Author Topic: Uncle Kitties Evil Bad Spookity Critters  (Read 82082 times)

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bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #160 on: September 06, 2009, 08:26:29 AM »
[Sarcasm] Mo' effin gawds. Great. [/sarcasm]

I made a promise to do em over on wizards :D  Figured I may as well post em here too

Radmelon

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #161 on: September 07, 2009, 11:14:11 PM »
Mebbeh If they were in a seperate thread...  Than people could find the more easily!

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #162 on: September 17, 2009, 01:14:42 PM »
http://en.wikipedia.org/wiki/Krampus#Krampus

http://www.bunitedint.com/portfolios/producers/birrificio_ducato/krampus/overview.php

                      Krampus
                      Medium Outsider (Chaos, Evil, Extraplanar)
Hit Dice:             12d8+60 (114 hp)
Initiative:           +4
Speed:                30 ft. (6 squares)
Armor Class:          25 (+4 Dex, +6 Natural, +5 Profane), touch 19, flat-footed 21
Base Attack/Grapple:  +12/+15
Attack:               Claw +17 melee (1d6+5) or Switch +17 melee touch (1d3+5 plus pain)
Full Attack:          2 Claws +17 melee (1d6+5) and 1 Bite +12 melee (1d6+2) or Switch +17/+12/+7 melee touch (1d3+5 plus pain)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Frightful Presence, Improved Grab, Embarrass Maiden, Switch
Special Qualities:    Hard Drinker, Damage Reduction 10/Cold Iron or Good, Dark Vision 60', Bag of Child Holding, Homeward Bound, Improved Detect Evil, The Knowledge, Immunities, See in Darkness, Telepathy 100', SR 17
Saves:                Fort +11, Ref +9, Will +11
Abilities:            Str 20, Dex 18, Con 20, Int 16, Wis 16, Cha 20
Skills:               Bluff +20, Climb +17, Intimidate +20, Jump +17, Knowledge (Arcana, Geography, Local, Religion, The Planes) +15, Listen +15, Search +15, Sense Motive +18, Spot +15
Feats:                Ability Focus (Frightful Presence, Switch), Blind-Fight, Combat Reflexes, Intimidating Strike
Environment:          Any Cold
Organization:         Unique
Challenge Rating:     9
Treasure:             Standard
Alignment:            Chaotic Evil
Advancement:          13+ HD (Medium)
Level Adjustment:     ---


"Let me get this straight, you're an Incubus?  And you hang with Santa?"

"Yup."

"And everyone lets you grope their possibly virginal women, and gives you free booze?"

"Yup."

"And they actually gave you your own holiday as opposed to arresting you?"

"Yup."

"And they let you beat their children and occasionally kidnap one and throw it in the Pits of Hell?"

"Yup."

"WTF man?  How come no one tells me about these jobs?"  I'd do that."

"Well brother in my defense I do have connections to the Devil."

The Krampus is a furry, horned, long tongued devil figure who accompanies Saint Nicholas in Europe to punish the naughty children (and sometimes the hawt women). 

Frightful Presence (Su):  The Krampus is a terrifying figure, and any living creature within 60' seeing him attack someone or charge must make a DC 23 (Save DC is Charisma Based) Willpower Save or be Frightened for 1d6 rounds if they have less HD than the Krampus.  Creatures whose Hit Dice are equal to his must make the Save or be Shaken instead.  Creatures whose Save is successful are immune to the Krampus' Frightful Presence for 24 hours.

Improved Grab (Ex): If the Krampus successfully hits with his Claw Attack he may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If successful he may do his claw damage each round, or use his Embarrass maiden ability.  It is rumored the Krampus' incredibly long and agile tongue grants him a +4 Racial Bonus to Grapple Checks if he uses it.  Most likely the source of these rumors is the Krampus himself.

Embarrass Maiden (Su): Any attractive young woman (DM's discretion as to what attractive means in this case) successfully hit by the Krampus' switch, or successfully Grappled by him takes a -2 Morale penalty on all rolls for the next 24 hours out of shame, embarrassment, and feelings less discussable on forums.

Switch (Su): The Krampus' switch is terrifying to evil children (and some adults as well).  It does damage as a whip (except it doesn't provoke attacks of opportunity, and doesn't have reach).  If the opponent is Evil, then it must make a DC 23 Willpower Save (Save DC is Charisma based) or suffer the effects of a Symbol of Pain for 1 hour.  Each successful hit with the switch increases the duration for 1 hour, to a maximum of 12 hours.  It's rumored to have additional effects on young maidens, and again this rumor is assumed to have been started by the Krampus himself.

Hard Drinker (Ex): The Krampus is immune to the effects of alcohol, as well as poison and disease. 

Bag of Child Holding (Ex): The Krampus carries a bag sack, barrel, basket, or some other implement designed for carrying things with him.  The bags real purpose is for carrying children.  It works in all ways like a Type IV with the following exceptions: It will only hold children (children being defined as any Humanoid the equivalent of a human child 12 or younger).  The child cannot be of Good Alignment, or must have committed an act evil enough for it to have risked changing alignment within the last year.  It also has sufficient air for them to breath until they are released (however it doesn't provide food or water).

Homeward Bound (Su):  The Krampus can Plane Shift between Hell and the Prime Material at will as a Standard Action.   If there are any children within his Bag of Child Holding they go with him when he changes Planes.

Improved Detect Evil (Su): The Krampus permanently has the benefits of the Detect Evil spell on at all times with an added bonus: On the 4th round the Krampus learns the details of any evil acts the subject has committed within the last year.  Sorry kids.  No fibbing to the Devil.

The Knowledge (Ex): The Krampus can make a d20+15 check against a DC of 25 to know the home address of any humanoid on earth who has kids, because he visits their houses yearly (he also remembers the houses he has visited in the past as well).  By making a DC 35 check he can remember various (usually embarrassing) bits of their personal life (he does keep track of whos been naughty after all).

Immunities: The Krampus is immune to Cold, Fire, Poison, and Aging Effects.

Combat: Against children the Krampus will use his switch (although he makes the occasional exception for attractive young maidens).  Adult men and women (if unattractive) get to feel his claws, although few people willingly stand in the Krampus' way.  He does know where they live...

« Last Edit: September 30, 2009, 12:37:32 PM by bhu »

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #163 on: September 22, 2009, 01:27:50 PM »
http://www.flatwoodsmonster.com/

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

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

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

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


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


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

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

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

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

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

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #164 on: September 22, 2009, 01:39:16 PM »
MEDUSA
Quasi-Deity
Symbol: Gorgon's Face
Home Plane: Prime Material Plane.
Alignment: Chaotic Neutral
Portfolio: Women, the Sea, misfortune
Worshipers: Women, soldiers, sailors, some monsters (usually Magical Beasts of Monstrous Humanoids)
Cleric Alignments: CE, CG, CN
Domains: None
Favored Weapon: Natural Weapon (or Unarmed Strike if the worshiper has no Natural Weapons)

Sometimes Medusa is pictured similarly to her other sisters as a large ugly woman with a round face, boars tusks, serpents for hair, and scaly skin. She also has golden birds wings, brass claws, and a protruding tongue. Occasionally she is pictured as having a beard.

More often Medusa is a beautiful woman with serpents for hair.

Sometimes on rare occasions she has been pictured as winged horse similar to her offspring Pegasus, or as a woman with horses legs and wings upon her head.


Dogma
Medusa's followers are to oppose the followers of Athena at every turn, and also the Patriarchy as well.

Clergy and Temples
Medusa's clergy are strictly female. Most live near the sea or on islands, or in pristine forest groves near a source of water. They are fairly warlike, and resentful of the Patriarchy which has deposed and sullied their Goddess.

MEDUSA
Medium Outsider (Chaotic) 
Divine Rank: 0
Hit Dice: 20d8+160 (320 hp)
Initiative: +11
Speed: 60 ft. (12 squares)
Armor Class: 42 (+7 Dex, +13 Natural, +12 Deflection), touch 29, flat-footed 36
Base Attack/Grapple: +20/+27
Attack: Claw +27 melee (1d6+7)
Full Attack: 2 Claws +27 melee (1d6+7) and 1 Bite +22 melee (1d6+3) and 1 Snakes +66 melee (1d4 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, Petrifying Gaze, Gorgon's Blood, Frightful Presence
Special Qualities: Divine Immunities, DR 10/Epic, Fire Resistance 5, Spell Resistance 12
Saves: Fort +20, Ref +19, Will +22
Abilities: Str 24, Dex 24, Con 26, Int 26, Wis 30, Cha 35
Skills: Climb +25, Concentration +28, Intimidate +32, Jump +25, Knowledge (Arcane, Architecture & Engineering, History, Local, Nature, Nobility, Religion, War) +26, Listen +28, Search +26, Spellcraft +26, Spot +28, Survival +28, Swim +25, Tumble +25, Use Magic Device +30 (+32 w/scrolls)
Feats: Ability Focus (Poison), Combat Reflexes, Improved Initiative, Irresistible Gaze, Narrowed Gaze, Pervasive Gaze, Piercing Gaze,
Divine Immunities: Ability Damage, Ability Drain, Energy Drain, Mind-Affecting Effects,Transmutation.
Possessions: No unique items.


Other Divine Powers
As a Quasi Deity, Medusa is immortal (but may still be killed).
Poison (Ex): Injury Fortitude Save DC 29 (Save DC is Constitution Based), Initial and Secondary damage is 1d6 Constitution.
Petrifying Gaze (Su): Petrification, 30', Fortitude Save DC 34 negates.
Gorgon's Blood (Ex): Gorgons blood is especially powerful. A vial of blood from her right side given to any dead being will return it to life as per the spell True Resurrection. However a vial of blood from her left side poisons anyone failing a DC 27 Fortitude Save (Save DC is Constitution based). Initial and Secondary Damage is 1d6 Constitution. If she is wounded and her blood spills on the ground it gives birth to 1d3 monsters of some sort. Usually unique Magical Beasts or Outsiders. These monsters form entirely within 1 round.
Frightful Presence (Ex): Whenever Medusa attacks all opponents within 60' with less HD than herself must make a DC 32 Willpower Save or be Frightened for 2d4 rounds. If the Save is successful the opponent is immune to Medusa's Frightful Presence for 24 hours.

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #165 on: September 24, 2009, 12:55:18 PM »
http://istina.rin.ru/eng/ufo/text/152.html

http://web.ncf.ca/bz050/mamlam.html

http://www.xprojectmagazine.com/archives/cryptozoology/lmattack.html

Mamlambo
Gargantuan Animal
Hit Dice: 12d8+72 (126 hp)
Initiative: +1
Speed: 30 ft. (6 squares), Swim 50 ft.
Armor Class: 16 (-4 Size, +1 Dex, +9 Natural), touch 7, flat-footed 15
Base Attack/Grapple: +9/+31
Attack: Bite +15 melee (2d8+10)
Full Attack: Bite +15 melee (2D8+10)
Space/Reach: 20 ft./15 ft. (20 ft with Bite)
Special Attacks: Improved Grab
Special Qualities: Low Light Vision, Hold Breath
Saves: Fort +13, Ref +9, Will +6
Abilities: Str 30, Dex 12, Con 20, Int 2, Wis 14, Cha 6
Skills: Hide +2, Listen +8, Spot +8, Swim +18
Feats: Skill Focus (Hide), Alertness, Endurance, Improved Toughness, Power Attack
Environment: Warm Aquatic
Organization: Solitary
Challenge Rating: 6??
Treasure: None
Alignment: Always Neutral
Advancement: 13-18 HD (Gargantuan)
Level Adjustment: ----

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

The Mamlambo is a feared African cryptid said to devour brains.

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

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

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

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

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #166 on: September 24, 2009, 01:03:45 PM »
Mamlambo Supernatural version
Gargantuan Magical Beast
Hit Dice: 12d10+72 (138 HP)
Initiative: +1
Speed: 30 ft. (6 squares), Swim 50 ft.
Armor Class: 16 (-4 Size, +1 Dex, +9 Natural), touch 7, flat-footed 15
Base Attack/Grapple: +12/+34
Attack: Bite +18 melee (2D8+10)
Full Attack: Bite +18 melee (2D8+10)
Space/Reach: 20 ft./15 ft. (20 ft with Bite)
Special Attacks: Hypnotic Gaze, Improved Grab
Special Qualities: Low Light Vision, Hold Breath
Saves: Fort +13, Ref +9, Will +6
Abilities: Str 30, Dex 12, Con 20, Int 2, Wis 14, Cha 16
Skills: Hide -1, Listen +6, Spot +6, Swim +18
Feats: Alertness, Endurance, Improved Toughness, Power Attack, Ability Focus (Hypnotic Gaze)
Environment: Warm Aquatic
Organization: Solitary
Challenge Rating: 7??
Treasure: None
Alignment: Always Neutral
Advancement: 13-18 HD (Gargantuan)
Level Adjustment: ----


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

This is the supernatural Mamlambo.

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

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

Hypnotic Gaze (Su): 30 foot gaze attack, Willpower Save DC: 20 (Save DC is Charisma based). Victims of the Gaze attack are affected as by a Hypnotism spell (caster level is equal to half mamlambo's Hit Dice). The Mamlambo than attempts to convince them to come near to the water.

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

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

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #167 on: September 30, 2009, 12:26:44 PM »
http://www.sacred-texts.com/neu/celt/phy/phy19.htm http://www.isle-of-man.com/manxnotebook/fulltext/mnq1904/n091.htm
http://www.geocities.com/Athens/Forum/4611/fairyP.html see Phynodoree
http://faerie.monstrous.com/faerie_n-z.htm http://www.tartanplace.com/faery/gobln.html
http://www.isle-of-man.com/manxnotebook/fulltext/wc1912/ch02.htm http://www.economicexpert.com/a/Buggane.htm


Buggane
Large Fey (Aquatic)
Hit Dice: 10d6+30 (65 hp)
Initiative: +6
Speed: 40 ft. (8 squares), burrow 20 ft., swim 30ft.
Armor Class: 21 (-1 Size, +2 Dex, +10 Natural), touch 11, flat-footed
19
Base Attack/Grapple: +5/+18
Attack: Claw + 13 melee (1d6+9)
Full Attack: 2 Claws +13 melee (1d6+9) and Bite + 8 melee(1d6+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Horrifying Appearance, +3d6 Sneak Attack
Special Qualities: Low-Light Vision, Alter Appearance
Saves: Fort +6, Ref +9, Will +9
Abilities: Str 28, Dex 15, Con 16, Int 14, Wis 14, Cha 16
Skills: Bluff +16, Climb +22, Hide +15, Intimidate +16, Listen +15,
Move Silently +15, Spot +15, Swim +30
Feats: Alertness, Improved Initiative, Power Attack, Staggering Strike
Environment: Temperate Forest or Aquatic or Underground
Organization: Solitary or (rarely) a group (3-6)
Challenge Rating: 7 0r 8?
Treasure: Standard
Alignment: Chaotic Evil
Advancement: 11-18 HD (Large)
Level Adjustment: ----

"We avoid the old waterfall at night.  If you have any sense you'll do the same."

This is the Celtic version of the Buggane before Christian interference (or as close as I got at the time).

SKills: Bugganes have a +8 Racial Bonus to Swim checks.

Alter Appearance (Su): Bugganes can use glamer to alter their appearance. They can appear to be anything of Small to Large Size. This is effectively similar to the spell Persistent Image (Caster Level is equal to Bugganes Hit Dice, Will Save DC=18, Save is Cha based), except that it only effects the Bugganes appearance, and can be turned on and off at will. This is used to fool or scare opponents (see below).

Horrifying Appearance (Su): The Buggane can use its Alter Appearance ability to change into particularly terrifying imaginary forms. If it's opponent fails the Will Save to disbelieve the Bugganes Alter Appearance the Buggane may try using Horrifying Appearance to scare him. If it is successful the Bugganes opponent must flee in Fear for 1d6 rounds if it is 5 Hit Dice or less, or it is Dazed for 2 rounds if it is 6-10 HD. Creatures with 10 or more Hit Dice are unaffected. Creatures who save successfully are immune to this Bugganes Horrifying Appearance ability for 24 hours.

Sneak Attack (Ex): Works exactly like the Rogue's ability of the same name, and Sneak Attack damage gained from Rogue levels stacks with this.

Combat: Bugganes prefer to pretend to use their Alter Appearance ability to pretend to be a dead or lame humanoid or animal, and try to lull opponents into lowering their defenses before they attack. Or it jumps from the shadows using its Horrifying Appearance to frighten victims and then pick them off.
« Last Edit: October 07, 2009, 12:19:30 PM by bhu »

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #168 on: October 07, 2009, 12:19:39 PM »
www.helium.com/items/1220686-vampire-myt...

http://books.google.com/books?id=H1axCZifXdwC&pg=PA7&lpg=PA7&dq=adze+vampire+universe&source=bl&ots=UQ2xe_kRAi&sig=Q3Ha-Hzg0qTq6V-bAPHF_8KNLss&hl=en&ei=_3vISprHJ8KYlAeb95SSAw&sa=X&oi=book_result&ct=result&resnum=1#v=onepage&q=&f=false


http://en.wikipedia.org/wiki/Adze_%28folklore%29


www.trueghosttales.com/paranormal/the-va...



Adze
Small Outsider (Native, Evil)
Hit Dice: 5d8+10 (32 hp)
Initiative: +6 (+9 as Fly)
Speed: 30 ft. (6 Squares)
Armor Class: 13 (+1 Size, +2 Dex), touch 13, flat-footed 11
Armor Class as Fly: 23 (+8 Size, +5 Dex), touch 23, flat-footed 18
Base Attack/Grapple: +5/+0 (-4 as Fly)
Attack: By weapon +7 melee
Attack as Fly: Touch +18 melee (attach)
Full Attack: By weapon +7/+2 melee
Full Attack as Fly: Touch +18 melee (attach)
Space/Reach: 5 ft./5 ft.
Special Attacks: Alternate Forms, Possession, Disease, Feeding Frenzy, Attach, Blood Drain
Special Qualities: The Blood is the Life, Dark Vision 60', Immunities
Saves: Fort +6, Ref +6 (+9 as Fly), Will +7
Abilities: Str 8, Dex 14 (20 as Fly), Con 14, Int 16, Wis 16, Cha 18
Skills: Bluff +11, Concentration +9, Hide +10 (+20 as Fly), Intimidate +12, Knowledge (Arcana, Nature) +10, Listen +11, Move Silently +10 (+13 as Fly), Spellcraft +10, Spot +10, Survival +10, Use Magic Device +11
Feats: Improved Initiative, Weapon Finesse
Environment: Warm Plains, Marsh or Hills
Organization: Unique
Challenge Rating: 6
Treasure: Standard
Alignment: Always Chaotic Evil
Advancement: By Character Class (usually Sorcerer)
Level Adjustment: +8

"Who is that horrible looking blackened midget outside the village?  Is he one of your men?"

"No.  And we do not speak of him.  If you have seen him it would be wise you do not speak of him either or he will come for you."

The Adze is a small jet-black malformed humanoid, often with a hunched back and skin that seems ill fitting.  It often possesses men or other creatures in it's search for food, or attacks them to drain their blood.  So long as it has it's fill of coconut milk, fruit juice, and palm oil (and occasionally some blood from the local children) all is well.  But in times of famine, it begins to take a turn and possesses the local villagers making them into witches, and hunting down children or sleeping adults for blood. 

Alternate Forms (Su): At will as a Swift Action the Adze can assume the form of a firefly or any biting insect of Size Class Fine.  It's abilities are unchanged except as follows:  It's Str becomes drops to -, it's Dex increases to 20, and it gains a Fly Speed of 40 (Good).  The legends kinda argue about whether the bug or humanoid form is the real one, so I went with humanoid for now.

Possession (Su): This is identical to the Malevolence Ability listed on page 118 of the MM.  It may only be used to possess Humanoids or Vermin.  Humanoids that this ability is used upon must make a DC 16 Willpower Save (Save DC is Charisma Based) or gain the Witch Template once the Adze is expelled (see below).

Disease (Ex): While in the shape of an insect the Adzes bite transfers many deadly diseases (usually Malaria).  When using it's Alternate Form ability and biting the Adze may choose to inflict a disease on it's opponent.  Choose any disease from the DMG or other source that can be inflicted by Injury, and it's opponent must make a DC 16 Fortitude Save to avoid being infected (Save DC is Constitution based with a +2 Racial Modifier).

Feeding Frenzy (Ex): Every day an Adze goes without sufficient food it must make a DC 20 Willpower Save, or go into frenzy.  The Save DC gains a cumulative +1 each day the Adze goes without enough food.  If it fails the Save DC, it is subject to Rage (as per the Barbarian ability) for the entire day, and will consume anything it can, even attacking people.  So long as it's well fed this is not a risk.

Attach (Ex): While using it's Alternate Form ability the Adze can make a Touch Attach to attach itself to an opponent.  An attached Adze is effectively Grappling it's prey and loses it's Dex Bonus to AC (AC 18), but it gains a +12 Racial Bonus to Grappling Checks in Fly form.  An attached Adze can be struck with a weapon to dislodge it, or an opponent can successfully Pin it in a Grapple.  The touch of the Adze is fairly light, and it's bite is difficult for people to feel.  Anyone an Adze attaches to gets a Spot or Listen check vs its Hide or Move Silently Check.  If they fail, they do not realize something is wrong until they have taken 1d3 Strength damage.  Sleeping opponents automatically fail this check, but can still notice a problem after 1d3 points of Strength have been lost.

Blood Drain (Ex): While using it's Alternate Form ability, and attached to an opponent, the Adze can drain 1 point of Constitution per round it remains attached to an opponent.

The Blood is the Life (Su): The Adze is empowered by blood and can become phenomenally powerful if it gains enough of it.  For 24 hours after it drinks blood an Adze gains a Profane Bonus to AC equal to double the Con it drained successfully.

Immunities:  Adze are immune to poison and disease.

Combat: Adze prefer to attack sleeping victims and drink their blood as they are as vulnerable as any other humanoid.  if angered or starving, it will possess people to make them Witches and wreak havoc.







Witch

Witch is an Acquired Template that can be added to any Humanoid that has undergone the proper magical rituals or been possessed by an Adze.

Size and Type: Unchanged.

Hit Dice: Unchanged.

Speed: Gains Fly Speed equal to twice Land Speed with Good Maneuverability.

Armor Class: Unchanged.

Attacks: Unchanged.

Damage: Unchanged.

Special Attacks: A Witch keeps all Special Attacks of the Base Creature and gains the following:

Spell-Like Abilities (Sp): Witches may cast the following as Spell-Like Abilities: Blindness/Deafness, Curse of Ill Fortune, Curse Water, Death Knell, Desecrate, Doom, Hold Person at will.  Bestow Curse, Contagion, Diminish Plants, Unholy Storm 3/day.  Blight, Feeblemind, Mass Curse of Ill Fortune, Nightmare, Unhallow 1/day.

Capture Spirits (Su): Once per day as a Supernatural Ability the Witch can cast Magic Jar, except that it can only be used against Spirits (see Complete Divine), and instead of possessing the body you instead imprison the spirit in the Magic Jar.

Blood Drain (Ex): With a successful touch attack while in incorporeal form the Witch can Drain 1d3 Constitution.


Special Qualities: The Witch retains all Special Qualities of the base Creature, plus gains the following:

Animal Forms (Su): At will you may Polymorph (as per the Spell) into any Animal that is Size Class Small or smaller.

Unleash Soul (Su): Once per day once the sun goes down, the witch may go to sleep and unleash her soul to attack the living.  Effectively she gains the Ghost Template until the sun comes up (at which point she immediately returns to her body).  She may teleport back to her body regardless of the distance she is from it as a Swift Action.  Her type does not turn to Undead, and she gains no Special Attacks/Qualities or Ability increases from the Ghost Template except Manifestation.  She does however gain the Blood Drain attack while incorporeal.

Unwilling to Die (Su): To truly kill a Witch one must cut out her tongue, nail it to her chin before beheading her, and then burning the body while staking the head and leaving it for the wild animals to feed on.  If this is not done properly she gains the full abilities of the Ghost Template along with keeping her abilities from the Witch template, and her soul wonders from her grave at night to attack the living, teleporting back to it at sunrise.

Saves: Unchanged.

Abilities: +4 Wis, +4 Cha

Skills: Unchanged.

Feats: Unchanged.

Environment: Unchanged.

Organization: Unchanged, but usually Solitary or Group (3-6).

Challenge Rating: +4

Treasure: Unchanged.

Alignment: Always Chaotic Evil.

Advancement: by Character Class (usually Sorcerer or Warlock).

Level Adjustment: +8

Example of creature using template here:



Ameyo 2nd level Commoner/Witch Template
                      Medium Humanoid
Hit Dice:             2d8 (9 hp)
Initiative:           +1
Speed:                30 ft. (6 squares), Fly 60 ft. (Good)
Armor Class:          11 (+1 Dex), touch 11, flat-footed 10
Base Attack/Grapple:  +1/+0
Attack:               By Weapon +0
Full Attack:          By Weapon +0
Space/Reach:          5 ft./5 ft.
Special Attacks:      Spell-Like Abilities, Capture Spirits, Blood Drain
Special Qualities:    Animal Forms, Unleash Soul, Unwilling to Die
Saves:                Fort +0, Ref +1, Will +4
Abilities:            Str 8, Dex 12, Con 10, Int 13, Wis 18, Cha 19
Skills:               Craft (any one) +4, Listen +8, Profession (Farmer) +7, Spot +8
Feats:                Endurance
Environment:          Any
Organization:         Solitary
Challenge Rating:    5
Treasure:             Standard
Alignment:            Always Chaotic Evil
Advancement:          By Character Class
Level Adjustment:     +8

Ameyo has recently been possessed by an Adze and has been banished from her village for being a witch.  At first she believed this was unfair and cursed them for abandoning her, but as her powers began to show she understood.  She also found a village of other Witches banished from their tribes that has banded together for survival.  Together the plot revenge on their families.



« Last Edit: October 13, 2009, 12:24:06 PM by bhu »

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #169 on: October 19, 2009, 01:07:01 PM »

Algul links

http://www.workingdefinition.com/2005/08/29/a-vampire-by-any-other-name

http://www.vampiresathruz.com/vampire-3/algul.html

http://books.google.com/books?id=H1axCZifXdwC&pg=PA12&lpg=PA12&dq=algul+vampire&source=bl&ots=UQ2ydWkKBk&sig=C7oBZdMfQR5qPxvdTE4ufyU5FjI&hl=en&ei=z5jVSu-hDYnGlAfn2ricCQ&sa=X&oi=book_result&ct=result&resnum=5&ved=0CBQQ6AEwBA#v=onepage&q=algul%20vampire&f=false

http://www.vampirerave.com/member_articles2.php?entry=180

http://members.fortunecity.com/marissa21/bloodmoon/page01/mythlist.htm

AMine and Nadila links

http://www.sacred-texts.com/goth/vkk/vkk06.htm

http://paranormalmidwest.wordpress.com/the-vampire/

Ghoul links

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

http://www.britannica.com/EBchecked/topic/232832/ghoul

Jinn links

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

http://www.pantheon.org/articles/j/jinn.html

http://muttaqun.com/jinn.html

http://paranormal.about.com/od/demonsandexorcism/a/aa060506.htm

http://www.islamawareness.net/Jinn/


This one may be a lil tuff to get down...

Algul
Medium Outsider
Hit Dice: 12d8+60 (114 hp)
Initiative: +9
Speed: 30 ft. (6 squares), Burrow 20 ft.
Armor Class: 20 (+5 Dex, +5 Natural) touch 15, flat-footed 15
Base Attack/Grapple: +12/+19
Attack: Bite +19 melee (1d6+7)
Full Attack: 1 Bite +19 melee (1d6+7) and 2 Claws +14 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blood Drain, Baleful Polymorph, Alternate Forms
Special Qualities: Regeneration 10 (Doesnt work vs Fire or Magic), Undeath. Invulnerable to Weapons, Impersonation, Invisibility, Far Traveling, Vocal Mimicry, Dark Vision 60', Immune to Disease
Saves: Fort +13, Ref +13, Will +13
Abilities: Str 24, Dex 20, Con 20, Int 16, Wis 20, Cha 24
Skills: Bluff +20, Disguise +9, Diplomacy +17, Forgery +5, Hide +15, Intimidate +9, Knowledge (Arcane, Religion) +15, Move Silently +15, Search +15, Sense Motive +17, Spot +15, Survival +15, Use Magic Device +15
Feats: Deceitful, Improved Initiative, Negotiator, Persuasive, Skill Focus: Bluff
Environment: Any, usually Warm or Temperate Desert
Organization: Solitary
Challenge Rating: 11
Treasure: Double Standard
Alignment: Usually Chaotic Evil, but can be any
Advancement: By Character Class (usually Sorcerer or Favored Soul)
Level Adjustment: ----

"The ghouls are crafty but you can recognize them by certain signs.  They will not eat human food, save for a single grain of rice.  And they always leave inhuman footprints regardless of their shape."

The Algul is a type of female Jinn that lives in graveyards, places where death has occurred, or where blood has been spilled.  it prefers to eat children, but young men and horses will do if it cannot get them.  In a pinch it will eat corpses, which is sometimes to it's advantage as it gives the Algul a connection to undeath.


Blood Drain (Ex): The Algul does 1d3 points of Constitution Drain each round it has successfully Pinned it's opponent with a Grapple Check.

Baleful Polymorph (Sp): The Algul may cast Baleful polymorph 1/day as a Spell-Like Ability.

Alternate Forms (Su): All Jinn (including Algul) can assume any form they wish at will as a Supernatural ability (see Alternate Forms here: http://www.d20srd.org/srd/specialAbilities.htm#alternateForm ).  Regardless of the form they take their footprints are those of a donkey, and they often have the feet of a donkey.

Regeneration (Ex): The Alguls regeneration doesn't work against fire damage, or any damage done by spells, spell-like abilities, or supernatural abilities.  Their Regeneration doesn't work when they are using their Alternate Forms ability.

Undeath (Ex):  To be truly killed an Algul must be brought to -10 hit points by fire damage.  Otherwise it rises the next day as an Undead.  Change type to Undead, and revise hit points, BAB, and Saves based on it's new type.

Invulnerable to Weapons (Ex):  Alguls are invulnerable to man-made weaponry.  While they can be strangled (i.e. take grappling damage) or take damage from other sources, any crafted weapon must do enough damage to kill them in one blow.  If it does not, a second successful hit from a weapon does no damage, and heals all damage done from the first hit.  Their invulnerability does not work when using their Alternate Forms ability.

Impersonation (Su): The Algul can take the form of any creature whose corpse it eats via it's Alternate Forms ability.  The disguise is perfect, right down to the voice.  It does not, however, gain the memories or abilities of that person, and often feigns amnesia.

Invisibility (Su):  All Jinn, including Alguls, are normally Invisible as per the spell greater Invisibility. 

Far Traveling (Su): All Jinn, including Alguls, may cast Greater Teleport at will as a Supernatural Ability.

Vocal Mimicry (Su): The Algul can use Ghost Sound and Ventriloquism at will as Supernatural Abilities.

Combat:  The Algul use their Impersonation or Alternate Forms abilities to wheedle their way into households and marry men.  Otherwise they sue their abilities to sound as anything they wish to lure children away from camp, or appear as beautiful young women in the middle of the desert.  Once they seduce or lead astray a victim they pounce and rip it to pieces to get it's blood.
« Last Edit: November 05, 2009, 12:42:36 PM by bhu »

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #170 on: October 24, 2009, 09:15:11 AM »
http://www.cryptozoology.com/gallery/display_picture.php?id=1994

http://blogs.myspace.com/index.cfm?fuseaction=blog.view&friendId=214751458&blogId=509631218

http://blogs.myspace.com/index.cfm?fuseaction=blog.ListAll&friendId=214751458

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

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

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

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

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

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


bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #171 on: October 28, 2009, 12:37:50 PM »
http://iririv.deviantart.com/art/Mesozoic-Demon-119698179

They Who Lie In Wait
Huge Outsider (Chaotic, Extraplanar, Evil, Obyrith)
Hit Dice:             18d8+126 (207)
Initiative:           +7
Speed:                30 ft. (6 squares)
Armor Class:          20 (-2 Size, +2 Dex, +10 Natural), touch 10, flat-footed 18
Base Attack/Grapple:  +18/+37
Attack:               Bite +27 melee (3d6+22) or Tongue Spear +27 melee (1d8+11 plus Infect)
Full Attack:          Bite +27 melee (3d6+22) or Tongue Spear +27 melee (1d8+11 plus Infect) and 2 Tentacles +22 melee (1d8+5)
Space/Reach:          15 ft./15 ft.
Special Attacks:      Form of Madness, Infection, Threat Display, Transformation
Special Qualities:    Immunities, Energy Resistance 10 (Acid, Cold, Electricity, Fire), Fast Healing 10, True Seeing, Telepathy 100', Blindsight 120', Damage Reduction 10/Lawful and Good, Energy Resistance 10 (Cold, Electricity, Fire)
Saves:                Fort +18, Ref +14, Will +13
Abilities:            Str 32, Dex 17, Con 24, Int 6, Wis 15, Cha 14
Skills:               Climb +21, Concentration +17, Hide +9, Intimidate +12, Knowledge (any one) +8, Listen +12, Move Silently +13, Search +8, Spot +12, Survival +12
Feats:                Ability Focus (Form of Madness, Threat Display), Improved Initiative, Improved Snatch, Large and In Charge, Multisnatch, Snatch, Snatch and Swallow (B, see Draconomicon, energy damage type is acid)
Environment:          Infinite Layers of the Abyss (The Gaping Maw)
Organization:         Solitary plus possible Infected
Challenge Rating:     16
Treasure:             Double Standard
Alignment:            Always Chaotic Evil
Advancement:          19-24 HD (Huge), 25-36 HD (Gargantuan)
Level Adjustment:     ---

"There are somethings even we do not remember.  They were always here, even before us, like a blight on the land.  They hide now, fearing Demogorgons power, but always hungry.  Always waiting.  They will make an attempt to return one day.  Perhaps even on some Material Plane unkown to us at the moment.  And if they do, we must set aside our differences, and destroy them.  For they will overwhelm us all if they are successful..."

Also known as the Spawn of Ak'Chakro, They Who Lie in Wait are known by several names depending on which of their origin stories you believe.  There are many ranging from an origin theory involving a Fiendish Carnosaur Ak'Chakro and his quest for immortality, to darker stories of dead gods.  They have never communicated with other Outsiders for any reason, let alone to confirm or deny any hypothesis.  They are concerned merely with infecting anything they can find, and creating more of themselves.  For while They cannot leave the Abyss unless summoned, other beings they infect can.  And they can use them to one day gain control of the Abyss, before moving on to other worlds.

They Who Lie in Wait are pulsing, ever-changing blobs of blood colored tissues resting upon 10 flattened tentacles.  Rising from this on a thick, powerful neck is a vaguely saurian head that is little more than a skull surrounded by tissue.  Despite their eye sockets being empty they somehow still manage to see.  Cancerous growths dot the body, and large barbs are hidden within the mouth as some sort of obscene parody of a tongue.  They understand Abyssal and Common, but have never communicated.  They make demands of their Infected telepathically.

Form of Madness (Su):  Any creature within 60' of They Who Lie in Wait must make a DC 23 Willpower Save (Save DC is Charisma based), or willingly march into the creatures ravening maw.  This is a mind-affecting ability that does not affect Chaotic Evil Outsiders.  A successful Save means the opponent is immune to this particular Obyriths Form of Madness for 24 hours.  If the Save is failed, the opponent will move toward the Obyrith as fast as he can, and will stand in front of it until it bites or Infects him (at which point it regains it's own will, and can act normally).  It will not attack the Obyrith until bitten/Infected.

Infect (Su): Any corporeal opponent successfully attacked by the Obyriths Tongue Spear attack must make a DC 26 Fortitude Save (Save DC is Constitution based), or gain the Infected Template (see below).

Threat Display (Su): As a Full Round Action the Obyrith can roar while thrashing about and manipulating it's surface color/texture to put on a primitive threat display backed up by it's psychic power.  Any being within 120' must make a DC 23 Willpower Save (Save DC is Charisma based) or be Panicked for 1d6 rounds.  If the Safe is successful, the opponent is instead Shaken for 2d4 rounds, and is immune to this particular Obyriths Threat display for 24 hours.

Transformation (Su): If the Obyrith successfully swallows an opponent using it's Snatch and Swallow Feat, and the opponent dies within it's stomach, the Obyrith vomits it back up 1d6 days later as a new They Who Lie In Wait.

Immunities: Obyrith are immune to poison and mind-affecting effects.  This particular one is also immune to Acid damage.

True Seeing: The Obyrith constantly have a True Seeing spell in effect on their person.

Combat: They Who Lie in Wait prefer to get into melee range as soon as possible, so they can Infect as many opponents as they can.  Once the infection sets in, they will ignore them in favor of un-infected individuals.  If it already has plenty of infected (i.e. one infected per HD) it will instead try to swallow opponents to transform them.







Infected

Infected is an Acquired Template which may be added to any corporeal creature that is Small or bigger.

Size and Type: Size is Unchanged, Type becomes Outsider with the Chaotic and Evil Subtypes.

Hit Dice: All currentand future Hit Dice become D8's unless they are already a larger die.  Remember to recalculate hit points.

Speed: Unchanged.

Armor Class: The Base Creature gains a Profane Bonus to Armor Class equal to it's Charisma Modifier (minimum +1).

Attacks: If the Base Creature does not have a Bite Attack it gains one (damage depends on Size Class): Small (1d3), Medium (1d4), Large (1d6), Huge (1d8), Gargantuan (2d6), or Colossal (3d6).  This is a Primary Natural Attack that adds double the normal Strength Modifier to damage.  Remember to chance BAB due to change in Type.

Damage: Unchanged.

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

Devour (Su): As a Full Round Action the Infected can make a Grapple Check to devour any creature up to it's own Size Class that it has successfully bitten the round before.  If the Grapple Check is successful, the opponent is swallowed whole and can try to cut it's way out (this works in all ways the same as the parent Obyriths Snatch and Swallow Feat for purposes of damage etc.).  If the Infected successfully magically devours it's opponet, it is Plane Shifted to the gullet of the parent Obyrith, which vomits that opponent up as a new They Who Lie In Wait 1d6 days later.

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

Immunities: The Infected become immune to poison and Mind Affecting Effects.

Planar Travel (Su): The Infected may Plane Shift between it's creators home in the Abyss and it's home plane at will as a Standard Action.  it is also immune to the effects of the Abyss as if it were a Native.

Obedient (Ex): The Infected cannot disobey an order given to it by They Who Lie in Wait.

Normal Appearance (Su): As long as the Infected has eaten within the last 3 days, it maintains the appearance of a normal member of it's race.  However if it is attacked, damaged, or has gone hungry longer than that, the illusion drops, and everyone can see it for the mutated creature it truly is.  This is a Glamer effect.

Saves: Recalculate Saving Throws due to change in Type.

Abilities:  +4 Str, +4 Con, +4 Wis, +4 Cha

Skills: Gains a +4 Racial Bonus to Hide, Listen, Move Silently, Spot, and Survival Checks.  Do not recalculate skill points due to Type change.

Feats: Unchanged.

Environment: Unchanged.

Organization: Solitary or Pack (3-6)

Challenge Rating: +3

Treasure: Unchanged.

Alignment: Always Chaotic Evil.

Advancement: Unchanged.

Level Adjustment: +5



Example of creature using template here:


Grimteeth  Fighter 6/Infected
Medium Outsider (Chaotic, Extraplanar, Evil)
Hit Dice:             6d10+24 (57 hp)
Initiative:           +1
Speed:                30 ft. (6 squares)
Armor Class:          14 (+3 Dex, +1 Profane), touch 14, flat-footed 11
Base Attack/Grapple:  +6/+11
Attack:               Bite +11 melee (1d4+5) or Unarmed Strike +11/+6 melee (1d6+5)
Full Attack:          Bite +11 melee (1d4+5) or Unarmed Strike +11/+6 melee (1d6+5)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Devour
Special Qualities:    Planar Travel, Obedient, Immune to Poison and Mind-Affecting Effects, Normal Appearance
Saves:                Fort +9, Ref +6, Will +8
Abilities:            Str 20, Dex 13, Con 18, Int 10, Wis 16, Cha 12
Skills:              Climb+9, Intimidate +6, Jump+9, Swim +9
Feats:               Earth's Embrace, Improved Grapple, Improved Unarmed Strike, Superior Unarmed Strike, Deflect Arrows (B), Improved Bull Rush (B), Power Attack (B), Stunning Fist (B)
Environment:          Any
Organization:         Solitary
Challenge Rating:     9
Treasure:             Standard
Alignment:            Always Chaotic Evil
Advancement:          By Character Class
Level Adjustment:    +5

Grimteeth was a professional athlete and wrestler sacrificed by a cult to They Who Lie In Wait.  He has returned as one of the Infected to create more of his masters.

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #172 on: November 04, 2009, 02:36:24 PM »
Algul finally finished off

http://en.wikipedia.org/wiki/Alp_%28folklore%29

http://www.theblackvault.com/wiki/index.php/Alp_Vampire

http://thetravelersnotebook.com/how-to/how-to-protect-yourself-from-vampires-around-the-world/

http://vampiresaz.webs.com/ab.htm

http://books.google.com/books?id=lK0iQcCUZqkC&pg=PA19&lpg=PA19&dq=Alp+vampire&source=bl&ots=oWd5nqgwhy&sig=UQkX9HXmzZVvkfniIjzLSPCkEhk&hl=en&ei=CnvxSpKmDpXS8Ab7saCICQ&sa=X&oi=book_result&ct=result&resnum=8&ved=0CBwQ6AEwBw#v=onepage&q=Alp%20vampire&f=false

http://www.bloodylexicon.com/monsters/alp/

http://www.cracked.com/article/128_7-vampires-around-world-worse-than-ones-in-twilight/

Alp
                      Small Undead
Hit Dice:             8d12 (52 hp)
Initiative:           +8
Speed:                30 ft. (6 squares)
Armor Class:          18 (+1 Size, +4 Dex, +3 Profane), touch 18, flat-footed 14
Base Attack/Grapple:  +4/+0
Attack:               Bite +5 melee (1d3)
Full Attack:          Bite +5 melee (1d3)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Control Dreams, Alpdruck, Blood Drinking, Possession, Disease, Magic Hat
Special Qualities:    Dark Vision 60', Weaknesses, Nigh Invulnerable
Saves:                Fort +2, Ref +6, Will +9
Abilities:            Str 10, Dex 18, Con -, Int 15, Wis 16, Cha 20
Skills:              Climb +11, Hide +21, Listen +14, Knowledge (any 2) +13, Move Silently +17
Feats:                Ability Focus (Alpdruck), Improved Initiative, Stealthy
Environment:          Temperate Forest, Hills, or Mountains
Organization:         Solitary
Challenge Rating:    7
Treasure:             Standard
Alignment:            Any Chaotic (usually Neutral or Evil)
Advancement:         9-16 HD (Small)
Level Adjustment:     ---

"I'm not sure how to ask this Mr. Anderson...but...has your wife had any other problems accompanying her nightmares?  A crushing pressure on chest perhaps, or evidence of sexual assault?"

The Alp are spirits that can be summoned by evil witches to pull pranks on their enemies or make their lives hell.  Although some of them do it of their own free will quite honestly.  Appearing as small elf or dwarf like creatures, they feed on the nightmares (and sometimes the milk or blood) of their victims.  The more evil among them are also rapists who spread disease and possess the living.  Authors Note: There are various conflicting legends of the Alp, and I have done my best to make sort of a hodge podge of them.

Control Dreams (Su): When using it's Alpdruck attack the Alp can control it's victims dreaming state and create nightmares.  When touching a sleeping victim it may cast the following at will as Supernatural Abilities:  Dream, Dream Casting, Nightmare.  It usually extends a long tongue down the throat of the victim while doing so, and it is thought it feeds off of the victims nightmares somehow.

Alpdruck (Su): As a Standard Action the Alp may sit on the chest of a sleeping victim (who gets a Listen check against it's Move Silently Check to hear the Alp approaching with the usual modifiers for sleeping).  If it succeeds in making the opposed Move Silently check it's sleeping victim must make a DC 21 Willpower Save (Save DC is Charisma based).  If the victim fails, they feel a heavy weight on their chest and feel as though they are suffocating but cannot wake up, and get no rest for sleeping.  They are considered helpless for the duration of the Alpdruck attack (which can last all night if the Alp wishes).  The Alp however is equally helpless unless he breaks off the Alpdruck attack, although he can sense what is going on in the room unlike the victim.  Until he breaks off the attack the Alpdruck can only use his Control Dreams ability, and only on the victim of his Alpdruck Attack.  Once he has successfully used the Alpdruck on a victim he always knows their location so long as they are within (1 mile per point of Charisma modifier the Alp has).  If the victim saves successfully, they wake up instead.

Blood Drinking (Ex): An Alp who pins a victim in a Grapple does 1 point of temporary Constitution damage per round the Grapple is maintained.  Usually this attack is used on a victim the Alp is using it's Control Dreams attack on to prevent any chance of the victim fighting back.

Possession (Su): This is identical to the Malevolence ability listed on page 118 of the Monster Manual, with the exception that it can only be used on Humanoids, and if successful the victim (or more properly it's body) doesn't gain a Saving Throw against the Alps abilities.

Disease (Su): Alp often spread minor diseases as a prank, and as a Standard Action can infect any opponent it is touching with either Filth Fever, Mindfire, or Red Ache (see DMG page 292) if it fails a DC 19 Fortitude Save (Save DC is Charisma based)

Magic Hat: While wearing it's magical hat known as the Tamkappe, the Alp may cast the spells Animal Shapes, Fly or Greater Invisibility at will as Supernatural abilities (but on itself only).  And the hat retains it's visibility and shape regardless of which spell the Alp has cast, giving it away if it's opponent is knowledgeable.  They will give anything for the return of their hat, which is really only usable by them anyway.

Weaknesses: An Alp will not attack sleeping victims if they have put a broomstick under their pillow, hung iron horseshoes from the bedpost, placed shoes against the bed, plugged all the keyholes to the room, or placed a mirror on their chest.  If caught, and asked to return in the morning for coffee or an item they would like to borrow, they must do so (but if the person making the offer reneges, the Alp is free to attack him from then on).  Alps will not willingly approach bright light.  If an Alp is caught and has lemons shoved in it's mouth, it cannot use any of it's Supernatural abilities until they are removed.

Nigh Invulnerable (Ex):  Much like Ghosts, the Alp appears nigh well impossible to permanently destroy.  Even if reduced to ashes it may return years later.  If it would normally be destroyed the Alp gets to make a level check (d20 plus HD) vs DC 16.  If it succeeds, it returns again in a period of time from 2d4 days to 2d4 years.  If a Miracle or Wish spell is cast after slaying it, it will be destroyed permanently.

Combat: The Alp generally sneaks into a room, uses it's Alpdruck, and then proceeds to cause it's victims nightmares if it can, or flee if they wake up or it's interrupted.  Most Alp prefer not to physically brawl if at all possible and will flee at the earliest opportunity to attack again when it's opponents are tired and sleepy (assuming they don't take precautions).


Authors Note:  There are several separate and conflicting legends of creatures that have eventually been distilled into the Alp, and choosing Type was somewhat difficult.  While in most cases it is considered a demon or  spirit (thus making it possibly a Native Outsider), its name means 'Elf', implying it may be Fey (and many early descriptions of them would back up the Fey hypothesis).   But it's also said that Alps can be made from the souls of dead relatives if one knows the right magic, and that stillborn infants can return from the grave as one implying they are undead.  Other legends state that a human can be born an Alp if a mother needs to use a horse collar to ease the pain of childbirth, if his pregnant mother is frightened by an animal, or he is born with a caul or hair on his hands (or if it has eyebrows that meet).  This implies they are Augmented humans.  Witches curses can also turn men into Alps at night (they have no memories of their transformation).  If you change the Type to make it different for your campaign (I went with Undead), remember to redo Saves/BAB/Hit Dice/Skills.
« Last Edit: November 17, 2009, 01:52:40 PM by bhu »

PhaedrusXY

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #173 on: November 04, 2009, 08:15:11 PM »
Alternate Forms (Su): All Jinn (including Algul) can use Shapechange at will as a Supernatural ability.  Regardless of the form they take their footprints are those of a donkey, and they often hae the feet of a donkey.
I hope you meant Alternate Form, and not Shapechange at will... I'd just copy/paste the srd description, and state that it can take any form it wants with it.
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Invulnerable to Weapons (Ex):  Alguls are invulnerable to man-made weaponry.  While they can be strangled (i.e. take grappling damage) or take damage from other sources, any crafted weapon must do enough damage to kill them in one blow.  If it does not, a second successful hit from a weapon does no damage, and heals all damage done from the first hit.  Their invulnerability does not work when using their Alternate Forms ability.
That is a pretty amazing and unique ability. I like it. It would make statting out the Borg in D&D a lot easier, too. :D

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Invisibility (Su):  All Jinn, including Alguls, are normally Invisible as per the spell greater Invisibility.  If dispelled, their invisibility takes a Standard Action to resume (though they rarely need it).
Supernatural abilities can't be dispelled.
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]

Radmelon

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #174 on: November 05, 2009, 03:41:14 AM »
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Alp
Iloveyou :love... I mean that I read Charby (http://www.drunkduck.com/Charby_the_Vampirate/index.php?p=630613), which contains an alp, and I was looking for stats and whatever :clap

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #175 on: November 05, 2009, 12:44:57 PM »
Fixed Algul

Keep in mind I'll be doing the mythic version of the Alp, and it may differentiate fro mthe comic one

Radmelon

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #176 on: November 06, 2009, 03:19:20 AM »
Fixed Algul

Keep in mind I'll be doing the mythic version of the Alp, and it may differentiate fro mthe comic one
The one in the comic adheres fairly close to the comic, in my opinion.

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #177 on: November 09, 2009, 01:38:05 PM »
Any thoughts on type for the Alp?  Reading the articles I linked to I could easily make it an Aberration, Fey, Outsider, or Undead.

Radmelon

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #178 on: November 10, 2009, 02:50:50 AM »
I'd say mostly fey, seeing as they don't come from another plane, Abberation doesn't really fit, and they aren't a dead person who's made a partial recovery.

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #179 on: November 10, 2009, 12:32:15 PM »
I'd say mostly fey, seeing as they don't come from another plane, Abberation doesn't really fit, and they aren't a dead person who's made a partial recovery.

No apparently you can be born one, or come back from the dead as one under certain circumstances.