Author Topic: Fortean Hallucinations  (Read 28992 times)

Offline bhu

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Re: Fortean Hallucinations
« Reply #80 on: March 05, 2023, 10:04:34 PM »
https://cryptidz.fandom.com/wiki/Octo-squatch
https://non-aliencreatures.fandom.com/wiki/Octo-Squatch
https://www.cryptopia.us/site/2015/01/octo-squatch-spain/

Octosquatch
                      Small Aberration
Hit Dice:             3d8+6 (19 hp)
Initiative:           +2
Speed:                30 ft. (6 squares)
Armor Class:          17 (+1 Size, +2 Dex, +4 Natural), touch 13, flat-footed 15
Base Attack/Grapple:  +2/+9
Attack:               Unleash Hell +6 melee (1d6+4)
Full Attack:          Unleash Hell +6 melee (1d6+4)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Fear Aura, Improved Grab, Constrict, Saddle Up
Special Qualities:    60 foot Darkvision, Light Sensitivity, Mindless
Saves:                Fort +3, Ref +3, Will +3
Abilities:            Str 16, Dex 14, Con 14, Int -, Wis 11, Cha 7
Skills:               ---
Feats:                ---
Environment:          Temperate Mountains
Organization:         Solitary?
Challenge Rating:     2
Treasure:             None
Alignment:            Neutral Mindless
Advancement:          4-6 HD (Small); 7-12 HD (Medium)
Level Adjustment:     ---

Seen only one in Spain in 1961, this ppears to be a 4 limbed, hairy, rust colored land octopus.  Virtually nothing else is known, as it has never been seen again.

Fear Aura (Su): Octosquatch can radiate a 20-foot-radius fear aura as a free action. Affected creatures must succeed on a DC 13 Will save or be affected as though by a fear spell (caster level 5th). A creature that successfully saves cannot be affected again by the same Octosquatches aura for 24 hours. Other Octosquatch are immune to the aura. The save DC is Wisdom-based with a +2 Racial  Bonus.

Improved Grab (Ex): To use this ability, an Octosquatch must hit a Large or smaller opponent when it Unleashes Hell. 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. Octosquatches receive a +4 racial bonus on grapple checks, which is already included in the statistics block.

Constrict (Ex): An Octosquatch deals 1d6+4 points of damage with a successful grapple check against a Large or smaller creature.

Saddle Up (Ex): As a Standard Action, an Octosquatch that is Grappling an opponent may climb onto it's back and dig in, seizing it by the throat if it makes a successful Grapple Check.  Due to this it's opponent cannot speak or cast spells with verbal components.  The Octosquatch then will attempt to Constrict, burying it's hairlike filaments into it's victims flesh.  After three successful rounds of this it is fused with the opponent until one of them dies.  If either is attacked, there is a 50% chance the other takes the damage.  The Octosquatch controls it's victim while attached in this manner, and is considered to be Grappling as long as it is attached.  It may detach as a Move Action.

Grappler (Ex): The Octosquatch takes no Size Penalty to Grapple Checks.

Light Sensitivity (Ex): Octosquatch are dazzled in bright sunlight or within the radius of a daylight spell.

Combat: he Octosquatch will stare mindlesssly until something approaches, and then ride them like a big furry hat.

« Last Edit: March 18, 2023, 10:30:23 PM by bhu »

Offline bhu

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Re: Fortean Hallucinations
« Reply #81 on: March 05, 2023, 10:05:00 PM »
https://theclio.com/entry/85663   
https://cryptidz.fandom.com/wiki/Sheepsquatch
https://modernfarmer.com/2013/12/move-bigfoot-comes-sheepsquatch/

Sheepsquatch
                      Large Animal
Hit Dice:             8d8+40 (76 hp)
Initiative:           +1
Speed:                40 ft. (8 squares)
Armor Class:          17 (-1 Size, +1 Dex, +7 Natural), touch 10, flat-footed 16
Base Attack/Grapple:  +6/+18
Attack:               Bite +13 melee (3d6+8)
Full Attack:          1 Bite +13 melee (3d6+8) and 2 Claws +11 melee (1d8+4)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Musk Gland, Scary Scream, Ram
Special Qualities:    Low-light Vision
Saves:                Fort +11, Ref +7, Will +3
Abilities:            Str 26, Dex 13, Con 20, Int 2, Wis 12, Cha 6
Skills:               Jump +9, Listen +6, Spot +6
Feats:                Ability Focus (Musk Gland), Improved Natural Attack (Bite), Multiattack
Environment:          Temperate  Forest
Organization:         Unique?
Challenge Rating:     6
Treasure:             None
Alignment:            Neutral
Advancement:          9-16 HD (Large)
Level Adjustment:     ---

Sheepsquatch is the most famous of the 'white thing' sightings in West Virginia.   It is described as a quadruped that sometimes walks on two legs covered in woolly white fur.  It has a doglike face, raccoon like paws, and an opossum like tail.  It's armed with horns, saber teeth, and a thick, sulfurous stench.  It seems devoted to scaring teeens, and ripping apart animals.

Musk Gland (Ex): All living creatures (except Sheepsquatch) within 30 feet of a Sheepsquatch must succeed on a DC 21 Fortitude save or be sickened for 10 rounds. The save DC is Constitution-based. Creatures that successfully save cannot be affected by the same Sheepsquatches 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.

Scary Scream (Ex): Once every 1d4 rounds the Sheepsquatch lets out a terrifying scream, requiring all living creatures within 30 feet to make a DC 15 Willpower Save (Save DC is Wisdom based).  Creatures who fail their Save are Shaken for 1d6 rounds.  Creatures who succeed are immune to this Sheepsquatches Scream for 24 hours.

Ram (Ex): A Sheepsquatch deals 4d6+16 points of damage when it makes a charge.

Combat:  The Sheepsquatch usually charges or runs off.  You reeeally want it to run off.

« Last Edit: March 18, 2023, 10:32:22 PM by bhu »