16 Fortitude negates, Initial and Secondary damage 1d3 Strength, Save DC is Charisma Based).

Hellish travel (Ex): If a Callicantzari can find a gave it may travel to hell as a Full Round Action, bringing up to one Medium Size creature weighing up to 160 lbs. with it.  It may also travel to Earth from Hell, but only during Christmas to New Years.

Weaknesses (Ex): Callicantzari cannot approach garlic closer than 10', and cannot enter any door or window with a cross painted on it (usually with tar).  To prevent them coming down chimneys it is thought wise to keep a fire going, particularly a fire that burns herbs like hyssop, thistle and asparagus, or the wood of fruit trees.  Some stories say they cant enter a fireplace that has a pig's jawbone hung from it.  Babies born at the wrong time can supposedly be saved from unlife by holding them feet first over a fire until their toenails are turned black, and then removing them.  Once the toenails are consumed by the family the baby is safe.  Ew.

Combat: Callicantzaros prefer to initially perform pranks such as causing noise, spoiling food, etc.  But eventually their rage at their situation overwhelms them and they give way to rape and murder, preferably by ambush.  They are savage and feral in combat using little in the way of tactics.

Offline bhu

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Re: Biblical Weirdness
« Reply #46 on: November 11, 2011, 08:06:18 PM »
http://www.whiterosesgarden.com/Vampyres/VAMP_world_myths/VAMP_native-south-american/VAMP_civatateo.htm

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

http://www.vampires.com/the-civatateo/

http://everything2.com/title/Civatateo

Civatateo
                      Medium Undead
Hit Dice:             8d8 (36 hp)
Initiative:           +3
Speed:                30 ft. (6 squares)
Armor Class:          <#> (+3 Dex, ), touch <#>, flat-footed <#>
Base Attack/Grapple:  +4/+5
Attack:               Claw +x melee (1d4+1)
Full Attack:          2 Claws +x melee (1d4+1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Curse, Seduction, Priestly Powers
Special Qualities:    Dark Vision 60', Undead traits, Weaknesses, Broom Riding, Birth Vampires
Saves:                Fort +2, Ref +5, Will +10
Abilities:            Str 12, Dex 16, Con -, Int 16, Wis 18, Cha 18
Skills:               Bluff +12, Diplomacy +12, Intimidate +12, Knowledge (Local, Nobility, Religion) +11, Listen +11, Sense Motive +12, Spellcraft +10, Spot +11
Feats:               
Environment:          Any Warm except Aquatic or Marsh
Organization:         Single, Pair, or Coven (3-13)
Challenge Rating:     
Treasure:             Standard
Alignment:            Usually Chaotic Evil
Advancement:          By Character Class (usually Cleric)
Level Adjustment:     ---

The Civatateo were Aztec noble women who died in childbirth, and returned for revenge.  They are sometimes said to serve Tezcatlipoca and Tlazolteotl, but mostly they haunt crossroads seducing men to spawn more monsters or cursing young children with epilepsy, disease, paralysis, and madness.  They appear as withered hags covered in white chalk whose shredded clothes are written on in glyphs.  Sometimes they are also said to resemble shriveled, dessicated birds. 

Curse (Su): The Civatateo hate and despise children.  At will they can curse any Humanoid that has not reached the age of Adulthood as long as hey are within 60'.  If the child misses a DC 18 Willpower Save the Civatateo can use one of the following spells on it: Contagion, or Insanity.  These effects can only be removed by Remove Curse, Miracle, or Wish.  They may also cause the child to be Paralyzed until the curse is broken, or suffer from Epilepsy.  The effects of Epilepsy are as follows: Anytime the victim is stressed out (this is up to the DM) he or she must make a DC 25 Willpower Save, or drop anything held, fall prone, and become Paralyzed for 1d6 rounds.

Seduction (Su): Any man viewing a Civatateo must make a DC 18 Willpower Save or see her as a ravishingly beautiful young woman whom he must procreate with (and he will do whatever is necessary to ensure this act happens).  Afterwards the Civatateo can let him go for future rendezvous, but usually they just eat them.  Opponents who succeed in making this Save are immune to this Civatateo's Seduction ability for 24 hours.

Priestly Powers: Civatateo can cast spells as a Cleric whose level equals their HD.  Tezcatlipoca's Domains are Chaos, Evil, Magic, Knowledge, and Trickery.  Tlazolteotl's Domains are Chaos, Decay, Evil, Purification, andTrickery

Weaknesses (Ex): Civatateo exposed to sunlight must make a DC 20 Fortitude Save each round of exposure or die.  Even if they make the Save they still lose 2d6 hp.

Broom Riding (Su): Civatateo can use brooms as a focus for flying.  Any Civatateo holding a broom gains a Fly Speed of 60, Good.

Birth Vampires (Su) Civatateo can become pregnant by living humanoids and give birth to vampire children (treat the human children as having the Vampire Spawn template).

Combat: Civatateo rarely initiate combat.  They will seduce men, and curse children.  Only women are murdered outright (and men once they outlive heir usefulness).  The Civatateo prefer to claw victims to death before ripping them open to drink their blood.  But if that fails they have their spells to fall back on.

Offline bhu

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Re: Biblical Weirdness
« Reply #47 on: November 11, 2011, 08:06:49 PM »
http://books.google.com/books?id=H1axCZifXdwC&pg=PA78&lpg=PA78&dq=chordewa+witch&source=bl&ots=UQ4A82nJGi&sig=8IhKEGSttsPWnaD3SnT-JqRTqEw&hl=en&ei=E-0eTMzaN8H78Aa-3-HGDA&sa=X&oi=book_result&ct=result&resnum=1&ved=0CBIQ6AEwAA#v=onepage&q=chordewa%20witch&f=false

http://www.vampires.com/witchy-vampires/

http://vampiresaz.webs.com/cd.htm




 Chordewa
                      Medium Aberration
Hit Dice:             5d8+10 (32 hp)
Initiative:           +2
Speed:                30 ft. (6 squares)
Armor Class:          15 (+2 Dex, +3 Profane), touch 15, flat-footed 13
Base Attack/Grapple:  +3/+3
Attack:               By weapon +5
Full Attack:          By weapon +5
Space/Reach:          5 ft./5 ft.
Special Attacks:      Cat Body, Spells
Special Qualities:    Low Light Vision
Saves:                Fort +2, Ref +3, Will +7
Abilities:            Str 10, Dex 14, Con 12, Int 16, Wis 16, Cha 16
Skills:              Balance +2, Bluff +6, Climb +0, Concentration +5, Diplomacy +5, Hide +6, Intimidate +5, Jump +0, Knowledge (Arcana, Local) +7, Listen +7, Move Silently +6, Search +7, Sense Motive +5, Spellcraft +7, Spot +7
Feats:               Negotiator, Persuasive, Weapon Finesse (B)
Environment:          Warm Forests, Hills, and Mountains
Organization:         Solitary
Challenge Rating:     6
Treasure:             Standard
Alignment:            Always Neutral Evil
Advancement:          By Character Class, usually an arcane caster
Level Adjustment:     ---


 Chordewa
                      Tiny Aberration
Hit Dice:             5d8+10 (32 hp)
Initiative:           +8
Speed:                30 ft. (6 squares)
Armor Class:          20 (+2 Size, +5 Dex, +3 Profane), touch 20, flat-footed 15
Base Attack/Grapple:  +3/+2
Attack:               Claw +8 melee (1d3-4)
Full Attack:          2 Claws +8 melee (1d3-4) and 1 Bite +3 melee (1d4-4)
Space/Reach:          5 ft./5 ft.
Special Attacks:     Devour Soul, Spells
Special Qualities:    Low Light Vision, Hard to Catch
Saves:                Fort +2, Ref +9, Will +7
Abilities:            Str 3, Dex 20, Con 12, Int 16, Wis 16, Cha 16
Skills:              Balance +13, Bluff +9, Climb +9, Concentration +5, Diplomacy +5, Hide +21, Intimidate +5, Jump +12, Knowledge (Arcana, Local) +7, Listen +7, Move Silently +13, Search +7, Sense Motive +5, Spellcraft +7, Spot +7
Feats:               Negotiator, Persuasive, Weapon Finesse (B)


"Aww you's a good lil' kitty..."

The Chordewa is a vampire witch from Bengal known from the myths of the Oraon people.   The Chordewa crafts a second body in the form of a large black cat, and astrally projects him/herself into it to after leaving their own body in a safe place.  The cat then travels to a village and ingratiates itself to people behaving very affectionately.  It then licks one of them on the lips (usually someone already ill or dying to make it easy to hide their powers), and that persons soul is slowly drained away by the Chordewa.  Some legends say the cat can lick the person anywhere, or even just their shadow.  The cat can be identified because its meow sounds like a child in distress.  If the cat is injured, the wounds appear on the Chordewa's body, thus to rid oneself of the Chordewa one must destroy it's avatar.

Cat Body (Su): The Chordewa can prepare a second body in the form of a cat (see stats above).  Once it is ready she hides somewhere safe, and goes to sleep activating the cat form.  Damage and effects that are applied to the cat form are applied to her real form as well (they share hp).  The Cat Form has her 'soul' for lack of a better term inside it, so effects that target her life force must target the cat form once it is activated.  She only needs to eat and drink in cat form to nourish her hidden human body which does not age.  She automatically knows the location of her hidden body at all times.  Preparing the cat body requires materials costing 25 GP, and at least 24 hours.  Once she has activated the Cat Form she usually stays in it, but if she must switch she returns to her old body and it takes a Standard Action for her soul to switch places.  Once this happens if the inert cat body is found and destroyed, she must merely make a new one, but she gains no benefits from Devour Soul as long as she is in her human form.  While in Cat Form the Chordewa may use her Dex Mod instead of her Str Mod for CLimb and Jump Checks.  She also gains a +4 Competence Bonus to Climb, Hide, and Move Silently Checks, and a +8 Competence Bonus to Balance and Jump Checks.

Devour Soul (Su): If the Chordewa can make a melee touch attack on a victim while in her cat body she curses him if he fails a DC 15 Willpower Save (Save DC is Charisma based).  The curse does one point of Constitution Drain per day, and to stop it the Chordewas Cat Body must be destroyed.  Once the victim reaches 0 Constitution the Chordewa permanently devours his Soul, and he may not be Raised or Resurrected.  For every two points of Constitution the Chordewa Drains, the Save DC of her spells and Devour Soul ability is increased by +1 for 24 hours.  If she eats the victims Soul, she permanently gains a +1 to the Save DC's.

Spells: Chordewas can cast spells as a Sorcerer whose level is equal to their Hit Dice.  Any levels she takes in Sorcerer stack with her Hit Dice for spellcasting purposes.

Hard to Catch (Ex): In Cat Form the Chordewa gains her Charisma Modifier as a Bonus to all Initiative Rolls, Reflex Saves, and Grapple Checks made to Escape Grapples.  She also doesn't take Size Modifiers to Grapple Checks.

Combat: Chordewa usually avoid people in their human form, and pretend to be cats in cat form.  They do not initiate combat, preferring to let their ability to Devour Souls work for them.



Offline bhu

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Re: Biblical Weirdness
« Reply #48 on: November 11, 2011, 08:07:53 PM »
http://www.blastingvolume.com/2008/11/danag-filipino-vampire.html

http://www.thingswelovetohate.com/2009/02/danag-and-other-types-of-aswang.html

http://answerpig.com/myths/20060814211040AACMES6/

Danag
                      Medium Monstrous Humanoid
Hit Dice:             4d8+4 (22 hp)
Initiative:           +7
Speed:                60 ft. (12 squares)
Armor Class:          16 (+3 Dex, +3 Dodge), touch 16, flat-footed 10
Base Attack/Grapple:  +4/+5
Attack:               By Weapon +7 melee or Grab +7 melee touch (Grapple)
Full Attack:          By Weapon +7 melee or Grab +7 melee touch (Grapple)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Long Tongues, Improved Grab
Special Qualities:    Dark Vision 60', Dark Form, Alternate Form, Blood Addiction, Dodge Bonus
Saves:                Fort +2, Ref +7, Will +5
Abilities:            Str 12, Dex 16, Con 12, Int 12, Wis 12, Cha 12
Skills:               Bluff +8, Hide +5, Knowledge (Local, Nature) +8, Listen +3, Move Silently +5, Profession (Agriculture) +6, Spot +3, Survival +7
Feats:                Improved Initiative, Weapon Finesse
Environment:         Warm Forest
Organization:         Solitary, Pair, of Group (3-6)
Challenge Rating:     3
Treasure:             Standard
Alignment:            Neutral
Advancement:          By character class
Level Adjustment:     ---

"We do not venture into the jungles here sirs unless it is necessary, and even then only by day, and only in force.  It is also wise not to trust anything you see near them at night to be natural."

The Danag were dark looking humans who were native to the jungles with multiple long tongues.  They taught humans many skills until the day they tasted their blood.  Danag find human blood extremely addictive, and will go to any lengths to get it.  It drives most of them to evil and murder over time.  They speak Common and their own language.

Long Tongues: The Danag has multiple long tongues it inserts into victims, doing 1d4 Constitution Drain with a successful Grapple Check.

Improved Grab: Danag can make a Grapple Check without provoking an Attack of Opportunity.

Dark Form: Danag are more difficult to perceive at night, and if they wish they can gain a +8 Racial Bonus to Hide and Move Silently Checks in darkness or heavy shadow.

Alternate Form (Su): Danag may cast the spell Animal Shapes on itself as a Supernatural Ability 3/day.

Blood Addiction: Danag can become addicted to blood if they taste it in a manner similar to drugs, and it has an Addiction Rating of Extreme (see Book of Vile Darkness page 42).

Dodge Bonus: The Danag gains a Dodge Bonus to Armor Class equal to it's Dex Modifier.

Skills: The Danag have a +4 Racial Bonus to Bluff, Knowledge, Profession, and Survival skills.

Combat: Danag generally assume the form of stray farm animals to attract victims before changing, and grappling with them to get at their blood.


Offline bhu

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Re: Biblical Weirdness
« Reply #49 on: November 11, 2011, 08:08:23 PM »
http://www.vampirerave.com/db/entry.php?id=16738&category=6

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


  Dearg-due
                      Medium Undead
Hit Dice:             10d12 (55 hp)
Initiative:           +5
Speed:                30 ft. (6 squares)
Armor Class:          30 (+5 Dex, +10 Profane, +5 Natural), touch 25, flat-footed 25
Base Attack/Grapple:  +5/+9
Attack:               Embrace +10 melee touch (Grapple) or by weapon +10 melee*
Full Attack:          Embrace +10 melee touch (Grapple) or by weapon +10/+5 melee
Space/Reach:          5 ft./5 ft.
Special Attacks:      Devour Life, Seduction
Special Qualities:    Dark Vision 60', Undead traits, Rejuvenation, Weaknesses, Turn Immunity, SR 30, DR 15/Magic, Dark Grace
Saves:                Fort +13, Ref +18, Will +24
Abilities:            Str 18, Dex 20, Con -, Int 18, Wis 24, Cha 30
Skills:               Bluff +21, Diplomacy +21, Disguise +21, Gather Information +21, Hide +15, Knowledge (Local) +14, Listen +18, Move Silently +15, Sense Motive +18, Spot +18
Feats:                Ability Focus (Seduction), Improved Grapple, Improved Unarmed Strike, Weapon Finesse
Environment:         Any
Organization:         Unique
Challenge Rating:    10
Treasure:             None
Alignment:            Neutral Evil
Advancement:          By character class
Level Adjustment:     ---

*She is proficient in all simple weapons.

"You can go if you like, but it would be best for you to wait until a better time..."

Dearg-due was one of the most beautiful women in the land who fell in love with a peasant.  Her father disapproved, and he forced her into marriage with a wealthy man who drove her to suicide.  Rising from her grave she murdered them both, and has ever since lured men to their deaths in her arms.  Apparently indestructable, she can be placated by giving her a victim in your place, or by piling stones on her grave to prevent her rising.

Devour Life (Ex): Legends vary on whether or not the Dearg-Due drinks blood or merely devours the life of opponents.  Either way, if she can Pin an opponent in a Grapple, or her willingly submits to her embrace due to her Seduction ability, shes Drains 1d6 Constitution per round.

Seduction (Su): You may cast Suggestion at will as a Supernatural ability against male opponents.  If you succeed in a DC 30 Bluff Check you might even be able to get them to agree to submit to your bite by creatively fibbing...

Rejuvenation (Ex): The Dearg-Due cannot be slain.  No matter what is done to her she rises from her grave again the next year (or the next full moon depending on what version of the legend you use).

Dark Grace (Ex): The Dearg-Due gains a Profane Bonus to AC and Saving Throws equal to her Charisma Bonus.

Weaknesses: The legends vary on Dearg-Due's abilities.  She is limited on her ability to appear.  Some say she appears every year on the anniversary of her death, some claim a certain number of times per year, some only during the night of the full moon.  Regardless of which version you use, the Dear-Due disappears at dawn, and doesn't reappear until the next time she is allowed to come forth from the grave (she always reappears at her gravesite).  All the legends agree that if a cairn of stones is built on her grave she cannot rise (but if people need to keep doing this something obviously keeps moving them.  Optionally you can replace yourself with another victim.  Good luck tricking them into it.

Combat: The Dearg-Due destroys men, and generally appears only to them.  Women usually pass by unharmed or are simply killed.  Only men are seduced and drained.  She also prefers lone travelers to groups, but it's possible if they're all men she'll still give it a shot.

Options: Some legends say the Dearg-Due is capable of becoming a bat.  If this is true it gains the Alternate Form ability listed for the vampire in the MM, but can only assume bat form.

Offline bhu

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Re: Biblical Weirdness
« Reply #50 on: November 11, 2011, 08:08:52 PM »
http://www.monstropedia.org/index.php?title=Doppelsauger
https://vampires.fandom.com/wiki/Doppelsauger
https://vampire_mythology.en-academic.com/202/Doppelsauger

Doppelsauger

Doppelsauger is an Inherited Template that can be added to any Humanoid who has been nursed after being weaned.

Size and Type: Size does not change, Type changes to Undead (do not recalculate BAB, skills, or Saves).

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

Speed: Unchanged.

Armor Class: The Base Creature gains a Profane Bonus to it's Armor Class equal to it's Charisma Modifier.

Attacks:  Unchanged.

Damage: Unchanged.

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

Drain (Su): The Doppelsauger can cause it's victims to lose weight and waste away.  The effects vary.  Against it's family members the Doppelsauger can use it at pretty much infinite range.  To affect others it must make a successful Grapple Check.  Family members get no Saving Throw, others get a Willpower Save (Save DC is Willpower based).  In either case the victim loses 1d6+1 pounds and takes 2 points of Constitution Drain.  If the Doppelsauger is killed this Drain heals at one point per day like temporary Ability damage.

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

Sense Relatives (Su): The Doppelsauger automatically knows the location of all relatives it lived with in life so long as they are on the same Plane, regardless of distance.

Rejuvenation (Ex): Regardless of how much damage is done to a Doppelsauger it will reanimate again within 1d6 days.  To permanently kill it it must be dug up, and it's head severed by being stabbed in the back of the neck with a spade.

Weaknesses (Ex):  If it is known a corpse will become a Doppelsauger this can be prevented in one of several ways: a gold coin or cross can be placed in the mouth, you can place a crescent shaped board underneath the chin separating it from the chest, and you can ensure it's burial shroud or any clothing is well away from the mouth.  A Doppelsauger must enter a house the same way it left it in death, so removing or boarding up that entrance (usually a window to be safe) prevents it from entering the house (but not from leaving it's grave).  While the sun is up the Doppelsauger is a harmless corpse, and it will leave in plenty of time to return to it's grave (it may pass through the earth of it's burial ground as though it were incorporeal).

Saves: Unchanged.

Abilities: +2 Int, +4 Wis, +4 Cha.  As an Undead creature the Doppelsauger has no Constitution score.

Skills: Doppelsaugers gain a +8 Racial Bonus to Hide, Listen, Move Silently, Search, and Spot Checks.

Feats: Unchanged.

Environment: Any

Organization: Solitary

Challenge Rating: +1

Treasure: Unchanged

Alignment: Always Neutral Evil.

Advancement: By Character Class.

Level Adjustment: +3

Example of creature using template here:


Gustaf (Commoner 4/Doppelsauger)
                      Medium Undead
Hit Dice:             4d12+4 (30 hp)
Initiative:           -1
Speed:                30 ft. (6 squares)
Armor Class:          12 (-1 Dex, +3 Profane), touch 12, flat-footed 12
Base Attack/Grapple:  +2/+4
Attack:               By Weapon +4 melee or Touch +1 melee touch (Drain)
Full Attack:          By Weapon +4 melee or Touch +1 melee touch (Drain)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Drain
Special Qualities:    Sense Relatives, Rejuvenation, Weaknesses, undead traits, Dark Vision 60'
Saves:                Fort +3, Ref +0, Will +4
Abilities:            Str 14, Dex 9, Con -, Int 12, Wis 16, Cha 17
Skills:               Climb +4, Craft (Leatherworking, Woodworking, Stoneworking)+3, Handle Animal +4, Jump +4, Knowledge (Local, Nature) +2, Listen +5, Profession (Farmer) +5, Spot +5
Feats:                Great Fortitude, Improved Toughness
Environment:          Any
Organization:         Any
Challenge Rating:    5
Treasure:             As per class
Alignment:            Neutral Evil
Advancement:          By Character Class
Level Adjustment:     +3
« Last Edit: February 25, 2023, 12:53:16 AM by bhu »

Offline bhu

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Re: Biblical Weirdness
« Reply #51 on: November 11, 2011, 08:09:22 PM »
http://www.monstropedia.org/index.php?title=Ekimmu

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

http://www.vampires.be/index.php?title=Ekimmu

The EKimmu or Edimmu are 'evil gusts of wind', violent spirits of the dead who hate the living.  They normally appear as muscular humans, but transform into shadows or gusts of wind.

Edimmu

Edimmu is an Acquired Template that can be applied to any Humanoid who has died a violent death, been left unburied, or who has no family to carry on the proper funerary rites.

Size and Type: Type becomes Undead with the Incorporeal Subtype.  Legends differ on whether they are always Incorporeal, so you may wish to give them the ability to turn the Incorporeality on and off at will as a Swift Action.

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

Speed: Edimmu have a Flight speed equal to their Land Speed (unless they already had a higher Flight Speed), with Perfect Maneuverability.

Armor Class: Gains a Deflection Bonus to it's AC equal to it's Charisma Modifier or +1, whichever is higher.

Attacks: Unchanged.

Damage: Unchanged.

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

Death (Su): Edimmu can Drain 1d6 Constitution with a successful melee touch attack.

Disease (Su): Edimmu may cast Contagion at will as a Supernatural Ability.

Misfortune (Su): Edimmu can use Bestow Curse at will but instead of the usual effects it takes the effect of causing bad luck or causing criminal behavior.  The first example causes a -2 Luck Penalty to all rolls until it is removed.  The second changes the victims alignment to Chaotic Evil until it is removed, and makes the victim compulsively evil.  Each day he does not commit a criminal or Evil or blasphemous act he must make a DC 10 Willpower Save (+1 for each succeeding day) or be compelled to commit one even if it is to his lasting trouble.

Possession (Su): Identical to the Malevolence ability listed on page 118 of the MM, however it may only be used on opponents who have violated certain religious or societal taboos. 

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

Rejuvenation (Ex): This is identical to the Ghost ability listed on page 118 of the MM.  Usually the appropriate funerary rites will prevent their reappearance.

Weaknesses (Ex): Certain charms, amulets, or Gods can prevent Edimmu from entering a home, and thus they live in inhospitable and lonely places.

Saves: Unchanged.

Abilities: Same as Base Creature but it no longer has a Constitution Score, and Charisma increases by +4.

Skills: Edimmu get a +8 Racial Bonus on Hide, Listen, Move Silently, and Spot Checks.

Feats: Unchanged.

Environment: Any, usually lonely places.

Organization: Solitary.

Challenge Rating: +2

Treasure: None

Alignment: Always Neutral or Chaotic Evil.

Advancement: By Character Class.

Level Adjustment: +5

Example of creature using template here:


                      Batu  Human/Edimmu, 4th Level Fighter
                      Medium Undead (Incorporeal)
Hit Dice:             4d12 (26 hp)
Initiative:           +5
Speed:                Fly 30 ft. (6 squares), Perfect
Armor Class:          12 (+2 Deflection), touch 12, flat-footed 12
Base Attack/Grapple:  +4/-
Attack:               Drain +6 melee touch (Drain)
Full Attack:          Drain +6 melee touch (Drain)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Death, Disease, Misfortune, Possession
Special Qualities:    Dark Vision 60'. Undead traits, Rejuvenation, Weaknesses
Saves:                Fort +4, Ref +2, Will +4
Abilities:            Str 15, Dex 13, Con -, Int 8, Wis 12, Cha 14
Skills:               Hide +9, Intimidate +9, Listen +9, Move Silently +9, Spot +9
Feats:                     Combat Reflexes, Dodge, Improved Initiative, Iron Will, Mobility
Organization:         Solitary
Challenge Rating:     6
Treasure:             None
Alignment:            Neutral Evil
Advancement:          By Character Class
Level Adjustment:     +5

Offline bhu

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Re: Biblical Weirdness
« Reply #52 on: November 11, 2011, 09:42:27 PM »
http://en.wikipedia.org/wiki/Wolpertinger
https://en.wikipedia.org/wiki/Skvader
https://www.iamexpat.de/lifestyle/lifestyle-news/german-folklore-wolpertinger
https://en.wikipedia.org/wiki/Elwetritsch
https://blog.lingoda.com/en/what-is-a-wolpertinger/

Promised someone on an old crypto thread I'd do one of these and this seemed to be the most logical place to post it

Wolpertinger
                      Tiny Magical Beast
Hit Dice:             1d10+1 (6 hp)
Initiative:           +4
Speed:                30 ft. (6 squares), Fly 40 ft. (Good)
Armor Class:          17 (+2 Size, +4 Dex, +1 Natural) touch 16, flat-footed 13
Base Attack/Grapple:  +1/-10
Attack:               Bite +7 melee (1d3-3)
Full Attack:          1 Bite +7 melee (1d3-3) and 2 Claws +2 melee (1d3-3)
Space/Reach:          2 1/2 ft./ 0 ft.
Special Attacks:      Rake 1d3-3, Pounce
Special Qualities:    Low Light Vision, Scent
Saves:                Fort +3, Ref +6, Will +2
Abilities:            Str 4, Dex 18, Con 12, Int 6, Wis 14, Cha 10
Skills:               Hide +12, Listen +6, Move Silently +8, Spot +6
Feats:              Weapon Finesse, ANklebiter (B)
Environment:          Temperate Forest
Organization:         Solitary, Pair, Pack (6-10), or Troupe (11-40)
Challenge Rating:     1/2
Treasure:             None
Alignment:            Always Neutral
Advancement:          -
Level Adjustment:     ---

"OMG! I think that bunny thing just bit off Johnson's toe!"

Wolpertingers are odd little beasts thought to be legendary rabbit monsters, but actually just taxidermy hoaxes.  The most common appearance is a fanged rabbit, with the body of a squirrel, the antlers of a deer, and the wings (and sometimes legs) of a pheasant.  There is a similar Swedish critter called a Skvader which appears as a hare with the back, wings and tail of a wood grouse.  Austria has one called the Rauraki  that I can't find much on.  Southwestern Germany has another one called the Elwetritsch that appears to be a chicken like bird with scales, humanoid breasts, and sometimes a long beak or antlers.

Pounce (Ex): If a Wolpertinger charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex): Attack Bonus +7, 1d3-3 damage.

Skills: Wolpertingers have a +4 Racial Bonus on Spot and Listen checks.

Combat: Charge and nibble.  Fly away if there is resistance.  Swoop down from the skies and nibble.  Repeat till human becomes lunch.

« Last Edit: March 02, 2023, 02:31:41 AM by bhu »

Offline bhu

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Re: Biblical Weirdness
« Reply #53 on: November 11, 2011, 09:58:47 PM »
http://www.unexplained-mysteries.com/forum/lofiversion/index.php/t153749.html

http://www.unknownexplorers.com/elcuero.php

http://books.google.com/books?id=H1axCZifXdwC&pg=PA88&lpg=PA88&dq=cuero+cryptid&source=bl&ots=UQ2t9-lKDc&sig=fmOy72D5k5gmrlRkO1eoFfWNjAI&hl=en&ei=M_qDSpONH8uLtgeQk72uCg&sa=X&oi=book_result&ct=result&resnum=10#v=onepage&q=cuero%20cryptid&f=false

http://myths.freshcaffeine.com/african/



                      The Hide mythic version
                      Large Aberration (Aquatic)
Hit Dice:             5d8+10 (32 hp)
Initiative:           +6
Speed:                Swim 30 ft. (6 squares)
Armor Class:          15 (-1 Size, +2 Dex, +4 Natural), touch 11, flat-footed 13
Base Attack/Grapple:  +3/+13
Attack:               Wrap +4 melee touch (Grapple)
Full Attack:          Wrap +4 melee touch (Grapple)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Wrap, Constrict, Control Winds
Special Qualities:    Low Light Vision, Amphibious
Saves:                Fort +3, Ref +3, Will +5
Abilities:            Str 15, Dex 15, Con 15, Int 12, Wis 12, Cha 12
Skills:               Hide +6 (+14 water), Jump +5, Knowledge (Nature) +4, Listen +5, Move Silently +5, Spot +5, Survival +3, Swim +10
Feats:                Alertness, Improved Initiative
Environment:          Warm or Temperate Aquatic
Organization:         Solitary
Challenge Rating:     3
Treasure:             None
Alignment:            Always Neutral
Advancement:          6-10 HD (Large)
Level Adjustment:     ---

"Whut fool left a perfectly good cowhide on the beach?"

"___DAMMIT BERT WE TALKED ABOUT THIS!"

The Hide appears to be a large floating cowhide with either a pair of eyes at it's top, eyes or claws ringed around it's diameter, or with eyes/claws on it's tentacles, making it some sort of octopoid.  There are descriptions of it being an octopus with clawed hands on it's tentacles, and ears covered with eyes of various sizes, but this sounds more like one description of the Lusca.

Wrap (Ex): If the Hide makes a successful touch attack it can Attach itself to any opponent Large Size or smaller.  Effectively it is Grappling it's opponent and is Denied it's Dex Bonus to AC.  To be removed it must be successfully Pinned in a Grapple or struck with a light weapon.  El Cuero has a +4 Racial Bonus to Grapple Checks.

Constrict(Ex): The Hide does 1d6+2 plus 2d6 Acid damage with a successful Grapple Check.

Control Winds (Su): The Hide may cast Control Winds 3 times per day as a Supernatural Ability.

Skills: The Hide has a +8 Racial Bonus to Swim Checks, and may always Take 10 on a Swim check. It may use the Run action while swimming in a straight line.  It also has a +8 Racial Bonus to Hide checks while in the water.

Combat: The Hide floats on the water surface pretending to be a discarded cowhide (which it resembles).  Whenever something comes close enough, it pounces, wrapping itself around the victim and consuming them.  It often uses it's ability to Control Winds to interfere with boats.

Offline veekie

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Re: Biblical Weirdness
« Reply #54 on: January 02, 2012, 05:31:23 PM »
This guy sounds like he belongs in here.

Though I didn't know there was rape related wish granting before.
Everything is edible. Just that there are things only edible once per lifetime.
It's a god-eat-god world.

Procrastination is the thief of time; Year after year it steals, till all are fled,
And to the mercies of a moment leaves; The vast concerns of an eternal scene.

Offline bhu

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Re: Biblical Weirdness
« Reply #55 on: January 02, 2012, 10:49:32 PM »
That....is just fucking weird....a template maybe?

Offline veekie

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Re: Biblical Weirdness
« Reply #56 on: January 03, 2012, 03:47:59 AM »
Looks like its just a guy who transforms into a rape-terminator by a ritual involving a bath in oil while wearing only underwear. Abilities attributed are speed, stealth, ability to ooze through cracks and leaping buildings in a single bound. And Detect Virgin.

Sounds sorta like a template yeah.
Everything is edible. Just that there are things only edible once per lifetime.
It's a god-eat-god world.

Procrastination is the thief of time; Year after year it steals, till all are fled,
And to the mercies of a moment leaves; The vast concerns of an eternal scene.

Offline bhu

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Re: Biblical Weirdness
« Reply #57 on: January 09, 2012, 05:22:38 AM »
http://en.wikipedia.org/wiki/Orang_Minyak

http://thestar.com.my/news/story.asp?file=/2012/1/1/nation/10190057&sec=nation

http://www.lifeslittlemysteries.com/2043-orang-minyak-malaysia.html


There are various myths about the origin of the Orang Minyak.  In one version a man was cursed to become one for trying to win back his love via magic.  It is variously controlled by an evil Shaman or is a worshiper of the Devil looking to gain occult power.



Orang Minyak

Orang Minyak is an Acquired Template that can be applied to any Humanoid.

Size and Type: Size is unchanged, Type changes to Outsider with the Evil and Native Subtypes. 

Hit Dice: Unchanged.

Speed: Unchanged.

Armor Class: Gains a +3 Deflection Bonus to AC.

Attacks: Unchanged.

Damage: Unchanged.

Special Attacks: Retains all Special Attacks of the Base Creature.

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

Grease: The Orang Minyak covers itself in oil (or is that way naturally depending on the version of the story) making it difficult to see and hold onto.  You gain a +8 Circumstance Bonus to resist Grapple Checks.

Dark Pact: Depending on the version of the story, the Orang Minyak is Cursed by a ritual gone wrong and needs to rape virgins to free itself, or it has to rape them to gain powers the Devil has agreed in exchange for worship.  The exact number varies from 21 to 99, and they must all usually be raped within a week.  Perhaps it varies depending on the Orang Minyak's master.  If the Orang Minyak succeeds it may choose three abilities form the following as permanent benefits:

Unseen The Orang Minyak permanently has the benefits of Greater Invisibility on it's person.  Virgins can still see it however.

Physical Beauty You now appear as a normal (and exceptionally attractive) man.  You may cast Mass Charm Person (see Races of Destiny) at will as a Supernatural Ability.

Sweet Talker You now take 10 on all Charisma based Skill Checks.

Wish You may have Wish cast on your behalf just one time.

Walls Can't Stop Me  You may walk through any physical barrier less than 10' thick at will.

Vanishing  You may cast Word of Recall once per day as a Supernatural Ability.

Banana Strength The Orang Minyak can cast Bull's Strength on itself at will by sucking the water out of a banana bud.

Occult Knowledge Choose any 1 spell a Sorcerer of your Level could learn.  You may cast it once per day as a Sorcerer whose Caster Level equals your Hit Dice. 

Spiderclimb: The Orang Minyak permanently has the benefits of the Spider Climb spell on it's person.

Detect Virgin: The Orang Minyak permanently has 10' Blindsight, but it only detects virgins (in this case virgin is defined as any female who has not indulged in a sexual act capable of making her pregnant). 

Weaknesses: The Orang  Minyak loses it's Supernatural Abilities if it is wrapped in a form of cloth known as Batik.  It also must make a DC20 Willpower Save or flee if you bite it's thumb.

Saves: Unchanged.

Abilities: Unchanged.

Skills:   The Orang Minyak has a +8 Racial Bonus to Climb, Hide, and Move Silently Checks.  It also has a +4 Racial Bonus to Intimidate Checks.

Feats: Unchanged.

Environment: Unchanged.

Organization: Solitary.

Challenge Rating: +0 (+1 if Dark Pact succeeds)

Treasure: Unchanged.

Alignment: Always Neutral or Chaotic Evil.

Advancement: By Character Class.

Level Adjustment: +1 (+2 if Dark Pact succeeds)

Example of creature using template here:

Orked Commoner 1/Orang Minyak
                      Medium Outsider (Evil, Native)
Hit Dice:             1d4+2 (4 hp)
Initiative:           +1
Speed:                30 ft. (6 squares)
Armor Class:          14 (+1 Dex, +3 Deflection), touch 14, flat-footed 13
Base Attack/Grapple:  +0/+2 (+10 vs Grapple Checks)
Attack:               Dagger +2 melee (1d4+2)
Full Attack:          Dagger +2 melee (1d4+2)
Space/Reach:          5 ft./5 ft.
Special Attacks:      -
Special Qualities:    Grease, Dark Pact, Spider Climb, Detect Virgin, Weaknesses
Saves:                Fort +2, Ref +1, Will +0
Abilities:            Str 15, Dex 13, Con 14, Int 12, Wis 8, Cha 10
Skills:               Climb +14, Hide +9, Intimidate +5, Jump +6, Listen +3, Move Silently +9, Spot +3
Feats:                Improved Unarmed Strike
Challenge Rating:     1
Alignment:            Chaotic Evil
Advancement:          By Character Class
Level Adjustment:     +2

« Last Edit: April 12, 2012, 09:43:30 PM by bhu »

Offline bhu

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Re: Biblical Weirdness
« Reply #58 on: January 20, 2012, 01:27:06 AM »
sorry im taking so long wil be finished shortly

Offline bhu

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Re: Biblical Weirdness
« Reply #59 on: March 29, 2012, 08:39:35 PM »
Orang is done unless there are objections to the CR/LA