Author Topic: Fortean Hallucinations  (Read 25529 times)

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Re: Fortean Hallucinations
« Reply #20 on: November 11, 2011, 04:38:20 AM »
Con Rit version 3
                      Gargantuan Dragon (Water)
Hit Dice:             12d12+84 (162 hp)
Initiative:           +4
Speed:                 Swim 60 ft. (12 squares)
Armor Class:          39 (-4 Size, +33 Natural), touch 6, flat-footed 39
Base Attack/Grapple:  +12/+36
Attack:               Bite +20 melee (4d6+12)
Full Attack:          1 Bite +20 melee (4d6+12) and 1 Tail Lash +15 melee (2d8+6)
Space/Reach:          20 ft./15 ft.
Special Attacks:      Capsize
Special Qualities:    Dark Vision 60', Low Light Vision, Immune to Sleep/Fire/ Paralysis, Scent, DR 20/Magic, Spell Resistance 16
Saves:                Fort +15, Ref +8, Will +12
Abilities:            Str 35, Dex 10, Con 25, Int 18, Wis 18, Cha 18
Skills:               Hide +3, Intimidate +19, Knowledge (Arcana, History, Local, Nature) +14, Listen +19, Move Silently +15, Search +14, Sense Motive +14, Spot +19, Survival +14, Swim +25
Feats:                Power Attack, Cleave, Great Cleave, Improved Toughness, Improved Initiative
Environment:          Temperate or Warm Aquatic
Organization:         Solitary
Challenge Rating:     11?
Treasure:             Double Standard
Alignment:            Chaotic Neutral
Advancement:         
Level Adjustment:     ---

"Boats?  Oh no  sirs, we cannot recommend taking boats out onto the water,  The dragons do not like it."

This is the Oriental Dragon version.

Skills: Con Rit have a +8 Racial Bonus to Swim checks.  They may always take 10 on swim checks even if endangered or distracted, and may use the Run action while swimming as long as they move in a straight line.

Capsize (Ex): If a submerged Con Rit surfaces under a boat less than 20' long it has a 95% chance of capsizing it.  The chance drops to 50% for boats 20 to 60 feet long, and drops to 20% for boats over over 60 feet.

Combat: The Con Rit dragon prefers to capsize boats, and then attack the drowning crew one by one.

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Re: Fortean Hallucinations
« Reply #21 on: November 11, 2011, 04:38:52 AM »
http://en.wikipedia.org/wiki/Chupacabra

El CHupacabra has a lot of stories associated with it so there will be a couple of versions:

                       El Chupacabra Version 1
                       Small Monstrous Humanoid
Hit Dice:             5d10+35 (62 hp)
Initiative:           +2
Speed:                40 ft. (8 squares), Fly 60 ft. (Good)
Armor Class:          21 (+1 Size, +2 Dex, +8 Natural), touch 13, flat-footed 19
Base Attack/Grapple:  +5/+15
Attack:               Claw +12 melee (1d4+6)
Full Attack:          2 Claws +12 melee (1d4+6) and 1 Bite +7 melee (1d6+3 plus Blood Drain)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Grappler, Stench, Frightening Presence, Blood Drain
Special Qualities:    Damage Reduction 5/Magic, Scent, Dark Vision 60'
Saves:                Fort +11, Ref +6, Will +3
Abilities:            Str 22, Dex 15, Con 24, Int 4, Wis 14, Cha 12
Skills:               Hide +8, Listen +5, Move Silently +4, Spot +4, Survival +4
Feats:                Alertness, Track
Environment:          Warm Desert, Forest, Marsh, or Plains
Organization:         Solitary
Challenge Rating:     6?
Treasure:             None
Alignment:            Always Neutral
Advancement:          6-8 HD (Medium)
Level Adjustment:     ---

"I don't know whats on the roof, but it's glowing eyes just made me crap myself."

This version of the Chupacabra is a feral humanoid covered in glossy, matted hair and sporting a pair of batlike wings.  It has enormous claws and fangs, and glowing red eyes.

Grappler (Ex): Chupacabra do not take a Size penalty to Grapple checks, and have a +4 Racial Bonus to Grapple checks.

Stench (Ex): Living creatures within 10' must make a DC 19 Fortitude Save or be sickened for 1d6+4 minutes.  A successful save makes hte opponent immune to this Chupacabra's Stench for 24 hours.  Creatures immune to poison are immune to this ability, and Delay Poison or Neutralize Poison removes the effect from a sickened creature. Save DC is Constitution based.

Frightening Presence (Su): The Chupacabras glowing red eyes and horrific demeanor frightens its opponents.  Living creatures within 20' that have Hit Dice less than the Chupacabras must make a DC 13 Willpower Save or be Shaken for 1d6 minutes.  Save DC is Charisma based.

Blood Drain (Ex): If a Chupacabra Successfully pins a foe in a grapple, it does 1d4 Constitution damage every round the pin is maintained.

Combat: Chupacabras go immediately for the grapple trusting in their strength and size to surprise enemies.

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Re: Fortean Hallucinations
« Reply #22 on: November 11, 2011, 04:39:17 AM »
El Chupacabra Version 2
Small Monstrous Humanoid
Hit Dice: 5d10+35 (62 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 21 (+1 Size, +2 Dex, +8 Natural), touch 13, flat-footed 19
Base Attack/Grapple: +5/+15
Attack: Claw +12 melee (1d4+6)
Full Attack: 2 Claws +12 melee (1d4+6) and 1 Bite +7 melee (1d6+3 plus Blood Drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Grappler, Stench, Red Eyes, Blood Drain
Special Qualities: Damage Reduction 5/Magic, Scent, Dark Vision 60'
Saves: Fort +11, Ref +6, Will +3
Abilities: Str 22, Dex 15, Con 24, Int 4, Wis 14, Cha 12
Skills: Hide +8, Jump + 14, Listen +5, Move Silently +4, Spot +4, Survival +4
Feats: Alertness, Track
Environment: Warm Desert, Forest, Marsh, or Plains
Organization: Solitary
Challenge Rating: 6?
Treasure: None
Alignment: Always Neutral
Advancement: 6-8 HD (Medium)
Level Adjustment: ---

"That...is not...a lizard on the roof."

This version is the reptilian alien with quills running down its back

Grappler (Ex): Chupacabra do not take a Size penalty to Grapple checks, and have a +4 Racial Bonus to Grapple checks.

Stench (Ex): Living creatures within 10' must make a DC 19 Fortitude Save or be sickened for 1d6+4 minutes. A successful save makes hte opponent immune to this Chupacabra's Stench for 24 hours. Creatures immune to poison are immune to this ability, and Delay Poison or Neutralize Poison removes the effect from a sickened creature. Save DC is Constitution based.

Red Eyes (Su): Gaze Attack, Nausea for 1d6+4 rounds, 30', Fortitude Save DC 13 negates, Save DC is Charisma based.

Blood Drain (Ex): If a Chupacabra Successfully pins a foe in a grapple, it does 1d4 Constitution damage every round the pin is maintained.

Skills: Chupacabra have a +8 Racial bonus to Jump checks, and no limit on the height of their jumps other than what they can roll.

Combat: As before, the Chupacabra tends to go straight for the Grapple.

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Re: Fortean Hallucinations
« Reply #23 on: November 11, 2011, 04:39:54 AM »
El Chupacabra Version 3
Small Magical Beast
Hit Dice: 2d10+4 (15 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 21 (+1 Size, +2 Dex, +8 Natural), touch 13, flat-footed 19
Base Attack/Grapple: +2/+9
Attack: Claw +6 melee (1d3+3)
Full Attack: 2 Claws +6 melee (1d3+3) and 1 Bite +1 melee (1d4+1 plus Blood Drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Grappler, Blood Drain
Special Qualities: Damage Reduction 5/Magic, Scent, Dark Vision 60'
Saves: Fort +5, Ref +5, Will +2
Abilities: Str 16, Dex 15, Con 14, Int 3, Wis 14, Cha 8
Skills: Hide +6, Jump + 11, Listen +3, Move Silently +4, Spot +3, Survival +5
Feats: Alertness, Track
Environment: Warm Desert, Forest, Marsh, or Plains
Organization: Solitary
Challenge Rating: 2?
Treasure: None
Alignment: Always Neutral
Advancement: 3-5 HD (Medium)
Level Adjustment: ---

"Rats are not your problem Mr. Guzman.  Rats are not big enough to kill goats.  Rats do not travel by hopping."

This version is the bipedal dog/rat/kangaroo creature.

Grappler (Ex): Chupacabra do not take a Size penalty to Grapple checks, and have a +4 Racial Bonus to Grapple checks.

Blood Drain (Ex): If a Chupacabra Successfully pins a foe in a grapple, it does 1d4 Constitution damage every round the pin is maintained.

Skills: Chupacabra have a +8 Racial bonus to Jump checks, and no limit on the height of their jumps other than what they can roll.

Combat: As per usual the Chupacabra tries to close the deal by moving in for the grapple.

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Re: Fortean Hallucinations
« Reply #24 on: November 11, 2011, 04:40:27 AM »
El Chupacabra Version 4
Medium Magical Beast
Hit Dice: 3d10+12 (28 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 20 ( +2 Dex, +8 Natural), touch 12, flat-footed 18
Base Attack/Grapple: +3/+10
Attack: Claw +6 melee (1d3+4)
Full Attack: 2 Claws +6 melee (1d4+4) and 1 Bite +1 melee (1d6+2 plus Blood Drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Grappler, Blood Drain
Special Qualities: Damage Reduction 5/Magic, Scent, Dark Vision 60'
Saves: Fort +7, Ref +5, Will +2
Abilities: Str 18, Dex 15, Con 18, Int 3, Wis 14, Cha 8
Skills: Hide +6, Listen +4, Move Silently +5, Spot +4, Survival +5
Feats: Alertness, Track
Environment: Warm Desert, Forest, Marsh, or Plains
Organization: Solitary
Challenge Rating: 2?
Treasure: None
Alignment: Always Neutral
Advancement: 3-5 HD (Medium)
Level Adjustment: ---

"That...is truly the ugliest dog I have ever seen...ever...oh crap I think it noticed us!"

This version is the hairless canine/mammal like reptile.

Grappler (Ex): Chupacabra do not take a Size penalty to Grapple checks, and have a +4 Racial Bonus to Grapple checks.

Blood Drain (Ex): If a Chupacabra Successfully pins a foe in a grapple, it does 1d4 Constitution damage every round the pin is maintained.

Combat: Unsurprisingly despite not being humanoid, this version of the Chupacabra still goes for the grapple.

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Re: Fortean Hallucinations
« Reply #25 on: November 11, 2011, 04:40:58 AM »
El Chupacabra Version 5
Small Animal
Hit Dice: 2d8+2 (11 hp)
Initiative: +2
Speed: 30 ft. (8 squares)
Armor Class: 15 (+1 Size, +2 Dex, +2 Natural), touch 13, flat-footed 13
Base Attack/Grapple: +1/+1
Attack: Bite +1 melee (1d4)
Full Attack: Bite +1 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Scent, Low Light Vision
Saves: Fort +4, Ref +5, Will +2
Abilities: Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 8
Skills: Hide +6, Listen +4, Move Silently +5, Spot +4, Survival +4
Feats: Alertness, Track
Environment: Warm Desert, Forest, Marsh, or Plains
Organization: Solitary or Pack (2-4)
Challenge Rating: 1/2
Treasure: None
Alignment: Always Neutral
Advancement: 3-4 HD (Medium)
Level Adjustment: ---

"I'm not going out there till it leaves.  I don't care what they're paying us."

This is the small grey dog thing you've seen on Monster Quest and on videos.

Combat: Chupacabra's pretty much attack like any other dog.

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Re: Fortean Hallucinations
« Reply #26 on: November 11, 2011, 07:44:13 PM »
http://www.newanimal.org/biggrayman.htm

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

http://www.pantheon.org/articles/f/fear_liath_more.html

http://www.ghostclub.org.uk/summer2000.htm#Macdhui


Fear Liath Mor version one
                      Large Animal
Hit Dice:             6d8+24 (51 hp)
Initiative:           +0
Speed:                40 ft. (8 squares)
Armor Class:          13 (-1 Size, +4 Natural), touch 9, flat-footed 13
Base Attack/Grapple:  +4/+14
Attack:               Claw +9 melee (1d6+6)
Full Attack:          2 Claws +9 melee (1d6+6)
Space/Reach:          10 ft./10 ft.
Special Attacks:      -
Special Qualities:    Low-Light Vision, Scent
Saves:                Fort +9, Ref +5, Will +3
Abilities:            Str 23, Dex 10, Con 18, Int 2, Wis 12, Cha 8
Skills:               Climb +12, Intimidate +5, Listen +5, Spot +5
Feats:                Alertness, Endurance, Track
Environment:          Temperate Mountains
Organization:         Solitary
Challenge Rating:     3
Treasure:             None
Alignment:            Usually Neutral
Advancement:          7-10 HD (Large)
Level Adjustment:     ----

"If you want to find the Gray Man I guess I can't stop you, but don't think I'm going up there with you."

This is the cryptozoological primate version.

Skills: Fer Liath Mor have a +8 Racial Bonus to Climb checks, and can always take 10 on Climb checks even if endangered or threatened.

Combat: The Gray Man claws wildly at opponents unlike most large apes.

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Re: Fortean Hallucinations
« Reply #27 on: November 11, 2011, 07:44:41 PM »
Fear Liath Mor version 2
                      Huge Fey
Hit Dice:             20d6+120 (190 hp)
Initiative:           +3
Speed:                40 ft. (8 squares), Climb 40 ft
Armor Class:          23 (-2 Size, +3 Dex, +12 Deflection), touch 23, flat-footed 20
Base Attack/Grapple:  +10/+30
Attack:               Claw +20 melee (1d10+12)
Full Attack:          2 Claws +20 melee (1d10+12)
Space/Reach:          15 ft./15 ft.
Special Attacks:      Spell Like Abilities
Special Qualities:    Low Light Vision, Wild Empathy, Damage Reduction 10/Cold Iron
Saves:                Fort +14, Ref +15, Will +19
Abilities:            Str 35, Dex 16, Con 23, Int 13, Wis 20, Cha 20
Skills:               Hide +26, Intimidate +30, Knowledge (Nature)+24, Listen +27, Move Silently +26, Spot +27, Survival +27
Feats:                Empower Spell-Like Ability (Scare, Crushing Despair), Snatch, Great Fortitude, Iron Will, Skill Focus (Intimidate), Intimidating Strike
Environment:          Temperate Mountains
Organization:         Solitary
Challenge Rating:     10
Treasure:             Standard
Alignment:            Chaotic Neutral
Advancement:          21-30 HD (Huge)
Level Adjustment:     ---

"We don't go into the mountain passes.  Not for you.  Not even for money.  Keep the daughter you kidnapped.  Getting her back isn't worth going up there."

This is the huge shadowy sometimes insubstantial Fear Liath Mor.

Spell Like Abilities (Sp): The Fear Liath Mor's Caster Level is the same as a 20th level Sorcerer.  At Will: Obscuring Mist, Fog Cloud, Gaseous Form, Scare.  3 times per day: Crushing Despair, Mind Fog.

Wild Empathy (Ex): This is the same as the Druid class ability except the Fear Liath Mor has a +6 racial bonus to the check.

Combat: The Fear Liath Mor usually appears in Gaseous Form and uses its Spell Like abilities to scare victims into killing themselves. 
Will return to finish soon

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Re: Fortean Hallucinations
« Reply #28 on: November 11, 2011, 07:45:19 PM »
http://www.newanimal.org/salaman.htm
https://cryptidz.fandom.com/wiki/Mulilo_Slug
http://www.angelfire.com/bc2/cryptodominion/invertebrates.html


                       Mulilo salamander version
                       Medium Animal (Aquatic, Amphibious)
Hit Dice:             3d8+6 (19 hp)
Initiative:           -1
Speed:                10 ft. (2 squares), Climb 10 ft., Swim 30 ft., Burrow 5 ft.
Armor Class:          11 (-1 Dex, +2 Natural), touch 9, flat-footed 11
Base Attack/Grapple:  +2/+5
Attack:               Bite +5 melee (1d6+3)
Full Attack:          Bite +5 melee (1d6+3)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Breath Weapon
Special Qualities:    Blind, Blindsense 30 ft., Scent
Saves:                Fort +5, Ref +2, Will +2
Abilities:            Str 16, Dex 8, Con 15, Int 1, Wis 12, Cha 2
Skills:               Climb+11, Hide +2 (+10 in riverbed), Listen +6, Swim +11
Feats:                Alertness, Endurance
Environment:          Warm Marsh or Aquatic
Organization:         Solitary or Pair
Challenge Rating:     2
Treasure:             None
Alignment:            Always Neutral
Advancement:          4-6 HD (Medium)
Level Adjustment:     ---

"Reports of gigantic salamanders in the Congo are being brought back by refugees fleeing the fighting in the area."

This Mulilo is a strange creature that is 6 feet long and a foot wide, with color ranging from white to brown to lack.  It's breath is said to be poisonous, and it only appears when there is a rainbow (i.e. likely when it rains).  It is thought to be either a melanistic Gaboon Viper, a large caecilian or legless salamander, or even a slug/worm.  Locals try to catch them as their flesh is said to have magical properties.  They are found in Zaire and Zambia.

Breath Weapon (Ex): Every 1d4 rounds the Mulilo can exhale venom in a 10 foot line.  Contact, DC 13 Fortitude Save (Save DC is Constitution based), Initial and secondary damage is 1d6 Con.

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

Skills: Mulillo have a +8 racial bonus on climb and swim checks, and a +8 Racial bonus when hiding in the muddy bottoms of their native riverbeds.  They may always take 10 on climb and swim checks even when rushed or threatened.

Combat: Mulilo are rarely encountered and their methods of attack are similar to alligators and other water based ambush predators.  They tend to save their venom for  problematic opponents.

« Last Edit: February 19, 2023, 12:35:15 AM by bhu »

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Re: Fortean Hallucinations
« Reply #29 on: November 11, 2011, 07:45:47 PM »
Mulilo Slug Version
                      Medium Vermin (Aquatic, Amphibious)
Hit Dice:             3d8+3 (16 hp)
Initiative:           -2
Speed:                10 ft. (2 squares), Burrow 5 ft., Climb 10 ft., Swim 15 ft.
Armor Class:          9 (-2 Dex, +1 Natural), touch 8, flat-footed 9
Base Attack/Grapple:  +2/+7
Attack:               Grapple +7 melee (grapple)
Full Attack:          Grapple +7 melee (grapple)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Improved Grab, Radula
Special Qualities:    Dark Vision 60 ft, Vermin traits, Blindsense 30 ft.
Saves:                Fort +4, Ref -1, Will +1
Abilities:            Str 13, Dex 6, Con 12, Int -, Wis 10, Cha 1
Skills:               Climb +9, Swim +9
Feats:                -
Environment:          Warm Marsh or Aquatic
Organization:         Solitary, Pair, or Swarm (3-10)
Challenge Rating:    1
Treasure:             None
Alignment:            Always Neutral
Advancement:          4-6 HD (Large)
Level Adjustment:     ---

"Do not go into the river or play by it's edge.  Ever.  If the Mulilo comes for you we will not be able to get to you in time from the fields."

This is the giant slug version of Mulilo.

Improved Grab (Ex): Mulilo may initiate grapple checks without provoking attacks of opportunity.  If they can pin their opponents they can use their radula attack.

Radula (Ex): The tongue of the Mulilo is like a grinding buzzsaw.  It does 1d6 damage and criticals on a 20 doing triple damage.  Each round the mulilo maintains the pin, the critical threat range increases by 1 (i.e. 19-20 the second round, 18-20 the third round, etc).

Breath Weapon (Ex): Every 1d4 rounds the Mulilo can exhale venom in a 10 foot line.  Contact, DC 12 Fortitude Save (Save DC is Constitution based), Initial and secondary damage is 1d6 Con.

Skills: Mulillo have a +4 Racial bonus on grapple checks due to their sticky slime.  They also have a +8 racial bonus on climb and swim checks, and a +8 Racial bonus when hiding in the muddy bottoms of their native riverbeds.  They may always take 10 on climb and swim checks even when rushed or threatened.

Combat: Mulilos go straight for the grapple so they can get to work with their radula.

« Last Edit: February 19, 2023, 12:38:43 AM by bhu »

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Re: Fortean Hallucinations
« Reply #30 on: November 11, 2011, 07:46:13 PM »
http://en.wikipedia.org/wiki/Tatzelwurm
https://cryptidz.fandom.com/wiki/Tatzelwurm
http://www.newanimal.org/tatzel.htm
https://hauntedpalaceblog.wordpress.com/tag/dragon-slayers/


Tatzelwurm
Small Animal
Hit Dice: 2d8+2 (11 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class:  15 (+1 Size, +2 Dex, +2 Natural), touch 13 , flat-footed 13
Base Attack/Grapple: +1/-3
Attack: Bite +4 melee (1d4 plus poison)
Full Attack: Bite +4 melee (1d4 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison
Special Qualities: Low Light Vision
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 10, Dex 15, Con 12, Int 2, Wis 12, Cha 2
Skills: Hide +7, Jump +4, Listen +3, Spot +3
Feats: Weapon Finesse
Environment: Temperate Mountains
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Always Neutral
Advancement:  3-4 HD (Medium)
Level Adjustment: ----

"My fathers leg was lost to the Wurms in the hills.  We had to amputate it to keep their poison from claiming him."

This is the cryptozoological version of a poisonous lizard as opposed to the mythological cat faced reptile.  While the Tatzelwurm is described as being a lizard or dragon 1-7 ft. long, with 2-6 legs, a row of bristles down it's spine, and a cat's face, most drawings are of a short, stubby reptile with 4 legs.  It's thought it could be a snake, lizard or salamander.

Poison (Ex): Injury, Fort Save DC 12, Initial and Secondary Damage 1d6 Con.  Save DC is Constitution Based.

Skills: The Tatzelwurm has a +4 Racial Bonus with Jump Checks.

Combat: Tatzelwurms charge and bite.  After that they trust to their venom to bring down most opponents.



      Tatzelwurm (mythic version)
                      Medium Dragon
Hit Dice:             6d12+12 (51 hp)
Initiative:           +0
Speed:                40 ft. (8 squares)
Armor Class:          15 (+5 Natural), touch 10, flat-footed 15
Base Attack/Grapple:  +6/+8
Attack:               Bite +8 melee (1d6+2 plus 1d4 Fire plus Poison)
Full Attack:          1 Bite +8 melee (1d6+2 plus 1d4 Fire plus Poison) and 2 Claws +3 melee (1d4+1 plus 1d4 Fire )
Space/Reach:          5 ft./5 ft.
Special Attacks:      Poison, Breath Weapon, Hot Blooded
Special Qualities:    Darkvision 60 ft., Scent, Immune to Fire Damage
Saves:                Fort +7, Ref +5, Will +6
Abilities:            Str 15, Dex 10, Con 15, Int 2, Wis 12, Cha 6
Skills:               Climb +4, Hide +5, Listen +4, Move Silently +5, Spot +4
Feats:                Ability Focus (Poison, Breath Weapon, Hot Blooded)
Environment:          Cold or Temperate Mountains
Organization:         Solitary
Challenge Rating:     4
Treasure:             None
Alignment:            Always Neutral
Advancement:          7-12 HD (Large)
Level Adjustment:     ---

This is the 7 foot long Swedish dragon with a cat's face and boar's bristles down it's back.  Said to be so hot, it melts sand into glass with it's passing.

Poison (Ex): Injury, Fort Save DC 17, Initial and Secondary Damage 1d6 Con.  Save DC is Constitution Based.

Breath Weapon (Su): Once every 1d4 rounds the Tatzelwurm can exhale  poison in a 15 foot Cone.  Inhaled, Fort Save DC 17, Initial damage is Stunned 1 round, Secondary is Sickened for 1 Minute.

Hot Blooded (Su): The Tatzelwurms attacks do an extra 1d4 Fire damage, and anything striking it in melee or grappling it takes 1d4 Fire damage as well.  It's blood is quite hot, and opponents who are adjacent that do piercing or slashing damage must make a DC 17 Reflex Save or get splashed with the blood taking 1d4 Fire damage.

Combat: Tatzelwurms charge into the fray, spitting poison at stubborn opponents.



Stollenwurm
                      Small Dragon
Hit Dice:             2d12+2 (15 hp)
Initiative:           +0
Speed:                20 ft. (4 squares), Burrow 10 ft.
Armor Class:          14 (+1 Size, +3 Natural), touch 11, flat-footed 14
Base Attack/Grapple:  +2/+3
Attack:               Bite +4 melee (1d3+1)
Full Attack:          Bite +4 melee (1d3+1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Poison, Favored Enemy: Fey, Improved Grab, Constrict, Grappler
Special Qualities:    Low-light Vision, Darkvision 60 ft.
Saves:                Fort +4, Ref +3, Will +3
Abilities:            Str 13, Dex 10, Con 13, Int 4, Wis 11, Cha 8
Skills:               Hide +5, Jump +5, Listen +4, Spot +4, Survival +2
Feats:                Ability Focus (Poison)
Environment:          Temperate Mountains
Organization:         Solitary or Family (2-10)
Challenge Rating:     2
Treasure:             None
Alignment:            Usually Neutral
Advancement:          3-4 HD (Medium)
Level Adjustment:     ----

Stollenwurms have 2-6 stubby legs and a thick, catlike head.  They are quite aggressive, jumping on humans and animals alike, attempting to strangle them.  They are especially dangerous to Fey, whom they attack on sight.  There is a common, black version, and a rarer white version with a gold crown.  They have 'poison in their throats', which I think means they breath it out.

Poison (Ex): Once every 1d4 rounds, the Stollenwurm can exhale Poison in one adjacent square.  Inhaled, Fort Save DC 14, Initial damage is Stunned 1 round, Secondary is Sickened for 1 Minute.

Favored Enemy: Fey (Ex):  The Stollenwurn gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against Fey. Likewise, they get a +2 bonus on weapon damage rolls against such creatures.

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

Constrict (Ex): On a successful grapple check, a Stollenwurn deals 1d3+1 points of damage.

Grappler (Ex): the Stollenwurm does not take Size Penalties to Grapple Checks.

Combat: The Stollenwurm usually bites, and then goes for the grapple.



Much thanks to Jurgen Hubert who is assisting me with the German folklore (and whom I am hoping will correct me if I get things wrong lol).
« Last Edit: February 26, 2023, 08:17:45 PM by bhu »

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Re: Fortean Hallucinations
« Reply #31 on: November 11, 2011, 07:46:44 PM »

https://en.wikipedia.org/wiki/Kalanoro
https://cryptidz.fandom.com/wiki/Kalanoro
https://cryptidchronicles.tumblr.com/post/26412575888/madagascar-and-africas-mysterious-kalanoro


Kalanoro
Medium Animal
Hit Dice: 2d8+4 (13 hp)
Initiative: +2
Speed: 30 ft. (6 squares), Swim 20 ft.
Armor Class: 15 (+2 Dex, +3 Natural), touch 12, flat-footed 13
Base Attack/Grapple: +1/+3
Attack: Slam +3 melee (1d6+2)
Full Attack: 2 Slams +3 melee (1d6+2) and 1 Bite +1 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved Grab, Rend (2d6+3)
Special Qualities: Low Light Vision, Scent
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 15, Dex 14, Con 14, Int 2, Wis 12, Cha 7
Skills: Climb +6, Listen +4, Spot +3, Swim +10
Feats: Combat Reflexes, Multiattack (B)
Environment: Warm Forest or Aquatic
Organization: Solitary, or Group (3-6)
Challenge Rating: 1
Treasure: None
Alignment: Always Neutral
Advancement: 3 HD (Medium), 4-6 HD (Large)
Level Adjustment: ---

"Day four of my life among the chimps.  Things seemed surprisingly normal until a small group of apes with spiny fur down their backs and odd looking hands and feet appeared.  The chimps seem nervous to say the least.  So am I..."

Kalanoro are 4 foot tall apes with bluish-grey fur, and spines running down their backs.  They have 3 toes and fingers and appear to be good swimmers, and pack hunters.  At least as far as cryptozoologists are concerned.  The locals think of them as belligerent fey.

Improved Grab (Ex): If the Kalanoro hits with it's Slam Attack it can make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it can Rend. Kalanoro may use this ability on creatures of their own Size Class or Smaller.

Rend (Ex): The Kalanoro does 2d6+3 damage with a successful Grapple Check.

Skills: Kalanoro gain a +4 Racial Bonus to Climb Checks, and a +8 Racial Bonus to Swim Checks.

Combat: Kalanoro tend to ambush their prey when outnumbering it, Grapple it to the ground, and then tear it to pieces.



Kalanoro (mythical version)
                      Tiny Fey (Incorporeal, Spirit)
Hit Dice:             2d6+2 (9 hp)
Initiative:           +2
Speed:                20 ft. (4 squares), Swim 20 ft.
Armor Class:          16 (+2 Size, +2 Dex, +2 Natural), touch 14, flat-footed 14
Base Attack/Grapple:  +1/+4
Attack:               Claw +6 melee (1d2+3)
Full Attack:          2 Claws +6 melee (1d2+3) and 1 Bite +4 melee (1d2+1)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Spell-Like Abilities, Improved Grab
Special Qualities:    Low-light Vision, Corporeal Manifestation, Scent, SR 13, Backwards Feet, Telepathy 60 ft.
Saves:                Fort +1, Ref +5, Will +5
Abilities:            Str 16, Dex 14, Con 13, Int 10, Wis 14, Cha 13
Skills:               Climb +7, Knowledge (Arcana, Local, Nature, Religion) +4, Listen +6, Move Silently +6, Spot +6, Survival +4, Swim +11
Feats:                Multiattack, Anklebiter (B)
Environment:          Warm Forest or Aquatic
Organization:         Solitary, or Group (3-6)
Challenge Rating:     2
Treasure:             Standard
Alignment:            Usually Neutral Evil
Advancement:          3 HD (Tiny), 4-6 HD (Small)
Level Adjustment:     ---

These are 2 to 5 foot tall versions of the Kalanoro, and are ruthless and mischievous thieves sometimes used by sorcerers as mediums, healers and to curse opponents or remove curses from friends.  Many chase them for their hair, which is said to contain their magical power.  They are also known for visiting people in dreams and giving them taboos.  There is some discrepancy as to whether they are corporeal or not, so I made them able to switch between corporeal and incorporeal.

Spell-Like Abilities (Sp): 3/Day: Cure Light Wounds, Doom  1/Day: Augury, Remove Blindness/Deafness, Remove Curse, Remove Disease   1/Week: Bestow Curse, Dream, Lesser Geas

Improved Grab (Ex): If the Kalanoro hits a Medium or smaller creature with it's Claw Attack it can make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it establishes a hold. 

Corporeal Manifestation (Su): As a Swift Action, the Kalanoro manifests as a physical being temporarily losing it's Incorporeal Subtype.  While Incorporeal it has no Strength score and can't attack physical beings (but it can use it's Spell-Like Abilities).

Backwards Feet (Su): As a Swift Action a Kalaoro may turn it's feet backwards.  This doubles  the DC of Survival Checks meant to track them.

Skills: Kalanoro gain a +4 Racial Bonus to Climb Checks, and a +8 Racial Bonus to Swim Checks.  They do not take Size Penalties to Grapple Checks.

Combat:  Kalanoro only fight if they have the advantage, otherwise they flee.

« Last Edit: March 02, 2023, 01:33:09 AM by bhu »

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Re: Fortean Hallucinations
« Reply #32 on: November 11, 2011, 07:47:18 PM »
http://www.flatwoodsmonster.com/

http://www.wvculture.org/goldenseal/Fall02/legend.html

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

http://www.csicop.org/si/2000-11/i-files.html

http://research.umbc.edu/~frizzell/flatwoods.html


Flatwoods Monster
Large Construct
Hit Dice: 10d10+30 (85 hp)
Initiative: +2
Speed[/B]: Fly 40 ft. (8 squares), Perfect
Armor Class: 19 (-1 Size, +2 Dex, +8 Natural), touch 11, flat-footed 17
Base Attack/Grapple: +7/+15
Attack: Retractable Claw +10 melee (1d6+4)
Full Attack: 2 Retractable Claws +10 melee (1d6+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Mist Spray
Special Qualities: Limited Flight, Dark Vision 60'
Saves: Fort +3, Ref +5, Will +5
Abilities: Str 18, Dex 15, Con -, Int 10, Wis 15, Cha 15
Skills: Hide +5, Intimidate +5, Listen +5, Jump +15, Spot +5,
Search +3
Feats: Ability Focus (Mist Spray), Dodge, Improved Initiative,
Mobility
Environment: Any
Organization: Usually Solitary
Challenge Rating: 7?
Treasure: Standard
Alignment: Usually Neutral
Advancement: 11-15 HD (Large)
Level Adjustment: ----


"No one goes into the woods there anymore.  Something inhuman haunts them, and it does terrible things to anyone going inside.  Strange lights and sounds are heard there, and some who have gone to investigate do not come back..."

This is the infamous robotic alien monster of ufology fame (often listed erroneously as a cryptid).

Mist Spray (Ex): Three times per day the Flatwoods monster may generate a 20 foot cone of irritating mist. Victims inside it must make a Fortitude Save DC=19 or be Sickened for as long as they are in the cone effect and for 1d6+6 minutes after (Save is Charisma based, cone effect remains for 1d6 rounds before dispersing ). Victime who fail the save by more than 5 are also blinded for 1d6 rounds.

Limited Flight (Ex): The Flatwoods Monster levitates naturally. It always remains 2 feet off the ground. It may not gain height, and if thrown off a cliff it automatically is considered to have an always on personal range Feather Fall spell.

Combat:  The Lake Flatwood Monster usually blasts it's victims  with mist before disappearing.  Anyone attempting to get closer to it must face it's claw.

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Re: Fortean Hallucinations
« Reply #33 on: November 11, 2011, 07:47:59 PM »
http://istina.rin.ru/eng/ufo/text/152.html
https://en.wikipedia.org/wiki/Mamlambo
http://www.xprojectmagazine.com/archives/cryptozoology/lmattack.html
https://cryptidz.fandom.com/wiki/Mamlambo
https://brickthology.com/2017/04/30/mamlambo/

Mamlambo
Gargantuan Animal
Hit Dice: 12d8+72 (126 hp)
Initiative: +1
Speed: 30 ft. (6 squares), Swim 50 ft.
Armor Class: 16 (-4 Size, +1 Dex, +9 Natural), touch 7, flat-footed 15
Base Attack/Grapple: +9/+31
Attack: Bite +15 melee (2d8+15)
Full Attack: Bite +15 melee (2D8+15)
Space/Reach: 20 ft./15 ft. (20 ft with Bite)
Special Attacks: Improved Grab
Special Qualities: Low Light Vision, Hold Breath
Saves: Fort +13, Ref +9, Will +6
Abilities: Str 30, Dex 12, Con 20, Int 2, Wis 14, Cha 6
Skills: Hide -1 (+3 in water, +13 underwater), Listen +8, Spot +8, Swim +18
Feats: Alertness, Endurance, Improved Toughness, Power Attack, Skill Focus (Hide)
Environment: Warm Aquatic
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Always Neutral
Advancement: 13-18 HD (Gargantuan); 19-36 HD (Colossal)
Level Adjustment: ----

"Why are the natives so damned afraid of this thing?  It's just some sort of reptile or archaic cetacean.  It's not like it's a supernatural entity."

The Mamlambo is a feared South African cryptid said to devour brains.  It is 60-70 ft. long with the body of a horse, short legs, fishes tail, snakelike neck and crocodilian or horselike head.  It's also described as a giant snake that may be bio-luminescent.

Improved Grab (Ex): If the Mamlambo hits with it's bite attack it may attempt a Grapple check as a Free Action without provoking an attack of opportunity. If successful it attempts to drag it's prey into the water and pin it on the bottom.

Hold Breath (Ex): A Mamlambo can hold it's breath for 8 times it's Constitution modifier in rounds before it risks drowning.

Skills: Mamlambo have a +8 racial skill bonus to Swim checks, and may always take 10 on a swim check even if threatened or distracted. The Mamlambo gains a +4 racial bonus on Hide checks when in the water. Further, a Mamlambo can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.

Combat: Mamlambo are ambush predators who try to pull their prey into the river to drown it.

« Last Edit: February 19, 2023, 06:59:05 PM by bhu »

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Re: Fortean Hallucinations
« Reply #34 on: November 11, 2011, 07:48:34 PM »
Mamlambo Supernatural version
Gargantuan Outsider (Amphibious, Aquatic, Native)
Hit Dice: 25d8+250 (362 HP)
Initiative: +5
Speed: 30 ft. (6 squares), Swim 50 ft.
Armor Class: 21 (-4 Size, +1 Dex, +14 Natural), touch 7, flat-footed 20
Base Attack/Grapple: +25/+47
Attack: Bite +32 melee (2D8+15)
Full Attack: Bite +32 melee (2D8+15)
Space/Reach: 20 ft./15 ft. (20 ft with Bite)
Special Attacks: Hypnotic Gaze, Improved Grab, Alternate Form
Special Qualities: Darkvision 60 ft., Glow, DR 10/Magic, SR 23
Saves: Fort +23, Ref +15, Will +19
Abilities: Str 30, Dex 12, Con 28, Int 21, Wis 20, Cha 20
Skills: Bluff +25, Craft (any 1) +25, Diplomacy +25, Hide +13, Intimidate +25, Knowledge (Arcana, Geography, History, Local, Nature, Religion) +26, Listen +25, Move Silently +21, Profession (+25), Search +25, Sense Motive +25, Spot +25, Survival +25, Swim +20
Feats: Ability Focus (Hypnotic Gaze), Alertness, Cleave, Endurance, Great Cleave, Improved Initiative, Improved Toughness, Power Attack, Weapon Focus (Bite)
Environment: Warm Aquatic
Organization: Unique
Challenge Rating: 12
Treasure: Standard
Alignment: Always Neutral
Advancement: 26-50 HD (Colossal)
Level Adjustment: ----


"Another tribesman with no face or brain.  I don't know how many more of these we can find before people start to snap."

This is the supernatural Mamlambo.  Described as similar to the animal version, but with a glowing green body or eyes that it uses to hypnotic effect.  Mamlambo is also a river deity and beer brewing goddess pictured as a serpent or mermaid (I can't find enough info on her to stat her out as a deity).  Mamlambo speaks Common.

Hypnotic Gaze (Su): 30 foot gaze attack, Willpower Save DC: 29 (Save DC is Charisma based). Victims of the Gaze attack are affected as by a Charm Person spell (caster level is equal to half Mamlambo's Hit Dice). The Mamlambo than attempts to convince them to come near to the water.

Improved Grab (Ex): If the Mamlambo hits with it's bite attack it may attempt a Grapple check as a Free Action without provoking an attack of opportunity. If successful it attempts to drag it's prey into the water and pin it on the bottom.

Alternate Form (Su): The Mmlambo can assume the form of a Mermaid as a standard action at will. The Mamlambo can remain in its Mermaid form until it chooses to return to its natural form.

Glow (Su): The Mamlambo can shed green light at will as a Free Action.  This is as bright as daylight for up to 30 feet from the Mamlambo, and dim light for another 30 feet past that.  While this light is on the Mamlambo fails all Hide Checks.

Skills: Mamlambo have a +8 racial skill bonus to Swim checks, and may always take 10 on a swim check even if threatened or distracte

Combat: The Mamlambo uses it's hypnotic powers to get prey to come within the waters edge, and then pulls it in to drown it.

« Last Edit: March 02, 2023, 01:36:26 AM by bhu »

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Re: Fortean Hallucinations
« Reply #35 on: November 11, 2011, 07:49:30 PM »
https://cryptidarchives.fandom.com/wiki/Xolchixe

Xolchixe
                      Large Animal
Hit Dice:             5d8+15 (37 hp)
Initiative:           +5
Speed:                30 ft. (6 squares), Climb 20 ft.
Armor Class:          15 (-1 Size, +1 Dex, +5 Natural), touch 10, flat-footed 14
Base Attack/Grapple:  +3/+12
Attack:               Claw +7 melee (1d10+5/19-20, x3)
Full Attack:          2 Claws +7 melee (1d10+5/19-20, x3)
Space/Reach:          10 ft./10 ft.
Special Attacks:    Eviscerating Claws 
Special Qualities:    Low Light Vision, Hold Breath
Saves:                Fort +7, Ref +5, Will +2
Abilities:            Str 20, Dex 13, Con 16, Int 2, Wis 13, Cha 8
Skills:               Balance +10, Climb +14, Listen +6, Spot +6, Swim +9
Feats:                Alertness, Improved Initiative, Brachiation (B)
Environment:          Warm Forest
Organization:         Solitary
Challenge Rating:    4
Treasure:             None
Alignment:            Always Neutral
Advancement:          6-10 HD (Large)
Level Adjustment:     ---

"We do not go near the shores at night.  There are devils who live i nthe forest who come down to the beaches to hunt.  We dare not encounter them."

The Xolchixe are large sloths the size of lions that have turned carnivorous (or at least they look like sloths).  They are both apparently decent swimmers and climbers, and move far more quickly than their smaller tree sloth cousins.

Eviscerating Claws (Ex): The Xolchixe's claw attacks threaten a critical on a 19-20 and do x3 damage on a successful critical.

Skills: The Xolchixe gain a +8 Racial Bonus to all Balance and Climb Checks, and can always Take 10 on a Climb Check.  They also have a +4 Racial Bonus on Swim checks.

Combat: The Xolchixe tend to be ambush predators that charge quickly into combat, and retreat to the forest to regroup and attack again just as quickly.

« Last Edit: March 03, 2023, 11:59:11 PM by bhu »

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Re: Fortean Hallucinations
« Reply #36 on: November 11, 2011, 07:50:22 PM »
http://www.angelfire.com/bc2/cryptodominion/invertebrates.html
https://cryptidz.fandom.com/wiki/Dundas_Island_Blackfly

Dundas Island Black Flies
                      Fine Vermin
Hit Dice:             3d8 (13 hp)
Initiative:           +2
Speed:                5 ft. (1 square), Fly (40 ft., Average)
Armor Class:          20 (+8 Size, +2 Dex), touch 20, flat-footed 18
Base Attack/Grapple:  +2/-
Attack:               Swarm (1d6 plus Poison)
Full Attack:          Swarm (1d6 plus Poison)
Space/Reach:          10 ft./0 ft.
Special Attacks:      Distraction, Blood Drain, Poison
Special Qualities:    Dark Vision 60 ft., Swarm traits, Vermin traits, Immune to Weapon damage
Saves:                Fort +3, Ref +3, Will +2
Abilities:            Str 1, Dex 15, Con 10, Int -, Wis 12, Cha 1
Skills:               -
Feats:                -
Environment:          Cold Forest
Organization:         Solitary or Group (3-6 Swarms)
Challenge Rating:     2
Treasure:             None
Alignment:            Always Neutral
Advancement:          ---
Level Adjustment:     ---

"Peek outside and see if they're still there."

"AAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHH!"

"Quick! Get that hatch closed!

The Dundas Island flies travel in huge swarms and are notable for chewing through the skin of victims to get at their blood leaving horrible welts behind.  They are technically considered a cryptid simply because no one wants to study bloodsucking insects at remote locations.  They are well hated by the fishermen who sometimes go there.

Distraction (Ex): Any living creature that begins its turn within a swarm of Black Flies must make a DC 11 Fortitude Save or be Nauseated for 1 round.  Save DC is Constitution Based.

Blood Drain (Ex): Any opponent successfully damaged by the Flies Swarm attack also takes 1 point of temporary Constitution damage.

Poison (Ex): Injury, DC 11 Fortitude Save (Save DC is Con based), Initial and Secondary damage is 1d4 Dexterity.

Combat: Much like any other swarm the flies just swarm and bite away.  They aren't tactical geniuses.

« Last Edit: March 05, 2023, 06:41:28 PM by bhu »

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Re: Fortean Hallucinations
« Reply #37 on: November 11, 2011, 07:51:15 PM »
http://www.unknownexplorers.com/alkalilakemonster.php

http://www.cryptozoology.com/forum/topic_view_thread.php?tid=5&pid=188348

http://cryptozoology.wikia.com/wiki/Alkali_lake_monster



Alkali Lake Monster
                      Gargantuan Animal
Hit Dice:             28d8+196 (322 hp)
Initiative:           +1
Speed:                40 ft. (8 squares), Swim 40 ft.
Armor Class:          19 (-4 Size, +1 Dex, +12 Natural), touch 7, flat-footed 18
Base Attack/Grapple:  +22/+51
Attack:               Bite +32 melee (4d6+19/19-20)
Full Attack:          Bite +32 melee (4d6+19/19-20)
Space/Reach:          20 ft./15 ft.
Special Attacks:      Capsize Boat
Special Qualities:    Dark Vision 60', Hold Breath
Saves:                Fort +23, Ref +17, Will +9
Abilities:            Str 36, Dex 12, Con 24, Int 2, Wis 12, Cha 10
Skills:               Listen +16, Spot +16, Swim +22
Feats:                Cleave, Devastating Critical (Bite), Great Cleave, Greater Mighty Roar, Improved Critical (Bite), Mighty Roar, Overwhelming Critical (Bite), Power Attack, Power Critical (Bite), Weapon Focus (Bite)
Environment:          Temperate Aquatic
Organization:         Unique
Challenge Rating:     15
Treasure:             None
Alignment:            Always Neutral
Advancement:          29-44 HD (Gargantuan), 45-58 (Colossal)
Level Adjustment:     ----

"Well sir, you could go down to the lake to go fishin', but I wouldn't advise it.  There's a really big critter in that lake that objects to it."

The Alkali lake monster vaguely resembles a gigantic alligator with a horn on it's head.

Capsize Boat (Ex): A submerged Lake Monster that surfaces under a boat or ship less than 20' long capsizes the vessel 95% of the time.  50% if it's 20-60' long, and only 20% if it's over 60'.

Hold Breath (Ex): The Alkali Lake Monster can Hold it's breath for (8 times it's Con modifier) rounds before it risks drowning.

Combat: The Alkali Lake Monster tends to surface under boats to capsize them before picking off swimmers one by one.



Alkali Lake Monster, mythic version
                      Colossal + Animal
Hit Dice:             100d8+1200 (1650 hp)
Initiative:           +5
Speed:                40 ft. (8 squares), Swim 40 ft.
Armor Class:          33 (-8 Size, -1 Dex, +32 Natural), touch 1, flat-footed 33
Base Attack/Grapple:  +75/+113
Attack:               Bite +90 melee (6d6+33/19-20)
Full Attack:          Bite +90 melee (6d6+33/19-20)
Space/Reach:          40 ft./30 ft.
Special Attacks:      Stench
Special Qualities:    Dark Vision 60', Hold Breath, DR 25/Epic, SR 35
Saves:                Fort +69, Ref +51, Will +50
Abilities:            Str 54, Dex 8, Con 32, Int 2, Wis 12, Cha 24
Skills:               Listen +51, Spot +51, Swim +31
Feats:                Ability Focus (Stench), Awesome Blow, Cleave, Defensive Sweep, Devastating Critical (Bite), Diehard, Endurance, Epic Endurance, Epic Fortitude, Epic Will, Flay, Great Cleave, Greater Fortitude, Greater Mighty Roar, Improved Bull Rush, Improved Critical (Bite), Improved Initiative, Improved Snatch, Improved Toughness, Indomitable Soul, Iron Will, Large and in Charge, Lunging Strike, Mighty Roar, Multisnatch, Overwhelming Assault, Overwhelming Critical (Bite), Power Attack, Power Critical (Bite), Shock Trooper, Snatch, Steadfast Determination, Superior Initiative, Swim-By Attack, Weapon Focus (Bite)
Environment:          Temperate Aquatic
Organization:         Unique
Challenge Rating:     
Treasure:             None
Alignment:            Always Neutral
Advancement:          101-200 HD (Colossal)
Level Adjustment:     ----


"I never thought you could be killed by something because it just smelled bad."

The Alkali lake monster is a gigantic monstrosity about 300' long whose stench is so incredibly bad it kills anything nearby.

Stench (Ex): Any corporeal, living opponent within 100' of the Lake Monster when it surfaces from the water must make a DC 73 Fortitude Save (Save DC is Constitution based) or be poisoned.  Inhale, DC 73 Fortitude Save, Initial Damage 2d6 Constitution, Secondary damage is death.

Hold Breath (Ex): The Alkali Lake Monster can Hold it's breath for (8 times it's Con modifier) rounds before it risks drowning.

Combat: If anything isn't actually killed by the monsters stench, it tends to just rush in and start biting.

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Re: Fortean Hallucinations
« Reply #38 on: November 11, 2011, 07:52:02 PM »
http://en.wikipedia.org/wiki/Orang-bati

http://www.newanimal.org/orang-bati.htm

http://www.unknown-creatures.com/orang-bati.html

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

http://www.shopoflittlehorrors.com/Alien%20Species%20Index%20%28orang%20bati%29.html

Orang-Bati
                      Medium Monstrous Humanoid
Hit Dice:             4d10+12 (34 hp)
Initiative:           +1
Speed:                20 ft. (4 squares), Fly 50 ft., Average
Armor Class:          14 (+1 Dex, +3 Natural), touch 11, flat-footed 13
Base Attack/Grapple:  +4/+8
Attack:               Slam +8 melee (1d4+4)
Full Attack:          2 Slams +8 melee (1d4+4) and 1 Bite +3 melee (1d4+2)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Improved Grab, Flying Snatch
Special Qualities:    Dark Vision 60'
Saves:                Fort +2, Ref +5, Will +5
Abilities:            Str 18, Dex 12, Con 13, Int 4, Wis 12, Cha 10
Skills:               Listen +3, Spot +3, Survival +4
Feats:                Flyby Attack, Hover
Environment:          Warm Mountains
Organization:         Solitary, Pair, or Group (3-6)
Challenge Rating:     3
Treasure:             None
Alignment:            Always Neutral
Advancement:          5-8 HD (Medium)
Level Adjustment:     ---

"Keep your children inside at night, and away form the old volcano.  It isn't safe for them.  You would not understand this being an outsider, but you must listen."

The Orang-Bati is an odd Indonesian cryptid said to resemble a red skinned humanoid, monkey, or Orangutan with short black fur.  It also has wings, a long tail, and a habit of eating children.

Improved Grab (Ex): If the Orang-Bati successfully hits a creature with it's Slam Attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.

Flying Snatch (Ex): When performing a Charge attack while flying, at any point in it's movement the Orang-Bati can attempt to make a Grapple Check as a Free Action without provoking an Attack of Opportunity provided the opponent is at least one size class smaller than itself.  If successful it snatches the opponent and can continue it's flying movement (Although it will have to make further Grapple Checks in further rounds to continue falling.  Most fly upwards so the fall will kill opponents who do escape their grasp).

Combat: Orang-Bati supposedly prefer to eat children, and usually wait till one is vulnerable to sweep down and fly off with it.  They'll occasionally fight by doing flyby attacks, but if their opponent seems capable of defending himself they'll flee.

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Re: Fortean Hallucinations
« Reply #39 on: November 11, 2011, 07:52:36 PM »
http://en.wikipedia.org/wiki/Ninki_Nanka
https://mythlok.com/ninki-nanka/
https://cryptidarchives.fandom.com/wiki/Ninki_nanka


Ninki Nanka, Cryptid version
                      Huge Animal
Hit Dice:             10d8+50 (95 hp)
Initiative:           +5
Speed:                10 ft. (2 squares), Swim 50 ft.
Armor Class:          17 (-2 Size, +1 Dex, +8 Natural), touch 9, flat-footed 16
Base Attack/Grapple:  +7/+25
Attack:               Bite +15 melee (2d6+15)
Full Attack:          Bite +15 melee (2d6+15)
Space/Reach:          15 ft./10 ft.
Special Attacks:      Improved Grab, Swallow Whole
Special Qualities:    Low Light Vision, Hold Breath
Saves:                Fort +12, Ref +8, Will +4
Abilities:            Str 30, Dex 12, Con 20, Int 2, Wis 12, Cha 8
Skills:               Hide -1 (+3 in water), Listen +8, Move Silently +3, Spot +7, Swim +18
Feats:                Alertness, Improved Initiative, Power Attack, Stealthy
Environment:          Warm Marsh
Organization:         Solitary
Challenge Rating:     7
Treasure:             None
Alignment:            Always Neutral
Advancement:          11-15 HD (Huge), 16-30 HD (Gargantuan)
Level Adjustment:     ---

"DO NOT GO DOWN TO THE RIVER!! YOU KNOW NOT WHAT YOU DO!"

The Ninki Nanka is a West African monster described as a dragon or dinosaur like cryptid with a flickering tongue and bright red mouth.  It is sometimes compared to Tanystropheus, and sometimes may be a serpent with a crest and reflective scales.  It has varying amounts of horns, or none at all.  It's also been described as a fire breathing wyvern with a crest of fire.  Size is anywhere from 15 to 160 feet long.  In fact, very few descriptions of it seem to match.  This version is the prehistoric reptile.

Improved Grab (Ex) If the Ninki Nanka is successful with it's Bite Attack, it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If it is successful it may Swallow Whole.

Swallow Whole (Ex): With a successful Grapple Check a Ninki Nanka may Swallow an opponent at least 2 Size Classes smaller than itself.  The swallowed opponents take 2d8+10 bludgeoning damage and 10 points of acid damage per round.  It may try to escape by doing 25 points of damage to the Nanka's stomach (AC 15) with a light slashing or piercing weapon.  Once it exits muscular action closes the hole and other victims must cut their own way out.  A Nanka's stomach may hold 1 Medium, 4 Small, or 16 Tiny or Smaller opponents.

Hold Breath (Ex): Ninki Nanka may hold their breath for (8 times Constitution Modifier) rounds before it risks drowning.

Skills: Ninki Nanka have a +8 racial skill bonus to Swim checks, and may always take 10 on a swim check even if threatened or distracted.

Combat: Ninki Nanka usually charge, bite, swallow, and flee.  They will attack again if there are only one or two more opponents, but larger groups will cause an attack, swallow, flee, attack pattern.

« Last Edit: March 02, 2023, 01:52:39 AM by bhu »