Author Topic: Biblical Weirdness  (Read 41782 times)

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Re: Biblical Weirdness
« Reply #80 on: November 25, 2013, 09:42:37 PM »
http://en.wikipedia.org/wiki/Zduha%C4%87  are these different from planetnika?

Offline veekie

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Re: Biblical Weirdness
« Reply #81 on: December 11, 2013, 05:35:29 PM »
Seems like the same basic archetype, but very different implementation. These guys are mainly tribal spellcasters and tool user types who happen to mess with the weather alot, while the Planetik are more transformed humans who are individually powerful.
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.

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Re: Biblical Weirdness
« Reply #82 on: December 27, 2013, 08:41:10 PM »
Moving this here:

Loup Garou

Loup Garou (also called the Rougarou) is the French term for Werewolves, though descriptions of it vary heavily.  In some it's a man who is cursed to turn into a wolf at night for 101 days, only to transfer the curse to his victim if he draws blood on the last day.  Some legends say it requires a witches curse or a pact with the Devil.  The willing ones tend towards cannibalism.  Loup Garou are almost exclusively male.

Loup Garou is an Acquired or Inherited Template that can be applied to any Humanoid of Medium Size. There are many common ways one can become a Werewolf.  Magic salves or wolfskin pelts/belts are common means of transformation (usually supplied by Satan or his cults).  Drinking rainwater from a wolfprint of from certain enchanted streams is another.  Another common myth is that by sleeping outside on a certain Wednesday or Friday in summer with the full moon shining on your face you could achieve Lycanthropy.  Being forced to become a wolf is also seen as Divine punishment for sins.  People who had committed mortal sins rose from the grave at night in the form of blood drinking wolves as well.  In America some of these stories merged with Native American tales of the Wendigo, resulting in the Loup-Garou.  Those bitten by a werewolf change involuntarily during the light of the full moon.  Loup Garou legends claim that if a person sheds the blood of a Loup-Garou, he will become one himself, though he can be cured if he simply keeps his mouth shut and doesn't reveal his secret for a week and a day.  If he manages this both he and his attacker will be freed of their curse.  Usually a Loup Garou is cursed by God, and wanders alone forever in wolf form until someone he used to know recognizes him and draws his blood.  Unlike French legends where the cursed becomes a wolf (or other animal), in America it becomes a wolf-headed man or man-beast that haunts the swamps.

For purposes of this template we will be going with the Cajun swamp monster.  If a man is cursed by a witch by being bitten by her in wolf form, or breaks the rules of Lent for 7 years he becomes a monster at night for 101 days, at which point the last person whose blood he draws becomes the new monster and inherits his curse.  There is also an Ojibwa monster called the Rugaru which is a hairy man-beast similar to Sasquatch or inspired by cannibalism like the Wendigo.  some say even seeing the Rugaru causes you to become one.  Either way the Rougarou was a bloodsucker who spread it's curse, and hunted down disobedient Catholics.

Size and Type: Size is unchanged, and the Shapechanger Subtype is gained.  While in Wolf Form the Evil Subtype is gained.

Hit Dice: Unchanged.

Speed: While in Wolf Form the Base Creatures Land Speed increases +20 ft.

Armor Class: Natural Armor Bonus increases by +4 in Wolf Form.

Attacks: Unchanged, but bonuses to attack/grapple will need to be recalculated in Wolf Form due to stat changes.

Damage: In Wolf Form the Loup Garou gains a Primary Claw Attack doing 1d4 plus Str Bonus, and a Secondary Bite Attack doing 1d6 plus half Str Bonus.  It does 2 Claws and 1 Bite with a Full Attack.

Special Attacks: Mention whether or not the base creature retains any of it’s special attacks or gains any new ones here.

Curse (Su): Anyone bitten by a Loup Garou must make a Fortitude Save (Save DC is Constitution based) or become a Loup Garou himself.  Catholics who disobey the rules of Lent for 7 years automatically become and get no Save.  Anyone seeing a Loup Garou must make a DC 15 Fortitude Save or become one as well.  Usually the Curse lasts 101 days, and on the last day it automatically passes (i.e. no Saving Throw) to the last person whose blood is drawn by the Loup Garou.  If that person can keep their secret for a week and a day they are cured.

Blood Drain (Ex): A Loup Garou can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the Loup Garou gains 5 temporary hit points.

Special Qualities: Retains any Special Qualities of the Base Creature.  It also gains Darkvision 60', Scent, and the following:

Wolf Form (Su): Identical to the Alternate Form ability listed in the Monster Manual for Lycanthropes.  The Loup Garou becomes a hairy man-beast with the head of a wolf.

Saves: Must be recalculated in Wolf Form due to stat changes, and gains a +2 Racial Bonus to Fort and Will Saves.

Abilities: While in Wolf Form the Base Creature gains +4 Str, +4 Dex, +4 Con, and +2 Wis.

Skills: The Base Creature gains a +4 racial bonus on Survival checks when tracking by scent while in Wolf Form.  It also gains a +2 Racial Bonus on Hide, Listen, Move Silently, and Spot checks while in Wolf Form.

Feats: The Base Creature gains Track as a Bonus Feat while in Wolf Form.

Environment: Unchanged

Organization: Solitary

Challenge Rating: +0

Treasure: Unchanged

Alignment: Unchanged, but most Loup Garou are due to being cursed so they at least start out as a Non-Good Alignment.  Those who enjoy their condition are usually Chaotic Evil.

Advancement: Unchanged.

Level Adjustment: +3

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Re: Biblical Weirdness
« Reply #83 on: February 03, 2014, 09:43:57 PM »
Haakapaizizi
                      Colossal Giant (Shapechanger)
Hit Dice:             30d8+300 (435 hp)
Initiative:           +4
Speed:                120 ft. (12 squares)
Armor Class:          35 (-8 Size, +33 Natural), touch 2, flat-footed 35
Base Attack/Grapple:  +20/+55
Attack:               Slam +31 melee (2d6+19, 19-20/x3)
Full Attack:          2 Slams +31 melee (2d6+19, 19-20/x3)
Space/Reach:          30 ft./30 ft.
Special Attacks:      Grasshopper Form, Size Control, Augmented Critical (Slam), Frightful Presence, Swallow Whole, Bad Omen
Special Qualities:    Low Light Vision, DR 20/-, Energy Resistance 20 (Acid, Cold, Electricity, Fire, Sonic), Fast Healing 5
Saves:                Fort +27, Ref +10, Will +10
Abilities:            Str 48, Dex 10, Con 30, Int 8, Wis 10, Cha 18
Skills:               Climb +22, Craft (Trapmaking) +2, Intimidate +7, Jump +22, Knowledge (Geography, Local, Nature) +2, Listen +3, Search +2, Spot +3, Survival +3
Feats:                Cleave, Devastating Critical (Slam), Great Cleave, Improved Critical (Slam), Improved Initiative, Improved Snatch, Multisnatch, Power Attack, Overwhelming Critical (Slam), Snatch, Weapon Focus (Slam)   
Environment:          Warm Desert or Mountains
Organization:         Unique
Challenge Rating:     18
Treasure:             None
Alignment:            Neutral Evil
Advancement:          31+ HD (Colossal)
Level Adjustment:     ---

Better known as Haakapainzi, this predatory giant is known for haunting the Kawaiisu people of southern California.  Seeing him in your dreams was one sign that you were being targeted by an evil Shaman known as the Pohagadi, and seeing him is universally considered a bad omen.  He is described as a giant large enough to walk from "Inyokern to Onyx" in one step (i.e. just over 32 miles), and occasionally as a large locust.  He is one of many anthropophagous giants in Native American lore, and despite his size he seems to prefer to attack children.  He is apparently not incredibly bright, as in one story a woman substitutes a red hot stone for her child and he dies after swallowing it (actually he turns to stone, which may imply he can still be cured).  Beyond changing his size or becoming a grasshopper he doesn't seem to have much in the way of powers.  There are many variations on his story, including ones in which he carries the ever present basket for putting victims in, or is merely a predatory magical grasshopper.

Grasshopper Form (Su): As a Free Action Haakapaizizi may assume the form of a Locust of larger than average size.  I Can't find any stories saying the locust is bigger than a bear, so DM's may wish to limit his Grasshopper Form to Size Large or smaller.  Haakapaizizi gains a +20 Racial Bonus to Jump Checks in this form, as well as a +4 Racial Bonus to Climb and Listen Checks.  Instead of his Slams he uses a Primary Bite Attack doing 2d6 plus one and a half times Str Modifier (this is in large Size, reduce the damage one step per Size Category below Large).  He also gains a Flight Speed equal to his Land Speed with Average Maneuverability.

Size Control (Su): Haakapaizizi varies in size from an overgrown Locust to one of the worlds biggest Giants.   His size varies a bit, so I'm assuming he can control it somewhat.  In effect as a Swift Action once per round Haakapaizizi may change his Size to any Size Caegory from Diminutive to Colossal.  He gains +2 Dex, -2 Str, -2 Natural AC Bonus per Size Category below Colossal.  In addition for every 2 Size Categories below Colossal reduce his Land Speed by -10 ft.  This is kind of suboptimal, but it let's him pretend to be human, and squeeze into smaller spaces than he would normally.  His base Slam damage also decreases one step per Size Category below Colossal.  If insufficient room is available for the desired growth, Haakapaizizi attains the maximum possible size and may make a Strength check (using his increased Strength) to burst any enclosures in the process. If he fails, he is constrained without harm by the materials enclosing him.

Augmented Critical (Slam) (Ex): Haakapaizizi's Slam attack does x3 damage on a successful Critical.

Frightful Presence (Ex):  Haalapaiziz can inspire terror by charging or attacking. Affected creatures must succeed on a DC 29 Will save or become shaken, remaining in that condition as long as they remain with 60 feet of him. The save DC is Charisma-based.

Swallow Whole (Ex):  Haakapaiziz can try to swallow a grabbed opponent two Size Categories smaller than itself by making a successful grapple check. Once inside, the opponent takes 2d8+10 points of crushing damage plus 2d8+8 points of acid damage per round from his digestive juices. A swallowed creature can cut its way out by dealing 50 points of damage to his digestive tract (AC 25). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. Haakapaizizi’s gullet can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures. This changes if he uses his Size Control. 

If Gargantuan his gullet does 2d6+9 crushing and 2d6+7 acid damage, and can hold 2 Large, 8 Medium, 32 Small, or 128 Tiny or smaller creatures.

If Huge his gullet does 2d4+8 crushing and 2d4+6 acid damage, and can hold 2 Medium, 8 Small, or 32 Tiny or smaller creatures.

If Large his gullet does 1d6+7 crushing and 1d6+4 acid damage, and can hold 2 Small or 8 Tiny or smaller creatures.

If Medium his gullet does 1d4+6 crushing and 1d4+4 acid damage, and can hold 2 Tiny or smaller creatures.

He doesn't use this ability when Small or smaller.

Bad Omen (Su): Anyone seeing Haakapaizizi acquires a -2 Penalty to all Saving Throws for 24 hours.

Combat: Despite his enormous size Hakkapaizizi rarely seems interested in much beyond eating his favorite food: children.  He could likely be bribed by offerings of them.
« Last Edit: February 24, 2014, 11:53:36 PM by bhu »

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Re: Biblical Weirdness
« Reply #84 on: February 08, 2014, 03:56:50 AM »
http://www.puyalluptribalnews.net/news/view/the-story-of-stick-indians-or-tsiatko/

http://www.native-languages.org/morelegends/stick-indians.htm

http://www.native-languages.org/morelegends/seatco.htm

Tsiatko
                      Large Giant
Hit Dice:             6d8+12 (39 hp)
Initiative:           +2
Speed:                50 ft. (10 squares)
Armor Class:          13 (-1 Size, +2 Dex, +2 Natural), touch 11, flat-footed 11
Base Attack/Grapple:  +4/+10
Attack:               Spear +5 melee (2d6+3) or Longbow +5 ranged (2d6/x3)
Full Attack:          Spear +5 melee (2d6+3) or Longbow +5 ranged (2d6/x3)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Corpse Powder, Whistling
Special Qualities:    Low Light Vision, Slight Build
Saves:                Fort +7, Ref +4, Will +3
Abilities:            Str 14, Dex 14, Con 14, Int 12, Wis 12, Cha 12
Skills:               Hide +4, Listen +3, Move Silently +3, Spot +3, Survival +3
Feats:                Endurance, Run, Track
Environment:          Temperate Forests
Organization:         Solitary, Pair, Hunting Part (3-6), or Village (10-100 plus 100% noncombatants plus 1 3rd-level subchief per 20 adults and 1 leader of 4th-6th level)
Challenge Rating:     3
Treasure:             Standard
Alignment:            Usually Neutral or Neutral Evil
Advancement:          By Character Class
Level Adjustment:     +2

There are several interpretations of the Tsiatko, who are also called Stick Indians.  There are also quite a few different creatures called Stick Indians, but I will be going with the Puyallup version.  The Tsiatko are unnaturally tall and thin humanoids who communicate via a strange, bloodcurling whistling.  They live in the forests and can often be seen walking them at night, especially in the fall.  Pranksters to a fault, the Tsiatko enjoy putting men to sleep to steal from them or commit minor acts of vandalism.  However, they have a darker side and are known to carry off and enslave women and children.  They also reduce human corpses into a magical powder...

While they enjoy frustrating others, it is best never to harm or offend the Tsiatko as their anger is legendary, and they will go the end of the earth to murder for a single insult.  The Tsiatko do not travel by water, but it is unknown if this is simply because they do not know how to make canoes or if it is some sort of prohibition.  Given the proliferation of native water monsters it may just be common sense on their part.

Corpse Powder (Su): The Tsiatko have perfected some supernatural process by which they can render a humans corpse into a fine powder.  A child makes one does, and a full grown adult makes 2.  When in melee the Tsiatko can throw this powder into the face of a living opponent as a Standard Action.  The opponent must make a DC 15 Willpower Saving Throw or be Paralyzed for 1 Minute.  The Tsiatko themselves seem to be immune to this powder.

Whistling (Su): A Tsiatko can emit a frightful whistle as a standard action. All living creatures within a 30-foot spread must succeed on a DC 14 Will save or become panicked for 2d4 rounds. This is a sonic mind-affecting fear effect. A creature that successfully saves against the whistle cannot be affected by the same Tsiatko's whistle for 24 hours.  Save DC is Charisma based.

Slight Build (Ex): The physical stature of the Tsiatko lets them function in many ways as if they were one size category smaller. Whenever a Tsiatko is subject to a size modifier or special size modifier for an opposed check (such as Hide), the Tsiatko is treated as one size smaller if doing so is advantageous to the character. A Tsiatko is also considered to be one size smaller when "squeezing" through a restrictive space. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.  They do not take a Size Penalty to AC and attack rolls.

Combat: The Tsiako hide while using their peculiar whistles to incite terror.  When potential fleeing targets pass by them, corpse powder is used to immobilize them so they can be taken captive.  The powder is also used to nullify guards to get into human villages.  If the Tsiako are out for revenge, subtlety is dispensed with.  They attack unceasingly and without mercy.
« Last Edit: February 24, 2014, 11:48:17 PM by bhu »

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Re: Biblical Weirdness
« Reply #85 on: February 25, 2014, 12:02:51 AM »
http://www.mythicalcreatureslist.com/mythical-creature/Fsti+Capcaki

http://cryptidz.wikia.com/wiki/Fsti_Capcaki



Fsti Capcaki
                      Large Giant
Hit Dice:             12d8+72 (126 hp)
Initiative:           -1
Speed:                40 ft. (8 squares)
Armor Class:          20 (-1 Size, -1 Dex, +12 Natural), touch 8, flat-footed 20
Base Attack/Grapple:  +9/+23
Attack:                Slam +18 melee (1d4+10) or Greatclub +18 melee (2d6+15)
Full Attack:           2 Slams +18 melee (1d4+10) or Greatclub +18/+13 melee (2d6+15)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Improvised Clubs
Special Qualities:    Low Light Vision, DR 5/-
Saves:                Fort +14, Ref +3, Will +6
Abilities:            Str 30, Dex 9, Con 22, Int 6, Wis 14, Cha 11
Skills:               Climb +10, Jump +10, Listen +7, Spot +7, Swim +10, Survival +7
Feats:                Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Power Attack
Environment:          Temperate Forests
Organization:         Solitary (maybe Unique)
Challenge Rating:    7
Treasure:             None
Alignment:            Chaotic Evil
Advancement:          13-18 HD (Large), 19-36 HD (Huge)
Level Adjustment:     ---

Fsti Capcaki is a grey, hairy giant that haunts the Seminole peoples of Oklahoma.  He is said to smell like a muddy river and is also known as the Tall Man.  Horrifically strong, he makes the clubs he uses to kill men by ripping branches from trees.  Dead trees denuded of limbs are therefore a tell tale sign of his presence.

Improvised Clubs (Ex): If Fsti Capcaki finds himself unarmed he may 'make' a Club or Greatclub by either ripping branches from a tree or uprooting the tree itself.   If necessary he can uproot a tree as a Full Round Action. He must make a Str Check whose DC depends on the size of the tree: 20 for Small, 25 for Medium, or 30 for Large. He may wield these trees as clubs, with damage varying based on size: Small is 1d8 plus Str (one handed), Medium is 1d10 plus 1 1/2 times Str (two handed), and Large is 2d6 plus 1 1/2 times Str (two handed).  Optionally as a Standard Action he may rip off a large branch doing either 1d6 or 1d8 plus Str (one handed) as a Standard Action.  He may also throw theses clubs, with a Range Increment of 20'.

Stench (Ex): Living creatures within 10 feet must succeed on a DC 22 Fortitude save or be sickened for 1d6 rounds. A creature that successfully saves cannot be affected again by Fsti Capcaki's stench for 24 hours. A Delay Poison or Neutralize Poison spell removes the effect from a Sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The save DC is Constitution based.

Combat:  Fsti Capcaki generally pursues anything he sees and clubs it to death in what can be described as an omnicidal fury. 
« Last Edit: March 31, 2014, 09:53:47 PM by bhu »

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Re: Biblical Weirdness
« Reply #86 on: February 25, 2014, 12:03:07 AM »
http://www.mythicalcreatureslist.com/mythical-creature/Indacinga+-+Giant

Indacinga
                      Colossal Giant
Hit Dice:             50d8+550 (775)
Initiative:           -1
Speed:                40 ft. (8 squares)
Armor Class:          50 (-8 Size, -1 Dex, +49 Natural), touch 1, flat-footed 50
Base Attack/Grapple:  +37/+83
Attack:               Slam +60 melee (2d6+30/19-20) or Greatclub +60 melee (8d8+45/19-20)
Full Attack:          2 Slams +60 melee (2d6+30/19-20) or Greatclub +60/+55/+50/+45 melee (8d8+45/19-20)
Space/Reach:          30 ft./30 ft.
Special Attacks:      Oversized Weapon, Trample (4d8+45), Uproot, Frightful Presence, Swat
Special Qualities:    Low Light Vision, DR 20/-, Energy Resistance 20 (Acid, Cold, Electricity, Fire, Sonic), Fast Healing 5
Saves:                Fort +44, Ref +15, Will +18
Abilities:            Str 70, Dex 8, Con 32, Int 8, Wis 11, Cha 11
Skills:               Climb +40, Knowledge (Nature) +9, Listen +11, Spot +11, Survival +11
Feats:                Awesome Blow, Cleave, Devastating Critical (Greatclub), Epic Fortitude, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (Greatclub, Slam), Improved Sunder, Iron Will, Overwhelming Critical (Greatclub, Slam), Power Attack, Stamp, Weapon Focus (Greatclub, Slam)
Environment:          Temperate Forests
Organization:         Solitary, Pair, Hunting Party (6-9) or Village (21-30 plus 35% non-combatants)
Challenge Rating:     20
Treasure:             Standard
Alignment:            Usually Chaotic Evil
Advancement:          By Character Class
Level Adjustment:     ---

The Indacinga are forest dwelling Giants strong enough to pull up trees and houses.   Big Owl is also known as Indacinga but I have him detailed elsewhere.  The giants are known by several names among various tribes, and as usual it is implied they eat humans.  They are also used as bogeys to frighten unruly children.  They are said to mimic the hooting of owls perfectly.

Oversized Weapon (Ex): An Indacinga wields a great, two-handed club (big enough for creatures above Colossal Size if there were such a Category) without penalty.

Trample (Ex): Reflex Save DC 65 for half damage, Save DC is Str based.

Uproot (Ex):  If necessary the Indacinga can uproot a tree as a Full Round Action.  It must make a Str Check whose DC depends on the size of the tree: 20 for Medium, 25 for Large, 30 for Huge, 35 for Gargantuan, 40 for Colossal, 45 for Colossal +.  They may wield these trees as clubs, wih damage varying based on size: Medium is 2d6 plus Str (one handed), Large is 3d6 plus Str (one handed), Huge is 4d6 plus Str (one handed), Gargantuan is 6d6 plus Str (one handed), Colossal is 8d6 plus 1 1/2 times Str modifier (two handed) and Colossal + is 8d8 plus 1 1/2 times Str modifier (two handed).  They may also throw theses trees, with a Range Increment of 60'.

Frightful Presence (Ex): Whenever the Indacinga attacks or charges all opponents within 120' whose HD are less than his (i.e. 49 or less for the average Indacinga) must make a DC 45 Willpower Save (Save DC is Charisma based with a +10 Bonus) or be Shaken for the duration of the encounter.  If he opponent has 4 Hit Dice or less it is Panicked 5d6 rounds instead.  A successful Save means the opponent is immune to this Indacinga's Frightful Presence for 24 hours.

Swat (Ex): If the Indacinga hits a flying creature it's opponent must make a DC 65 Fortitude Save (Save DC is Str based) or fall from the sky taking appropriate falling damage (see DMG).

Combat:  The Indacinga aren't tactical masters.  If they have a club they beat you with it first thing.  If not they stomp on you, or pull a tree from the ground and use it as a club.
« Last Edit: March 31, 2014, 09:36:46 PM by bhu »

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Re: Biblical Weirdness
« Reply #87 on: March 31, 2014, 09:58:37 PM »
http://www.mythicalcreatureslist.com/mythical-creature/Matlose

http://www.angelfire.com/wa/SURREAL/SchoolAndGov/The_Legend_of_the_Matlose.doc

Matlose
                      Medium Outsider (Native, Evil)
Hit Dice:             7d8+35 (66 hp)
Initiative:           +5
Speed:                40 ft. (8 squares)
Armor Class:          17 (+1 Dex, +6 Natural), touch 11, flat-footed 15
Base Attack/Grapple:  +7/+12
Attack:               Claw +11 melee (1d6+5/18-20)
Full Attack:          2 Claws +11 melee (1d6+5/18-20) and 1 Bite +6 melee (1d6+2/18-20)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Paralyzing Roar, Razor Sharpness
Special Qualities:    Darkvision 60 ft.,
Saves:                Fort +10, Ref +6, Will +7
Abilities:            Str 21, Dex 12, Con 20, Int 13, Wis 14, Cha 16
Skills:               Climb +15, Hide +15, Listen +14, Move Silently +15, Search +13, Spot +13, Survival +13, Swim +15
Feats:                Ability Focus (Paralyzing Roar), Improved Initiative, Stealthy
Environment:          Temperate Forests
Organization:         Unique
Challenge Rating:   5
Treasure:             None
Alignment:            Chaotic Evil
Advancement:           8+ HD (Medium)
Level Adjustment:     ---

The Matlose is an evil spirit that haunts the Salish Indians.  Roughly human in appearance, he has the claws and teeth of a bear and is covered in thick, black bristles.  It stalks men until it is close enough to use it's blood-curdling howl to paralyze and devour them.  Which it will do in all haste if possible, not even waiting for the victim to die.  It's claws and teeth are extraordinarily sharp and can render a man in seconds.

Paralyzing Roar (Su): As a Standard Action the Matlose can unleash a terrifying howl, requiring all living beings within 30' to make a DC 18 Willpower Save (Save DC is Willpower based).  If the Save is failed the victim(s) are knocked Prone and Paralyzed for 1d4+1 rounds.  This is a Sonic, Mind-Affecting Fear Effect.  If the Save is successful the victim is immune to Matloses Roar for 24 hours.

Razor Sharpness (Ex): Matloses claws and teeth threaten a Critical Hit on a Natural 18-20.

Combat:  Matlose generally waits until parties separate, and then takes on the loners by howling and quickly tearing them to bits.

Notes: If using Spirit Shamans in your campaign, Matlose should most likely qualify as a Spirit for purposes of their powers.
« Last Edit: April 13, 2014, 10:31:14 PM by bhu »

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Re: Biblical Weirdness
« Reply #88 on: March 31, 2014, 09:58:54 PM »
http://www.mythicalcreatureslist.com/mythical-creature/Paija


Paija
                      Huge Outsider (Native, Evil)
Hit Dice:             12d8+120 (174 hp)
Initiative:           +0
Speed:                40 ft. (8 squares)
Armor Class:          27 (-2 Size, +19 Natural), touch 8, flat-footed 27
Base Attack/Grapple:  +12/+30
Attack:               Claw +30 melee (1d8+10)
Full Attack:          2 Claws +30 melee (1d8+10) and 1 Bite +25 melee (2d8+5)
Space/Reach:          15 ft./15 ft.
Special Attacks:      Deadly Gaze
Special Qualities:    Darkvision 60 ft., Immunity to Cold, DR 10/Magic, Wintery Nature, SR 21
Saves:                Fort +18, Ref +8, Will +11
Abilities:            Str 30, Dex 10, Con 30, Int 16, Wis 16, Cha 20
Skills:               Climb +25, Hide +7, Knowledge (Arcana, Nature, Religion) +18, Listen +18, Move Silently +15, Search +18, Spot +18, Survival +18, Swim +25
Feats:                Improved Snatch, Irresistible Gaze, Piercing Gaze, Snatch, Track
Environment:          Cold Forests
Organization:         Unique
Challenge Rating:     9
Treasure:             Standard
Alignment:            Chaotic Evil
Advancement:          13+ HD (Huge)
Level Adjustment:     ---

Paija is a  terrifying cannibal spirit who hunts the Inuit during winter nights, particularly in horrible blizzards and storms which make it easier to conceal her presence.  She appears as a demonic old crone covered in hair, with one leg emerging from her private parts (the Inuit have some pretty messed up monsters). 

Deadly Gaze (Su): Turn to Stone permanently, 60 ft., DC 23 Saving Throw negates.  Save DC is Charisma based.

Wintery Nature (Ex): Paija takes no penalties to Spot and Search Checks from rain, snow, sleet or fog.   She is also immune to movement penalties due to ice and snow.

Combat: Paija will wait for the most opportune moment to ambush hunters caught astray by wintery weather.  She is an ambush predator who is surprisingly canny for a giantess.

Notes: If using the Spirit Shaman in your campaigns, Paija will most likely count as a spirit.
« Last Edit: April 13, 2014, 11:01:07 PM by bhu »

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Re: Biblical Weirdness
« Reply #89 on: April 13, 2014, 11:12:50 PM »
                   https://en.wikipedia.org/wiki/Yuxa



 Yuxa
                      Medium Dragon
Hit Dice:             7d12+14 (59 hp)
Initiative:           +7
Speed:                30 ft. (6 squares), Climb 30 Ft., Swim 30 Ft.
Armor Class:          16 (+3 Dex, +3 Natural), touch 13, flat-footed 13
Base Attack/Grapple:  +7/+10
Attack:               Bite +11 melee (1d8++2 plus Poison)
Full Attack:          Bite +11 melee (1d8++2 plus Poison)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Poison, Breath Weapon
Special Qualities:    Darkvsivion 60 Ft., Low-light Vision, Dragon traits, Scent, Alternate Form
Saves:                Fort +7, Ref +8, Will +6
Abilities:            Str 17, Dex 17, Con 15, Int 12, Wis 12, Cha 14
Skills:               Balance +11, Bluff +8, Climb +11, Diplomacy +8, Escape Artist +9, Hide +13 , Intimidate +8, Knowledge (Local, Nature) +7, Listen +11, Move Silently +9, Sense Motive +7, Spot +11, Survival +5, Swim +11
Feats:                Improved Initiative, Run, Weapon Focus (Bite)
Environment:          Temperate Forests, Hills or Mountains
Organization:         Solitary
Challenge Rating:     4
Treasure:             Standard
Alignment:            Any
Advancement:          8-10 HD (Medium), 11-21 HD (Large)
Level Adjustment:     ---

Yuxa are 100 year olld snakes that have turned into creatures with a dragon's head,  barbed tail, and from 0 to 2 legs.  Obsessed with creating children, it shapeshifts into a beautiful man or woman and pursues local villagers until it successfully marries one and begats offspring before revealing itself.

Poison (Ex): Injury, DC 15 Fortitude Save (Save DC is Constitution based), Initial and Secondary damage is 1d6 Con.

Breath Weapon (Su):
Once every 1d4 rounds as a Standard Action, the Yuxa may spit fire in a 30 Ft. Cone.  Opponents in this area take 2d10 Fire damage (DC 15 Reflex Save for half damage, Save DC is Constitution based.

Alternate Form (Su): At will, as a Swift Action, the Yuxa may assume any Medium sized Humanoid form.

Skills: Snakes have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A snake can always choose to take 10 on a Climb check, even if rushed or threatened. Snakes use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. A snake has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Combat: Yuxa tend to rely on their fire and poison.
« Last Edit: February 11, 2021, 08:23:31 PM by bhu »

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Re: Biblical Weirdness
« Reply #90 on: April 13, 2014, 11:13:10 PM »
                  http://www.jacquitalbot.com/2012/08/stories-from-my-grandfather-skatene/

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


  Skatene
                      Large Giant
Hit Dice:             6d8+24 (51 hp)
Initiative:           -1
Speed:                40 ft. (8 squares)
Armor Class:          15 (-1 Size, -1 Dex, +7 Natural), touch 8, flat-footed 15
Base Attack/Grapple:  +4/+15
Attack:               Slam +10 melee (1d4+7) or by Weapon +10
Full Attack:          2 Slams +10 melee (1d4+7) or by Weapon +10
Space/Reach:          10 ft./10 ft.
Special Attacks:      Alternate Forms, Decapitate, +2d6 Sneak Attack
Special Qualities:    Low Light Vision, Darkvision 60 ft.
Saves:                Fort +9, Ref +1, Will +4
Abilities:            Str 25, Dex 8, Con 18, Int 12, Wis 14, Cha 15
Skills:               Bluff +10, Diplomacy +10, Hide +0, Intimidate +6, Knowledge (Arcana, Local, Nature) +4, Listen +4, Move Silently +1, Sense Motive +6, Spot +4, Survival +4
Feats:              Negotiator, Persuasive, Power Attack
Environment:          Any Temperate
Organization:         Unique
Challenge Rating:     4
Treasure:             Standard
Alignment:            Chaotic Evil
Advancement:          By Character Class
Level Adjustment:     ---

Skatene or Skate'ne is a cannibalistic monster haunting the Choctaw.  She worms her way into homes by appearing as a tame owl or a harmless old woman, but when the family is asleep she turns into her true form of a giantess and murders the family patriarch by decapitating him and stealing his head.  No one is exactly sure why other than she just seems to be downright evil.

Alternate Forms (Su): Skatene has the Alternate Form Ability, and may choose 3 forms: an old human woman, a Giant Owl or an Owl.

Decapitate (Ex): Skatene can perform a Coup de Grace as a Swift Action.  She uses it to murder sleeping victims.

Sneak Attack This is identical to the Rogue Ability listed on page 50 of the PHB.

Skills: Skatene receives a +4 Competence Bonus on Bluff and Diplomacy Checks.

Combat: Skatene is slow and clumsy and rarely fights opponents.  She prefers to wait until the people whose house she has entered fall asleep and murder them quietly.  Mostly just the family father.  She's less a warrior and more of a serial killer.
« Last Edit: April 26, 2014, 04:20:34 PM by bhu »

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Re: Biblical Weirdness
« Reply #91 on: April 25, 2014, 11:38:24 PM »
http://www.mythicalcreatureslist.com/mythical-creature/Tammatuyuq


                      Tammatuyuq
                      Large Giant
Hit Dice:             6d8+24 (51 hp)
Initiative:           +4
Speed:                40 ft. (8 squares)
Armor Class:          15 (-1 Size, +6 Natural), touch 9, flat-footed 15
Base Attack/Grapple:  +4/+13
Attack:               Slam +8 melee (1d4+5) or by Weapon +8 melee
Full Attack:          2 Slams +8 melee (1d4+5) and 1 Bite +3 melee (1d4+2) or by Weapon +8 melee
Space/Reach:          10 ft./10 ft.
Special Attacks:      Blood Drain, Disguise
Special Qualities:    Low Light Vision, Immunity to Cold
Saves:                Fort +9, Ref +2, Will +3
Abilities:            Str 21, Dex 10, Con 18, Int 14, Wis 13, Cha 14
Skills:               Bluff +11, Diplomacy +11, Hide +0, Intimidate +7, Knowledge (Local, Nature) +5, Listen +4, Move Silently +5, Sense Motive +6, Spot +4, Survival +4
Feats:                Improved Initiative, Negotiator, Persuasive
Environment:          Any Cold
Organization:         Unique
Challenge Rating:     4
Treasure:             Standard
Alignment:            Chaotic Evil
Advancement:          By Character Class
Level Adjustment:     ---

The Tammatuyuq is a particularly vile cannibal giant who assumes human form and offers to babysit or assist nursing mothers.  Once the mother is distracted Tammatuyuq flees with the infant child to her cave, and punctures it's brain with a needle in order to suck up it's blood.  She makes a habit of targeting the Inuit in Canada, and is a scourge to their people.

Blood Drain (Ex): The Tammatuyuq can suck blood from a living victim by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, she gains 5 temporary hit points.

Disguise (Sp): Tammatuyuq can cast Disguise Self at will as a Spell-Like Ability.

Skills: Tammatuyuq gains a +4 Competence Bonus to Bluff and Diplomacy Checks.

Combat: Tammatuyuq rarely initiates combat.  Her standard method of operation is to steal infants or very small children, and perhaps murdering a person or two in their sleep if she is truly desperate for blood.
« Last Edit: April 26, 2014, 04:22:18 PM by bhu »

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Re: Biblical Weirdness
« Reply #92 on: April 26, 2014, 04:17:16 PM »
http://www.indigenouspeople.net/owlwoman.htm

http://www.mythicalcreatureslist.com/mythical-creature/Tah-Tah-Kle-Ah



 Tah-Tah-Kle‘-Ah
                      Large Outsider (Native, Evil)
Hit Dice:             16d8+112 (184 hp)
Initiative:           +4
Speed:                40 ft. (8 squares)
Armor Class:          22 (-1 Large, +13 Natural), touch 9, flat-footed 22
Base Attack/Grapple:  +16/+27
Attack:               Slam +22 melee (1d4+7) or by Weapon +22 melee
Full Attack:          2 Slams +22 melee (1d4+7) or by Weapon +22/+17/+12/+7 melee
Space/Reach:          10 ft./10 ft.
Special Attacks:      Spell-Like Abilities
Special Qualities:    Darkvision 60 ft., SR 27, DR 10/Magic and Good, Survivor, Fast Healing 3, Tongues
Saves:                Fort +19, Ref +12, Will +16
Abilities:            Str 24, Dex 10, Con 24, Int 11, Wis 15, Cha 12
Skills:              Bluff +12, Concentration +17, Diplomacy +12, Disguise +12, Intimidate +12, Knowledge (Arcana, Geography, Local, Nature) +12, Listen +12, Sense Motive +12, Spellcraft +10, Spot +12, Survival +12
Feats:               Improved Initiative, Iron Will, Large and in Charge, Spell-Like Ability Focus (Charm Person, Resinous Tar, Sticky Floor)
Environment:          Temperate Hills and Mountains (possibly any)
Organization:         Solitary or Pair or Family (3-5)
Challenge Rating:     10
Treasure:             Standard
Alignment:            Chaotic Evil
Advancement:          17+ HD (Large)
Level Adjustment:     ---

Depending on which of the myths you read the Tah-Tah-Kle‘-Ah is either a unique hideous witch, or a group of sisters that are holdovers from a previous reality.  Tall cannibalistic hags who live in the mountains, few are left to haunt the Yakama tribes.  Two died when their cave exploded, and another was drowned by a mysterious power who used her eyes to create all the world's owls.  A fourth was tricked into falling off a cliff.  The last seems to be somewhat more difficult than her sisters. 

There are many variations of this myth, several of which refer to her as the Basket Ogress or Pitch Woman, as she carries a basket lined with sticky pitch to kidnap victims.  Tah-Tah-Kle‘-Ah is fond of kidnapping, although she doesn't always eat her victims.  Sometimes she raises boys as her own, or adopts a man to be her husband.  Or tries to anyway.

Spell-Like Abilities (Sp): At will: Beckon Person, Charm Animal, Charm Person, Hide from Animals, Pass Without Trace, Resinous Tar, Speak with Animals, and Sticky Floor. 1/day: Shadow Landscape.

Survivor (Ex): The Tah-Tah-Kle‘-Ah are leftovers from a previous world, and are difficult to kill.  They receive a Profane Bonus on all Saving Throws equal to their Wisdom Bonus.

Tongues (Ex): The Tah-Tah-Kle‘-Ah understand and speak all languages.

Combat: Tah-Tah-Kle‘-Ah tries to charm or trick victims into her basket before carrying them off to her mountain home.  She rarely seems to fight, unless targets are on their own.  Likely she didn't survive the death of one reality by taking too many chances.
« Last Edit: May 02, 2014, 08:56:10 PM by bhu »

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Re: Biblical Weirdness
« Reply #93 on: April 26, 2014, 04:17:40 PM »
http://www.mythicalcreatureslist.com/mythical-creature/Siat


Siat
                      Large Giant
Hit Dice:             8d8+24 (60 hp)
Initiative:           +3
Speed:                40 ft. (8 squares)
Armor Class:          15 (-1 Size, -1 Dex, +7 Natural), touch 8, flat-footed 15
Base Attack/Grapple:  +6/+16
Attack:               Slam +11 melee (1d4+6) or Weapon +11 melee
Full Attack:          2 Slams +11 melee (1d4+6) or Weapon +11 melee
Space/Reach:          10 ft./10 ft.
Special Attacks:      Poison, Improved Grab
Special Qualities:    Low Light Vision, DR 15/Obsidian, Energy Resistance 15 (Acid, Cold, Electricity, Fire, and Sonic), Fast Healing 3
Saves:                Fort +9, Ref +1, Will +5
Abilities:            Str 23, Dex 8, Con 16, Int 14, Wis 14, Cha 14
Skills:              Bluff +10, Climb +10, Diplomacy +8, Jump +10, Intimidate +8, Knowledge (Geography, Nature) +6, Listen +6, Spot +6, Survival +6
Feats:                Improved Initiative, Multigrab, Persuasive
Environment:          Warm Desert or Mountains
Organization:         Solitary, Pair, Family (3-6)
Challenge Rating:     5
Treasure:             Standard
Alignment:            Chaotic Evil
Advancement:          By Character Class
Level Adjustment:     ---

The Siat (females are called Bapet) are typical of cannibalistic Giants in Native American lore.  The male Siat like to kidnap and eat children, while the female Bapet like to poison them via nursing or seduce and murder the occasional male.  The females are universally described as large of bosom, possibly unintentionally saying that men are willing to overlook obvious dangers for prurient reasons.  Cause goodness knows I can't think of another implication for otherwise intelligent people saying "You know that twelve foot cannibal monster looks kind of hot for a cannibal monster."  Alas for most hunters they are all but invulnerable to anything but arrows tipped with obsidian.

Poison (Ex): Bapet breast milk is toxic enough to kill at least human infants.  Ingested, Fortitude DC 17 (Save DC is Con Based), Initial and Secondary Damage 1d4 Strength.

Improved Grab (Ex):  To use this ability, the Siat must hit with a Slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold.

Skills:  Bapet have a +4 Racial Bonus on Bluff and Diplomacy Checks.

Combat: Siat generally walk right up and carry off kids.  Being difficult to hurt, much less kill, makes them overconfident.  Bapet apparently take more sadistic joy in playing with their victims.
« Last Edit: May 03, 2014, 07:20:46 PM by bhu »

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Re: Biblical Weirdness
« Reply #94 on: May 02, 2014, 09:10:57 PM »
            http://www.mythicalcreatureslist.com/mythical-creature/Kiwahkw

http://www.native-languages.org/giwakwa.htm

http://www.sacred-texts.com/nam/ne/al/al50.htm


Among the Maliseet-Passamaquoddy are individuals known as Matewalan ('witch' would be a generic translation).    Most were born witches or received their powers through dreams, but some were trained later in life.  While they were capable of great mischief and often fought amongst each other, killing one was a bad thing.  The corpses of the Matewalan did not rot, and would eat anything passing by.  Once one had eaten at least three people it became a Kiwahkw, a cannibalistic Ice Giant similar to the Chenoo.  It is said that the bigger the Kiwahkw's heart of ice, the more powerful it was, with women being more powerful than men.  They appear tall, and emaciated with long fangs and claws.  Their lips are rotted and missing as if they had been chewed off.  Women who become Kiwahkw are said to be far more powerful than men, but it also says the larger the humanoid chunk of ice that serves them for a heart, the more powerful they are.  In general I would simulate this by saying females who are given the Template should be, on average, a higher level caster than the men.

Kiwakhw

Kiwakhw is an Acquired Template that can be applied to any Humanoid with levels in a casting class.

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

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

Speed: Base Land speed increases by +30 ft.

Armor Class: Natural Armor Bonus increases by x (x is equal to the Base Creature's Caster Level).

Attacks: If it has no Natural attacks the Kiwakhw gains 2 Primary Claw attacks and a Secondary Bite attack.

Damage: The Kiwakhw's claws do 1d6 plus Str Bonus, and it's Bite does 1d6 plus 1/2 Str Bonus (1d8 if Large, 2d6 if Huge, 3d6 if Gargantuan).

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

Giantism (Su): The Kiwakhw can become any size from Medium to Gargantuan once per turn as a Free Action. It's stats remain the same. The only thing that changes is it's carrying capacity, size modifier to AC and Attacks, space/reach, and Size modifier to hide/grapple/etc. See page 314 of he Monster Manual.

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

Frightful Presence (Su): Whenever the Kiwakhw attacks, charges, or shrieks it's opponents must make a Willpower Save if they are within 30' and have less Hit Dice than the Kiwakhw. If the save is successful they are immune to that Kiwakhw's Frightful Presence for 24 hours. On a failure creatures with 4 HD or less are panicked for 4d6 rounds, and if they have 5 or more Hit Dice they are Shaken for 4d6 rounds. Kiwakhw are immune to each others Frightful presence.  Save DC is Charisma Based.

War Shriek (Su): Once every 2d4 rounds the Kiwakhw can unleash a shriek potentially killing all who hear it.  Effectively it casts Wail of the Banshee as a Supernatural effect.

Sticky (Ex): In Summer the Kiwahkw rubs itself all over with Fir balsam, and rolls in leaves and such to camouflage itself.  This is a 1 Minute Action that allows Kiwakhw to use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.  It also gives it a +4 Circumstance Bonus to Grapple Checks.  The Grapple Bonus lasts for 1 hour, and the Camouflage for a full day.

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

Regrowth (Su): The Kiwakhw has Regeneration X (where X is equal to half it's Caster Level, rounded down).  To be truly destroyed it must be killed with Fire or Acid or be cut into very small pieces (take slashing damage equal to it's maximum hit points times four).

Untiring (Ex): Kiwakhw do not tire and are immune to exhaustion, fatigue, and sleep effects.

Enhanced Senses (Su): Kiwakhw have a +10 Racial bonus on Listen, Search, and Spot checks.

Cure: There are various stories about how to cure a Kiwahkw.  In some cases feeding it salt will melt it's heart of ice, or it can be tricked into vomiting the heart of ice up by eating medicine.  Putting a Kiwahkw in a sweat lodge for a prolonged period of time will make it cough up the heart of ice as well, though obviously it will likely be undergoing this process willingly.

Saves: Unchanged but may need to be recalculated due to changes in Ability scores.

Abilities: Strength and Constitution increase by an amount equal to one and a half times your Caster Level.  Charisma increases by an amount equal to 75% of your Caster Level.

Skills: Unchanged.

Feats: Unchanged.

Environment: Cold or Temperate Forests

Organization: Solitary

Challenge Rating: +x, where X is equal to half your Caster Level.

Treasure: Unchanged.

Alignment: Chaotic Evil

Advancement: Unchanged.

Level Adjustment: LA adjustment is equal to one and a half times the CR adjustment.
« Last Edit: July 15, 2014, 12:07:44 AM by bhu »

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Re: Biblical Weirdness
« Reply #95 on: May 02, 2014, 09:11:25 PM »
               http://www.inuitmyths.com/inupasugjuk.htm

http://www.papertigers.org/wordpress/tag/inuit-culture-in-childrens-books/

http://www.nunatsiaqonline.ca/archives/030425/news/editorial/columns.html
http://www.nunatsiaqonline.ca/stories/article/nunani_the_likeness_of_a_big_person_part_four/

http://www.qia.ca/i18n/english/pdf/Pivut-1_ENG.pdf




Inupasugjuk also called Inukpasugjuit
                      Colossal Giant (Cold)
Hit Dice:             100d10+1500 (2050 hp)
Initiative:           +3
Speed:                60 ft. (12 squares)
Armor Class:          56 (-8 Size, -1 Dex, +55 Natural), touch 1, flat-footed 56
Base Attack/Grapple:  +75/+119
Attack:               Slam +96 melee (2d8+42/19-20) or by Weapon +95 or Rock Throwing +96 Ranged (3d8+42)
Full Attack:          2 Slams +96 melee (2d8+42/19-20) or by Weapon +95/+90/+85/+80 or Rock Throwing +96 Ranged (3d8+42)
Space/Reach:          40 ft./40 ft.
Special Attacks:      Improved Grapple, Trample, Swallow Whole, Rock Throwing, Angakkuq, Frightful Presence, Constrict, Huge Size, Swat
Special Qualities:    Low Light Vision, Rock Catching, DR 25/Epic, SR 48, Handle Monster, Subtype, Adoption
Saves:                Fort +73, Ref +32, Will +38
Abilities:            Str 66, Dex 8, Con 40, Int 10, Wis 8, Cha 34   +28
Skills:               Climb +40, Craft (any 3) +12, Handle Animal +24, Heal +1, Intimidate +35, Jump +40, Knowledge (Geography, History, Local, Nature) +12, Listen +11, Search +12, Spot +11, Survival +13, Swim +40
Feats:                Altitude Adaptation, Awesome Blow, Cleave, Devastating Critical (Slam and 1 other), Diehard, Dire Charge, Endurance, Epic Endurance, Epic Fortitude, Epic Will, Fling Ally, Fling Enemy, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (Slam and 1 other), Improved Initiative, Iron Will, Mountain Warrior, Multigrab, Overwhelming Critical (Slam and 1 other), Penetrate Damage Reduction (Adamantine), Perfect Health, Power Attack, Power Critical (Slam and 1 other), Self-Sufficient, Stamp, Track, Weapon Focus (Slam and 1 other), Earth's Embrace (B)
Environment:          Any Cold
Organization:         Solitary, Pair, or Family (2 adults and 1d4 children)
Challenge Rating:     
Treasure:             Standard
Alignment:            Neutral, with equal likelihoods of being Good or Evil.
Advancement:          101+ HD (Colossal)
Level Adjustment:     ---

The Inukpasugjuit are the 'greater giants of Inuit myth (the lesser giants being referred to as the Inugaruligasugjuit).  At their smallest they are described as having fingers "the size of walruses" and to be able to fish for whales.  At their largest their footprints become lakes, their hair brushes the clouds, and they can swallow whales whole.  The Inukpasugjuit keep well to themselves, and little is known of them.  Overall they appear to be fairly Neutral, with minorities among their population who could be considered Good or Evil.  Whatever their Alignment they appeared to be highly territorial, and the meeting of two of their kind was always likely to end in battle unless they were family members who liked one another well.

The Inuit are very cautious and fearful of them.  After all their names translation implies they are not simply giant people, but monstrous beings who only resemble people (right down to using clothes and weapons similar to the Inuit).  The Inukpasugjuit are often associated with the rocks and water (and sometimes the cold as well), and some stories paint them less as giant men and more as spirits of the land with access to vast supernatural power (particularly the ability to affect the water and weather).  Some adopt or treat humans well, some keep them as pets (or husbands), and some think of them as snacks like berries or nuts. 

Improved Grapple (Ex): An Inukpasugjuit can make Grapple Checks without provoking an Attack of Opportunity.

Trample (Ex): Reflex Save DC 88 for half damage, Save DC is Str based.  In addition if the Save is failed and the creature is at least 3 Size Categories smaller than the Inukpasugjuit it is considered Pinned in a Grapple.

Swallow Whole (Ex): An Inukpasugjuit can try to swallow a grabbed opponent two Size Categories smaller than itself by making a successful grapple check. Once inside, the opponent takes 2d8+18 points of crushing damage plus 2d8+16 points of acid damage per round from his digestive juices. A swallowed creature can cut its way out by dealing 50 points of damage to the giant's digestive tract (AC xx). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The Inukpasugjuit gullet can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures.

Rock Throwing (Ex): The range increment is 240 feet for an Inukpasugjuit’s thrown rocks (see Monster Manual under Giant).

Angakkuq: An Inukpasugjuit who has an Int of 15 or higher may cast spells as a Druid whose Caster Level is equal to his Hit Dice (meaning in the case of the average Inukpasugjiut with this ability, that he is a 100th Level caster).  Unlike normal the Angakkuq uses Charisma instead of Wisdom as his primary casting stat. 

Frightful Presence (Ex): The Inukpasugjuit can inspire terror by charging or attacking. All creatures within 360' must succeed on a DC 72 Will save or become Panicked for 4d6 rounds. The save DC is Charisma-based.  A successful Save means the opponent is immune to that Inukpasugjuit's Frightful Presence for 24 hours. 

Constrict (Ex): On a successful grapple check, an Inukpasugjuit deals 4d8+50 points of damage.

Huge Size (Ex): Due to their impossible vastness an Inukpasugjuit adds it's Size Penalty as a Bonus to damage rolls (i.e. being a Colossal being it has a -8 Size Penalty to AC, therefore it adds +8 to damage rolls).

Swat (Ex): If the Inukpasugjuit hits a flying creature it's opponent must make a DC 88 Fortitude Save (Save DC is Str based) or fall from the sky taking appropriate falling damage (see DMG).

Rock Catching (Ex): An Inukpasugjuit gains a +4 racial bonus on its Reflex save when attempting to catch a thrown rock (see Monster Manual under Giant).

Handle Monster (Ex): The Inukpasugjuit raise gigantic wolves in much the same way Inuit raise dogs, and train them to aid in hunting things like even more gigantic Polar Bears.  As such they may use Handle Animal against Magical Beasts with a 1-2 Int as well as Animals without the usual penalty.

Subtype: While all Inukpasugjuit have the Cold Subtype, some have magical powers granting them additional Subtypes.  They may choose the Air, Earth or Water Subtype as well, and if they do, spells they cast with that descriptor have their Saving Throw DC increased by +2.

Adoption (Su): If an Inukpasugjuit formally adopts a human being as their family, they will take them away from humankind to live out in the freezing wastes.  If the human remains away from humankind over a season, he will gain the Adopted Template.

Combat: The Inukpasugjuit seem to prefer wrestling and unarmed combat amongst themselves.  Weapons are mostly used for hunting or for serious fights.


Known Inupasugjuk

Inupaksuksuk A giant large enough to catch whales in one hand, who adopted a human as his son.  Exposure to him caused his human son to grow larger than a man, and age slowly.  His son also became immune to cold and exposure to the elements.

Inuarulligasuksuk Evil, sharp toothed giant larger than Inupaksuksuk.  Likes to at giant char fish and men.  Known for his terrifying rage when angered. 

Nuvuja Voluptuous wife of Inuarulligasuksuk, and a berserk as well.

Narssuk Orphaned son of Nuvuja, who became a powerful tuurngak, and ascended into the sky as the ruler of winter storms and wind.

Inukpasarjuk Female giant who straddles fjords while fishing for bowhead whales.  Known for standing motionless for hours, incredible focus, and swallowing smaller whales whole.  Married a human husband who assisted her in hunting truly gigantic polar bears, which she killed with boulders.

Kayarissat A race of giants who paddles their Kayaks across the frozen seas.  They are skilled in magic, particularly influencing the weather.

Inuipassaksaq Giant whose family was murdered by the Tunnit, and who flooded the land in revenge.

Ahungahunaqa Giant known for juggling boulders. 

Anurirjuaq The northern Anurirjaq are cruel and fierce men who bring the winter winds  By contrast their southern female counterparts bring the spring and summer. 


Adopted

Adopted is an Acquired Template that can be applied to any Human who has spent sufficient time alone in the company of a Inukpasugjuit.

Size and Type: Size becomes Large, and Type becomes Giant with the Cold Subtype.

Hit Dice: If the Base Creature is not at least 8 Hit Dice, it gains Giant Hit Dice until it reaches 8 HD.

Speed: Base Land speed increases to 40 ft.

Armor Class: Natural Armor Bonus increases to +6.

Attacks: If the Base Creature has no Slam Attack, it gains one (2 Slam Attacks with a Full Attack).

Damage: The Adopted gains a Primary Slam Attack doing 1d4 plus Str Modifier.

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

Special Qualities: Retains all Special Qualities of the Base Creature, and gains Low-Light Vision.

Saves: May need to be recalculated due to HD possible increase and Ability changes.

Abilities: +8 Str, +4 Con, -2 Dex.

Skills: Unchanged unless HD increases.  Class Skills for Giant Levels gained (if any) are Climb, Hide, Listen, Move Silently, Spot, Survival, and Swim.

Feats: Gains Diehard and Endurance as Bonus Feats (may also gain Feats from possible HD increase).

Environment: Any Cold or Temperate.

Organization: Usually Solitary (plus one or more Giants)

Challenge Rating: +0

Treasure: Unchanged.

Alignment: Unchanged, but most lean towards Neutrality.

Advancement: Unchanged.

Level Adjustment: +1


« Last Edit: July 11, 2015, 04:52:11 PM by bhu »

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Re: Biblical Weirdness
« Reply #96 on: May 15, 2014, 02:58:16 AM »

    http://www.geocities.com/z_mythica/c.../c/chenoo.html

    http://www.sacred-texts.com/nam/ne/al/al50.htm

    http://www.firstpeople.us/FP-Html-Le...oo-Micmac.html

    http://www.firstpeople.us/FP-Html-Le...amaquoddy.html

    http://www.storiestogrowby.com/stori..._american.html


    Chenoo (dumb stone giant version)
    Huge Giant (Earth)
    Hit Dice: 20d8+120 (210 hp)
    Initiative: -1
    Speed: 30 ft. (6 squares)
    Armor Class: 22 (-2 Size, -1 Dex, +15 Natural), touch 7, flat-footed 22
    Base Attack/Grapple: +15/+37
    Attack: Slam +27 melee (1d6+14) or Tree Club +27 melee (4d6+21) or Rock +27 ranged (2d6+14)
    Full Attack: 2 Slams +27 melee (1d6+14) or Tree Club +27/+22/+17 melee (4d6+21) or Rock +27 ranged (2d6+14)
    Space/Reach: 15 ft./15 ft.
    Special Attacks: Rock Throwing
    Special Qualities: Low Light Vision, Freeze, Rock Catching
    Saves: Fort +18, Ref +5, Will +6
    Abilities: Str 39, Dex 8, Con 23, Int 6, Wis 11, Cha 11
    Skills: Climb +21, Craft (any one) +4, Hide -2 (+6 in rocks), Intimidate +7, Jump +21, Listen +7, Spot +7
    Feats: Awesome Blow, Brutal Throw, Improved Bull Rush, Improved Overrun, Improved Sunder, Power Attack, Power Throw
    Environment: Any (usually rocky temperate regions)
    Organization: Solitary, Pair, or Group (3-6)
    Challenge Rating: 12
    Treasure: None
    Alignment: Neutral
    Advancement: By Character Class
    Level Adjustment: ---

    Skills: The Chenoo have a +8 Racial Bonus to Hide checks in rocky areas.

    Freeze (Ex): The Chenoo can freeze itself and remain still almost indefinitely. Opponents must make a DC 20 spot check to think the Chenoo isn't a statue or rock formation.

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

    Combat: Chenoo are usually shy and avoid combat. If it becomes necessary they will throw rocks and uproot trees to use as clubs. Tactics are generally lacking, as they tend to be not too bright. The tree club is considered a reach weapon.


    Chenoo (Heart of Ice version)
    Medium Monstrous Humanoid (Cold)
    Hit Dice: 20d8+300 (390 hp)
    Initiative: +1
    Speed: 60 ft. (12 squares)
    Armor Class: 30 (+1 Dex, +19 Natural ), touch 11, flat-footed 29
    Base Attack/Grapple: +20/+35
    Attack: Slam +36 melee (1d3+16) or Tree Club +36 melee (4d6+24) or Rock +36 ranged (2d6+16)
    Full Attack: 2 Slams +36 melee (1d3+16) or Tree Club +36 melee (4d6+24) or Rock +36 ranged (2d6+16)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Giantism, Rock Throwing, Spells, War Shriek, Frightful Presence
    Special Qualities: Dark Vision 60', Rock Catching, Regeneration 5, Regrowth, Untiring, Enhanced Senses, Low Light Vision
    Saves: Fort +21, Ref +13, Will +19
    Abilities: Str 43, Dex 12, Con 40, Int 10, Wis 10, Cha 24
    Skills: Balance +5, Climb +20, Hide +5, Intimidate +13, Jump +20, Knowledge (Nature) +4, Listen +14, Move Silently +5, Search +10, Spot +14, Survival +4, Swim +20
    Feats: Awesome Blow, Brutal Throw, Improved Bull Rush, Improved Overrun, Improved Sunder, Power Attack, Power Throw
    Environment: Any Cold
    Organization: Solitary
    Challenge Rating:
    Treasure: Standard
    Alignment: Usually Chaotic Evil
    Advancement: By Character Class (usually Druid or Shaman)
    Level Adjustment: ---

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

    Giantism (Su): The Chenoo can become any size from Medium to Gargantuan once per turn as a Free Action. It's stats remain the same. The only thing that changes is it's carrying capacity, size modifier to AC and Attacks, space/reach, and Size modifier to hide/grapple/etc. See page 314 of he Monster Manual.

    Frightful Presence (Su): Whenever the Chenoo attacks, charges, or shrieks it's opponents must make a DC 27 Willpower Save if they are within 30' and have less Hit Dice than the Chenoo. If the save is successful they are immune to that Chenoo's Firghtful Presence for 24 hours. On a failure creatures with 4 HD or less are panicked for 4d6 rounds, and if they have 5 or more Hit Dice they are Shaken for 4d6 rounds. Chenoo are immune to each others Frightful presence.

    Spells: Chenoo may cast Spells as a Druid of half their Hit Dice (i.e. 10th level for hte given example).

    War Shriek (Su): Once every d4 rounds the Chenoo can unleash a shriek potentially killing all who hear it. Any being within 60' of the Chenoo is affected as if by a Finger of Death spell. Fortitude Save DC 27. Save DC is Charisma based.

    Regrowth (Su): To kill a Chenoo it must be completely destroyed by Fire or Acid. If cut into pieces each piece will eventually become a Chenoo. In 1 week each piece will be 1 Hit Dice, and it will gain 1 Hit Die per week until it's at full strength.

    Untiring (Ex): Chenoo do not tire and are immune to exhaustion, fatigue, and sleep effects.

    Enhanced Senses (Su): Chenoo have a +10 Racial bonus on Listen, Search, and Spot checks.

    Note: Female Chenoo are more powerful than males, and have advanced hit dice.
« Last Edit: February 20, 2021, 06:17:22 PM by bhu »

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Re: Biblical Weirdness
« Reply #97 on: July 08, 2014, 03:31:54 AM »
http://www.mythicalcreatureslist.com/mythical-creature/Jokao
http://web.raex.com/~obsidian/HaudPan.html
http://www.sacred-texts.com/nam/iro/sim/sim92.htm
http://www.native-languages.org/stonecoat.htm

The Stonecoats
                      Huge Giant (Earth, Cold, Evil)
Hit Dice:             20d8+120 (210 hp)
Initiative:           +3
Speed:                30 ft. (6 squares)
Armor Class:          22 (-2 Size, -1 Dex, +15 Natural), touch 7, flat-footed 22
Base Attack/Grapple:  +15/+33
Attack:               Slam +23 melee (1d8+10) or by weapon +23
Full Attack:          2 Slams +23 melee (1d8+10) or by weapon +23/+17/+11
Space/Reach:          15 ft./15 ft.
Special Attacks:      Bless Weapon, Uproot, Frightful Presence
Special Qualities:    Low Light Vision, Cure, DR 15/-, Rock Catching, Luck, Hold Breath
Saves:                Fort +18, Ref +5, Will +7
Abilities:            Str 30, Dex 8, Con 23, Int 8, Wis 8, Cha 18
Skills:             Climb +12, Intimidate +9, Knowledge (Arcana, Nature) +2, Listen +2, Spot +2, Survival +1
Feats:                Awesome Blow, Improved Bull Rush, Improved Initiative, Iron Will, Large and in Charge, Power Attack, Track
Environment:          Temperate Forests, Hills and Mountains
Organization:         Solitary, Pair or Group (3-6)
Challenge Rating:     11
Treasure:             None
Alignment:            Neutral Evil or Neutral
Advancement:          By Character Class
Level Adjustment:     ---

The Stonecoats (also called the Jokao) are similar to the Chenoo, but their origin varies greatly.  In some stories they were a tribe that became monsters after descending into cannibalism during a bad winter.  In some stories there is only one Stonecoat.  And in some they are a race of spirits associated with winter created by Tawiskaron.  Whatever the origin, they are giants twice as tall as a man covered in stony scales.  They eat humans, and are greatly feared by them as most weapons will not pierce their hide.  Some regret what they have done, and will ask hunters to prepare for them a mixture of melted deer fat in hopes of becoming human once again.

Bless Weapon (Su): Stonecoats are unaware they possess this power, and it's use varies widely in the tales.  In some cases the Stonecoat must taste it, and in others touch it.  In some stories it must be flint, in others it can be any weapon.  In either case as a Standard Action, a stonecoat can give a single weapon they touch their blessing. They will not do this willingly even if they discover they can, for it creates one of the few weapons capable of destroying them.  Indeed, the power only seems to work if the Stonecoat is completely unaware of what it is doing, meaning it can't be forced into creating one, and making it unlikely it will ever create a second once it does know.  A blessed weapon deals untyped damage, allowing it to overcome damage reduction, and if it deals slashing damage, it also gains the Keen property )see DMG). This effect is permanent.

Uproot (Ex): If necessary the Stonecoat can uproot a tree as a Full Round Action.  It must make a Str Check whose DC depends on the size of the tree: 20 for Medium, 25 for Large, 30 for Huge.  They may wield these trees as clubs, with damage varying based on size: Medium is 2d6 plus Str (one handed), Large is 3d6 plus Str (one handed), Huge is 4d6 plus one and a half times Str (two handed).  They may also throw theses trees, with a Range Increment of 30'.

Frightful Presence (Ex): Whenever the Stonecoat attacks, or charges, it's opponents must make a DC 24 Willpower Save if they are within 30' and have less Hit Dice than the Stonecoat. If the save is successful they are immune to that Stonecoats Frightful Presence for 24 hours. On a failure creatures with 4 HD or less are panicked for 4d6 rounds, and if they have 5 or more Hit Dice they are Shaken for 4d6 rounds. Stonecoats are immune to each others Frightful presence.

Cure: In some stories a Stonecoat who drinks a cup of hot, melted deer fat sheds his stony exterior to become human again.  Effectively it returns to whatever it was before it became a Stonecoat, as it's stone armor quickly melts away revealing the human beneath.

Rock Catching (Ex): A Stonecoat gains a +4 racial bonus on its Reflex save when attempting to catch a thrown rock (see Monster Manual under Giant).

Luck (Su): Hunters who have a Stonecoat traveling with them experience great luck, and have magnificent hauls.  When taking the Aid Another Action as part of a Skill Check or Combat, the Stonecoat provides a +8 Bonus instead of a +2.  Stonecoats often increase the luck of hunters or those they travel with.

Hold Breath (Ex): A Stonecoat can hold its breath for a number of rounds equal to 8 × its Constitution score before it risks drowning.

Combat: Given the difficulty required in injuring them, Stonecoats are not tactical geniuses.  They may or may not uproot a tree when attacking.  More than likely they jut wade in and begin beating you about the head with their fists.
« Last Edit: September 12, 2014, 10:12:06 PM by bhu »

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Re: Biblical Weirdness
« Reply #98 on: August 28, 2014, 06:42:23 PM »
Editors Note: This Monster class does not include the Aklajuk, the Amautalik, the Paijaat, Pinguup Inungit, Qungnirjuaq, and Tuurnngaq as they are beyond the scope of it's power (and some technically aren't giants).  Also, this isi not meant to be a playable Class.  This is a template for making a diverse species of Giants.

Inugaruligasugjuit    

Class Skills
 The Inugaruligasugjuit's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (any) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str). 
Skills Per Day at 1st Level : (4 + int)x4
Skills Points at Each  Level : 4 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +2     +0     +0    Giant Body, Ambush, +1d6, Frostfell Awareness +2
2. +1    +3     +0     +0    Giant Heritage, Cold Endurance
3. +2    +3     +1     +1    Ambush (50 ft.), Fast Movement (+10 ft.)
4. +3    +4     +1     +1    Growth, Bonus Feat
5. +3    +4     +1     +1    Ambush, +2d6, Climb Speed
6. +4    +5     +2     +2    Flawless Stride
7. +5    +5     +2     +2    Ambush (70 ft.)
8. +6    +6     +2     +2    Bonus Feat, Camouflage
9. +6    +6     +3     +3    Ambush, +3d6
10.+7    +7     +3     +3    Improved Cold Endurance, Frostfell Awareness +4
11.+8    +7     +3     +3    Ambush (90 ft.), Fast Movement (+10 ft.), Giant Heritage
12.+9    +8     +4     +4    Bonus Feat
13.+9    +8     +4     +4    Ambush, +4d6
14.+10   +9     +4     +4    Improved Grab
15.+11   +9     +5     +5    Ambush (110 ft.)
16.+12   +10    +5     +5    Growth, Bonus Feat
17.+12   +10    +5     +5    Ambush, +5d6
18.+13   +11    +6     +6    Trample
19.+14   +11    +6     +6    Ambush (150 ft.)
20.+15   +12    +6     +6    Bonus Feat, Giant Heritage, Immune to Cold Damage

Weapon Proficiencies: Inugaruligasugjuit are proficient with all Simple Weapons, as well as the Bolas, Handaxe, Harpoon (see Frostburn), Iuak (see Frostburn), Shortbow, and Ulu.

Giant Body: The Inugaruligasugjuit loses all other racial bonuses, and gains Giant traits (Mainly low light vision), a base speed of 30 feet, two natural slam attacks doing 1d3+Str each, and is Medium Size.  Lastly, they gain natural armor equal to his Con bonus.

Ambush (Ex): In any round in which the Inugaruligasugjuit makes an attack against an opponent who is Flat-Footed or unaware of his presence he does +1d6 damage. He also gets this bonus to ranged attacks performed on any round in which he does not move. This extra damage increases by 1d6 for every four levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level).

The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Inugaruligasugjuit can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.

At 3rd level, the applicable range for your Ambush attack increases by +20'. This bonus improves by and additional 20' for every four levels gained above 3rd (+40' at 7th, +60' at 11th, +80' at 15th, and +120' at 19th level).

An Inugaruligasugjuit loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.

Frostfell Awareness (Ex): An Inugaruligasugjuit trains extensively on how to notice signs of danger in the frostfell (see Frostburn), and is quite adept at spotting ambushes and similar danger. Starting at 1st level, as long as he is in the frostfell, he gains a +2 competence bonus on all Initiative, Listen, and Spot checks. This bonus increases to +4 at 10th level.

Cold Endurance: At 2nd Level you gain Cold Endurance as a Bonus Feat.

Giant Heritage:  At Levels 2, 11 and 20 the Inugaruligasugjuit gains one of the following abilities:

Ability Score Increase: One of the Inugaruligasugjuit's Ability Scores improves by +2.  This can be taken multiple times.

Darkvision: The Inugaruligasugjuit gains 60 foot Darkvision.

Diver (Ex); (Prerequisite 11th Level) The Inugaruligasugjuit gains a Swim Speed equal to half it's Land speed and can hold it's breath for a number of rounds equal to 8 × its Constitution score before it risks drowning.

Fog (Sp): You may cast Obscuring Mist at will as a Spell-Like Ability.

Frightful Presence (Ex): (Prerequisite 11th Level) An Inugaruligasugjuit can unsettle foes with its mere presence. The ability takes effect automatically whenever the Inugaruligasugjuit attacks or charges. Creatures within a radius of 30 feet are subject to the effect if they have fewer HD than the Inugaruligasugjuit. A potentially affected creature that succeeds on a Will save (DC 10 + ½ Inugaruligasugjuit’s HD + Inugaruligasugjuit’s Cha modifier) remains immune to that Inugaruligasugjuit’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 1d6 rounds and those with 5 or more HD become shaken for 2d6 rounds. Inugaruligasugjuit ignore the frightful presence of other Inugaruligasugjuit.

Glutton (Ex):: (Prerequisite 20th Level)  An Inugaruligasugjuit can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d8 plus Str modifer points of bludgeoning damage and (Str modifier, double that if the Giant is Gargantuan) points of acid damage per round from the Inugaruligasugjuit’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 (35 if the Giant is Gargantuan) points of damage to the gizzard (AC 10 plus half the Giant's Natural Armor Bonus to AC). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

An Inugaruligasugjuit’s gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.  Once it becomes Gargantuan it's gizzard can hold 2 Large, 8 Medium, 32 Small, or 128 Tiny or smaller opponents.

Natural Weapons: The Inugaruligasugjuit gains a Primary Natural Claw attack doing 1d4 plus it's Str Modifier, and a Secondary Natural Bite Attack doing 1d3 plus half it's Str modifier in damage.  It gains 2 Claws and 1 Bite with a Full Attack.  Damage increases with size.  At Large the Claws do 1d6, and the Bite does 1d4.  At Huge the Claws do 1d8, and the Bite does 1d6.  At Gargantuan the Claws do 2d6, and the Bite does 1d8.

Pounce (Ex): (Prerequisite 11th Level) When an Inugaruligasugjuit with this special attack makes a charge, it can follow with a full attack.

Powerful Build (Ex): The physical stature of an Inugaruligasugjuit lets them function in many ways as if they were one size category larger.  Whenever an Inugaruligasugjuit is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Inugaruligasugjuit is treated as one size larger if doing so is advantageous to him.

An Inugaruligasugjuitt is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. An Inugaruligasugjuit can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

Powerful Charge (Ex): (Prerequisite 11th Level) The Inugaruligasugjuit does double it's Slam or melee weapon damage, plus double it'd Str modifier with a successful Charge attack.

Rage (Ex): The Inugaruligasugjuit can Rage 1/Day.  This is identical to the Barbarian's Class Ability listed in the PHB.

Scent (Ex): The Inugaruligasugjuit gains the Scent ability listed in the Monster Manual.

Sprint (Ex): (Prerequisite 11th Level) Once per hour, an Inugaruligasugjuit can move six times its normal speed when it makes a charge

Tough Hide: The Inugaruligasugjuit's Natural Armor Bonus to AC increases by an amount that depends on you Size at the time this is chosen: Large or smaller +2, Huge or bigger +4.

Untiring (Ex): You do not tire and are immune to exhaustion and fatigue effects.

Fast Movement (Ex): Starting at 3rd level, an Inugaruligasugjuit gains a +10 foot enhancement bonus to her base land speed. At 11th level, this bonus increases to +20 feet. See the monk class feature, page 41 of the Player's Handbook.

An Inugaruligasugjuit loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Growth: Beginning at 4th Level the Inugaruligasugjuit's Size increases to Large, granting it +8 Str, -2 Dex, +4 Con, and improving it's Natural Armor Bonus to AC by +2. Additionally, it's Slam damage increases to 1d4 plus Str modifier.  Beginning at 16th Level the Inugaruligasugjuit's Size increases to Huge, granting it an additional +8 Str, -2 Dex, +4 Con, and improving it's Natural Armor Bonus to AC by +1. Additionally, it's Slam damage increases to 1d6 plus Str modifier.

Bonus Feat: At 4th level and every four levels thereafter (8th, 12th, 16th, and 20th level), an Inugaruligasugjuit gains a bonus feat, which must be selected from the list of Fighter Feats or from the following list: Alertness, Altitude Adaptation (Frostburn), Awesome Blow (Monster Manual), Crush (Savage Species), Endurance, Greater Mighty Roar (Savage Species) Great Fortitude, Improved Scent (Savage Species), Iron Will, Large and in Charge (Draconomicon), Mighty Roar (Savage Species), Quick Reconnoiter(Complete Adventurer), Stamp (Savage Species) or Track.

Climb Speed (Ex): At 5th Level you gain a Climb speed equal to half your land speed.

Flawless Stride (Ex): Starting at 6th level, an Inugaruligasugjuit can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at her normal speed and without taking damage or suffering any other impairment.

This ability does not let her move more quickly through terrain that requires a Swim check to navigate (but it does with Climb), nor can she move more quickly through terrain or undergrowth that has been magically manipulated to impede motion.

An Inugaruligasugjuit loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Camouflage (Ex): Beginning at 8th level, an Inugaruligasugjuit can use the Hide skill in any sort of natural terrain. See the ranger class feature, page 48 of the Player's Handbook. She loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Improved Cold Endurance: At 10th Level you gain Improved Cold Endurance as a Bonus Feat.

Improved Grab (Ex): At 14th Level  an Inugaruligasugjuit must hit with a Slam attack to use this ability.  It can then attempt to start a grapple as a free action without provoking attacks of opportunity.

Trample (Ex): As a full-round action, an Inugaruligasugjuit can move up to twice its speed and literally run over any smaller creatures. This attack deals damage equal to it's Slam attack plus one and a half times it's Str modifiier. Trampled opponents can make attacks of opportunity against the Inugaruligasugjuit at a–4  penalty.  If they do not make attacks of opportunity,  trampled opponents can attempt a  Reflex save for half damage. The save DC is Strength-based.

Immunity: At 20th Level the Inugaruligasugjuit becomes immune to Cold Damage


EPIC INUUGARULIGASUGJUIT

Hit Die: d8
Skills Points at Each  Level : 4+ int
Ambush The Epic Inugaruligasugjuit gains +1d6 Ambush at every odd numbered Level.
Growth The Epic Inugaruligasugjuit's Size increases to Gargantuan at 28th Level, granting it an additional +8 Str, +4 Con, and improving it's Natural Armor Bonus to AC by +1. Additionally, it's Slam damage increases to 1d8 plus Str modifier.
Bonus Feats: The Epic Inugaruligasugjuit gains a Bonus Feat every 4 levels higher than 20th

Along with the Inupasugjuk, the Inuit fear a host of lesser giants called the Inugaruligasugjuit.  While much smaller than the Inupasugjuk, they are almost (but not completely) universally cannibalistic and evil.  Known Inugaruligasugjuit Include the following:

Awapazugrook Giant cannibalistic hunter who haunted the Bering Strait until the Inuit conspired to starve him to death.  Probably of Huge Size at most.

Suungujuq Boastful tyrant who was killed when an entire village conspired to stab him to death.  Most likely he was Large.

Narija A gluttonous cannibal who would eat until his stomach distended, after which he would require several days of lying on the ground for their food to digest.  Despite this he was very quick, able to run down Caribou.  Credited in some myths with the creation of fog.  Known for digging up graves to devour corpses if nothing else was available. Sometimes described as a race instead of an individual.  Most likely Huge at best.

Ijiqqan Giant tribe of Caribou hunters from Greenland.  The are Large.

Kulluittuq Walrus hunter from a tribe of lesser Giants.  He is Huge.

Sikuliarsiujuitsuk Cannibal from a family of Giants near Labrador.  Despite being bound after an ambush he managed to kill 4 men before being dispatched.  Could be Gargantuan.

Sanngijurjuaq Cruel Giant who watched over the mountain village of Kangersuak.  He was it's protector, and probably Large.

Nahaingajaaq Cruel, bloodthirsty giantess who hunted men.  Known for wielding an Adze and an Ulu into battle.  Most likely Large

Tuniit The Tuunit were a race of powerful but timid Giants who lived in Canada and Greenland until being wiped out by the Inuit.  Despite their timidity, they were quite strong in battle.  Somewhat dimwitted and nearsighted.  Large.

Aklajuk The AKlajuk were born in the old times, when animals could speak and change shape.  They were a tribe of shapeshifting Grizzly Bears who ate men  and corpses.  They were Large.

The Amautalik Female ogres who hunted children and lone travelers.  Known as Soul Stealers, they put their victims into a basket on their backs cobbled together from driftwood, bones, antlers and rancid seaweed.  The basket was also filled with huge insects, and victims who escaped were often never the same again.  They appear as old women with skin as thick and wrinkled as walrus hide, sharp claws and teeth, matted hair, and breath that smells of rot.  They live in underground lairs, and are faster than men.  Also called Amajorssuk, Amayuquq, and Amajaruk.  t least Huge.

The Paijaat A race of beautiful Giantesses who specialize in the theft and eating of children.  Despite being cannibalistic Soul Stealers they have the most innocent of expressions.  Most likely Large.

Igalilik Massive crone who terrorized the Eastern Arctic.  She butchered victims with a massive Ulu for her cooking pot.  She is at least Huge, possibly bigger.

Aujuittuup Inukpasungjungit Huge Giants living in the glaciers of northern Greenland.  They are cursed with a terrible hunger for human flesh.  Most likely Huge or bigger.

Pinguup Inungit Giants living in the hills of nothern Greenland.  They possess no hostility normally, but can be dangerous when angered due to their magical talents.  Unusually fair for Giants, it is said that people who hear their drum songs have their eyes opened to the spirit world, often starting them on the path to becoming an angakkuq.  Often accompanied by a large dog.  They are most likely Large.

Qungnirjuaq Qungnirjuqaq is a Numen (also called Inua or In-Dweller), a spirit of a place or an object.  They often take the form of a man or a Giant when they materialize.   Qungnirjuqaq is an Inua formed from a pressure ridge in the sea ice who particularly hates children, especially loud and unruly ones.  He will tunnel through the ice to find them, and can be noticed as a pale fire forms and follows him on the land above.  He is probably Gargantuan.

Ikuutayuq Female ogre who captures men with the aid of her brothers, before tying them to pillars of ice and going through a bloody ritual of torture that involves drilling holes in their bodies.  She is Large.

Tuurnngaq Race of Giants who lived in stone houses in Canada.  They were extremely aggressive towards men.  Probably Large in Size.
 
« Last Edit: February 20, 2021, 06:41:31 PM by bhu »

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Re: Biblical Weirdness
« Reply #99 on: September 28, 2014, 07:40:29 PM »
http://en.wikipedia.org/wiki/Abenaki_mythology#Beings_of_the_Present_Age



N-dam-keno-wet
                      Medium Monstrous Humanoid (Aquatic)
Hit Dice:             1d8+1 (5 hp)
Initiative:           +1
Speed:                30 ft. (6 squares), Swim 40 ft.
Armor Class:          14 (+1 Dex, +3 Natural), touch 11, flat-footed 13
Base Attack/Grapple:  +1/+2
Attack:                Slam +2 melee (1d3+1)
Full Attack:          Slam +2 melee (1d3+1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      -
Special Qualities:    Darkvision 60 ft., Amphibious, Blindsense
Saves:                Fort +1, Ref +3, Will +3
Abilities:            Str 12, Dex 12, Con 12, Int 8, Wis 12, Cha 8
Skills:               Hide +3, Knowledge (Nature) +0, Listen +2, Move Silently +3, Spot +2, Survival +2, Swim +9
Feats:                Stealthy, Improved Grapple (B)
Environment:          Temperate Aquatic
Organization:         Usually Solitary
Challenge Rating:     1/2
Treasure:             Standard
Alignment:            Usually Neutral
Advancement:          By Character Class
Level Adjustment:     +1

N-dam-keno-wet are horrifying mixtures of human and fish with small or slender faces and long hair.  Very little in known about them, other than that they are generally not seen out of the water, and like to either molest or spy on bathing women.

Blindsense (Ex): An N-dam-keno-wet can locate creatures underwater within a 30-foot radius. This ability works only when the N-dam-keno-wet is underwater.

Skills: An N-dam-keno-wet has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Combat: To date the N-dam-keno-wet have not really participated in combat for the most part.  They get a little grabby with the women folk every so often, ad one might even be so crazy as to try to pull one off to become his wife, but they generally flee when attacked.