Author Topic: Uncle Kitties Evil Bad Spookity Critters  (Read 80207 times)

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bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #120 on: June 13, 2009, 11:19:03 AM »
The Juggernaut

Juggernaut is an Inherited  or Acquired Template that can be applied to any corporeal creature whose intelligence is 9 or less, and Size Class Large of bigger.

Size and Type: Unchanged

Hit Dice: Unchanged

Speed: -10 from all movement rates, minimum of 10 ft.  If the Base Creature has Flight its maneuverability Rating becomes clumsy.

Armor Class: The Base Creatures Natural Armor Class Bonus increases by +5 per Size Class over Medium (Minimum Natural Armor Bonus of +20).

Attacks: Unchanged

Damage: Unchanged

Special Attacks: The Juggernaut retains all Special Attacks of the Base Creature.

Special Qualities: The Juggernaut retains all Special Qualities of the Base Creature and gains the following:

Energy Resistance (Ex): The Juggernaut has Energy Resistance 20 to all energy types.

Damage Reduction (Ex): The Juggernaut has Damage Reduction 15/-.

Immunities (Ex): The Juggernaut is immune to being stunned, poisoned, critical hits, disease, death effects, nonlethal damage, and any effect requiring a Fortitude Save.

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: +4 Str, +4 Con, -4 Dex (Maximum possible Dex is 6).  It also gains an additional +2 Con per Size Class above Medium.

Skills: Unchanged

Feats: Unchanged

Environment: Unchanged

Organization: Usually Solitary

Challenge Rating: +3

Treasure: Unchanged

Alignment: Unchanged

Advancement: Unchanged

Level Adjustment: +5

Example of creature using template here:

                      Seismosaurus Juggernaut
                      Colossal Animal
Hit Dice:             32d8+512 (656 hp)
Initiative:           -3
Speed:                10 ft. (2 squares)
Armor Class:          29 (-8 Size, -3 Dex, +30 Natural), touch 0, flat-footed 29
Base Attack/Grapple:  +24/+57
Attack:               Tail Slap +34 melee (4d10+25/19-20)
Full Attack:          Tail Slap +34 melee (4d10+25/19-20)
Space/Reach:          30 ft./20 ft. (30 ft. with Tail)
Special Attacks:      Trample (10d10+25, Save DC 45)
Special Qualities:    Energy Resistance 20 (All types), Damage Reduction 15/-, Immunities, Low Light Vision, Scent
Saves:                Fort +33, Ref +15, Will +12
Abilities:            Str 44, Dex 5, Con 41, Int 1, Wis 14, Cha 14
Skills:               Listen +19, Spot +20
Feats:                Ability Focus (Trample), Awesome Blow, Cleave, Devastating Critical (Tail Slap), Great Cleave, Improved Critical (Tail Slap), Improved Toughness, Large and In Charge, Overwhelming Critical (Tail Slap), Power Blow, Weapon Focus (Tail Slap)
Environment:          Warm Forests, Hills, Plains, and Marsh
Organization:         Solitary
Challenge Rating:     15
Treasure:             None
Alignment:            Always Neutral
Advancement:          33-64 HD (Colossal)
Level Adjustment:     ---

"The guns have no effect sir!"

"Just keep firing dammit!"

Juggernauts are those hapless huge mountains of muscle and bone so beloved in dinosaur fantasy films and books.  The heavily armored behemoths that can absorb round after round without taking more than a moments annoyance from it.
« Last Edit: June 13, 2009, 11:21:39 AM by bhu »

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #121 on: June 18, 2009, 12:52:49 PM »
http://en.wikipedia.org/wiki/Umdhlebi

http://adsabs.harvard.edu/abs/1882Natur..27....7P

this is the tree version
                      Umdhlebi
                      Gargantuan Plant
Hit Dice:             24d8+288 (396)
Initiative:           +0
Speed:                0 ft. (0 squares)
Armor Class:          16 (-4 Size, +10 Natural), touch 6, flat-footed 16
Base Attack/Grapple:  -/-
Attack:               -
Full Attack:          -
Space/Reach:          20 ft./20 ft.
Special Attacks:      Poison Aura
Special Qualities:    Blind, Plant Traits, Mindless, Lifesense, Weaknesses, Damage Reduction 10/Slashing, Immobile
Saves:                Fort +26, Ref +0, Will +10
Abilities:            Str -, Dex -, Con 35, Int -, Wis 14, Cha 4
Skills:               -
Feats:               -
Environment:          Any Warm except Aquatic
Organization:         Solitary
Challenge Rating:     8
Treasure:             None
Alignment:            Always Neutral
Advancement:          25-30 HD (Gargantuan) 31-36 HD (Colossal)
Level Adjustment:     ---

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

This is the large treelike version of the Umhdlebi.

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

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

Lifesense (Ex): The Umdhlebi can sense any movement within 120' of itself similar to having Blindsense.

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

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

« Last Edit: June 22, 2009, 10:48:16 AM by bhu »

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #122 on: June 19, 2009, 12:10:31 PM »
http://en.wikipedia.org/wiki/Umdhlebi

http://adsabs.harvard.edu/abs/1882Natur..27....7P

this is the shrub version
                      Umdhlebi
                      Small Plant
Hit Dice:             1d8+2 (6 hp)
Initiative:           +0
Speed:                0 ft. (0 squares)
Armor Class:          16 (+1 Size, +5 Natural), touch 11, flat-footed 16
Base Attack/Grapple:  -/-
Attack:               -
Full Attack:          -
Space/Reach:          5 ft./5 ft.
Special Attacks:      Poison Aura
Special Qualities:    Blind, Plant Traits, Mindless, Lifesense, Weaknesses, Damage Reduction 5/Slashing, Immobile
Saves:                Fort +5, Ref +0, Will +2
Abilities:            Str -, Dex -, Con 14, Int -, Wis 14, Cha 4
Skills:               -
Feats:               -
Environment:          Any Warm except Aquatic
Organization:         Solitary
Challenge Rating:     1
Treasure:             None
Alignment:            Always Neutral
Advancement:          25-30 HD (Gargantuan) 31-36 HD (Colossal)
Level Adjustment:     ---

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

This is the small shrubbery version of the Umhdlebi.

Poison Aura (Ex): As a standard action the Umhdlebi can release a colorless and scentless gas covering a 20' area centered on itself.  The Poisons is Inhaled, DC 13 Fortitude Save (Save DC is Con based), Initial Damage is 1d6 Int and Wis, Secondary Damage is 2d6 Constitution.

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

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

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

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

« Last Edit: June 22, 2009, 10:48:41 AM by bhu »

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #123 on: June 21, 2009, 03:12:15 PM »
http://www.meta-religion.com/Paranormale/Cryptozoology/Other/minhocao.htm

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

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

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

The Minhocao are giant wormlike cryptids.

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

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

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #124 on: June 22, 2009, 10:47:53 AM »
http://en.wikipedia.org/wiki/Beast_of_Busco
http://www.everything2.com/index.pl?node_id=1782670

Beast of Busco
                      Large Animal
Hit Dice:           8d8+40 (76 hp)
Initiative:           -1
Speed:                30 ft. (6 squares), Swim 20 ft.
Armor Class:          16 (-1 Size, -1 Dex, +8 Natural), touch 8, flat-footed 16
Base Attack/Grapple:  +6/+18
Attack:               Bite +13 melee (2d6+8/18-20)
Full Attack:          Bite +13 melee (2d6+8/18-20)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Improved Grab
Special Qualities:    Low Light Vision, Scent, Hold Breath
Saves:                Fort +11, Ref +5, Will +3
Abilities:            Str 26, Dex 8, Con 21, Int 1, Wis 12, Cha 2
Skills:               Hide +4, Listen +3, Spot +3, Survival +3, Swim +16
Feats:                Improved Natural Attack (Bite), Skill Focus (Hide), Track
Environment:          Temperate Aquatic
Organization:         Unique??
Challenge Rating:     4
Treasure:             None
Alignment:            Always Neutral
Advancement:          9-12 HD (Large), 13-24 HD (Huge)
Level Adjustment:     ---

"Where's your brother Bobby?"

"He went fishin' down ta the lake."

"WHAT!!"

The Beast of Busco is an enormous legendary Snapping Turtle.

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

Hold Breath (Ex): The Beast may hold it's Breath for 8 times it's Constitution modifier before it risks drowning.

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

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

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #125 on: June 24, 2009, 02:09:04 PM »
Tiger Spirit of the Sundarbans

Tiger Spirit is a template that can be applied to any Tiger that has passed on due to being trapped and killed by hunters who have disrespected the tiger in some way (i.e. killed it for reasons other than self defense, made it die slowly, mutilated the body, taking trophies, etc).

Size and Type: Size is unchanged, Type becomes Undead with the Incorporeal subtype. 

Hit Dice: All current and future Hit Dice become d12's, and hit points must be recalculated.

Speed: The Base Creature gains a Flight Speed equal to it's land speed with Perfect Maneuverability.

Armor Class: Unchanged for encounters on the Ethereal Plane.  When the Ghost Tiger Manifests in the Material Plane it's Natural Armor Bonus becomes a Deflection Bonus instead, and it's Deflection Bonus to AC improves by an amount equal to it's Charisma Modifier (minimum +1).

Attacks: Unchanged, but those relying on physical damage cannot effect corporeal creatures that aren't also on the Ethereal Plane.  Base Attack Bonus remains the same despite the Type Change.

Damage: Unchanged, but the Ghost Tigers physical attacks cannot effect non ethereal beings (although it still has it's Special Attacks.

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

Horrific Appearance (Su): Identical to Ghost ability on page 118 of the MM.

Malevolence (Su): Identical to Ghost ability on page 18 of the MM, but it can only be used on Tigers. 

Influence (Su): All Tigers within 10 miles of the Tiger Ghost are always hostile to human beings.  Handle Animal checks and Wild Empathy cannot change this, spells are required.  This only works against animals, so Were Tigers or Awakened Tigers are immune, as are undead.  If the Tiger in question is a Class Feature such as an Animal Companion it gains a Willpower Save (DC is 10 plus Half Hit Dice plus Charisma Modifier) to avoid this ability for as long as it remains within range.

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

Manifestation (Su): This is identical to the ability on MM page 118.

Rejuvenation (Su): This is identical to the ability on MM page 118.  Generally removing a Ghost Tiger is pretty straightforward: capture and sacrifice to it everyone involved in it's killing, or who made a profit from it, or who received pieces of the tigers body (such as the fur) as a gift.

Turn Resistance (Ex): +4

Unnatural Aura (Su): Animals other than Tigers will not come within 60' of a Tiger Ghost, and Panic if forced to do so (they remain Panicked so long as the Tiger Ghost is within Range).

Lifesense (Su): Tiger Ghosts may automatically sense Living creatures within 60' as thought they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch.

Tracking (Su): Tiger Ghosts always know the general direction of their killers, even if they are on another plane of existence. 

Saves: Unchanged, despite the change in Type.

Abilities: The Base Creature no longer has a Constitution Score, and effectively has no Strength Score against non ethereal creatures. +3 Int, +8 Charisma.

Skills: +8 Racial Bonus to Hide, Listen, Move Silently, Search, and Spot Checks.  These Bonuses stack with any gained from being a tiger.

Feats: Unchanged.

Environment: Unchanged.

Organization: Solitary, but usually found in the company of one or more living tigers.  Sometimes a mated pair is encountered as they were slain together, but this is rare.

Challenge Rating: +2

Treasure: Unchanged.

Alignment: Always Neutral Evil.

Advancement: Unchanged, but Hit Dice have no theoretical upper limit.  The Spirit becomes more powerful over time.

Level Adjustment: ---


The Tigers of the Sundarbans marsh have always been known for going out of their way to kill humans.  The reason is the Ghost Tigers.  Something in the Sundarbans returns tigers who have been slain in an inappropriate manner to torment the living.


Example of creature using template here:


                      Tiger Ghost of the Sundarbans
                      Large Undead
Hit Dice:             6d12 (39 hp)
Initiative:           +2
Speed:                Fly 40 ft. (8 squares), Perfect
Armor Class:          16 (-1 Size, +2 Dex, +5 Deflection), touch 16, flat-footed 14
Armor Class Ethereal:          14 (-1 Size, +2 Dex, +3 Natural), touch 11, flat-footed 12
Base Attack/Grapple:  +4/- (+14 Ethereal)
Attack (ethereal only):               Claw +9 melee (1d8+6)
Full Attack (ethereal only):          2 Claws +9 melee (1d8+6), and 1 Bite (2d6+3)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Improved Grab, Pounce, Rake 1d8+3, Horrific Appearance, Malevolence, Influence
Special Qualities:    Low Light Vision, Scent, Manifestation, Rejuvenation, Turn Resistance +4, Unnatural Aura, Lifesense, Tracking
Saves:                Fort +5, Ref +7, Will +3
Abilities:            Str - (23 ethereal), Dex 15, Con -, Int 5, Wis 12, Cha 14
Skills:               Balance +6, Hide +11, Listen +11, Move Silently +17, Search +5, Spot +11, Swim+11
Feats:                Alertness, Improved Natural Attack (Bite, Claw)
Environment:         Warm Forest or Marsh
Organization:         Solitary
Challenge Rating:     
Treasure:             None
Alignment:            Always Neutral Evil
Advancement:          7+ HD (Large)
Level Adjustment:     ---

Improved Grab (Ex): Against ethereal opponents, if the Ghost Tiger hits with it's Claw Attack, it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If successful it may rake.

Pounce (Ex): The Ghost Tiger can make a Full Attack (including Rakes) against an ethereal opponent on a successful charge.

Rakes (Ex): In a charge or Grapple the Ghost Tiger gets 2 additional Rake attacks at +9 melee doing 1d8+3 damage.

Skills: Ghost Tigers have a +4 Racial Bonus on Balance Checks.  They also have a +8 Racial Bonus on Listen, Search, and Spot Checks; and a +12 Racial Bonus on Hide and Move Silently Checks.  In areas of tall grass or heavy undergrowth the Hide Bonus raises to +16.

Combat: Ghost Tigers possess living tigers to attack human beings.  Usually they use this ability to gain revenge after it has found it's killers.

« Last Edit: June 27, 2009, 02:17:04 PM by bhu »

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #126 on: June 29, 2009, 12:00:56 PM »
http://www.trueauthority.com/cryptozoology/buru.htm

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

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

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

The Buru are aquatic reptile cryptids in TIbet.

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

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

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

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #127 on: July 04, 2009, 02:07:38 PM »
The Terichik
Colossal Magical Beast
Hit Dice: 50d10+900 (1175 hp)
Initiative: +4
Speed: 50 ft. (10 squares), burrow 50 ft.
Armor Class: 37 (-8 Size, +35 Natural ), touch 2, flat-footed 37
Base Attack/Grapple: +50/+50
Attack: Bite +62 melee (6d6+40/19-20)
Full Attack: Bite +62 melee (6d6+40/19-20)
Space/Reach: 30 ft./20 ft.
Special Attacks: Improved Grab, Swallow Whole
Special Qualities:  Low Light Vision, Dark Vision 60 ft., Tremor Sense 120', Enhanced Scent, Immunities, Damage Reduction 20/Epic, Damage Reduction 10/-, Energy Resistance 30 (Acid, Fire, Electricity, Sonic)
Saves: Fort +42, Ref +27, Will +17
Abilities: Str 50, Dex 10, Con 40, Int 2, Wis 12, Cha 20
Skills: Listen +29, Swim +45
Feats: Blind Fight, Cleave, Great Cleave, Defensive Sweep, Devastating Critical (Bite), Epic Toughness x5, Improved Critical (Bite), Improved Initiative, Improved Natural Attack (Bite), Large and In Charge, Overwhelming Critical (Bite), Power Attack, Power Critical (Bite)  Environment: Any Cold
Organization: Unique
Challenge Rating: 32
Treasure: None
Alignment: Chaotic Evil
Advancement: 51+ HD (Colossal)
Level Adjustment: ---

"Another village gone due to your son Suinnak.  We must move again before he regains his hunger.  Except for you.  We will stake you out on the ice so you can be reunited with your son..."

The Terichik is a giant earthworm or caterpillar from Inuit myth that hides in the earth, periodically surfacing to devour villages.  Originally born to a human Inuit couple who left it to die in the snow, it was rescued and nursed by a pregnant woman who it subsequently devoured.  No known weapons, poison, or spells have ever been successfully used against the Terichik.  The best way to survive encountering it is to flee before it arrives (which is usually known well in advance due to tremors).

Improved Grab (Ex): If the Terichik successfully bites a creature up to 1 Size Class smaller than itself it can make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If successful it can Swallow its opponent the next round.

Swallow Whole (Ex): The Terichick can swallow an opponent 2 size classes smaller than itself with a Grapple check.  Swallowed opponents take 6d6+20 bludgeoning damage and 20 points of acid damage per round.  A swallowed creature can cut it's way out with a light slashing or piercing weapon by doing 50 points of damage to the Terichik's stomach (AC 27).  Once the creature exits muscular action closes the hole, and other swallowed opponents must cut their own way out.  The Terichiks stomach can hold 2 Gargantuan, 8 Huge, 32 Large, or 128 Medium or smaller creatures.

Enhanced Scent (Ex): This is similar to the normal Scent ability, but the Terichik can also smell blood at a range of 10 miles, even while underground.

Immunities (Ex): The Terichik is immune to poison, paralysis, polymorph, disease, sleep effects, death effects, stunning, critical hits, energy drain, ability damage or drain, and mind affecting effects.  It is also immune to cold damage, and any spell that allows Spell Resistance.

Combat: The Terichik charges and attempts to swallow everything in sight, biggest opponents first.

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #128 on: July 05, 2009, 02:47:38 PM »
http://en.wikipedia.org/wiki/Gazeka

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

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

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

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

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

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

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #129 on: July 06, 2009, 07:40:05 AM »
http://www.newanimal.org/buru.htm

http://www.angelfire.com/bc2/cryptodominion/cryptosaurs.html


                      Mountain Boomer
                      Medium Animal
Hit Dice:             3d8+9 (22 hp)
Initiative:           +0
Speed:                30 ft. (6 squares)
Armor Class:          15 (+5 Natural), touch 10, flat-footed 15
Base Attack/Grapple:  +2/+6
Attack:               Bite +6 melee (1d8+4)
Full Attack:          Bite +6 melee (1d8+4)
Space/Reach:          5 ft./5 ft.
Special Attacks:      -
Special Qualities:    Low Light Vision
Saves:                Fort +8, Ref +3, Will +2
Abilities:            Str 19, Dex 10, Con 17, Int 2, Wis 12, Cha 10
Skills:               Listen +7, Spot +7
Feats:                Alertness, Great Fortitude
Environment:          Temperate Mountains
Organization:         Solitary or Pair
Challenge Rating:    2
Treasure:             None
Alignment:            Always Neutral
Advancement:          4-5 HD (Medium)
Level Adjustment:     ---

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

The Mountain Boomer appears to be a bipedal lizard or dinosaur living in West Texas.

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

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #130 on: July 09, 2009, 01:15:23 PM »
http://en.wikipedia.org/wiki/Man-eating_tree

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


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

Dunaki are man eating trees.

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

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

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

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

Combat: The Dunak pretends to be a regular tree until prey gets within range, and then it grapples and constricts it.

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #131 on: July 11, 2009, 12:54:57 PM »
Firespitter

Firespitter is an Inherited or Acquired Template that can be applied to any corporeal creature with an Int of 9 or less, and Size Class Large or bigger.

Size and Type: Unchanged.  Animals and Vermin become Magical Beasts.

Hit Dice: Unchanged, recalculate hp if Base Creature was Animal or Vermin.

Speed: Unchanged.

Armor Class: Unchanged.

Attacks: Unchanged, recalculate Base Attack Bonus if Base Creature was an Animal or Vermin.

Damage: Unchanged

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

Flamethrower (Su): The Firespitter has a Cone Shaped Breath weapon it can use every 1d4 rounds.  The Size of the Cone is 40', plus 10' for every Size Class above Large.  Opponenets in the Area can make a Reflex Save (DC is 10 plus half the Firespitters Hit Dice plus it's Constitution modifier) for half damage.    Damage depends on the Base Creatures Size Class.  Large=6d6, Huge=10d6, Gargantuan=15d6, Colossal=22d6.


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

Immunities (Ex): Firespitters are immune to non magical fire and cold.

Saves: Unchanged.

Abilities: Unchanged.

Skills: Unchanged.

Feats: Unchanged.

Environment: Unchanged.

Organization: Unchanged

Challenge Rating: +1

Treasure: Unchanged

Alignment: Unchanged

Advancement: Unchanged

Level Adjustment: +1


"I never expected to bury my friends.  I never expected them to be charred mockeries of humanity when I found them either..."

Seen in many of the worse dino movies, these are the lovely critters that for some reason are capable of spitting fire (and sometimes they eat coal!).  In some cases it's claimed their inner fires make them immune to cold so they can live in the arctic.  God bless the 50's huh?

                      Firespitter Quetzalcoatlus
                      Huge Magical Beast
Hit Dice:             10d10+50 (105 hp)
Initiative:           +1
Speed:                20 ft. (4 squares), Fly 100 ft. (Poor)
Armor Class:          17 (-2 Size, +1 Dex, +8 natural), touch 9, flat-footed 16
Base Attack/Grapple:  +10/+26
Attack:               Bite +16 melee (2d10+8)
Full Attack:          1 Bite +16 melee (2d10+8) and 2 Wings +11 melee (2d6+4)
Space/Reach:          15 ft./10 ft.
Special Attacks:      Swallow Whole, Flamethrower
Special Qualities:    Low Light Vision, Dark Vision 60', Immunities
Saves:                Fort +12, Ref +8, Will +6
Abilities:            Str 26, Dex 13, Con 20, Int 2, Wis 17, Cha 11
Skills:                Listen +5, Spot +15
Feats:                Alertness, Fly-By Attack, Hover, Snatch
Environment:          Warm Forests, Hills, and Mountains
Organization:         Solitary, Pair, or Covey
Challenge Rating:     9
Treasure:             None
Alignment:            Always Neutral
Advancement:          11-20 HD (Huge), 21-30 HD (Gargantuan)
Level Adjustment:     ---

Flamethrower (Su): 50' Cone of fire, 10d6, DC 20 Reflex Save for 1/2 damage.

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #132 on: July 19, 2009, 02:58:52 PM »
Wit hthe exception of CR I finally have the Primordial Ghost Template waay back on page 1 pretty much done.


Um...it may be a little too Epic (see the example critter).  May need to tone it down a bit.

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #133 on: July 21, 2009, 01:34:18 PM »
http://www.newanimal.org/conrit.htm

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

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


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

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

This will be the centipede or giant chilopod version.

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

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

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #134 on: July 22, 2009, 01:18:52 PM »
Con Rit version 2
                      Gargantuan Animal
Hit Dice:             12d8+96 (150 hp)
Initiative:           +0
Speed:                Swim 40 ft. (8 squares)
Armor Class:          26 (-4 Size, +20 Natural), touch 6, flat-footed 26
Base Attack/Grapple:  +9/+34
Attack:               Bite +18 melee (2d6+13)
Full Attack:          Bite +18 melee (2d6+13)
Space/Reach:          20 ft./15 ft.
Special Attacks:      -
Special Qualities:    Hold Breath, Low Light Vision, Blindsight 120'
Saves:                Fort +15, Ref +8, Will +6
Abilities:            Str 36, Dex 10, Con 24, Int 2, Wis 14, Cha 6
Skills:               Listen +14, Spot +14, Swim +21
Feats:                Alertness, Diehard, Endurance. Improved Toughness, Power Attack
Environment:          Temperate or Warm Aquatic
Organization:         Solitary or pod (3-5)
Challenge Rating:     7
Treasure:             None
Alignment:            Always Neutral
Advancement:          13-18 HD (Gargantuan), 19-36 HD (Collosal)
Level Adjustment:     ----

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

This is the ancient armored whale version.

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

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

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

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #135 on: July 23, 2009, 01:59:53 PM »
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: Uncle Kitties Evil Bad Spookity Critters
« Reply #136 on: July 25, 2009, 02:34:52 PM »
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.

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #137 on: July 28, 2009, 02:24:23 PM »

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.

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #138 on: July 29, 2009, 01:20:10 PM »
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: Uncle Kitties Evil Bad Spookity Critters
« Reply #139 on: July 30, 2009, 11:33:40 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.