Author Topic: Biblical Weirdness  (Read 42233 times)

Offline bhu

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Re: Biblical Weirdness
« Reply #120 on: February 18, 2021, 09:47:42 PM »
https://books.google.com.ph/books?id=aeMTAAAAQBAJ&pg=PA296&lpg=PA296&dq=%E8%81%BB+ghost+-pinterest&source=bl&ots=QcDzUblEKz&sig=ACfU3U1PekOmiLm_q7sCRHGLmghbZ6SMwg&hl=en&sa=X&ved=2ahUKEwj-pZ-TpOvuAhWpGaYKHdVnBgsQ6AEwDnoECAsQAg#v=onepage&q=%E8%81%BB%20ghost%20-pinterest&f=false

With much thanks to books-to-the-sky, without whom this template would not have been done.

Jian

Jian is an Acquired Template that can be applied to any creature with the Gui template, which has died a second time.  Usually executed by a God for misdeeds it performed as a ghost.  When a Gui is cut in half or killed by other means, its body releases noxious black smoke.  Unless this smoke is immediately dissipated, the Gui rises as a Jian, who then haunts ghosts.

Size and Type: Unchanged. 

Hit Dice: Unchanged.

Speed: Unchanged.

Armor Class: Unchanged.

Attacks: Cannot make attacks against living, corporeal beings who are mortal (i.e; that have no Supernatural or Spell-Like Abilities).

Damage: Cannot make attacks against living, corporeal beings who are mortal (i.e; that have no Supernatural or Spell-Like Abilities).

Special Attacks: Retains all Special Attacks of the Base Creature, and modifies them as follows:

Manifestation (Su):  Jian can only Manifest to Gui and other Supernatural beings.  They cannot be seen or heard by living creatures who are mortals, nor do their attacks, spells, powers, spell-like or supernatural abilities affect living beings.  They also cannot stop being Incorporeal

Ghost Killer (Su): When attacked by your spells, powers, spell-like or supernatural abilities, Undead find that the following immunities do not work against you: mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, critical hits, nonlethal damage, ability drain, energy drain, damage to its physical ability scores (Strength, Dexterity)), as well as to fatigue and exhaustion effects.  It is also subject to death from massive damage from you, and must make Saves against any effect that requires a Fortitude Save like normal.  For purposes of it's spells, powers, spell-like or supernatural abilities, etc., Undead also count as the Type the Base Creature was while it was alive.  For example, the Jian can cast Charm Person on a vampire that was a human when it was alive, and it is subject to the affects of that spell as though it were still Humanoid.  None of the Jian's Special Attacks work on living, corporeal beings who are mortal (i.e; that have no Supernatural or Spell-Like Abilities).

Special Qualities: Retains all Special Qualities of the Base Creature (Except one Vulnerability, which it loses).  It replaces that Vulnerability with Greedy.

Greedy: Jian are desirous of wealth, and if offered Hell Money during the appropriate rituals to stop haunting someone they must make a DC 20 Willpower Save to say no.

Saves: Unchanged.

Abilities: Unchanged.

Skills: Unchanged.

Feats: Unchanged.

Environment: Unchanged.

Organization: Unchanged.

Challenge Rating:
+0

Treasure: Unchanged.

Alignment: Always Evil.

Advancement: Unchanged.

Level Adjustment: N/A, Jian are not meant to be PC's.
« Last Edit: February 21, 2021, 04:02:12 AM by bhu »

Offline bhu

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Re: Biblical Weirdness
« Reply #121 on: February 18, 2021, 09:54:14 PM »
Ba

Ba is an Acquired Template which can be applied to any Humanoid with the Jiangshi Template that is 6+ Hit Dice.  The Ba have become Drought Demons of a sort, and aspire to godhood.  Ba of 40 or more Hit Dice gain Divine Rank 0, and are no longer usable as encounters.  They are known as Demon Kings.

Size and Type: Unchanged. 

Hit Dice: Unchanged.

Speed: Base land speed doubles, and it gins a Climb speed equal to half it's land speed.

Armor Class: The Ba gets a Natural Armor Bonus equal to it's Hit Dice, and a Profane Bonus to AC equal to half that mount.

Attacks:  Unchanged, but see below.

Damage: The Ba's Claw attack now does 2d6 plus Str modifier.

Special Attacks:  Retains all Special Attacks of the Base Creature, and modifies them as follows:

Energy Drain (Su): This Ba gains Enhanced Energy Drain if it doesn't already have it.

Alternate Form (Su): Instead of the former ability, the Ba can now Polymorph at will, as per the spell.  It may only Polymorph itself.

Battle Frenzy (Ex): The Bonus to attack and damage rolls increases to +4, and it now threatens a critical with it's Natural Weapons on n 18-20.

Horrific Appearance (Su): Instead of the usual effect, any living creature within 60 ft. of the Ba that can see it must make a Willpower Save or be afflicted as though they had the Feeblemind Spell successfully cast on them.

Poisonous Breath (Su): Once every 1d4 rounds the Ba can spit forth a gale force wind in a 60 foot Line.  Anything within this area of effect must make a Fortitude Save against it's Poisonous Breath.

In addition, for every 8 Hit Dice the Ba possesses it can choose one of the following:

Missing Bite (Su): If the Ba bites a victim who is unconscious or unaware, the victim must make an Opposed Spot vs Move Silently Check, or he doesn't know he's been bitten (or Energy Drained), and the Bite leaves no marks.

Cause Drought (Sp): (Prerequisite 24+ Hit Dice) The Ba can cast the following Spell-Like Abilities: At will: Dispel Water (Sandstorm), Locate Water (Sandstorm), Parching Touch (Sandstorm)  3/day: Mass Desiccate (Sandstorm).

Plague Bearer (Su): The Ba's infectious, and carries some form of disease.  When making the Ba you can pick any disease known or even make one (many have a supernatural disease unique to them). First choose a form of infection (Contact, Inhaled, Ingested or Injury, see DMG for disease rules).  Choose whether it will be a Fortitude or Willpower Save (Save DC is Charisma based).  Incubation is always 1 day.  Damage is 1d4 ability damage (choose which ability when creating).  This ability may be taken a second time.  If so, whenever the victim takes damage from the disease he must make another saving throw or suffer one of the following additional effects: Permanently blinded or deafened, ability damage becomes ability Drain instead, Confused until next successful Save vs, Disease, Exhausted until next successful Save vs, Disease, Fascinated until next successful Save vs, Disease, Nauseated until next successful Save vs, Disease, or Paralyzed until next successful Save vs, Disease.

Any Special Attack listed in the Jiangshi Template.

Spell-Like Ability (Sp): Choose a spell from any spell list of 4th Level or lower to cast at will as a Spell-Like Ability.  This cannot be a spell that does Electricity damage, or provides Energy Resistance/Immunity to Electricity damage.

Special Qualities: Retains all Special Qualities of the Base Creature, and modifies them as follows:

Rejuvenation (Su): Beheading a Jiangshi, or burning and salting it's corpse will no longer 'kill' it, electricity is required.

Damage Reduction (Ex): DR now increases to DR (Hit Dice)/Epic and Good.

Turn Resistance (Ex): The Ba can no longer be destroyed by Turn Undead, but it still has Turn Resistance against the other effects.

Sensory Deprivation (Ex): The Jiangshi is no longer blind, so instead of this ability it has Darkvision 120 ft.

Compulsion Vulnerabilities: Ba no longer have the Compulsion Vulnerability, with the exception of their fear of thunder and lightning.

Physical Vulnerabilities: The Jiangshi is no longer damaged by urine, and cannot be paralyzed by paper charms.

Levitate (Su): The Jiangshi now has a Fly speed of 120 feet (Average Maneuverability).

Spell Resistance (Ex): The Ba now gains Spell Resistance equal to 15 plus it's Challenge Rating.

In addition the Ba gains one Quality from the following list for every 8 Hit Dice it possesses:

Any Special Quality listed in the Jiangshi Template.

Saves: Unchanged, unless there are changes in the appropriate Ability Scores.

Abilities: +4 Str, +6 Dex, +6 Int, +14 Wis, +8 Cha.

Skills:
Ba get a +8 Racial Bonus on Climb, Intimidation and Jump Checks, and any one other skill they don't currently have a Racial Bonus in.  They also regain the use of language.  They may always Take 10 on a Climb Check.

Feats: get one Bonus Feat they qualify for, including Epic Feats if they are sufficiently high level..

Environment: Any.

Organization: Solitary, sometimes accompanied by many Lesser Demons.

Challenge Rating:
+1 for each 8 Hit Dice, rounded down.

Treasure: Triple Standard.

Alignment: Unchanged.

Advancement: Unchanged.

Level Adjustment: N/A, Ghost Kings are not meant to be PC's.
« Last Edit: February 19, 2021, 07:40:33 PM by bhu »

Offline bhu

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Re: Biblical Weirdness
« Reply #122 on: September 23, 2022, 10:27:24 PM »
https://en.wikipedia.org/wiki/Manananggal

https://mythus.fandom.com/wiki/Manananggal

https://www.philippine-tales.com/creatures/manananggal#gsc.tab=0

https://medium.com/the-hyphenated-filipino/manananggal-meet-the-vampire-like-mythical-creature-of-the-philippines-d676b207aedf

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

Manananggal

Manananggal is an Acquired Template that can be applied to any Humanoid.  Manananggal are a type of Aswang from Filipino folklore, and usually appear as beautiful women.  Most stories also portray them as older women, or light skinned with long hair.  When night comes the creature smears it's body with a special oil.  This causes it to grow enormous, batlike wings, a long tubular tongue (some say it has a sharp point, some don't), and vicious fangs and claws.  It's body also separates at the waist, and it must hide it's lower half while it hunts.  It uses it's tongue to suck out the entrails of sleeping pregnant women, along with their unborn child.  They also are said to feed on the phlegm of the sick and the organs of groomsmen (in some stories the former human women were said to be abandoned at the altar).  In some stories they smell awful in their true form.

Their origin varies from place to place.  In one instance the Mananggal is a familial position.  The would be monster swallows a black chick, which slowly devours her entrails while keeping her alive, eventually making her a monster.  When she eventually grows too weak to feed, she passes the chick from her mouth to that of a relative.  In such cases it is said the woman can be cured by hanging her upside down and spinning her until she vomits up the bird.  Another story says one can become a Manananggal by rubbing special oils on one's skin while reciting  a particular chant, and holding the egg of a black chicken underneath the armpit until it disappears.  In some stories it is a genderless being living in the jungles by day, and hunting at night (occasionally making itself resemble a man or woman to lure prey).  In others it is a witch practicing black magic.

They are also called Tik-Tiks or Wakwaks after the sound their wings make (though in some stories this is the name of a vampiric bird servant).  They are also said to use the Sigbin as familiars as well.

Size and Type: Size is unchanged, Type changes to Monstrous Humanoid. 

Hit Dice: All current and future Hit Dice become d8's, unless they are already higher..

Speed: When undergoing it's Nightly Transformation, the creature gains a Fly speed of 70 (Average) and it's Land speed drops to 10 ft.

Armor Class: The base creature’s natural armor bonus improves by +6.

Attacks: When undergoing it's Nightly Transformation, the base creature gains a Primary Claw Attack, and a Secondary Bite attack (it gets 2 Claws and 1 Bite with a Full Attack).  BAB is equal to Hit Dice.

Damage: The creatures natural attacks do 1d4 damage if Small, 1d6 if Medium and 1d8 if Large.

Special Attacks: Retains all Special Attacks of the base creature, plus gains the following:

Tongue (Ex): The Manananggal has a long tongue that it uses to feed on sleeping victims while perched on their roof.  It can extend 15 feet per round, to a total length of 40 feet.  The creature can apparently see through this tongue effectively, as it always seems to know how to get to it's victim.  When it attacks it's victim with the tongue (a melee touch attack) the victim gets an Opposed Level Check (1d20 plus 1/2 Hit Dice plus Charisma) to wake up, and another Check each round the Manananggal feeds from it.  If the victim awakes, it withdraws it's tongue at a rate of 15 feet per round.

Devour Life (Ex): Each round the Mananaggal's tongue successfully attacks, the victim takes 1d4 Constitution Drain, and the Manananggal gains 5 temporary hit points.

Special Qualities: Retains all Special Qualities of the base creature, plus gains the following:

Damage Reduction (Su): The base creature gains DR 10/Magic. This DR doesn't work against daggers, spears made of pointed bamboo or whips made from the tail of a stingray.

Fast Healing (Ex): The Manananggal heals 5 points of damage each round so long as it has at least 1 hit point.

Deceptive Appearance (Su): The Manananggal appears perfectly human(oid) when not transformed, and spells that would normally reveal it's true nature must succeed in an Opposed Caster Level Check to work (the Manananggal's Cater Level is equal to it's Hit Dice for purposes of this ability).  Touching any item listed in it's vulnerabilities (except daggers or bright light) automatically reveals the Manananggal.

Nightly Transformation (Ex): As a Full  Round Action the Manananggal splits at the waist, with it's top half becoming a bat winged monster.

Darkvision 60 ft.

Scent

Vulnerabilities (Ex):Manananggal cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from holy water, large crustaceans, onions, raw rice, burning rubber, bright light, salt, vinegar, spices, ash, and the tails of stingrays. These things don’t harm the Manananggal —they merely keep it at bay. A recoiling Manananggal must stay at least 5 feet away from a creature holding the items and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a Manananggal  at bay takes a standard action.

Reducing a Manananggal's hit points to 0 or lower incapacitates it but does not kill it.  To kill it, you must find it's bottom half after it has undergone it's Nightly Transformation, and rub it with vinegar, garlic, spices, ash or salt.  The Manananggal will not be able to rejoin it's two halves, and die when it is touched by sunlight.  Optionally you may also hide the lower half, and  it will still die if sunlight touches it.  The creature will have to hide from the sun until it finds it's lower body or perish.

Saves: The Manananggal gain a +2 Profane Bonus to all saving throws.

Abilities: Str +4, Dex +4, Con +4, Int +2, Wis +4, Cha +4.

Skills:
Manananggal have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.

Feats:
Manananggal gain Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes, assuming the base creature meets the prerequisites and doesn’t already have these feats.

Environment: Warm Forest or unchanged.

Organization: Solitary or Family (2-6)

Challenge Rating: +2

Treasure: Unchanged

Alignment: Usually Chaotic Evil, but can vary

Advancement: By Character Class, usually Wizard

Level Adjustment:+6

Example of creature using template here:

Lestari  (Human Wizard 4, Manananggal)
                      Medium Monstrous Humanoid
Hit Dice:             4d8+12 (30 hp)
Initiative:           +6
Speed:                30 ft. (6 squares)
Speed (transformed): 10 ft. (2 squares), Fly 70 ft. (Good)
Armor Class:          18 (+2 Dex, +6 Natural), touch 12, flat-footed 16
Base Attack/Grapple:  +2/+4
Attack:               Club +4 melee (1d6+2)
Full Attack:          Club +4 melee (1d6+2)
Attack (transformed):               Claw+4 melee (1d6+2)
Full Attack (transformed):          2 Claws +4 melee (1d6+2) and 1 Bite -1 melee (1d6+1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Tongue, Devour Life, Spells
Special Qualities:    Cat Familiar, DR 10/Magic, Fast Healing 5, Deceptive Appearance, Nightly Transformation, Darkvision 60 ft., Scent, Vulnerabilities
Saves:                Fort +6, Ref +7, Will +9
Abilities:            Str 14, Dex 14, Con 16, Int 17, Wis 17, Cha 18
Skills:               Bluff +12, Concentration +8, Craft (any 2) +7, Decipher Script +8,  Hide +10, Knowledge (Arcana, History, Local, Religion) +8, Listen +13, Move Silently +10 (+13 with Familiar), Search +11, Snse Motive +11, Spellcraft +8, Spot +13
Feats:                Greater Spell Focus (Necromancy), Spell Focus (Necromancy), Alertness (B), Combat Reflexes (B), Dodge (B), Improved Initiative (B), Lightning Reflexes (B), Quicken Spell (B), Scribe Scroll (B)
Challenge Rating:     6
Treasure:             Standard
Alignment:            Chaotic Evil

"There was a young woman in our village named Lestari, which means 'everlasting'.  If only we knew what an omen that was.  She was beautiful, and would have been married were it not for her auntie Hitam chasing suitors away.  Hitam means 'black', and it was fitting as everyone knew Hitam practiced black magic.  We should have cast her out years ago, but everyone had used her skills for personal revenge.  She knew all our secrets, and none of us dared speak up."

"That was the way things stayed until the war of independence.  Our village got crushed, and even Hitam didn't have enough power to kill all the enemy.  She tried anyway, and  as she lay dying she called for Lestari.  Upon arrival, Lestari began weeping, and kissed her dying auntie.  Something crawled up Hitam's throat, and down Lestari's.  She's more of a terror now than her auntie ever was.  We don't even dare look at her for fear she'll kill us.  We didn't come to the city to trade vegetables.  We're here to disappear.  To fade away and hide behind the masses.  At least until she has her revenge and the killing stops.  Her auntie took payment for services, but Lestari wants meat.  Especially the meat of women in your condition.  When you came to the village I knew you'd be dead if I didn't get you out.  I need to go out now.  Remember to always wear the stingray tails.  She can't touch you with them on."


« Last Edit: October 25, 2022, 01:16:37 AM by bhu »

Offline bhu

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Re: Biblical Weirdness
« Reply #123 on: September 25, 2022, 07:03:24 PM »
https://en.wikipedia.org/wiki/Vampire_pumpkins_and_watermelons

https://occult-world.com/vampire-pumpkin/

https://mediorientedintorni.com/index.php/2020/04/01/watermelons-and-vampire-pumpkins-from-the-balkans/?lang=en

Vampire Fruit
                      Tiny Undead
Hit Dice:             1d12 (6 hp)
Initiative:           +0
Speed:                10 ft. (2 squares)
Armor Class:          15 (+2 Size, +3 Natural), touch 12, flat-footed 15
Base Attack/Grapple:  +0/-
Attack:               -
Full Attack:          -
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Harbinger of Doom!
Special Qualities:    Blind, Blindsight 30 ft., +2 Turn Resistance, Cold Resistance 5, Fast Healing 2, DR 5/Silver, Mindless, undead traits, vulnerabilities
Saves:                Fort +0, Ref +0, Will +2
Abilities:            Str 6, Dex 10, Con -, Int -, Wis 11, Cha 9
Skills:               Disguise -1 (+7 to pretend to be a fruit), Hide +8, Move Silently +4
Feats:                Ability Focus (Harbinger of Doom!)(B)
Environment:          Any Warm or Temperate Land
Organization:         Solitary or Patch (10-100)
Challenge Rating:     1/2
Treasure:             None
Alignment:            Always Neutral Evil
Advancement:          2 HD (Small)
Level Adjustment:     ---

"That's the third Drekavac we've killed this week.  Someone go check the garden for vampires."

The muslim Roma of the Balkans have many vampire legends.  Aside from humans, farm animals, farming tools left out in the light of the full moon, squash, pumpkins and watermelon can become vampires.  If ground fruit is kept more than ten days, the fruit will begin to 'fight each other', and begin shaking and growling.  once a blood-like spot appears (which may be full of small, white worms), the fruit is a vampire.  This transformation can also occur if the fruit is left outside in the full moon, or not eaten before Christmas.  Some also say it can occur if the fruit is used as a syphon when ripe and dry, and remains unopened for 3 years.  Once this transformation occurs, they roll about the farm causing mischief.  Vampire fruit cause a lingering malaise, and can attract evil spirits.

Harbinger of Doom! (Su): A living creature within 30 feet of a Vampire Fruit must succeed a DC 12 Will save or suffer a -2 penalty on all saving throws for the next minute. A creature that succeeds its save is immune to the aura of malaise of that vampire pumpkin for the next 24 hours.  Save DC is Wisdom based.  If a creature fails this Save three times in a week, it must make a second Saving Throw or become Fatigued for 1 week.  If it fails 3 more Saves in this time it becomes Exhausted for a week.  Evil beings within this 30 foot aura receive the benefits of a Protection from Good spell, and Evil aligned creatures within one mile can automatically sense a fruits location.

Blind (Ex): Vampire Fruit are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

Vulnerabilities: To kill a vampire fruit, it must be boiled into pulp, the remains swept up with a broom, and then the broom must be burned.

Skills: The Vampire Fruit has a +8 Racial Bonus on Disguise Checks meant to pretend to be a normal fruit.  They also have a +4 Racial Bonus on Move Silently Checks.

Combat; Vampire Fruit generally growls a warning, or flees.


« Last Edit: October 16, 2022, 04:30:59 PM by bhu »

Offline bhu

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Re: Biblical Weirdness
« Reply #124 on: October 11, 2022, 11:10:41 PM »
https://en.wikipedia.org/wiki/Penanggalan

https://www.atlasobscura.com/articles/monster-mythology-penanggalan

http://www.theparanormalguide.com/blog/penanggalan

https://medium.com/@madisonplantier1990/delving-into-the-origins-of-the-putrid-penanggalan-be773475bbe7

https://bogleech.com/blather-vampires.html

Penanggalan

Penanggalan is an Acquired Template that can be applied to any female Humanoid spellcaster.  At night they separate their head and entrails from their body, and fly through the air to devour womens blood, newborn children, fetuses, and their mothers entrails with their long tongue (which in some stories is invisible).  How exactly this happens varies from story to story.  In one case it is said to be a woman practicing black magic who takes a ritual bath in vinegar up to her neck.  Sometimes it's a curse.  One story is of a woman being decapitated during a ritual bath in vinegar.  It is most commonly said that a woman can undergo a magic ritual for either power or eternal beauty, but she must observe a vegetarian diet for 40 days.  If she fails, she becomes a Penanggalan.  Some stories say it's a woman who died in childbirth, but the Penanggalan doesn't appear to be Undead.  In yet another story, an ugly young woman rejected by her village goes on a rampage, killing all the villages pregnant women.  In revenge, the villagers tied her head to a tree, and her legs to a bull.  When they coerced the bull to charge, it tore her apart, and she resurrected as a Demon.

During the day they appear as beautiful women employed as midwives (they use the job to hunt for prey). At night their head separates from their neck, trailing their liver, lungs and intestines which twinkle like fireflies in the darkness.  Her teeth change to sharp fangs, like those of a Rakshasa, and her eyes will glow red.  They are always hungry, and despite their preferences, they'll eat anyone if desperate enough.  Once they find prey via their job, they will attempt to snatch newborns through windows, or reach up through the floorboards with their intestines (Malaysian houses are raised off the ground commonly).

Size and Type: Size is unchanged, Type changes to Monstrous Humanoid 

Hit Dice: All current and future Hit Dice become d8's, unless they are already higher.

Speed: When undergoing it's Nightly Transformation, the creature gains a Fly speed of 70 (Average) and it's Land speed drops to 10 ft.

Armor Class: The base creature’s natural armor bonus improves by +6.

Attacks: When undergoing it's Nightly Transformation, the base creature gains a Primary Bite attack, and a Primary Engulf attack, of which it can only use one at a time.

Damage: The creatures Bite attacks do 1d4 damage if Small, 1d6 if Medium and 1d8 if Large.  The Engulf is a melee touch attack that Grapples the target if successful, and exposes them to Disease.

Special Attacks: Retains all Special Attacks of the base creature, plus gains the following:

Tongue (Ex): The Penanggalan has a long tongue that it uses to feed on sleeping victims while perched on their roof.  It can extend 15 feet per round, to a total length of 40 feet.  The creature can apparently see through this tongue effectively, as it always seems to know how to get to it's victim.  When it attacks it's victim with the tongue (a melee touch attack) the victim gets an Opposed Level Check (1d20 plus 1/2 Hit Dice plus Charisma) to wake up, and another Check each round the Penanggalan feeds from it.  If the victim awakes, it withdraws it's tongue at a rate of 15 feet per round.  The Penanggalan's tongue is invisible, so if the rest if it is Concealed, the tongue cannot be seen.

Devour Life (Ex): Each round the Penanggalan's tongue successfully attacks, the victim takes 1d4 Constitution Drain, and the Penanggalan gains 5 temporary hit points.

Wasting Disease (Su): The Penanggalan hosts two supernatural diseases.  The first is a wasting disease that affects those it attacks with it's tongue: Injury, Fortitude Save DC is 10 +1/2 Penanggalan's HD + her Constitution Modifier, Incubation: 1 day, Damage: 1d4 Str, successful saves do not allow the character to recover. Only magical healing can save the character.  The second is a disease contacted by those grappled by the Penanggalan's entrails that causes them to break out in open sores: Contact, Fortitude Save DC is 10 +1/2 Penanggalan's HD + her Constitution Modifier, Incubation: 1 day, Damage: 1d4 Dex, successful saves do not allow the character to recover. Only magical healing can save the character.

Improved Grapple (Ex): The Penanggalan does not provoke an attack of opportunity when it makes a touch attack to start a grapple. It also gain a +4 bonus on all grapple checks, regardless of whether it started the grapple.

Special Qualities: Retains all Special Qualities of the base creature, plus gains the following:

Damage Reduction (Su): The base creature gains DR 10/Slashing and Piercing.

Fast Healing (Ex): The Penanggalan heals 5 points of damage each round so long as it has at least 1 hit point.

Deceptive Appearance (Su): The Penanggalan appears perfectly human(oid) when not transformed, and spells that would normally reveal it's true nature must succeed in an Opposed Caster Level Check to work (the Penanggalan's Cater Level is equal to it's Hit Dice for purposes of this ability).  Any creature with Scent will immediately detect the smell of vinegar on her.  Those without scent can make a Wisdom Check (1d20 + 1/2 HD plus Wisdom) versus the Penanggalan's Charisma Check (1d20 + 1/2 HD plus Charisma).  The smell of vinegar is a dead giveaway that the Penanggalan is a monster.

Nightly Transformation (Ex): As a Full Round Action the Penanggalan splits at the neck, with it's top half becoming a flying monster.  To re-insert itself, it must soak it's organs in vinegar for 15 minutes to shrink them.

Amorphous (Ex): The Peanggalan can move through a space as narrow as 1 inch wide without slowing down.

Darkvision 60 ft.

Scent

Vulnerabilities (Ex): Penanggalan recoil from scissors and betel nut cutters.  A recoiling Penanggalan must stay at least 5 feet away from a creature holding the items and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a Penanggalan  at bay takes a standard action.

Reducing a Penanggalan's hit points to 0 or lower incapacitates it but does not kill it.  To kill it, you must find it's bottom half after it has undergone it's Nightly Transformation, and fill it with broken glass.  The Manananggal will be fatally injured when re-inserting itself.  Optionally you may also hide the lower half, and  it will still die at sunrise.  You may also have the body sanctified and cremated.  If you spin the body, the Penanggalan will be facing backwards after re-inserting, giving itself away.  There is also oa story of bodies being switched, and the Penanggalan revealing themselves by inserting themselves into the wrong bodies.

Saves: The Penanggalan gain a +2 Profane Bonus to all saving throws.

Abilities: Str +4, Dex +4, Con +4, Int +2, Wis +4, Cha +4.

Skills:
Penanggalan have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.

Feats:
Penanggalan gain Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes, assuming the base creature meets the prerequisites and doesn’t already have these feats.

Environment: Warm Forest or unchanged.

Organization: Solitary

Challenge Rating: +2

Treasure: Unchanged

Alignment: Usually Chaotic Evil, but can vary

Advancement: By Character Class, usually Wizard

Level Adjustment:+7

Example of creature using template here:

Muriah  (Wizard 4/Penanggalan)
                      Medium Monstrous Humanoid (Small when transformed)
Hit Dice:             4d8+16 (34 hp)
Initiative:           +7
Speed:                30 ft. (6 squares)
Speed (transformed):                10 ft. (2 squares), Fly 70 ft. (Good)
Armor Class:          19 (+3 Dex, +6 Natural), touch 13, flat-footed 16
Base Attack/Grapple:  +2/+3
Attack:               Club +3 melee (1d6+1)
Full Attack:          Club +3 melee (1d6+1)
Attack (transformed):               Bite +3melee (1d6+1) or Engulf +3 melee touch (grapple plus disease)
Full Attack (transformed):          Bite +3melee (1d6+1) or Engulf +3 melee touch (grapple plus disease)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Tongue, Devour Life, Wasting Disease, Improved Grapple, Spells
Special Qualities:    Snake Familiar, DR 10/Slashing and Piercing, Fast Healing 5, Deceptive Appearance, Nightly Transformation, Amorphous, Darkvision 60 ft., Vulnerabilities
Saves:                Fort +7, Ref +8, Will +8
Abilities:            Str 12, Dex 17, Con 18, Int 18, Wis 14, Cha 16
Skills:               Bluff +11, Concentration +9, Craft (any 2) +8, Decipher Script +8, Intimidate +6, Hide +11, Knowledge (Arcana, History, Local, Nature, Religion) +8, Listen +10, Move Silently +11, Search +12, Sense Motive +10, Spellcraft +8, Spot +10
Feats:                Silent Spell, Still Spell, , Alertness (B), Combat Reflexes (B), Dodge (B), Improved Initiative (B), Lightning Reflexes (B), Scribe Scroll (B)
Challenge Rating:     6
Treasure:             Standard
Alignment:            Chaotic Evil

"Muriah was a wonderful girl, loved by us all.  Well, almost all.  There were petty, jealous people envious of her success, and that she would be chosen to be the towns new priestess when her mother passed.  Her detractors framed her for her mothers murder, which they and committed.  We cleared her, but not before she lost everything, her mind included.  Once out she went to live with her cousins who were a dark blot on her families reputation.  It was said they dabbled in black magic, and she wanted that knowledge to pursue her revenge.  I confronted her along one night last week.  She said the rumors were true, and she intended to repay her bullies in kind by destroying their lives.  I asked of her who would be our priestess then?  Who would carry our prayers to the Gods now?  Would the Gods not abandon her for the sins she was about to commit?"

"Her reply was: May the Gods give you blood to drink.  That was enough for me.  I'm leaving tomorrow, and I'm not coming back.  I suggest you do the same."
« Last Edit: October 30, 2022, 05:40:58 PM by bhu »

Offline bhu

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Re: Biblical Weirdness
« Reply #125 on: February 05, 2023, 07:15:54 PM »
https://cryptidz.fandom.com/wiki/Mamba_Mutu


Mamba Mutu
                      Medium Monstrous Humanoid (Aquatic)
Hit Dice:             3d8+9 (22 hp)
Initiative:           +1
Speed:                5 ft. (1 square), Swim 40 ft.
Armor Class:          15 (+1 Dex, +4 Natural), touch 11, flat-footed 14
Base Attack/Grapple:  +3/+6
Attack:               Pincer +7 melee (1d6+3)
Full Attack:          2 Pincers +7 melee (1d6+3) and 1 Bite +1 melee (1d4+1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Improved Grab, Drain Blood
Special Qualities:    Darkvision 60 ft., Blindsense 30 ft.., Scent
Saves:                Fort +4, Ref +4, Will +3
Abilities:            Str 16, Dex 13, Con 16, Int 8, Wis 10, Cha 11
Skills:               Listen +3, Spot +3, Swim +11
Feats:                Swim-By Attack (see Stormwrack), Weapon Focus (Pincers)
Environment:          Warm Aquatic
Organization:         Solitary
Challenge Rating:     2
Treasure:            None
Alignment:            Neutral Evil
Advancement:          4 HD (Medium), 5-9 HD (Large)
Level Adjustment:     ---

I can't find much on the Mamba Mutu beyond it being a fairly humanoid merfolk with sharp teeth, and arms ending in lobster claws.  It's main claim to fame is it eating the blood an brains of anything swimming in Lake Tanganyika.

Improved Grab (Ex): To use this ability, a Mamba Mutu must hit with its Pincer attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Drain Blood (Ex): The Mamba Mutu does 1d6+3 damage and 1d4 Temporary Con damage with a successful Grapple Check.

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

Combat: Mamba Mutu aren't tactical geniuses.  They close and grapple.


« Last Edit: February 25, 2023, 10:50:42 PM by bhu »

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Re: Biblical Weirdness
« Reply #126 on: February 05, 2023, 07:52:49 PM »
https://cryptidz.fandom.com/wiki/Kikiyaon
https://itsmth.fandom.com/wiki/Kikiyaon
https://en.wikipedia.org/wiki/Soul_eater_(folklore)

  Kikiyaon
                      Medium Outsider (Native)
Hit Dice:             7d8+35 (66 hp)
Initiative:           +4
Speed:                40 ft. (8 squares), Fly 80 ft. (Average)
Armor Class:          19 (+4 Dex, +5 Natural), touch 14, flat-footed 15
Base Attack/Grapple:  +7/+12
Attack:               Claw +12 melee (1d6+5)
Full Attack:          2 Claws +12 melee (1d6+5) and 1 Bite +7 melee (1d6+2)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Terror, Devour Soul
Special Qualities:    Darkvision 60 ft., Superior Low-light Vision, SR 17, DR 10/Magic
Saves:                Fort +10, Ref +9, Will +8
Abilities:            Str 20, Dex 18, Con 20, Int 14, Wis 16, Cha 16
Skills:               Climb +15, Hide +14, Knowledge (Arcana, Nature, The Planes, Religion) +12, Listen +15, Move Silently +14, Spellcraft +12, Spot +17, Survival +13
Feats:                Ability Focus (Devour Soul), Alertness, Wingover
Environment:          Warm Forest
Organization:         Solitary, pair, or company (3-5)
Challenge Rating:     6
Treasure:             None
Alignment:            Chaotic Evil
Advancement:          8-14 HD (Medium), 15-27 HD (Large)
Level Adjustment:     ---

The Kikiyaon, also known as the Soul Eater or Soul Cannibal, terrifies the people of Gambia.  The cryptid version could easily just be a Giant Owl,  The supernatural version, which I have here, is described as a 5 foot tall owl man, with a 20 foot wingspan.  It has greyish green fur, a tufted tail, and a sharp spur on the shoulder joints.  It's cry sounds like the wails of the damned, and it smells like dead snakes.  It is said to be conjured up by witches to plague victims in their dreams while slowly devouring their soul.  The soul stealing bit is vague, so you'll pardon me if I wing it.

Terror (Su): A Kikiyaon can radiate a 20-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 16 Will save or be affected as though by a fear spell (caster level 10th). A creature that successfully saves cannot be affected again by the same Kikiyaon’s aura for 24 hours. Other Kikiyaon are immune to the aura. The save DC is Charisma-based.

Devour Soul (Su): As a Full Round Action, the Kikiyaon can choose one living opponent within 60 feet.  That opponent must make a DC 18 Willpower Save (Save DC is Cha based).  If the Save succeeds, the target is immune to this Kikiyaon's Devour Soul Ability for 24 hours.  If it fails, the Kikiyaon steals it's soul.  This has no immediate effect (although not having a soul may make the target immune to certain effects), the target is pursued nightly in it's dreams by the Kikiyaon, and loses 1 point of Charisma per day until it reaches 0 and dies, or someone kills the Kikiyaon (this is otherwise identical to Ability Drain).  Effects that restore Ability Drain will do so temporarily, but the target will still lose 1 Cha per night so long as the Kikiyaon lives.  Once the target reaches 0 Cha, it  turns to dust and blows away on the wind.  It may not be raised or resurrected.  If the Kikiyaon is killed before the victim dies, the victim regains 1 Cha per day.  Visually this looks like a wasting disease.

Superior Low-light Vision (Ex): A Kikiyaon can see five times as far as a human can in dim light.

Skills: Kikiyaon have a +8 racial bonus on Listen checks and a +4 racial bonus on Spot checks.

*When in flight, Kikiyaon gain a +8 bonus on Move Silently checks.

Combat: The Kikiyaon usually opens with Terror to split the party, before chasing it's appointed target to devour it's soul.

« Last Edit: February 20, 2023, 01:15:18 AM by bhu »

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Re: Biblical Weirdness
« Reply #127 on: February 05, 2023, 07:58:15 PM »
https://en.wikipedia.org/wiki/Lightning_bird
https://ztevetevans.wordpress.com/2016/05/18/african-folklore-the-lightning-bird/
https://roadtravel1.wordpress.com/2015/02/12/impundulu-the-lightning-bird/
https://cryptidz.fandom.com/wiki/Lightning_Bird
https://www.vampires.com/sexy-but-deadly/


  Impundulu
                     Medium Outsider (Native, Spirit)
Hit Dice:             6d8+24 (51 hp)
Initiative:           +3
Speed:                20 ft. (4 squares), Fly 80 ft. (Average)
Armor Class:          20 (+3 Dex, 7 Natural), touch 13, flat-footed 17
Base Attack/Grapple:  +6/10
Attack:               Claw +10 melee (1d6+4 plus 2d6 electricity)
Full Attack:          2 Claws +10 melee (1d6+4 plus 2d6 electricity) and 1 Beak +5 melee (1d8+2)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Blood Drain, Summon Storm, Curse, Thunder and Lightning, Ride the Lightning
Special Qualities:    Alternate Form, Dark Vision 60 ft., Bound, Immunities, Eggs
Saves:                Fort +9, Ref +8, Will +7
Abilities:            Str 18, Dex 17, Con 18, Int 16, Wis 14, Cha 26
Skills:               Bluff +17, Diplomacy +17, Knowledge (Arcana, History, Local, Nature, Religion) +12, Listen +11, Sense Motive +11, Spot +11, Use Magical Device +17
Feats:                Dodge, Mobility, Wingover
Environment:          Any warm land
Organization:         Solitary
Challenge Rating:     <##>
Treasure:             None
Alignment:            Chaotic Evil
Advancement:          7-9 HD (Medium), 10-18 HD (Large)
Level Adjustment:     ---

The Impundulu is a witches familiar appearing as a black and white bird of prey the size of a man.  It sometimes appears to women as a beautiful man, or one of various kinds of bird.  It is controlled by it's mistress, but if she dies with no female heir it is free to ravage the land.

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

Summon Storm (Sp): At Will: Cloudburst (Spell Compendium) 1/Day: Control Weather

Immunities: The Impundulu doesn't require air, and does not age.  It is immune to electricity, falling and piercing damage.  It is also immune to poison.  If firearms exist in your campaign, it is immune to them as well.

Eggs (Su): When the Impundulu rides lightning down to the earth, it sometimes lays an egg deep in the ground (usually 10 feet) as a Swift Action, which can be good or bad for those in the area.  If it's a bad egg, anyone within 60 feet of it's burial spot takes a -4 penalty on attack rolls, saves, ability checks, and skill checks.  If it's a good egg they receive a +4 bonus instead.

Curse (Sp): At Will: Doom  3/Day: Suggestion  1/Day: Contagion, Dominate Person

Thunder and Lightning (Su): The Impundulu's claws do 2d6 electricity damage on a successful hit.  While flying, it does 2d6 Sonic damage to any adjacent creature.

Ride the Lightning (Su): An Impundulu in the sky can teleport any distance, so long as it's to the ground directly beneath it.  It does this in a bolt of lightning.  The lightning is 5 feet wide, and anything in it's path takes 6d6 electrical damage, and is moved 5 feet in  random direction.  It must also make a DC 21 Reflex Save or be knocked prone.  Save DC is Cha based.

Alternate Form (Su):  The Impundulu can change into and bird (Animals only) or Humanoid that is Medium or smaller as a Standard Action.  It can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

Bound (Ex): The Impundulu is bound to a family of witches, and must serve it's current mistress.  When the mother dies, control passes to the daughter.  If there is no daughter the Impundulu is  a free agent of chaos and destruction.

Combat: Unless ordered to do otherwise, the Impundulu fights much like any large bird of prey.

« Last Edit: February 20, 2023, 11:47:32 PM by bhu »

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Re: Biblical Weirdness
« Reply #128 on: February 05, 2023, 08:01:33 PM »
https://en.wikipedia.org/wiki/Aigamuxa
https://mythus.fandom.com/wiki/Aigamuxa


  Aigamuxa
                      Large Monstrous Humanoid
Hit Dice:             4d8+12 (30 hp)
Initiative:           -1
Speed:                40 ft. (8 squares), Burrow 5 ft.
Armor Class:          15 (-1 Size, -1 Dex, +7 Natural), touch 8, flat-footed 15
Base Attack/Grapple:  +4/+13
Attack:               Slam +8 melee (1d4+5)
Full Attack:          2 Slams +8 melee (1d4+5)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Improved Grab, Bite
Special Qualities:    Darkvision 60 ft., Blindsight 10 ft., Partly Blind, Scent
Saves:                Fort +6, Ref +3, Will +5
Abilities:            Str 20, Dex 9, Con 16, Int 8, Wis 12, Cha 7
Skills:               Hide +0 (+8 buried), Listen +3, Move Silently +2, Spot +2
Feats:                Great Fortitude, Stealthy, Prone Attack (B, Complete Warrior)
Environment:          Warm Desert
Organization:         Solitary
Challenge Rating:     3
Treasure:             Standard
Alignment:            Chaotic Evil
Advancement:          By Character Class
Level Adjustment:     ---

The Aigamuxa or Aigamuchab are giant men with razor sharp teeth that lie in wait for the Khoekhoen people in Southwest Africa.  Their eyes are located on either sides of their soles, instep, or sometimes even on the back of their heels.  To make up for this, they are ambush predators who memorize their territory.  They lie in wait, buried in sand, using their heightened hearing and smell to detect prey.  If they lose 'sight' of the victim, they pause to stand on their head/hands or lie in the sand.  And that's about all I can find on them.

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

Bite (Ex): The Aigamuxa does 2d6+7 damage with a successful Grapple Check.

Blindsight (Ex):  Aigamuxa can sense all foes within 10 feet as a sighted creature would. Beyond that range, they treat all targets as having total concealment.

Aigamuxa are susceptible to sound- and scent-based attacks, however, and are affected normally by loud noises and sonic spells (such as ghost sound or silence) and overpowering odors (such as stinking cloud or incense-heavy air). Negating a Aigamuxa’s sense of smell or hearing reduces this ability to normal Blind-Fight (as the feat). If both these senses are negated, an Aigamuxa is effectively blinded.

Partly Blind (Ex): Aigamuxa are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight when not using their eyes.  Using their vision is a Move Action

Skills: The Aigamuxa has a +8 Racial Bonus when buried in the sand.

Combat: The Aigamuxa tend to set up ambushes to make the best of their limitations.  They flee if outnumbered.

« Last Edit: February 19, 2023, 12:59:18 AM by bhu »

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Re: Biblical Weirdness
« Reply #129 on: February 05, 2023, 08:04:12 PM »
https://en.wikipedia.org/wiki/Serpopard
https://cryptidz.fandom.com/wiki/Serpopard
http://www.touregypt.net/featurestories/beasts.htm

  Serpopard
                      Large Magical Beast
Hit Dice:             5d10+15 (42 hp)
Initiative:           +4
Speed:                40 ft. (8 squares)
Armor Class:          17 (-1 Size, +3 Dex, +5 Natural), touch 12, flat-footed 14
Base Attack/Grapple:  +5/+15
Attack:               Bite +10 melee (1d8+9)
Full Attack:          2 Bites +10 melee (1d8+9)
Space/Reach:          10 ft./5 ft. (10 ft. w/Bite)
Special Attacks:      Snake's Swiftness, Improved Grab, Rake
Special Qualities:    Darkvision 60 ft., Scent
Saves:                Fort +7, Ref +8, Will +3
Abilities:            Str 22, Dex 18, Con 16, Int 4, Wis 15, Cha 12
Skills:               Balance +8, Climb +8, Hide +10, Listen +6, Move Silently +10, Spot +6, Swim +6, Survival +4
Feats:                Alertness, Stealthy
Environment:          Warm Plains
Organization:         Solitary or Pair
Challenge Rating:     4
Treasure:             None
Alignment:            Neutral
Advancement:          6-10 HD (Large)
Level Adjustment:     ---

The Serpopard is known from Egyptian and Mesopotamian art, and may be a heraldic beast.  There is no known name for it, so it was dubbed the Serpopard.  While they are depicted in modern times as leopards with serpent necks, the original depictions were more long-necked lionesses.  There's not much else to say about it, except that there was a blur about combination animals representing divine power in Egypt.

Snake's Strike (Ex): The Serpopard makes 2 Bites with a Full Attack, and does +1d6 damage if it's opponent is Flat-footed or Denied it's Dexterity Bonus to AC.

Improved Grab (Ex): To use this ability, a Serpopard 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 rake.

Rake (Ex): Attack bonus +10 melee, damage 1d4+3

Skills: Serpopards have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12.

Combat: Serpopards tend to hide, while taking advantage of their reach to bite from concealment.

« Last Edit: February 19, 2023, 01:02:25 AM by bhu »

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Re: Biblical Weirdness
« Reply #130 on: February 25, 2023, 10:54:40 PM »
https://en.wikipedia.org/wiki/Grootslang
https://cryptidz.fandom.com/wiki/Grootslang
https://abookofcreatures.com/2021/05/21/grootslang/


  Grootslang
                      Gargantuan Magical Beast
Hit Dice:            40d10+400 (620 hp)
Initiative:           +3
Speed:                40 ft. (8 squares), Climb 20 ft., Swim 20 ft.
Armor Class:          39 (-4 Size, +3 Dex, +30 Natural), touch 9, flat-footed 36
Base Attack/Grapple:  +40/+63
Attack:               Bite +48 melee (5d10+15/19-20)
Full Attack:          Bite +48 melee (5d10+15/19-20)
Space/Reach:          20 ft./15 ft.
Special Attacks:      Constrict, Improved Grab, Corrupting Influence
Special Qualities:    Scent, Blind, Blindsight 120 ft.
Saves:                Fort +32, Ref +31, Will +26
Abilities:            Str 33, Dex 17, Con 30, Int 23, Wis 25, Cha 25
Skills:               Balance +31, Bluff +27, Climb +25, Hide +25, Diplomacy +27, Knowledge (Arcana, History, Local, Nature, Religion) +30, Listen +31, Move Silently +25, Search +28, Sense Motive +27, Survival +27, Swim +25, Use Magic Device +27
Feats:                Alertness, Cleave, Endurance, Great Cleave, Improved Critical (Bite), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack Weapon Focus (Bite)  Epic Feats: Devastating Critical (Bite), Epic Reflexes, Epic Will, Overwhelming Critical (Bite)
Environment:          Underground
Organization:         Unique
Challenge Rating:     18
Treasure:             Double Standard (mostly gems)
Alignment:            Neutral Evil
Advancement:          41+ HD (Colossal)
Level Adjustment:     ---

The Grootslang is a giant python with diamonds for eyes that haunts one of several locales in South Africa, and may be the last of it's kind.  Due to mistranslations or misinterpreting things, it has grown increasingly elephant like in appearance.

Constrict (Ex): On a successful grapple check, a Grootslang deals 5d10+15 points of damage.

Improved Grab (Ex): To use this ability, a Grootslang 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.

Corrupting Influence (Sp): The Grootslang can cast Mass Suggestion at will.

Blind (Ex): Grootslang are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

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

Combat: If facing something it considers a threat the Grootslang will try to beguile it.  Otherwise it fights like a big python.


« Last Edit: March 02, 2023, 02:28:08 AM by bhu »

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Re: Biblical Weirdness
« Reply #131 on: February 25, 2023, 11:05:12 PM »
https://en.wikipedia.org/wiki/Lindworm
https://web.archive.org/web/20040604074721/http://sunsite.berkeley.edu/OMACL/DanishHistory/book9.html


Lindwurm
                      Huge Dragon (Aquatic, Amphibious)
Hit Dice:             20d12+120 (250 hp)
Initiative:           +4
Speed:                40 ft. (8 squares), Climb 20 ft., Swim 40 ft.
Armor Class:          28 (-2 Size, +20 Natural), touch 8, flat-footed 28
Base Attack/Grapple:  +20/+39
Attack:               Bite +30 melee (2d10+11)
Full Attack:          1 Bite +30 melee (2d10+11) and 2 Claws +24 melee (2d8+5)
Space/Reach:          15 ft./10 ft.
Special Attacks:      Breath Weapon, Improved Grab, Swallow Whole, Frightful Presence
Special Qualities:    Darkvision 60 ft., Scent, Hoop Travel
Saves:                Fort +18, Ref +12, Will +14
Abilities:            Str 32, Dex 10, Con 22, Int 8, Wis 15, Cha 14
Skills:               Appraise +11, Bluff +12, Climb +19, Intimidate +17, Knowledge (History, Local, Nature) +11, Listen +15, Search +11, Spot +15, Survival +12, Swim +19
Feats:                Alertness, Blind-Fight, Cleave, Great Cleave, Improved Initiative, Power Attack, Weapon Focus (Bite)
Environment:          Any except Desert
Organization:         Solitary or Pair
Challenge Rating:     12
Treasure:             Standard
Alignment:            usually Neutral Evil
Advancement:          21-40 HD (Gargantuan), 41-60 HD (Colossal)
Level Adjustment:     ---

Lindwurms are great, serpent like dragons.  In some countries they may have wings, or 2 legs.  Stories differ as to whether they spit fire or venom (in one tale they spit fire from their mouths and tails).  They seem to be the origin of the 'Dragons guarding hordes of Gold' trope.  In Germany, they are known for their tail in their mouths, and rolling like a massive hoop to increase their speed.  Some seem to be intelligent and capable of speech.

Breath Weapon (Su): Using a breath weapon is a standard action. Once a Lindwurm breathes, it can’t breathe again until 1d4 rounds later.  A blast from a breath weapon always starts at any intersection adjacent to the dragon and extends in a direction of the Lindwurm’s choice, doing 12d10 Fire damage within a 50 foot cone. Creatures caught in the area can attempt a DC 26 Reflex save to take half damage. The save DC against a breath weapon is 10 + ½ Lindwurm’s HD + Lindwurm’s Con modifier.

Improved Grab (Ex): To use this ability, a Lindwurm 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 and can try to swallow the foe the following round.

Swallow Whole (Ex):  A Lindwurm can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of Fire damage per round from the Lindwurm’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A Huge Lindwurm’s gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.

Frightful Presence (Ex): A Lindwurm unsettle foes with its mere presence. The ability takes effect automatically whenever the Lindwurm attacks, or charges. Creatures within a radius of 150 feet are subject to the effect if they have fewer HD than the Lindwurm. A potentially affected creature that succeeds on a DC 22 Will save (DC 10 + ½ Lindwurm’s HD + Lindwurm’s Cha modifier) remains immune to that Lindwurm’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Lindwurms ignore the frightful presence of other Lindwurms.

Hoop Travel (Ex): The Lindwurm can place it's tail in it's mouth, and roll up into a hoop to travel faster.  tt's a Swift Action to roll up or release the tail, and while travelng as a hoop, the Lindwurm can only make Bull Rush or Overrun attacks, or take the Run Action.  When traveling as a hoop, your base land speed increases by +20 feet.

Combat: Lindwurm's save their fire till opponents are close, unless they're attacking from range.


Options:

Wings: The Lindwurm gains a Fly speed of 150 ft. (Poor).

Poison: Opponents bitten by the Lindwurm risk being poisoned.  Injury, DC 26 Fortitude Save, Initial and Secondary damage is 1d6 Con.  Swallowed opponents take Acid instead of Fire damage, and must make a Save each round to avoid poison.  Opponents who are caught in the breath weapon are poisoned instead of burned.  Inhaled, DC 26 Fortitude Save, Initial and Secondary damage is 1d6 Con.  Save DC in either instance is Con based. Increase CR by +1.

Double Breath Weapon: The Lindwurm can spit fire from it's mouth and tail, and thus it can use it's Breath Weapon every other round.  Increase CR by +1.

Limbless Constrictor: Remove both Claw attacks and add Constrict (Ex): The Lindwurm does 2d10+11 damage with a successful Grapple Check.

Spiky Tailed: Must be Poisonous to use this option.  Add a Secondary Tail attack doing 2d8+5 Piercing damage.  Opponents struck by the tail also risk being poisoned.  Injury, DC 26 Fortitude Save, Initial and Secondary damage is 1d6 Con.







« Last Edit: March 19, 2023, 02:31:03 AM by bhu »

Offline bhu

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Re: Biblical Weirdness
« Reply #132 on: February 25, 2023, 11:05:32 PM »
https://www.youtube.com/watch?v=iSIfoyvmtP8

https://dwollsadventures.tumblr.com/post/186182049820/general-information-drak-german-beings-related

Much thanks again to Jurgen Hubert!

Drak
                      Small Dragon (Fire)
Hit Dice:             3d12+6 (25 hp)
Initiative:           +3
Speed:                20 ft. (4 squares), Fly 90 ft. (Good)
Armor Class:          17 (+1 Size, +3 Dex, +3 Natural), touch 14, flat-footed 14
Base Attack/Grapple:  +3/+0
Attack:               Bite +7 melee (1d6+1 plus 1d6 Fire)
Full Attack:          1 Bite +7 melee (1d6+1 plus 1d6 Fire) and 2 Claws +2 melee (1d4 plus 1d6 Fire)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Fiery Presence, Alternate Form, Sulfurize
Special Qualities:    Darkvision 60 ft., Low-Light Vision, Treasure
Saves:                Fort +5, Ref +6, Will +6
Abilities:            Str 13, Dex 17, Con 15, Int 10, Wis 16, Cha 16
Skills:               Appraise +4, Intimidate +7, Knowledge (Local, Nature) +4, Listen +7, Move Silently +7, Perform (Sing) +7, Search +4, Spot +7
Feats:                Ability Focus (Fiery Presence), Weapon Finesse
Environment:          Any
Organization:         Solitary
Challenge Rating:     <##>
Treasure:             Double Standard due to active thieving
Alignment:            Usually Chaotic Neutral
Advancement:          4 HD (Small), 5-9 HD (Medium), 10-12 HD (Large)
Level Adjustment:     ---

Draks are small, winged Dragons with more in common with the Fey than with Lindwurms.  They are infamous thieves, sneaking into storehouses to remove goods, which they then place in the storehouses of others.  Dealing with them can make one quite wealthy, but usually ends in tragedy.  When flying they are obscured in right fire.

Fiery Presence (Su): The Drak appears as wreathed in flame when flying if it wishes to (it can actually turn this on or off once per round as a Free Action, it just doesn't usually have it on when not flying to avoid burning everything down).  While it is on fire the Drak gains Total Concealment.  Anyone it attacks in melee or Grapples takes +1d6 Fire damage.  Anyone Grappling it or attacking it with a non-Reach melee weapon likewise takes 1d6 Fire damage.  Anything the Drak does Fire damage to must make a DC 15 Reflex Save or catch fire (see Alchemist's Fire in the PHB, Save DC is Con based).  As a Standard Action the Drak can extend it's fire to cover everything within a 10 foot radius of itself.  Anything in this area takes 2d6 Fire damage, and must make a DC 15 Reflex Save or catch fire.

Alternate Form (Su): A Drak can assume any animal form of Small size or smaller as a standard action three times per day. The Drak can remain in its animal form until it chooses to assume a new one or return to its natural form.

Sulfurize (Su): Draks can curse those who disrespect them with a sulfurous odor.  This is a Standard Action in which the Drak makes a melee attack.  If it hits, the target must make a DC 13 Willpower Save (Save DC is Con based) or stink of sulfur until they receive a Remove Curse spell.  Stench (Ex): All living creatures (except Drak) within 30 feet of the target must succeed on a Fortitude save or be sickened for 10 rounds. The save DC is Constitution-based. Creatures that successfully save cannot be affected by the same targets stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.

Treasure (Su): Draks are known for stealing goods from storehouses in the form of food, grain, goods or money.  How they do this with no arms and while on fire isn't mentioned.  It can be persuaded to part with this wealth in one of various ways.  Usually by promising it a daily meal (usually of millet), befriending it, or calling out to it as it passes by overhead.  Those making a deal with the Drak can get a total of 1d10x10 GP in goods, food and money per instance they make an exchange with it, but should take care to always respect the Drak and keep promises to it.  Otherwise it burns down their house.

Combat: Draks rarely fight, preferring to flee and play pranks on offenders.  Offend them badly enough, and they'll simply tear into you though.



« Last Edit: March 26, 2023, 04:34:39 PM by bhu »

Offline bhu

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Re: Biblical Weirdness
« Reply #133 on: March 06, 2023, 12:18:46 AM »
Wiederganger

Wiederganger is an Acquired Template that can be applied to any Humanoid (and likely Animals to).  In Germany, Wiederganger is a broad term for corporeal undead.  I am using it here to refer to dead bodies animated by the Devil.  In D&D terms, any Devil with 6 Levels of the Fiend of Possession Prestige Class (see Fiend Folio).  The possessed will hereafter be referred to as the Base Creature, and the possessor will be referred to as the Base Devil.  In folklore the Devil possesses the body of the recently deceased when called to by a mage, or allowed to because the deceasedwas very wicked in life.  Intense prayer is needed to cast him out (though sometimes he just up and leaves).  Otherwise it is necessary to bury the body with a wooden pole running through the middle of it to keep it down.  Much thanks to Jurgen Hubert again.

Size and Type: Retains the Types and Subtypes of the Base Devil.  Size is the same as the Base Creature.

Hit Dice: All current and future Hit Dice become d12's.  Hit Dice are those of the Base Devil.

Speed: Retains the movement speeds of the Base Creature.

Armor Class: Retains the Natural Armor Bonus to AC of the Base Creature, which increases depending on the Base Creatures Size: Tiny or Smaller (+0), Small (+1), Medium (+2), Large (+3), Huge (+4), Gargantuan (+7).

Attacks: A Wiederganger retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the Base Creature. A Wiederganger also gains a slam attack (2 slams with a full attack).  The Wiederganger uses the BAB of the Base Devil.

Damage: The Wiederganger's Slam does damage equal to the Base Creature's Size: Fine (1 point), Diminutive (1d2), Tiny (1d3), Small (1d4), Medium (1d6), Large (1d8), Huge (2d6), or Gargantuan (2d8).

Special Attacks: The Wiederganger retains no Special Attacks, but gains the following:

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

Special Qualities: The Wiederganger retains any Extraordinary Special Qualities of the Base Creature that improve it's melee or ranged attacks.  It retains Darkvision, See in Darkness and Telepathy from the Base Devil.  It also gains the following:

Damage Reduction (Ex): The body gains DR 5/slashing.

Undead Traits: Despite not being dead the body of the Wiederganger is immune to poison, sleep effects, paralysis, stunning and disease.  It is not subject to critical hits or non-lethal damage and fatigue/exhaustion effects.  It uses it's Charisma modifier for Concentration checks.  Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.  If the body is destroyed, the possessing entity is set free and appears in the same square as the body falls to the ground.  The body does not need to breathe, eat or sleep.

Weaknesses: Reducing a Wiederganger’s hit points to 0 or lower incapacitates it but doesn’t always destroy it (it rises again in 24 hours). Driving a wooden stake/pole through the center of a  Wiederganger’s body instantly slays the monster. However, it returns to life if the stake is removed, unless the body is destroyed. Spells that send away Extraplanar Creatures (Banishment, Dismissal, Dispel Evil, etc.) instantly destroy the Wiederganger if the possessing Devil fails it's Save.

Saves: Retains the Saving Throws of the Base Devil.

Abilities: Int, Wis and Cha are those of the Base Devil.  Con becomes -.  Strength and Dex are Base Creature +2.

Skills: Use the Skills of the Base Devil.

Feats: Use the Feats of the Base Devil.

Environment: Any

Organization: Solitary

Challenge Rating: Base Devil's CR is divided by 2 (round up).

Treasure: None

Alignment: Lawful Evil

Advancement: As Base Devil.

Level Adjustment: ---

Example of creature using template here:

Rolf  (Male Human Noble 3/Erinyes/Wiederganger)
                      Medium Outsider (Evil, Extraplanar, Lawful)
Hit Dice:             9d12 (58 hp)
Initiative:           +1
Speed:                30 ft. (6 squares)
Armor Class:          13 (+1 Dex, +2 Natural), touch 11, flat-footed 12
Base Attack/Grapple:  +9/+9
Attack:               Slam +9 melee (1d6)
Full Attack:          2 Slams +9 melee (1d6)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Frightful Presence (DC 19)
Special Qualities:    Darkvision 60 ft., See In Darkness, Telepathy 100 ft., DR 5/Slashing, Weaknesses
Saves:                Fort +11, Ref +11, Will +10
Abilities:            Str 10, Dex 12, Con -, Int 14, Wis 18, Cha 20
Skills:               Concentration +17, Diplomacy +7, Escape Artist +17, Hide +17, Knowledge (any two) +14, Listen +16, Move Silently +17, Search +14, Sense Motive +16, Spot +16, Survival +4 (+6 following tracks), Use Rope +5 (+7 with bindings)
Feats:                Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run, Dodge (B), Mobility (B)
Environment:          Any
Organization:         Solitary
Challenge Rating:     4
Treasure:             None
Alignment:            Lawful Evil
Advancement:          10-18 HD (Medium)
Level Adjustment:     ---

Rolf was a swindler in life, and now in death his body belongs to the Devil.  Who mostly uses it for very awkward conversations with people.

« Last Edit: March 12, 2023, 06:58:57 PM by bhu »

Offline bhu

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Re: Biblical Weirdness
« Reply #134 on: March 09, 2023, 12:17:33 AM »
https://www-sagen-at.translate.goog/texte/sagen/italien/vinschgau/naturns/wildfahrhoehle.html?_x_tr_sl=auto&_x_tr_tl=en&_x_tr_hl=en&_x_tr_pto=wapp

Totenkopfspinne
                      Tiny Magical Beast
Hit Dice:             4d10+8 (30 hp)
Initiative:           +3
Speed:                30 ft. (6 squares), Climb 20 ft.
Armor Class:          17 (+2 Size, +3 Dex, +2 Natural), touch 15, flat-footed 14
Base Attack/Grapple:  +4/-8
Attack:               Bite +9 melee (1d3-4)
Full Attack:          Bite +9 melee (1d3-4)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Mind Poison, Web
Special Qualities:    Darkvision 60 ft., Tremorsense 60 ft.
Saves:                Fort +6, Ref +7, Will +3
Abilities:            Str 3, Dex 17, Con 15, Int 14, Wis 14, Cha 18
Skills:               Balance +7, Climb +12, Hide +15, Jump +6, Knowledge (Arcana, Nature) +6, Move Silently +7, Search +4, Spot +8, Survival +6
Feats:                Ability Focus (Mind Poison), Weapon Finesse
Environment:          Temperate Mountain, Underground
Organization:         Unique
Challenge Rating:     3
Treasure:             None
Alignment:            Neutral Evil
Advancement:          5-6 HD (Tiny), 7-12 HD (Small)
Level Adjustment:     ---

My apologies, I couldn't find any English language sites with this story, but you can find it in one of Jurgen Huberts books.  There is a cave on Sonnenberg Mountain in Germany called the Lorrgenloch.  In it lives the Wildg'fahr, a personification of the Wild Hunt.  It emerges at night and haunts the countryside.  It is also the home of the Totenkopfspinne, a spide the size of a babies skull.  It resembles a black-brown human skull so closely it causes some people who see it to expire of fright, but nothing else is known of it.  It is assumed to have some relationship with the Wildg'fahr, or the other legends of evil spiders in the area.

Mind Poison (Su): Anything able to see the Totenkopfspinne needs to make a DC 18 Willpower Save (Save DC is Cha based) each round it is visible.  If a creature fails the save, it takes 1d4 temporary Wisdom damage, and dies if it reaches 0 Wisdom.  If it misses the Save by 5 or more it is Frightened for 1d6 rounds as well.

Web (Ex):  The Totenkopfspinne is a web-spinner.. A single strand is strong enough to support the spider and one creature of the same size. The Totenkopfspinne can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to Small size. An entangled creature can escape with a successful DC 14 Escape Artist check or burst it with a DC 18 Strength check. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.

The Totenkopfspinne often create sheets of sticky webbing up to 10 feet square. It usually positions these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has 6 hit points, and sheet webs have damage reduction 5/—.

The Totenkopfspinne can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

Skills:  The Totenkopfspinne has a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. The Totenkopfspinne can always choose to take 10 on Climb checks, even if rushed or threatened. The Totenkopfspinne uses it's Dexterity modifier for Climb or Jump checks.

Combat: The Totenkopfspinne relies on it's ability to sow fear and madness to put down prey.  If that doesn't work it flees.

« Last Edit: March 18, 2023, 10:36:19 PM by bhu »

Offline bhu

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Re: Biblical Weirdness
« Reply #135 on: March 18, 2023, 12:00:05 AM »
https://de.wikipedia.org/wiki/Kopfloser_Reiter

Template for Templates

<Template Type: Inherited and or Acquired Also add description of what creatures it can be applied to>

Size and Type: Add changes to Size Class or creature type, and any subtypes that may be gained. 

Hit Dice: If the Hit Die type changes because the creature changed type (or conversely if it doesn’t) note that here.

Speed: Not any changes in speed and any lost or additional movement types.  If Flight is gained specify what it’s maneuverability class is.

Armor Class: Note any changes to the base creatures natural armor bonus, or if it gains any bonuses to Armor Class such as Deflection.

Attacks: Note any natural attacks gained here.  If the base Attack Bonus must be recalculated because the base creature changed Type (or conversely if it doesn’t) also mention that here.

Damage: Note any changes to damage (usually due to Size Class changes) here.

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

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

Saves: Note any changes in Saving throws due to new bonuses or penalties, or if they must be recalculated because the creature has changed type.

Abilities: Note changes in ability scores.

Skills: Note changes in skills, any new skill bonuses or penalties, or if skills must be recalculated due to a change in type.

Feats: Mention any changes in Feats or Bonus Feats here.

Environment: <>

Organization: <>

Challenge Rating: <>

Treasure: <>

Alignment: <>

Advancement: <>

Level Adjustment: <>

Example of creature using template here: