Author Topic: Fortean Hallucinations  (Read 27319 times)

Offline bhu

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Fortean Hallucinations
« on: November 11, 2011, 04:08:25 AM »
Monsters from Cryptozoology, Foretanism, Urban Myth and Ufology

Aberrations
Cattle Mutilator (Page 1)
Lukwata (Page 3)
Shadow People (Page 3)

Animals
Ahool (Page 3)
Akkorokamui (Page 3)
Alkali Lake Monster (Page 2)
Altamaha-Ha (Page 1)
Batsquatch (Page 4)
Beast of Busco (Page 1)
Buru (Page 1)
Chickcharney (Page 4)
Con Rit (Page 1)
Drecavak (Page 4)
El Chupacabra (Page 2)
El Cuero (Page 4)
Emela-ntouka (Page 3)
Fear Liath Mor (Page 2)
Gazeka (Page 1)
Guariba-boia (Page 3)
Howler Monkey Snake (Page 4)
Kalanoro (Page 2)
Lukwata (Page 3)
Mamlambo (Page 2)
Milton Lizard (Page 4)
Mountain Boomer (Page 1)
Mahambo (Page 1)
Minhocao (Page 1)
Mokele-Mbembe (Page 3)
Mulilo (Page 2)
Nessie (Page 3)
Ninki Nanka (Page 2)
Succuriju Gigante (Page 1)
Tatzelwurm (Page 2)
Tuttle Bottoms Monster (Page 4)
Tzuchinoko (Page 3)
Veo (Page 3)
Xolchixe (Page 2)
Ye Generic Lake Monster (Page 3)
Zamba Zaraa (Page 4)

Constructs
Flatwoods Monster (Page 2)

Dragons
Con Rit (Page 2)
Ninki Nanka (Page 3)

Elementals

Fey
Fear Liath Mor (Page 2)

Giants
Si-Te-Cah (Page 4)

Humanoids
Agogwe (Page 4)

Magical Beasts
El Chupacabra (Page 2)
Hodag (Page 4)
Jersey Devil (Page 3)
Mamlambo (Page 2)

Monstrous Humanoid
Bigfoot, Star People (Page 3)
El Chupacabra (Page 2)
Jersey Devil (Page 3)
Lizard Man of Scape Ore Swamp (Page 4)
Orang--Bati (Page 2)
Owlman of Mawnan (Page 4)
Pugwis (Page 1)

Oozes
Domsten Blobs (Page 4)

Outsiders
Jersey Devil (Page 3)

Plants
Dunak (Page 1)
Umdhlebi (Page 1)

Undead
Madame Koi Ki (Page 4)

Vermin
Con Rit (Page 1)
Dundas Island Black Flies (Page 2)
Mulilo (Page 2)
Nessie (Page 3)

Templates
Atmospheric Beast (Page 1)
« Last Edit: February 13, 2021, 11:02:00 PM by bhu »

Offline bhu

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Re: Fortean Hallucinations
« Reply #1 on: November 11, 2011, 04:08:46 AM »
https://cryptidz.fandom.com/wiki/Mahamba
https://cryptidarchives.fandom.com/wiki/Mahamba

                      Mahamba
                      Gargantuan Animal
Hit Dice:             20d8+140 (230 hp)
Initiative:           +1
Speed:                30 ft. (6 squares), Swim 40 ft., Burrow 10 ft.
Armor Class:          19 (-4 Size, +1 Dex, +12 Natural), touch 7, flat-footed 18
Base Attack/Grapple:  +15/+39
Attack:               Bite +23 melee (4d6+18) or Tail Slap +23 melee (3d6+18)
Full Attack:          Bite +23 melee (4d6+18) or Tail Slap +23 melee (3d6+18)
Space/Reach:           20 ft./15 ft.
Special Attacks:      Improved Grab, Ram
Special Qualities:    Low-Light Vision, Hold Breath
Saves:                Fort +18, Ref +13, Will +7
Abilities:            Str 35, Dex 12, Con 23, Int 1, Wis 12, Cha 2
Skills:               Hide +1 (+5 in water, +15 if submerged), Listen +10, Spot +10, Swim +20
Feats:                Alertness, Cleave, Endurance, Skill Focus (Hide), Improved Toughness, Lunging Strike (PHBII), Power Attack
Environment:          Warm Marshes
Organization:         Solitary (Unique?)
Challenge Rating:    10
Treasure:             None
Alignment:            Always Neutral
Advancement:          21-28 HD (Gargantuan)
Level Adjustment:     ----

"Where's the raft?"

"Croc took it."

The Mahamba appears to be a 50 ft. (or bigger) Crocodile living in or near Lake Likouala.  One sight says the locals claim it is unlike any animal they have ever seen (ut they compare it to a crocodile or other cryptids), others say it is most definitely a giant crocodile.  The croc version is claimed to burrow giant tunnels that it nests in (hence the Burrowing speed), but the other version sounds like it could be a Mosasaur.  If you want the Mosasaur version, remove the Land and Burrow Speeds, and increase Swim speed to 50 ft.

Improved Grab (Ex): To use this ability, a Mahamba must hit an opponent of up to one size smaller with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold on the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom.

Ram (Ex): A submerged Mahamba that surfaces under a boat or ship less than 20 feet long capsizes the vessel 95% of the time. It has a 50% chance to capsize a vessel from 20 to 60 feet long and a 20% chance to capsize one over 60 feet long.

Hold Breath (Ex): The Mahamba can hold its breath underwater a number of rounds equal to 4 times it's Constitution Score before it risks drowning.

Skills: Mahamba have a +4 racial bonus to Hide checks in water.  If they lie still with only their eyes and nostrils showing they gain a +10 cover bonus to Hide checks.  They also gain a +8 Racial bonus to Swim checks and can always take 10 on a swim check even if distracted or endangered.  They may use the Run action while swimming if they move in a straight line.

Combat: Mamlambas fight in a manner similar to other crocodilians.  But with their size they often ram rafts, knocking their occupants into the water.

« Last Edit: February 19, 2023, 12:23:58 AM by bhu »

Offline bhu

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Re: Fortean Hallucinations
« Reply #2 on: November 11, 2011, 04:09:11 AM »
http://www.cryptozoology.com/glossary/glossary_topic.php?id=4

http://en.wikipedia.org/wiki/Altamaha-ha

                      Altamaha-Ha
                       Large Animal (Aquatic)
Hit Dice:             6d8+18 (45 hp)
Initiative:           +6
Speed:                Swim 40 ft. (8 squares)
Armor Class:          16 (-1 Size, +2 Dex, +5 Natural), touch 11, flat-footed 14
Base Attack/Grapple:  +4/+12
Attack:               Bite +8 melee (1d8+4)
Full Attack:          Bite +8 melee (1d8+4)
Space/Reach:          10 ft./5 ft.
Special Attacks:      -
Special Qualities:    Hold Breath, Low Light Vision
Saves:                Fort +8, Ref +7, Will +3
Abilities:            Str 19, Dex 15, Con 17, Int 2, Wis 12, Cha 6
Skills:               Listen +9, Spot +9, Swim +15
Feats:                Alertness, Endurance, Improved Initiative
Environment:          Warm Aquatic
Organization:         Solitary, Pair, or Family (3-6)
Challenge Rating:    2 (3???)
Treasure:             None
Alignment:            Always Neutral
Advancement:          7-10 HD (Large), 11-15 HD (Huge), 16-20 HD (Gargantuan)
Level Adjustment:     ----

"How many times ah gotta tell you damn kids to stay away from tha river?  You'll lissen one day! One day when it's too late!"

The Altamaha-Ha is a river predator in Southern Georgia.

Skills: The Altamaha-Ha gets a +8 Racial bonus on swim checks and may always take 10 on a swim check even if endangered or distracted.  It may use the run action while swimming as long as it moves in a straight line.

Hold Breath (Ex): The Altamaha-Ha may hold it's Breath a number of rounds equal to 6 times it's Constitution Score before it risks drowning.

Combat: The Altamaha-Ha fights similarly to eels.  They can be fairly savage in nature, but many stay well away from large groups of humanoids.

Offline bhu

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Re: Fortean Hallucinations
« Reply #3 on: November 11, 2011, 04:09:33 AM »
http://www.fortunecity.com/roswell/siren/552/souam_anaconda.html

http://www.cryptozoology.com/cryptids/anaconda.php

                      Sucuriju Gigante
                      Colossal Animal
Hit Dice:             40d8+350 (530 hp)
Initiative:           +7
Speed:                30 ft. (6 squares), 30 ft. c;imb, 30 ft. swim
Armor Class:          15 (-8 Size, +3 Dex, +10 Natural), touch 5, flat-footed 12
Base Attack/Grapple:  +30/+63
Attack:               Bite +40 melee (3d6+17)
Full Attack:          Bite +40 melee (3d6+17)
Space/Reach:          30 ft./20 ft.
Special Attacks:      Constrict 3d6+25, Improved Grab, Swallow Whole
Special Qualities:    Scent
Saves:                Fort +35, Ref +25, Will +15
Abilities:            Str 45, Dex 17, Con 25, Int 2, Wis 14, Cha 7
Skills:               Balance +16, Climb +30, Hide +11, Listen +11, Spot +11, Swim +30
Feats:                Alertness, Endurance, Skill Focus (Hide), Improved Toughness,
                         Power Attack, Crush, Gape of the Serpent, Great Fortitude,
                         Improved Initiative, Lunging Strike, Large and In Charge, Epic
                         Fortitude, Epic Toughness, Epic Prowess                   
Environment:          Warm Forest or Swamp
Organization:         Solitary
Challenge Rating:     13
Treasure:             None
Alignment:            Always Neutral
Advancement:          41-60 HD (Colossal)
Level Adjustment:     ----

"Do not swim in the river.  Boats are risky enough, but never swim in the river."

The Sucuriju Gigante is a creature resembling an 80+ foot long anaconda that spends most of it's time in water.

Constrict (Ex): The Sucuriju does 3d6+25 damage with a successful grapple check.

Improved Grab (Ex): If the Sucuriju successfully bites an opponent of any size it may immediately attempt to start a grapple as a free action without provoking an attack of opportunity. If the attempt is successful it can then use its Constriction or Swallow Whole attacks in the next round.

Swallow Whole (Ex): If the Sucuriju succeeds with a grapple check it may swallow its opponent.  Once inside opponents take 2d8+8 poitns of crushing damage and 2d8+8 points of acid damage per round.  A swallowed creature may cut its way out by doing 50 points of damage to the Sucuriju's digestive tract (AC 15).  Muscular action closes the whole immediately afterward so other opponents must cut their own way out.  It's gullet may hold 1 Collosal or Gargantuan, 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures.

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

Combat: The Sucuriju fights in a similar manner to most constrictor snakes.

Offline bhu

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Re: Fortean Hallucinations
« Reply #4 on: November 11, 2011, 04:11:58 AM »
http://en.wikipedia.org/wiki/Atmospheric_beast

http://www.newanimal.org/a-beasts.htm

This version of the atmospheric beast is the alien bioship.  A self-aware spacecraft that is grown or bred as opposed to being put together mechanically.  It's assumed most have no passengers, and what they are made for is unknown.

ATMOSPHERIC BEAST (Space Alien version)

Atmospheric Beast is an Inherited Template that can be applied to any Abberration, Animal, Dragon, Magical Beast, Ooze, Plant or Vermin.

Size and Type: Size is unchanged, Type becomes Outsider (Native).  Creatures with the Aquatic Subtype gain the Amphibious ability.

Hit Dice: All current and future Hit Dice are d8's.

Speed: All movement types are lost, base creature gains Fly 200 (Good).

Armor Class: Any Natural Armor Class bonus the Base Creature has become Deflection bonuses.  If it has a Natural Armor and Deflection Bonus add them together.

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:

Immunities: Atmospheric Beasts are immune to the following: Cold damage, Fire damage, poison, disease, paralysis, sleep effects, polymorph, and exposure to vacuum.  They do not eat, sleep, breath, or age.

Energy Resistance (Ex): Atmospheric Beasts have Energy Resitance 20 to Electricity and Acid Damage.

Damage Reduction (Ex): DR 10/Magic

Telepathy (Su): The Atmospheric Beast can communicat telepathically with any creature within 100 ft.

Saves: Unchanged.

Abilities: +8 Dex, +8 Wis

Skills: Unchanged.

Feats: Unchanged.

Environment: Any

Organization: Unchanged

Challenge Rating: +3

Treasure: None

Alignment: Always Neutral

Advancement: As Base Creature

Level Adjustment: +5

Example of creature using template here:

                      Space Raptor (Juvenile Arrowhawk, Atmospheric Beast Template
                      Small Outsider (Air, Native)
Hit Dice:           3d8+3 (16 hp)
Initiative:           +9
Speed:                200 ft. (40 squares), Good
Armor Class:          24 (+1 Size, +9 Dex, +4 Natural), touch 20, flat-footed 15
Base Attack/Grapple:  +3/+0
Attack:               Electricity Ray +9 ranged touch (2d6) or Bite +9 melee (1d6+1)
Full Attack:          Electricity Ray +9 ranged touch (2d6) or Bite +9 melee (1d6+1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Electricity Ray
Special Qualities:    Dark Vision 60', Immunities, Telepathy, Damage Reduction/10 Magic
Saves:                Fort +4, Ref +12, Will +8
Abilities:            Str 12, Dex 29, Con 12, Int 10, Wis 21, Cha 13
Skills:               Diplomacy +3, Escape Artist +15, Knowledge (The Planes) +6, Listen +11, Move Silently +15, Search +6, Sense Motive +11, Spot +11, Survival +7 (+9 following tracks, +9 on Plane of Air)
Feats:                Dodge, Weapon Finesse
Environment:         Any
Organization:         Solitary or Clutch (2-4)
Challenge Rating:     6
Treasure:              None
Alignment:             Always Neutral
Advancement:          4-6 HD (Small)
Level Adjustment:     ---

Electricity Ray (Su): Can be fired once per round with a range of 50'.

Immunities: Atmospheric Beasts are immune to the following: Cold/Acid/Electricity/Fire damage, poison, disease, paralysis, sleep effects, polymorph, and exposure to vacuum.  They do not eat, sleep, breath, or age.

Offline bhu

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Re: Fortean Hallucinations
« Reply #5 on: November 11, 2011, 04:12:21 AM »
Dimensional Ghosts are strange, incorporeal life from other realms that aren't entirely made of matter as we know it


ATMOSPHERIC BEAST (Dimensional Ghost version)

Atmospheric Beast is an Inherited Template that can be applied to any Aberration, Animal, Dragon, Magical Beast, Ooze, Plant or Vermin.

Size and Type: Size is unchanged, Type becomes Outsider. Gains Extraplanar and Incorporeal Subtypes. Creatures with the Aquatic subtype also become Amphibious.

Hit Dice: All current and future Hit Dice are d8's.

Speed: All movement types are lost, base creature gains Fly 80 (Perfect), unless its already better

Armor Class: The Base Creatures natural Armor Class Bonus becomes a Deflection Bonus instead.

Attacks: Unchanged.

Damage: Attacks that are purely physical are no longer usable. Instead their Natural weapons become melee touch attacks doing untyped damage based on size (Tiny=1d2, Small=1d3, Medium=1d4, Large=1d6, Huge=1d8, Gargantuan=2d6, Colossal=3d6). Strength bonuses do not add to this attacks damage.

Special Attacks: Retains all Special Attacks of the Base Creature, but purely physical attacks are no longer useful.

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

Immunities: Atmospheric Beasts are immune to the following: Critical hits, poison, disease, paralysis, sleep effects, polymorph, and exposure to vacuum.  They do not eat, sleep, breath, or age.

Energy Resistance (Ex): Atmospheric Beasts have Energy Resistance 20 to all energy types.

Telepathy (Su): The Atmospheric Beast can communicate telepathically with any creature within 100 ft.

Shifter (Su): The Atmospheric Beast can cross from any 1 Plane to another as a Standard Action at will.

Saves: Unchanged.

Abilities: Due to being Incorporeal the Atmospheric Beast has no Strength score.  +4 Int, +4 Wis, +4 Cha

Skills: Unchanged.

Feats: Unchanged.

Environment: Any

Organization: Unchanged

Challenge Rating: +3

Treasure: None

Alignment: Always Neutral

Advancement: As Base Creature

Level Adjustment: +4

Example of creature using template here:

                      Cloudsquid (Squid w/Dimensional Ghost Template)
                      Huge Outsider (Extraplanar, Incorporeal, Aquatic)
Hit Dice:             12d8+18 (72 hp)
Initiative:           +3
Speed:                Fly 80 ft. (16 squares), Perfect
Armor Class:          17 (-2 Size, +3 Dex, +6 Deflection), touch 17, flat-footed 14
Base Attack/Grapple:  +9/-
Attack:               Tentacle +10 melee (1d8)
Full Attack:          10 Tentacles +10 melee (1d8)
Space/Reach:          15 ft./15 ft. (30 ft. with Tentacles)
Special Attacks:      -
Special Qualities:    Amphibious, Ink Cloud, Jet, Low Light Vision, Immunities, Energy Resistance 20 (Acid, Cold, Electricity, Fire, Sonic), Telepathy, Shifter
Saves:                Fort +9, Ref +11, Will +7
Abilities:            Str -, Dex 17, Con 13, Int 5, Wis 17, Cha 7
Skills:               Listen +12, Spot +13, Swim +8
Feats:                Alertness, Diehard, Endurance, Toughness x2
Environment:          Any
Organization:         Solitary
Challenge Rating:     12
Treasure:             None
Alignment:            Always Neutral
Advancement:          13-18 HD (Huge), 19-36 HD (Gargantuan)
Level Adjustment:     ----

Offline bhu

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Re: Fortean Hallucinations
« Reply #6 on: November 11, 2011, 04:12:45 AM »
Gasbags are odd inflated version of regular animals or plants, or that maneuver through the sky through the use of inflatable gasbags.


ATMOSPHERIC BEAST (Gasbag version)

Atmospheric Beast is an Inherited Template that can be applied to any Aberration, Animal, Ooze, Plant, or Vermin.

Size and Type: Size is unchanged, Type becomes Aberration. Aquatic Subtype is lost.

Hit Dice: All current and future Hit Dice are d8's.

Speed: All movement types are lost, base creature gains Fly 20 (Clumsy), unless its already better. manouverability can't be better than Poor.

Armor Class: Unchanged

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:

Flight (Ex): The Atmospheric Beast is naturally buoyant, and it permanently is under the effects of a Feather Fall spell with personal range.

Blindsight (Ex): The Atmospheric Beast has 60' Blindsight.

Saves: Unchanged.

Abilities: -2 Str, -8 Dex (minimum 3), +2 Con, +2 Wis

Skills: Unchanged.

Feats: Unchanged. Weapon Finesse is replaced with Weapon Focus (primary attack) if possessed.

Environment: Any

Organization: Unchanged

Challenge Rating: +0

Treasure: None

Alignment: Always Neutral

Advancement: As Base Creature

Level Adjustment: +0



Example of creature using template here:

                      Podshark (Medium Shark, Atmospheric Beast template)
                      Medium Aberration
Hit Dice:             3d8+6 (19 hp)
Initiative:           -2
Speed:                Fly 20 ft. (4 squares), Clumsy
Armor Class:          11 (-2 Dex, +3 Natural), touch 8, flat-footed 11
Base Attack/Grapple:  +2/+3
Attack:              Bite +3 melee (1d6)
Full Attack:          Bite +3 melee (1d6)
Space/Reach:          5 ft./5 ft.
Special Attacks:      -
Special Qualities:    Flight, Blindsight 60', Keen Scent
Saves:                Fort +5, Ref +1, Will +2
Abilities:            Str 11, Dex 7, Con 15, Int 1, Wis 14, Cha 2
Skills:               Listen +7, Spot +7, Swim +8
Feats:                Alertness, Weapon Focus (Bite)
Environment:          Any
Organization:         Solitary, School (2-5), or Pack (6-11)
Challenge Rating:     1
Treasure:             None
Alignment:            Neutral
Advancement:          4-6 HD (Medium)
Level Adjustment:     ---

Offline bhu

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Re: Fortean Hallucinations
« Reply #7 on: November 11, 2011, 04:13:09 AM »
Cloudbeasts are apparently animate patches of fog or mist, or that appear to be creature formed primarily of some sort of vapor.


ATMOSPHERIC BEAST (Cloudbeast version)

Atmospheric Beast is an Inherited Template that can be applied to any Aberration, Animal, Dragon, Magical Beast, Ooze, Plant or Vermin.

Size and Type: Size is unchanged, Type becomes Outsider (Native). Gains Air and Incorporeal Subtypes.  Creatures with Aquatic Subtype gain Amphibious ability.

Hit Dice: All current and future Hit Dice are d8's.

Speed: All movement types are lost, base creature gains Fly 80 (Good), unless its already better

Armor Class: Unchanged. No longer has a Natural armor bonus.

Attacks: Unchanged.

Damage: Unchanged. Attacks that are purely physical are no longer useable. 

Special Attacks: Retains all Special Attacks of the base Creature, but purely physical attacks are no longer useable.  It also gains the following:

Engulf (Ex): The Cloudbeast may engulf any creature by moving into it's square.  The gases making up the Cloudbeast cause the opponent severe problems.  Anything inside the Cloudbeasts area must make a Fortitude save each round (DC is 10 plus half hit dice plus Constitution modifier) or take 1 point of Constitution damage.  Other gaseous beings are not immune to this effect, and opponents have a -6 circumstance penalty to all Wisdom based skill checks while inside the Cloudbeast.

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

Immunities: Atmospheric Beasts are immune to the following: Cold damage, Fire damage, poison, disease, paralysis, sleep effects, polymorph, and exposure to vacuum.  They do not eat, sleep, breath, or age.

Energy Resistance (Ex): Atmospheric Beasts have Energy Resistance 20 to Electricity and Acid Damage.

Blindsight (Ex): The Atmospheric Beast has 120' Blindsight.

Saves: Unchanged.

Abilities: Due to Incorporeal status the creature no longer has a Strength score.  -2 Dex, +2 Con.

Skills: Unchanged.

Feats: Unchanged.

Environment: Any

Organization: Unchanged

Challenge Rating: +3

Treasure: None

Alignment: Always Neutral

Advancement: As Base Creature

Level Adjustment: +4

Example of creature using template here:

                      Cloudwhale (Baleen Whale, Atmospheric Beast Template)
                      Gargantuan Outsider (Native, Air, Incorporeal)
Hit Dice:             12d8+84 (138 hp)
Initiative:           +0
Speed:                Fly 80 ft. (16 squares), Good
Armor Class:          6 (-4 Size), touch 6, flat-footed 6
Base Attack/Grapple:  +9/-
Attack:               Engulf
Full Attack:          Engulf
Space/Reach:         20  ft./15 ft.
Special Attacks:      Engulf
Special Qualities:    Immunities, Energy Resistance (acid and electricity), Blindsight  120', Hold breath, Low light Vision
Saves:                Fort +15, Ref +8, Will +5
Abilities:            Str -, Dex 11, Con 24, Int 2, Wis 12, Cha 6
Skills:               Listen +15, Spot +14, Swim +20
Feats:                Alertness, Diehard, Endurance, Toughness x2
Environment:          Any
Organization:         Solitary
Challenge Rating:     9
Treasure:             None
Alignment:            Neutral
Advancement:          13-18 HD (Gargantuan), 19-36 HD (Collosal)
Level Adjustment:     ---

Offline bhu

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Re: Fortean Hallucinations
« Reply #8 on: November 11, 2011, 04:15:10 AM »
http://www.cryptomundo.com/cryptozoo-news/pugwis/

http://www.americanmonsters.com/monsters/aquatic/index.php?detail=monster&idmonster=32

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

Pugwis
Medium Monstrous Humanoid (Reptilian, Aquatic)
Hit Dice: 2d10+6 (17 hp)
Initiative: +1
Speed: 30 ft. (6 squares), Swim 30'
Armor Class: 16 (+1 Dex, +5 Natural), touch 11, flat-footed 15
Base Attack/Grapple: +2/+5
Attack: Claw +5 melee (1d4+3)
Full Attack: 2 Claws +5 melee (1d4+3) and 1 Bite (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Charge
Special Qualities: Dark Vision 60', Amphibious
Saves: Fort +6, Ref +4, Will +2
Abilities: Str 16, Dex 13, Con 16, Int 6, Wis 14, Cha 8
Skills: Climb +6, Listen +5, Spot +5, Swim +11
Feats: Alertness
Environment: Temperate Aquatic
Organization: Solitary, Pair, or Group (3-4)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually Neutral
Advancement: By character class (most likely Scout)
Level Adjustment: +2

"Why don't you go to the lake and fish if you need food?"

"Because there's that which lives in the lake that we do not wish to awaken.  It has forgotten we exist, and we do not intend to allow it to remember."

The Pugwis are a race of violent fishlike humanoids from Indian myth that have made their way into the world of cryptozoology in the form of the Thetis Lake Monster.

Charge (Ex): When making a charge attack the Pugwis slams the razor sharp fin on it's head into it's opponent doing 2d6+6 damage.

Skills: Pugwis get a +8 Racial Bonus to Swim checks, and may always take 10 on a Swim check, even if distracted or endangered.  They may use the Run option while swimming in a straight line.

Combat: Pugwis are ferocious combatants, but not very subtle.  Generally they charge and begin flailing at their opponents.   If this doesn't work they will flee once it becomes the opponent isn't going to fall down dead.

Offline bhu

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Re: Fortean Hallucinations
« Reply #9 on: November 11, 2011, 04:15:34 AM »
http://en.wikipedia.org/wiki/Cattle_mutilation

 Cattle Mutilator
                      Colossal Aberration
Hit Dice:             40d8+400 (580 hp)
Initiative:           +6
Speed:                Fly 240' ft. (48 squares), Perfect
Armor Class:          25 (-8 Size, +6 Dex, +10 Natural, +7 Deflection), touch 15, flat-footed 19
Base Attack/Grapple:  +30/+63
Attack:               Tendril +55 melee (1d6+17/18-20)
Full Attack:          8 Tendrils +55 melee (1d6+17/18-20)
Space/Reach:          30 ft./30 ft.
Special Attacks:      Blood Drain, Experimental Weapons, Surgical Tendrils, Blight Area, Anesthesia Ray
Special Qualities:    Flight, All-Around Vision, Immunities, SR 30, Fast Healing 5
Saves:                Fort +23, Ref +25, Will +28
Abilities:            Str 45, Dex 24, Con 30, Int 18, Wis 24, Cha 24
Skills:               Disable Device +10, Heal +10, Knowledge (Arcana, Geography, Nature, The Planes) +12, Listen +10, Move Silently +10, Search +14, Spot +14
Feats:                Ability Focus (Anesthesia Ray), Adroit Flyby Attack, Dodge, Epic Reflexes, Flyby Attack, Great Flyby Attack, Hover, Improved Flyby Attack, Lightning Reflexes, Mobility, Multisnatch, Power Climb, Snatch, Wingover
Environment:          Temperate Plains
Organization:         Solitary, Pair, or Group (3-6)
Challenge Rating:     21
Treasure:             Standard
Alignment:            Usually Neutral Evil
Advancement:          41+HD (Colossal)
Level Adjustment:     ---

"What could do something like this?"

Cattle Mutilators are horrifying aberrations created by alien races to conduct research and experiments on the livestock of the humanoid races in preparation fro something.  it is assumed to be an invasion.  Many cattle bear the signs of chemical or biological infection, or some other oddities.  Predators will not touch their corpses, nor will herbivores touch the ground near the corpse (which soon rots all plant life in it). Appearance varies, but most resemble some sort of nightmarish jellyfish.

Blood Drain (Ex): Once a victim is paralyzed, the Mutilator extends a proboscis to drain the carcass of blood.  As long as the victim is Paralyzed or Pinned in a grapple the proboscis does 1d4 temporary Constitution damage per round.

Experimental Weapons (Ex):  The Mutilators often carry many experimental weapons for testing.  These are either a 30' Cone or a 30' Radius, and may be used as a Standard Action.  Anything within the Area of Effect must make a DC 40 Fortitude Save or take one of the following effects:

Contract a disease (see DMG page 292, all versions of the disease used are assumed to be Contact or Inhaled)

Become Poisoned (see DMG page 296, all versions of the poisons used are Inhaled or Contact).

Surgical Tendrils (Ex): The Mutilators Tendrils are razor sharp, and critical on an 18 or higher.  They are considered Magical and Adamantine for purposes of overcoming Damage Reduction.

Blight Area (Ex): If a Mutilator spends more than 3 rounds hovering no more than 20' over a patch of vegetation, it kills all plant life there (creatures with the Plant Type get a Fortitude Save, DC 40 Fortitude Save, Save DC is Constitution based).  Additionally it seems to permanently poison the ground, and nothing will grow there again until a Miracle or Wish spell is cast.

Anesthesia Ray (Su): Ray, range 240', target must make a DC 39 Fortitude Save or be Paralyzed for 2d6 rounds (Save DC is Charisma based).

Flight (Ex): The Mutilators fly through unknown means, and if they become unconscious they simply float where they were (i.e. they have a permanent Feather Fall spell on their person).

All-Around Vision (Ex): Mutilators can't be flanked, and gain a +4 Racial Bonus on Spot and Search checks.

Immunities (Ex): Mutilators are immune to the vacuum of space and are not required to breathe.  They are also immune to Cold and Fire damage.

Combat: A Mutilator generally suddenly dives out of the sky towards livestock blasting them with the anesthesia ray.  It then drains their blood and dices them up.  If they should be troublesome it will flee before attention is drawn to it.  The best defense Mutilators have is that no one knowing what they are, or what they're up to.  They will not fight a determined foe, and will seek to escape and return later, unless ordered to by their superiors.

Offline bhu

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Re: Fortean Hallucinations
« Reply #10 on: November 11, 2011, 04:29:33 AM »
http://en.wikipedia.org/wiki/Umdhlebi
https://cryptidz.fandom.com/wiki/Umdhlebi
http://adsabs.harvard.edu/abs/1882Natur..27....7P

this is the tree version
                      Umdhlebi
                      Gargantuan Plant
Hit Dice:             24d8+288 (396 hp)
Initiative:           +0
Speed:                0 ft. (0 squares)
Armor Class:          16 (-4 Size, +10 Natural), touch 6, flat-footed 16
Base Attack/Grapple:  +18/+25
Attack:               -
Full Attack:          -
Space/Reach:          20 ft./20 ft.
Special Attacks:      Poison Aura
Special Qualities:    Blind, Plant Traits, Lifesense, Weaknesses, Damage Reduction 10/Slashing
Saves:                Fort +26, Ref -, Will +10
Abilities:            Str -, Dex -, Con 35, Int -, Wis 14, Cha 4
Skills:               -
Feats:               -
Environment:          Any Warm except Aquatic
Organization:         Solitary
Challenge Rating:     12
Treasure:             None
Alignment:            Always Neutral
Advancement:          25-30 HD (Gargantuan) 31-36 HD (Colossal)
Level Adjustment:     ---

"Do not approach any trees that grow where no trees should grow.  Especially trees with corpses growing around them like a profane garden."

This is the large treelike version of the Umhdlebi.  Found in Zululand, South Africa, it is now presumed to be a corruption of mdlebe, or Dead Man's Tree.  In reality this is a bush or tree with highly toxic, blistering latex that gives off corrosive fumes.  In folklore, it is said to be possessed by evil spirits, and may only be approached safely by certain men who sacrifice goats to the demon of the tree in order to pick it's fruit, which are used in curing it's poison.  The poison is said to cause headache, bloodshot eyes, delirium, and finally death.  It is said to use this poison to kill men and animals who stray near to feed off them.

Poison Aura (Ex): As a standard action the Umhdlebi can release a colorless and scentless gas covering a 30 ft. area centered on itself.  The Poison is Inhaled, DC 34 Fortitude Save (Save DC is Con based), Initial Damage is 1d6 Int and Wis, Secondary Damage is 2d6 Constitution.

Blind (Ex): Umhdlebi have immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

Lifesense (Ex): The Umdhlebi can sense any movement within 120 ft. of itself similar to having Blindsense.  This only works on living creatures.

Weaknesses (Ex): Due to their immobile nature the Umdhlebi they automatically fail all Reflex Saves, and are always considered to be Flat-Footed.  They do not have a Strength or Dex score.  They take double damage from fire.

Combat: If the Umdhlebi sense anything with their Lifesense they begin releasing a poisonous invisible gas into the air.  This is their only method of defense against predators, and the only way they can feed.

« Last Edit: February 20, 2023, 01:17:08 AM by bhu »

Offline bhu

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Re: Fortean Hallucinations
« Reply #11 on: November 11, 2011, 04:30:00 AM »
this is the shrub version
                      Umdhlebi
                      Small Plant
Hit Dice:             1d8+2 (6 hp)
Initiative:           +0
Speed:                0 ft. (0 squares)
Armor Class:          16 (+1 Size, +5 Natural), touch 11, flat-footed 16
Base Attack/Grapple:  +0/-9
Attack:               -
Full Attack:          -
Space/Reach:          5 ft./5 ft.
Special Attacks:      Poison Aura
Special Qualities:    Blind, Plant Traits, Lifesense, Weaknesses, Damage Reduction 5/Slashing
Saves:                Fort +4, Ref -, Will +2
Abilities:            Str -, Dex -, Con 14, Int -, Wis 14, Cha 4
Skills:               -
Feats:               -
Environment:          Any Warm except Aquatic
Organization:         Solitary
Challenge Rating:     1
Treasure:             None
Alignment:            Always Neutral
Advancement:      2 HD (Small), 3 HD (Medium)
Level Adjustment:     ---

"Do not approach any shrubs that grow where no shrubs should grow.  Especially shrubs with corpses growing around them like a profane garden."

This is the small shrubbery version of the Umhdlebi.

Poison Aura (Ex): As a standard action the Umhdlebi can release a colorless and scentless gas covering a 20 ft. area centered on itself.  The Poisons is Inhaled, DC 12 Fortitude Save (Save DC is Con based), Initial Damage is 1d3 Int and Wis, Secondary Damage is 1d6 Constitution.

Blind (Ex): Umhdlebi have immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

Lifesense (Ex): The Umdhlebi can sense any movement within 60' ft. of itself similar to having Blindsense.

Weaknesses (Ex): Due to their immobile nature the Umdhlebi they automatically fail all Reflex Saves, and are always considered to be Flat-Footed.  They do not have a Strength or Dex score.  They take double damage from fire.

Combat: If the Umdhlebi sense anything with their Lifesense they begin releasing a poisonous invisible gas into the air.  This is their only method of defense against predators, and the only way they can feed.

« Last Edit: February 20, 2023, 01:17:36 AM by bhu »

Offline bhu

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Re: Fortean Hallucinations
« Reply #12 on: November 11, 2011, 04:30:34 AM »
http://www.meta-religion.com/Paranormale/Cryptozoology/Other/minhocao.htm

http://en.wikipedia.org/wiki/Minhoc%C3%A3o

                     Minhocao
                      Colossal Animal
Hit Dice:             35d8+350 (507 hp)
Initiative:           -2
Speed:                30 ft. (6 squares), 30 feet burrowing, 40 feet swim
Armor Class:          20 (-8 Size, -2 Dex, +20 Natural), touch 0, flat-footed 20
Base Attack/Grapple:  +25/+58
Attack:               Bite +35 (3d6+17)
Full Attack:          Bite +35 (3d6 +17)
Space/Reach:          30 ft./20 ft.
Special Attacks:      -
Special Qualities:    Amphibious, Blindsense 60', Tremor Sense 60'
Saves:                Fort +35, Ref +17, Will +10
Abilities:            Str 45, Dex 6, Con 30, Int 1, Wis 8, Cha 8
Skills:               Listen +32, Swim +30
Feats:                Awesome Blow, Cleave, Improved Bull Rush, Power Attack,
                         Weapon Focus (Bite), Snatch, Improved Snatch,Crush,
                         Multisnatch, Epic Fortitude, Great Fortitude, Lunging Strike
Environment:          Warm Aquatic, Underground, Forest, or Swamp
Organization:         Solitary
Challenge Rating:     18?
Treasure:             None
Alignment:            Always Neutral
Advancement:          36-50 (Collosal)
Level Adjustment:     ---

"From what subterranean hell it crawled in the long ago I know not, nor what black age it represented. But it was not a beast, as humanity knows beasts. I call it a worm for lack of a better term. There is no earthly language that has a name for it."

The Minhocao are giant wormlike cryptids.

Skills: The Minhocao has a +8 racial bonus on swim checks, and may always take 10 on a swim check even if distracted or endangered.  It may use the run action if swimming in a straight line.

Combat: The Minhocao prefers to snatch it's prey and drag it underwater to drown it.

Offline bhu

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Re: Fortean Hallucinations
« Reply #13 on: November 11, 2011, 04:31:11 AM »
http://en.wikipedia.org/wiki/Beast_of_Busco
http://www.everything2.com/index.pl?node_id=1782670
https://pinebarrensinstitute.com/cryptids/2018/8/18/cryptid-profile-the-beast-of-busco-aka-oscar-the-turtle

Beast of Busco
                      Large Animal
Hit Dice:           8d8+40 (76 hp)
Initiative:           -1
Speed:                30 ft. (6 squares), Swim 20 ft.
Armor Class:          16 (-1 Size, -1 Dex, +8 Natural), touch 8, flat-footed 16
Base Attack/Grapple:  +6/+18
Attack:               Bite +13 melee (2d6+12/18-20)
Full Attack:          Bite +13 melee (2d6+12/18-20)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Improved Grab, Strong Jawed
Special Qualities:    Low Light Vision, Scent, Hold Breath
Saves:                Fort +11, Ref +5, Will +3
Abilities:            Str 26, Dex 8, Con 21, Int 1, Wis 12, Cha 2
Skills:               Hide +3 (+7 in water, +17 under water), Listen +3, Spot +3, Survival +3 (+7 to track by Scent), Swim +16
Feats:                Improved Natural Attack (Bite), Skill Focus (Hide), Track
Environment:          Warm or Temperate Aquatic
Organization:         Unique??
Challenge Rating:     5
Treasure:             None
Alignment:            Always Neutral
Advancement:          9-12 HD (Large), 13-24 HD (Huge)
Level Adjustment:     ---

"Where's your brother Bobby?"

"He went fishin' down ta the lake."

"WHAT!!"

The Beast of Busco is an enormous legendary Snapping Turtle roughly 6 feet wide and 500 pounds or more.

Strong Jawed (Ex): The Beasts Bite attack threatens a critical on a natural 18-20.

Improved Grab (Ex): If the Beast hits successfully with it's Bite attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If it succeeds in it's grapple it may do Bite damage each round, or attempt to pin it's victim underwater.

Hold Breath (Ex): The Beast may hold it's Breath for a number of rounds equal to 8 times it's Constitution modifier before it risks drowning.

Skills: The Beast of Busco has a +8 Racial Bonus on Swim checks.  It also has a +4 Racial Bonus on Hide checks in the water.  When submerged with only it's nostrils and eyes above water it gains a +10 Cover Bonus to Hide checks.  It also has a +4 Racial Bonus to Survival Checks made to track prey via Scent.

Combat: The Beast of Busco prefers to grab it's opponent and drag it into the lake.  Preferably from ambush.

« Last Edit: March 05, 2023, 06:38:13 PM by bhu »

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Re: Fortean Hallucinations
« Reply #14 on: November 11, 2011, 04:32:57 AM »
http://www.trueauthority.com/cryptozoology/buru.htm

http://www.newanimal.org/buru.htm

                       Buru
                      Large Animal
Hit Dice:             6d8+24 (51 hp)
Initiative:           +1
Speed:                Swim 40 ft. (8 squares)
Armor Class:          17 (-1 Size, +1 Dex, +7 Natural), touch 10, flat-footed 16
Base Attack/Grapple:  +4/+14
Attack:               Claw +9 melee (1d6+6) or Tail Slap +9 melee (1d8+6)
Full Attack:          Claw +9 melee (1d6+6) or Tail Slap (1d8+6)
Space/Reach:          10 ft./5 ft.
Special Attacks:      -
Special Qualities:    Hold Breath, Low Light Vision
Saves:                Fort +11, Ref +6, Will +3
Abilities:            Str 23, Dex 12, Con 18, Int 1, Wis 12, Cha 2
Skills:               Listen +7, Spot +8, Swim +14
Feats:                Alertness, Great Fortitude, Power Attack
Environment:          Warm Swamps
Organization:         Solitary, Pair, or Family (3-6)
Challenge Rating:     4
Treasure:             None
Alignment:            Always Neutral
Advancement:          7-8 HD (Large), 9-12 HD (Huge)
Level Adjustment:    ----

"I travel hundreds of miles to Tibet to hunt down Yeti, and here it looks like I'm going to be killed by a friggin' lake monster..."

The Buru are aquatic reptile cryptids in TIbet.

Hold Breath (Ex): The Buru can hold it's breath a number of rounds equal to 6 times it's Constitution score before it risks drowning.

Skills: The Buru has a +8 racial modifier to it's Swim checks and it can always take 10 on a swim check, even if endangered or threatened.

Combat: Buru are Ambush predators who prefer hit and run tactics.  Biting an opponent, and then taking off waiting for blood loss to weaken it before they return.

Offline bhu

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Re: Fortean Hallucinations
« Reply #15 on: November 11, 2011, 04:34:44 AM »
http://en.wikipedia.org/wiki/Gazeka

http://www.cryptomundo.com/cryptozoo-news/moncktons-gazeka/

http://strangeark.com/reprints/hunting-live-monsters.html

                       Gazeka
                      Gargantuan Animal
Hit Dice:             24d8+267 (375 hp)
Initiative:           -1
Speed:                40 ft. (8 squares)
Armor Class:          20 (-4 Size, -1 Dex, +15 Natural), touch 5, flat-footed 19
Base Attack/Grapple:  +18/+40
Attack:               Claw +29 melee (2d6+15)
Full Attack:          2 Claws +29 melee  (2d6+15)
Space/Reach:          20 ft./15 ft.
Special Attacks:      -
Special Qualities:    Low Light Vision, Scent, DR 5/-
Saves:                Fort +24, Ref +13, Will +9
Abilities:            Str 41, Dex 8, Con 30, Int 2, Wis 12, Cha 9
Skills:               Listen+15, Spot +14
Feats:                Power Attack, Improved Bull Rush, Awesome Blow, Toughness,
                         Pain Mastery, Improved Toughness, Great Fortitude,
                         Endurance, Diehard
Environment:          Warm Forest or Plains
Organization:         Solitary, Pair
Challenge Rating:     10
Treasure:             None
Alignment:            Always Neutral
Advancement:          25-42 HD (Gargantuan), 43-60 HD (Colossal)
Level Adjustment:     -----

"Devil Pig?  Why would I be afraid of something called a Devil Pig.  It's probably just an hallucination brought on by liquor.  If you want to stay here at camp that's fine, but I'm heading out."

The Gazeka is an odd cryptid supposed to be living in the wilds of New Guinea.

Combat: The Gazeka seems to be a little shy, but if provoked would likely have no problem clawing to death whatever upset it.

Offline bhu

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Re: Fortean Hallucinations
« Reply #16 on: November 11, 2011, 04:35:14 AM »
http://www.newanimal.org/buru.htm
https://cryptozoology.fandom.com/wiki/Mountain_Boomer
http://www.angelfire.com/bc2/cryptodominion/cryptosaurs.html


                      Mountain Boomer
                      Medium Animal
Hit Dice:             3d8+9 (22 hp)
Initiative:           +2
Speed:                40 ft. (8 squares)
Armor Class:          15 (+5 Natural), touch 10, flat-footed 15
Base Attack/Grapple:  +2/+6
Attack:               Bite +6 melee (1d8+6)
Full Attack:          Bite +6 melee (1d8+6)
Space/Reach:          5 ft./5 ft.
Special Attacks:      -
Special Qualities:    Low Light Vision, Howl
Saves:                Fort +8, Ref +5, Will +2
Abilities:            Str 19, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Skills:               Intimidate +4, Jump +8, Listen +6, Spot +6
Feats:                Alertness, Great Fortitude
Environment:          Temperate Mountains
Organization:         Solitary or Pair
Challenge Rating:    2
Treasure:             None
Alignment:            Always Neutral
Advancement:          4-5 HD (Medium)
Level Adjustment:     ---

"Man all them people saying hey seen lizards are fulla crap.  Ah'm gonna go prove 'em all fools this weekend, you'll see."

The Mountain Boomer appears to be a bipedal lizard or dinosaur living in West Texas.  There seems to be some disagreement over whether they resemble Theropods or Ornithopods.  There's not much other that I can find.

Howl (Ex): Mountain Boomers can be heard over great distances, and their powerful howls can be quite intimidating. Mountain Boomers gain a +4 racial bonus on Intimidate checks.

Skills: Mountain Boomers have a +4 Racial Bonus to Jump Checks.

Combat: Mountain Boomers generally rush in and bite over and over until driven off.  They're fairly single minded and easy to predict.

« Last Edit: March 09, 2023, 11:28:49 PM by bhu »

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Re: Fortean Hallucinations
« Reply #17 on: November 11, 2011, 04:35:43 AM »
http://en.wikipedia.org/wiki/Man-eating_tree
https://cryptidz.fandom.com/wiki/Carnivorous_Tree
https://www.deviantart.com/e-faun/art/Cryptid83A-Dunak-132972828

Dunak
                      Huge Plant
Hit Dice:             12d8+84 (138 hp)
Initiative:           +0
Speed:                0 ft. (0 squares)
Armor Class:          20 (-2 Size, +12 Natural), touch 8, flat-footed 20
Base Attack/Grapple:  +9/+27
Attack:               Vines +17 melee (1d6+10)
Full Attack:          6 Vines +17 melee (1d6+10)
Space/Reach:          15 ft./15 ft.
Special Attacks:      Improved Grab, Constrict (1d6+10)
Special Qualities:    Mindless, Immobile, Weakness (Fire), DR 10/Slashing,
Saves:                Fort +15, Ref +0, Will +5
Abilities:            Str 30, Dex -, Con 24, Int -, Wis 12, Cha 2
Skills:               -
Feats:                -
Environment:          Warm Forest
Organization:         Solitary
Challenge Rating:     7
Treasure:             None
Alignment:            Always Neutral
Advancement:          13-24 HD (Gargantuan)
Level Adjustment:     ---


"If you must go out tonight, stay away from the trees.  Not all trees grow from sunlight.  Some require blood, and it is best that it not be yours."

Dunaki are man eating trees.

Improved Grab (Ex): If a Dunak successfully hits with it's vine attack it may immediately make a Grapple Check without provoking an Attack of Opportunity.  If it is successful it may Constrict.

Constrict (Ex): The Dunak does 1d6+10 damage with a successful Grapple Check.

Mindless (Ex): The Dunak has no Intelligence Score, and is immune to all Mind-Affecting Effects.

Weaknesses (Ex): Due to their immobile nature the Dunak they automatically fail all Reflex Saves, and are always considered to be Flat-Footed. They do not have a Dex score. They take double damage from fire.

Combat: The Dunak pretends to be a regular tree until prey gets within range, and then it grapples and constricts it.
« Last Edit: February 07, 2023, 12:22:35 AM by bhu »

Offline bhu

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Re: Fortean Hallucinations
« Reply #18 on: November 11, 2011, 04:37:15 AM »
http://www.newanimal.org/conrit.htm

http://www.cryptozoology.com/glossary/glossary_topic.php?id=226

http://en.wikipedia.org/wiki/Many-finned_sea_serpent


                       Con Rit version 1
                      Gargantuan vermin
Hit Dice:            12d8+24 (78 hp)
Initiative:           +1
Speed:                Swim 40 ft. (8 squares)
Armor Class:          17 (-4 Size, +1 Dex, +10 Natural), touch 7, flat-footed 16
Base Attack/Grapple:  +9/+29
Attack:               Bite +13 melee (2d8+8)
Full Attack:          Bite +13 melee (2d8+8)
Space/Reach:           20 ft./ 15 ft.
Special Attacks:      -
Special Qualities:    Dark Vision 60' vermin traits
Saves:                Fort +10, Ref +5, Will +4
Abilities:            Str 27, Dex 13, Con 15, Int -, Wis 10, Cha 2
Skills:               Hide -3, Spot +4, Swim +16
Feats:                -
Environment:          Temperate or Warm Aquatic
Organization:         Solitary
Challenge Rating:     5
Treasure:            None
Alignment:            Always Neutral
Advancement:          17-23 HD (Gargantuan), 24-48 HD (Colossal)
Level Adjustment:     ----

"This is only a very small centipede sirs.  The largest here live  in the water.  And I do not recommend looking for them."

This will be the centipede or giant chilopod version.

Skills: The Con Rit has a +4 Racial bonus on Spot checks and a + 8 Racial bonus on Hide and Swim checks.  It may always take 10 on a Swim check even if distracted or endangered, and may use the Run action while swimming as long as it moves in a straight line.

Combat: The Great Sea Centipede prefers hit and run tactics, attacking the occasional small boat and then running away.

Offline bhu

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Re: Fortean Hallucinations
« Reply #19 on: November 11, 2011, 04:37:49 AM »
Con Rit version 2
                      Gargantuan Animal
Hit Dice:             12d8+96 (150 hp)
Initiative:           +0
Speed:                Swim 40 ft. (8 squares)
Armor Class:          26 (-4 Size, +20 Natural), touch 6, flat-footed 26
Base Attack/Grapple:  +9/+34
Attack:               Bite +18 melee (2d6+13)
Full Attack:          Bite +18 melee (2d6+13)
Space/Reach:          20 ft./15 ft.
Special Attacks:      -
Special Qualities:    Hold Breath, Low Light Vision, Blindsight 120'
Saves:                Fort +15, Ref +8, Will +6
Abilities:            Str 36, Dex 10, Con 24, Int 2, Wis 14, Cha 6
Skills:               Listen +14, Spot +14, Swim +21
Feats:                Alertness, Diehard, Endurance. Improved Toughness, Power Attack
Environment:          Temperate or Warm Aquatic
Organization:         Solitary or pod (3-5)
Challenge Rating:     7
Treasure:             None
Alignment:            Always Neutral
Advancement:          13-18 HD (Gargantuan), 19-36 HD (Collosal)
Level Adjustment:     ----

"You should probably leave our whales alone too sirs."

This is the ancient armored whale version.

Hold Breath: Whales can hold their breath for (8 times it's Constitution Modifier) before it risks drowning.

Skills: Whales have a +4 Racial bonus on Spot and Listen checks, and a +8 Racial bonus on Swim checks.  They  may always take 10 on a swim check even if endangered or distracted.  They may use hte run action while swimming if they move in a straight line.

Combat: The Con Rit attack almost like sharks or killer whales.