North American Monsters

A-senee-ki-wakw (Stone Giant), Adlet, Ahkiyyinni, Akhlut, Alligator, Snapping Turtle, Altamaha-Ha, Argopelter, Aurochs, Avanyu,

B

Baykok, Bat,

Batsquatch

“Millennium Humanoid” © Traci Shepard. Accessed @crittercompendium here

Taken from the Creature Codex

Batsquatch
This creature is a hulking hairy humanoid with a fierce expression on its face. Immense leathery wings grow from its shoulders.

The combination of great strength and gentle souls serves the rare and elusive sasquatches well in their withdrawn existence, but it also makes them attractive targets for foul cults. Those demon cults that serve powers of deformity and monstrosity pour great effort into finding and recruiting sasquatch families, and their influence has led to the creation of several races of monstrous mutants.

Batsquatches are one of these breeds, matching the power of a sasquatch with the agility and speed of a giant bat. Batsquatches are somewhat frailer than their sasquatch ancestors, but their terrifying howls and aerial maneuverability more than make up for it. Many batsquatches serve demon cults directly as scouts, messengers and artillery, but there are also wild batsquatches who make a living on terrorizing and consuming travelers. Batsquatches are rarer than even their more mundane kin, but in dense forests, whole clans of batsquatches may gather for murder and mayhem.

In combat, a batsquatch typically softens up opponents by hurling rocks before swooping into melee to seize a victim. A batsquatch may follow victims for miles before attacking, diving upon an unsuspecting foe and shoving them off a cliff, into a briar patch, or into some other roadside hazard. Those that fail to survive this assault are grabbed and carried away to be consumed. They rarely use weapons, preferring to feel the bruising of flesh and breaking of bones in their meaty fists.

Batsquatch         CR 3
XP 800
CE Medium monstrous humanoid
Init +3; Senses darkvision 60 ft., low-light vision, Perception +8, scent
Defense
AC 
15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
hp 
30 (4d10+8)Fort +3, Ref +7, Will +4
SR 
19 vs. divinations
Offense
Speed 
30 ft., fly 50 ft. (average)
Melee 
slam +10 (1d6+9 plus grab)
Ranged 
rock +7 (1d4+9)
Special Attacks 
rock throwing (120 ft.)
Spell-like Abilities 
CL 4th, concentration +4Constant—nondetection(self only)
Statistics
Str 23, Dex 16, Con 14, Int 5, Wis 10, Cha 10
Base Atk +4; CMB +10 (+14 grapple); CMD 23
Feats 
Improved Bull’s Rush, Power Attack
Skills 
Fly +7, Perception +8, Stealth +11 (+15 in forested areas), Survival +8; Racial Modifiers +4 Perception, +4 Stealth (+8 in forested areas), +4 Survival
Languages 
Sasquatch
SQ 
great heft, pungency, woodland stride
Ecology
Environment 
temperate and cold forests and mountains
Organization solitary, pair or family (3-8)
Treasure 
incidental
Special Abilities
Great Heft (Ex) 
A batsquatch does not suffer armor check penalties or penalties to speed when carrying a medium load. It still suffers the penalties for a heavy load, or for wearing armor.
Pungency (Ex)
 A batsquatch’s odor is quite powerful, and can be detected at twice the normal distance by scent.
Woodland Stride (Ex)
 A batsquatch can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at normal speed and without taking damage or suffering any other impairment. Undergrowth that has been magically manipulated to impede movement still affects the batsquatch.

, Bear
Black
, Bear
Brown
, Bear
Polar
, Beaver, Beaver
Women
, Bigfoot,

Billdad

image

Image © deviantArt user Nashoba-Hostina. Accessed at her website here

Taken from the Creature Codex

Billdad
This chimerical biped resembles a rodent with powerful hind limbs and the head of a bird of prey. It has a large flat tail covered in scales.

Billdads are carnivorous hybrid creatures that dwell along the rivers and lakes of the lumberwoods. They resemble a chimera between a beaver and an eagle, possessing a beaver’s pelt, tail and webbed feet but with the claws and beak of a bird of prey. They favor their eagle side for diet, preying on small animals and fishes. Their beaks are weaker than those of eagles, being unable to grab and tear struggling prey, so they use their powerful tails to batter foes into submission.

Billdads are not aggressive with larger beasts or humanoids, only fighting if trapped or cornered. They much prefer to flee, leaping much longer than their body length in a single bound. The crash of a full-grown billdad leaping into a pond or stream explains some of the strange sounds heard in the wilderness, although old hands are liable to tease greenhorns by attributing every unexplained noise to billdad activity. Billdads are also protected from predation by their toxic meat—creatures dining on billdad flesh go temporarily insane. Claims that people eating billdad meat think that they are billdads themselves and leap into the water are just tall tales. Probably.

Billdads do not build dens like their beaver kin, instead scratching out nests in tree hollows or muddy banks and lining them with sticks and down. Billdad kits are guarded by their parents; mother and father billdad alternate protecting the offspring with gathering food. A fully grown billdad grows to three feet long, half of which is tail, and weighs 40 pounds.

A billdad is a suitable familiar for the Improved Familiar feat. A spellcaster of 5th level or higher with a neutral component to their alignment may have a billdad familiar.

Billdad CR 1
XP 400
N Small magical beast
Init +1; Senses darkvision 60 ft., low-light vision, Perception +5, scent
Defense
AC 
13, touch 12, flat-footed 12 (+1 size, +1 Dex, +1 natural)
hp 13 (2d10+2)
Fort 
+4, Ref +4, Will +1
Resist sonic 10
Defensive Abilities poison flesh
Offense
Speed 
30 ft., swim 30 ft.
Melee 
slam +3 (1d4 plus 1d6 sonic plus stun)
Statistics
Str 
10, Dex 13, Con 12, Int 2, Wis 13, Cha 7
Base Atk 
+2; CMB +2; CMD 13
Feats Improved Initiative
Skills 
Acrobatics +13, Perception +5, Swim +8; Racial Modifiers +8 Acrobatics
SQ hold breath, leap
Ecology
Environment 
temperate and cold forests and rivers
Organization 
solitary, pair or family (1-2 plus 1-6 young)
Treasure 
none
Special Abilities
Leap (Ex) A billdad does not take any penalties to Acrobatics checks made to jump for making a standing jump. If it takes a running start, it covers double the distance it would ordinarily cover. A billdad can move farther than its base speed using this ability.
Poison Flesh (Ex) 
Any creature biting or consuming a billdad is exposed to its poisonous flesh. Billdad poison—ingested; frequency 1/round for 6 rounds; save DC 14; damage 1d4 Wisdom damage; cure 2 saves. The save DC is Constitution based, and gains a +2 racial bonus.
Stun (Ex) 
Any creature struck by a billdad’s slam attack must succeed a DC 12 Fortitude save or be stunned for 1 round. This is a sonic effect. The save DC is Constitution based.

, Bison/Buffalo, Bonhomme
sept-heures
, Brumal
Pinemaiden
, , , , ,

C

Cadborosaurus
willsi
,

 

Cactus Cat

image

Image © Traci Shepard. Accessed @crittercompendium

Taken from the Creature Codex

Cactus Cat

This lean feline creature is studded from head to toe with long, thin spines. Its ears are tufted like a lynx’s. Its forelegs have embedded within them long blades of bone, and its whip like tail is covered in barbs.

Cactus cats are ornery predators of the sandy deserts. They are violent and territorial creatures, and humanoids that cross their path are typically met with violence. The victims of a cactus cat are rarely eaten, merely left behind to mummify in the sun as a warning. Most of a cactus cat’s prey comes in the form of small animals, like jackrabbits and rattlesnakes.

Cactus cats get their moniker both from their prickly hide and from their predilection for certain species of cactus. Cactus cats will slash at the trunks of cactuses with their boneblades and let the sap ooze out and ferment into an alcoholic paste. This paste is then consumed, sending the cactus cat into a drunken revel. These bacchanalia are typically the only time when two cactus cats can stand to be in each others company long enough to mate. Cactus cats will go out of their way to waylay travelers if they smell alcohol on them. A cactus cat is about the size of a large cougar, although they are leaner.

Cactus Cat            CR 5
XP 1,600

CN Medium magical beast
Init 
+7; Senses darkvision 60 ft., low-light vision, Perception +4, scent
Defense
AC 
16, touch 13, flat-footed 13 (+3 Dex, +3 natural)
hp 51 (6d10+18)
Fort 
+8, Ref +8, Will +1
Defensive Abilities barbs
Offense
Speed 
50 ft.
Melee 
bite +8 (1d4+2), 2 boneblades +8 (1d8+2), tail +6 (1d4+1 plus pain)
Statistics
Str 
15, Dex 17, Con 16, Int 4, Wis 9, Cha 10
Base Atk 
+6; CMB +7; CMD 20
Feats 
Improved Initiative, Multiattack, Step Up
Skills Acrobatics +8 (+16 jumping), Perception +4, Stealth +8
SQ 
sand stride
Ecology
Environment 
warm deserts
Organization 
solitary or pair
Treasure 
incidental
Special Abilities
Barbs (Ex) 
any creature striking a cactus cat with a melee or natural weapon takes 1d4+2 damage from the creature’s barbs. Weapons with exceptional reach do not endanger their wielder in this way.
Pain (Ex) 
a creature struck by a cactus cat’s tail attack must succeed a DC 15 Fortitude save or take be sickened for 1 minute. Multiple strikes of a cactus cat’s tail do not stack, but resets the duration on a failed save. This is a pain effect. The save DC is Strength based.
Sand Stride (Ex) 
a cactus cat can move through any natural difficult terrain in a desert without penalty. Magically altered terrain affects a cactus cat as normal.

Cave
Lion
, Celestial
Badger
,
Celestial
Black Bear
, Celestial
Bison
, Celestial
Dire Lion
,
Celestial
Dog
, Celestial
Eagle
, Celestial
Lion
, Celestial
Owl
, Celestial
Porpoise
, Champ, Chenoo

Cistern Creeper

“Rhan-Tegoth” by unknown artist, possibly Tatsuya Nottsuo. Accessed at Pinterest here.

Taken from the Creature Codex

[Probably the most obscure monster in this batch, based on a series of sightings in Indiana in 1960. Dan Craig, his wife and a neighborhood kid all reported seeing a “mushroom-shaped” monster at the bottom of Dan Craig’s well. A few days into the story, a sponge rubber ball and a garden hose were removed from the well, and the “monster” was never seen again. I found out about it in Karl Shuker’s In Search of Prehistoric Survivors, and the story is pretty much completely forgotten outside of that book. I did find some newspaper accounts that indicate that Shuker wasn’t making it up, but I’m not about to pay a subscription fee to get all the details.]

Cistern Creeper
This squat creature has a rubbery body shaped roughly like a mushroom. Bulbous eyes glare from over a short proboscis. Eight tentacles grow from its body, each tipped with a pincer.

Cistern creepers are strange subterranean horrors that lurk in aquifers, wells and other groundwater sources. Their flexible bodies allow them to squeeze through even tiny cracks, and cistern creepers can turn up in unexpected places with ease. They are rarely seen aboveground except on dark and rainy nights.

A cistern creeper can survive indefinitely by absorbing minerals dissolved in water, but they must kill larger creatures in order to reproduce. Cistern creepers are sexless, and a cistern creeper reproduces by injecting some of itself into the corpse of a Medium-sized or larger creature. Over the course of a week, the tissue of the body transforms into a rough tentacled mass and pulls itself free, whereupon it disperses to a body of water of its own. Cistern creepers can reproduce repeatedly as long as they have access to victims, allowing populations of these monsters to reach plague proportions quickly if they are not stopped.

A cistern creeper is about three feet tall and almost spherical in shape, with tentacles that reach another three feet. They are light for their size, weighing approximately fifty pounds.

Cistern Creeper CR 9
XP 6,400

NE Small aberration (aquatic)
Init 
+10; Senses darkvision 120 ft., Perception +12
Defense
AC 22, touch 17, flat-footed 16 (+1 size, +6 Dex, +5 natural)
hp 
119 (14d8+56), regeneration 3 (acid or sonic)
Fort +8, Ref +10, Will +12
Resist 
cold 10, electricity 10
Offense
Speed 
20 ft., swim 40 ft.
Melee 
8 claws +17 (1d4+1)
Special Attacks rend (4 claws, 1d4+1), tangling tentacles
Statistics
Str 
13, Dex 22, Con 18, Int 6, Wis 17, Cha 9
Base Atk 
+10; CMB +10; CMD 30 (cannot be tripped)
Feats 
Blind-fight, Combat Reflexes, Defensive Combat Training,Improved Initiative, Power Attack, Skill Focus (Stealth), Weapon Finesse
Skills 
Climb +15, Perception +12, Stealth +22, Swim +23; Racial Modifiers uses Dexterity for Climb and Swim
Languages 
Aklo (cannot speak)
SQ 
amphibious, compression
Ecology
Environment
 underground and aquatic
Organization 
solitary or pair
Treasure 
incidental
Special Abilities
Regeneration (Ex) 
A cistern creeper’s regeneration only functions if the cistern creeper is touching water.
Tangling Tentacles (Ex) 
Any creature that ends its turn adjacent to a cistern creeper must succeed on a DC 23 Reflex save or become entangled in the creature’s tentacles. An entangled creature cannot leave the square it is in and remains entangled until it succeeds a combat maneuver or Escape Artist check against the cistern creeper’s CMD. This condition ends if the cistern creeper moves away from the entangled creature. The save DC is Dexterity based.

 

Crawvil

image

“Crawfordsville Monster” © John Meszaros, accessed at his deviantArt page here

Taken from the Creature Codex

[The Crawfordsville Monster is one of the few 19th century paranormal entities to be debunked swiftly. It was interpreted as being a flock of birds disturbed by electric lights. Reflective birds are still a major source of UFO sightings. This inspired the swarm form ability I gave this version.

Oh, and the name is inspired by PFRPG and @bogleech both abbreviating the Hopkinsville Goblin as a “hobkin”.]

Crawvil
This pale shining creature hangs impossibly in the air, its body buoyed by the flapping of hundreds of small fins. It is nearly featureless except for a single immense red eye.

A crawvil is a strange atmospheric life form that lives its entire life in the sky. In the atmosphere, they are something like aerial whales, consuming swarms of insects and flocks of birds in a single gulp of their immense maws. They most frequently come to ground when such food is scarce in order to prey on terrestrial creatures. They are frequently curious about landlocked lifeforms, and may appear sometimes to simply watch them in action.

Crawvils are of animal intelligence, but are savvy combatants. Their luminous eyes can cycle through an array of magical effects, which they use wisely to disrupt opposition and single out a prey item. If badly threatened, they can tear themselves apart into swarms of bird-like shreds of tissue, which can scatter in all directions to escape an enemy. Any creature swallowed by a crawvil when it transforms finds itself released immediately—which can be a bad thing if the aberration is airborne. Due to this strange transformation, many people think that crawvils are merely an illusion caused by large flocks of birds traveling in unison. Those that have battled these sky predators know differently.

A crawvil stretches nearly thirty feet long and is roughly cylindrical in shape. Its mouth is nearly invisible when closed, but gapes open in a massive maw when it feeds or fights.

Crawvil                 CR 10
XP 9,600
N Gargantuan aberration
Init +9; Senses darkvision 60 ft., low-light vision, Perception +14
Defense
AC 
25, touch 11, flat-footed 20 (-4 size, +5 Dex, +14 natural)
hp 
127 (15d8+90)
Fort 
+13, Ref +10, Will +12
DR 10/magic; SR 21
Resist 
cold 20, fire 20
Offense
Speed 
10 ft., fly 40 ft. (perfect)
Melee 
bite +16 (4d6+13/19-20 plus grab)
Ranged eye beam +11 touch (varies)
Space 
20 ft.; Reach 15 ft.
Special Attacks 
eye beams, swallow whole (AC 17, 12 hp, 4d6+13 bludgeoning damage)
Statistics
Str 
29, Dex 20, Con 22, Int 2, Wis 17, Cha 17
Base Atk +11; CMB +24 (+28 grapple); CMD 38 (cannot be tripped)
Feats 
Cleave, Combat Reflexes, Flyby Attack, Great Fortitude, Improved Critical (bite), Improved Initiative, Power Attack, Vital Strike
Skills 
Fly +17, Perception +14
SQ swarm form
Ecology
Environment any land
Organization 
solitary or pod (2-8)
Treasure 
none
Special Abilities
Eye Beams (Su) As a swift action once per round, a crawvil can fire a beam of light from its eye. Treat this as a ranged touch attack with a range of 120 feet and no range increment. This eye beam can have one of the following effects
Fire 
The beam deals 8d6 fire damage (no save)
Repulsion The beam deals 2d6 bludgeoning damage and the creature struck must succeed a DC 20 Reflex save or be pushed 20 feet and knocked prone.
Confusion The creature struck must succeed a DC 20 Will save or be confused (as the spell) for 1d4+1 rounds.
Paralysis 
The creature struck must succeed a DC 20 Fortitude save or be paralyzed for 1 round.A crawvil can use this beam at will, but cannot use the same beam effect two rounds in a row. The save DC is Charisma based.
Swarm Form (Su) 
As a standard action, a crawvil may transform itself into four swarms. Use the statistics of a raven swarm for each swarm, except that the crawvil’s hit point total is divided among the four swarms. A creature grappled or swallowed by a crawvil is immediately released from the grapple. The crawvil may return to its original form as a full round action any round in which the surviving swarms are adjacent to each other—its hit point total becomes the sum of the hit points of any and all remaining swarms.

Condor, Cougar

D

Dakwa*(New)

Dark Scourge

“Mad Gasser”  © Victor Cedillo. Accessed at his deviantArt page here

[An appropriate follow-up, since apparently Victor Surge has credited the Mad Gasser of Mattoon as one of his inspirations for Slenderman. Creepy, leather-clad, uses poisons… I knew that this had to be one of the dark folk.]

Dark Scourge
A tall, thin humanoid emerges from the shadows, wrapped head to toe in thick leather. A skullcap covers its head and a mask covers its nose and mouth, but its eyes are fiery and its skin has a pallid hue.

Dark scourges are odd offshoots of the dark folk that possess an incredible affinity for poisons. They are immune to venom and toxins of all kinds and can spray a sickening miasma from the palms of their hands. This gas is pleasantly sweet in aroma but causes rapid disorientation, spasms and partial paralysis. Most dark scourges much prefer to torment than to kill, and may capture debilitated enemies for use as test subjects.

Dark scourges are typically born from dark stalker parents; although they breed true, few dark scourges are able to pull themselves away from their obsessions to mate. Their abilities make them both feared and valued in dark folk communities. They have little of the love for treasure that motivates their lesser kin, preferring to spend their lives perfecting the art of brewing poison. A dark scourge typically lives alone with no company except for venomous animals and plants kept as specimens and prisoners used as guinea pigs. They do sell their creations to their fellows, however, and may be found on especially interesting or valuable missions to disable and distract guards.

A dark scourge stands nearly seven feet tall and weighs 150 pounds. Although they do not possess the taboo against removing clothing that dark creepers do, most dark scourges prefer to cover most of their bodies in leather. Their characteristic masks are predominately used for intimidation; being immune to poison, dark scourges have no need to protect themselves from inhalants.

Dark Scourge     CR 6
XP 2,400

CE Medium humanoid (dark folk)
Init 
+5; Senses see in darkness, Perception +14
Defense
AC 
21, touch 16, flat-footed 15 (+5 Dex, +3 armor, +1 dodge, +2 natural)
hp 67 (9d8+27)
Fort 
+6, Ref +11, Will +3
Immune 
poison
Weakness 
light blindness
Offense
Speed 
30 ft.
Melee 
short sword +11/+6 (1d6+2 plus poison/19-20)
Special Attacks death throes, poison spray, sneak attack +3d6
Spell-like Abilities 
CL 9th, concentration +11 (+15 casting defensively)At will—darkness, detect magic3/day—ghoul touch (DC 14)1/day—poison (DC 16), stinking cloud (DC 15)
Statistics
Str 
15, Dex 20, Con 17, Int 14, Wis 11, Cha 14
Base Atk 
+6; CMB +8; CMD 24
Feats 
Blind-fight, Combat Casting, Dodge, Skill Focus (Craft: alchemy), Weapon Finesse
Skills 
Climb +16, Craft (alchemy) +16, Heal +7, Perception +14, Stealth +16; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
Languages Common, Dark Folk, Undercommon
SQ 
poison master
Ecology
Environment undergroundOrganization solitary, pair or troupe (1 plus 2-6 dark creepers and 1-2 dark stalkers)
Treasure
 NPC gear (short sword, masterwork studded leather, 4 doses black smear, other treasure)
Special Abilities
Death Throes (Su) 
When a dark scourge is slain, it explodes in a cloud of poisonous gas, affecting all creatures in a 20 ft. radius as per its poison spray ability. The explosion does not effect the dark scourge’s gear.
Poison Master (Su) 
A dark scourge can apply poison to a weapon as a swift action. In addition, all manufactured poisons used by a dark scourge gain a +2 bonus to their DC. Dark scourges usually carry black smear—injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save.
Poison Spray (Ex) Three times per day as a standard action, a dark scourge can spray a 15 foot cone of poison. Vapors of Mattoon—inhaled; save Fort DC 17; frequency 1/round for 4 rounds; effect sickened 1 minute plus 1d3 Dex; cure 2 saves. The save DC is Constitution based.
See in Darkness (Su) 
A dark scourge can see perfectly in darkness of all kinds, including that created by a deeper darkness spell.

 


 

Demon, Malorum

Image © Antonio Manzanedo, accessed at his Art Station page here

[The Jersey Devil isn’t the only literal demon haunting American folklore. This is a bit of a syncretic entity, but it’s inspired mainly by the Mount Hope demon of 1866, as written up in Unnatural Phenomena]

Demon, Malorum
This gray skinned humanoid seems the very image of a demon—its bestial head is crowned with bull-like horns and a sulfurous stench emits from its pores.

Malorums, sometimes referred to as adjutant demons, are intermediaries in demonic hierarchies that transmit orders from high ranking fiends and ensure that the grunts and lackeys perform their tasks. Due to the chaotic nature of demons, this is an ever-thankless task, but one that the malorums launch themselves into with malicious glee. A malorum is created from the soul of a chaotic evil mortal who used orders from their superiors as a justification for wicked deeds.

In combat, a malorum is a brutal foe, and is capable of coordinating the efforts of demons in a way that few others can. This typically means that the malorum augments the abilities of other fiends through the use of its spells and magical abilities, and then lets them loose to do what they do best. A malorum especially enjoys the feeling of flesh tearing and bones breaking beneath its hooves.

In the world of mortals, malorums are sometimes found scouting for demonic incursions or simply spreading fear and pain. Although malorums serve a wide variety of vile causes, they are prized by some demon cults for their combination of brutal strength and cunning intellect. As such, malorums frequently work for and with cults of demon lords that display similar dualistic tendencies, such as Haagenti, Baphomet and Lamashtu.

Malorum              CR 8
XP 4,800

CE Large outsider (chaos, demon, evil, extraplanar)
Init +4; Senses darkvision 60 ft., Perception +14, scent
Aura stench (10 ft., 1 minute, DC 19)
Defense
AC 
23, touch 13, flat-footed 19 (-1 size, +4 natural, +11 natural)
hp 
95 (10d10+40)
Fort 
+11, Ref +7, Will +8
DR 5/cold iron and good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 19
Offense
Speed 
40 ft.
Melee 
gore +15 (2d6+6), 2 claws +15 (1d6+6)
Space 10 ft.; Reach 10 ft.
Special Attacks 
baleful prayer, punish fiend, trample (DC 21, 1d8+9)
Spell-like Abilities 
CL 8th, concentration +12 (+16 casting defensively)
At will—darknessdispel magic, greater teleport (self plus 50 lbs. only), scorching ray
3/day—fireball (DC 17), unholy blight (DC 18)
1/day—air walk, haste, mass bull’s strength, summon (2 schir, 60% chance, 4th level)
Statistics
Str 
22, Dex 19, Con 18, Int 13, Wis 12, Cha 18
Base Atk 
+10; CMB +17 (+19 bull rush); CMD 31 (33 bull rush)
Feats Combat Casting, Coordinated Maneuvers, Improved Bull Rush, Outflank, Power Attack
Skills 
Bluff +17, Intimidate +17, Knowledge (history) +14, Knowledge (planes) +14, Perception +14, Sense Motive +14, Survival +14
Languages Abyssal, Celestial, Common, telepathy 100 ft.
SQ solo tactics
Ecology
Environment the Abyss
Organization 
solitary, pair, troupe (3-8) or platoon (3-8 plus 10-40 schir and brimoraks)
Treasure 
standard
Special Abilities
Baleful Prayer (Su) 
As a standard action once per day, a malorum can fill the air around it with the cries of sinful souls. This functions as a prayer spell, except that its benefits are doubled for chaotic evil creatures and its penalties are doubled for lawful good creatures. The baleful prayer lasts for 1 minute.
Punish Fiend (Su) A malorum’s natural attacks, as well as any weapons it may wield, overcome all damage reduction that an evil outsider may possess, except for DR/epic.
Solo Tactics (Ex) 
All of the malorum’s allies are treated as if they possessed the same teamwork feats as the malorum for the purpose of determining whether the malorum receives a bonus from its teamwork feats. Its allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the malorum to receive the listed bonus.

Deer
Woman
, Delgeth, Dog, Dire
Creature

Dire
Ape
*

Dire
Badger
*

Dire
Bat
*~

Dire
Bear
*~

Dire
Boar
*~

Dire
Dog
*(New)

Dire
Lamprey
*~ (New)

Dire
Lion
*~

Dire
Rat
*~

Dire
Shark
*~

Dire
Snake
*~
(New)

Dire
Toad
*

Dire
Tortoise
*~

Dire
Turkey
*(New)

Dire
Walrus
*~(New)

Dire
Weasel
*~

Dire
Wolverine
*~

Dire
Wolf
*~

Dungavenhooter

image

Image © A Book of Creatures, accessed here

Dungavenhooter
This creature looks like a crocodile with stout legs and a long, flexible tail. The tail ends in a massive bony club. Strangely, its jaws are fused shut, and two immense nostrils take up most of its snout.

Dungavenhooters are bizarre carnivorous beasts that are nevertheless incapable of devouring flesh. Their digestive systems are so finely tuned that they can extract nutrient from gases and vapors alone. Although a dungavenhooter can survive merely by smelling other creatures, it will be thin and peevish unless it inhales the entirety of a creature after reducing it to a gas.

A dungavenhooter is a solitary creature, and they rarely associate with each other except to mate. They are comfortable both on land and in the water, but they tend to remain near water sources. Their call is a whiffling snort, and the males with the loudest and sharpest calls tend to attract the attention of females. The females make nests out of rotting vegetation and guard their eggs, but abandon them shortly after they hatch.

A dungavenhooter grows between fifteen and twenty feet long, half of which is tail. They are heavyset beasts that weigh about 2500 pounds on average.

Dungavenhooter              CR 13
XP 25,600

N Large aberration
Init +5; Senses darkvision 60 ft., Perception +15, superior scent
Defense
AC 
28, touch 10, flat-footed 27 (-1 size, +1 Dex, +18 natural)
hp 
170 (20d8+80)
Fort 
+10, Ref +9, Will +14; +4 vs. inhaled gases and poisons
DR 
10/cold iron
Defensive Abilities 
filtration
Offense
Speed 
30 ft., swim 40 ft.
Melee 
slam +22 (4d6+12/19-20 plus trip plus vaporizing strike)
Space 
10 ft.; Reach 10 ft.
Special Attacks snort
Statistics
Str 
26, Dex 13, Con 18, Int 1, Wis 14, Cha 7
Base Atk 
+15; CMB +24; CMD 35 (39 vs. trip)
Feats 
Cleave, Critical Focus, Great Cleave, Improved Initiative, Improved Vital Strike, Lightning Reflexes, Power Attack, Skill Focus (Stealth), Staggering Critical, Vital Strike
Skills Perception +15, Stealth +16 (+24 in forest or underwater), Swim +16; Racial Modifiers +8 Stealth in forest or underwater
SQ
 hold breath
Ecology
Environment 
cold forests and freshwater
Organization 
solitary or pair
Treasure 
incidental
Special Abilities
Filtration (Ex) 
A dungavenhooter gains a +4 on all saves against inhaled gases, poisons and other effects that are vapors or gaseous.
Snort (Su) 
A dungavenhooter can inhale a gaseous creature, or the gases left behind by a vaporized creature, as a standard action. If it does, it gains the benefits of a heal spell with a CL equal to the HD of the inhaled creature. A gaseous creature can resist this effect with a DC 24 Fortitude save; if it fails, it is slain instantly. Creatures consumed by this effect can only be returned to life with a true resurrection, miracle or wish spell. The save DC is Constitution based.
Superior Scent (Ex) 
This functions as per the scent ability, but the dungavenhooter can detect creatures by scent up to 120 feet away and pinpoint their square up to 30 feet away. Even though a dungavenhooter cannot breathe water, it can use this ability underwater.
Vaporizing Strike (Su) 
A creature struck by a dungavenhooter’s slam attack must succeed a DC 24 Fortitude save or take 1d6 points of Str drain and 1d6 points of Con drain as parts of its body are vaporized. A creature reduced to 0 Str or Con by this ability is completely vaporized and slain—it can only be returned to life by a resurrection spell or a greater effect. The save DC is Constitution based.

 

Dust
Devil
*~(New)

E

Eagle
Giant
*~

 

Herd Animal, Elk

This majestic beast stands the height of a man at its shoulders, a many-tipped rack of proud antlers crowning its head.

Elk CR 1

Source Bestiary 3 pg. 1 (Amazon)Pathfinder #31: Stolen Land pg. 80 (Amazon)
XP 400
N Medium animal
Init +3; Senses low-light vision; Perception +7

Defense

AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 15 (2d8+6)
Fort +6, Ref +8, Will +2

Offense

Speed 50 ft.
Melee gore +3 (1d6+2), 2 hooves –2 (1d3+1)

Statistics

Str 14, Dex 17, Con 16, Int 2, Wis 15, Cha 7
Base Atk +1; CMB +3; CMD 16 (20 vs. trip)
Feats Lightning Reflexes, RunB
Skills Perception +7

Ecology

Environment cold or temperate plains
Organization solitary, pair, or herd (3–50)
Treasure none

Elk range in great herds throughout the plains, hills, and forests of many wilderness areas. Their size, strength, and antlers allow them to contend with most of their environment’s dangers, though herds generally favor flight to combat. Elk also prove exceptionally adaptable survivors, capable of living through severe weather changes without concern. Most breeds of elk stand between 3 and 5 feet tall and weigh between 350 and 550 pounds, with females far slighter than the males.

Numerous species of elk exist. Some larger species can stand up to 6 feet tall at the shoulder and can be used as mounts by Medium humanoids; these elk have 3 Hit Dice and are Large. One particularly unusual species of elk, the river elk, is an excellent swimmer—these elk gain a swim speed of 30 feet. All elk of this size are CR 2 creatures.

Erqigdlit

Adlet” © Carlo Spagnola. Accessed via his deviantArt page here

[Erqigdlit and adlet are synonyms, but Pathfinder already has a (CR 10!) adlet. In Inuit lore, the erqigdlit are a rare example of a marauding, numerous, always evil race of monsters. Basically, they’re orcs with folkloric bona fides. I wrote these guys up shortly before the Pathfinder RPG Bestiary 3 came out (which shows you how long these monsters have been kicking around my hard drive). One quick Ctrl+H later, I’d renamed ‘em.

This is going to be a theme with some of these miscellaneous mythological monsters)

Erqigdlit

This snarling creature appears to be a bipedal hybrid of wolf and man, with canine legs and humanoid arms ending in clawed hands. It has a short muzzle filled with razor-sharp teeth and pointed, dog-like ears. Its body is covered from head to toe in red fur.

Erqigdlit are bloodthirsty, wild humanoids of the frozen forests. It is commonly rumored among the people of the tundra that the erqigdlit were created in some hideous act of bestiality, marking them forever as the enemies of all civilized folk. The erqigdlit do their best to fit this role, as they have little technology and delight in the taste of human flesh. The erqigdlit do not create shelters, make tools or use fire. The erqigdlit do not craft arms or armor, but they understand their function—typically only chiefs and other elite members of the tribe are allowed the use of precious captured weapons.

Erqigdlit society is barely a society at all, having more in common with the pack hierarchy of wild dogs than any other culture. Status in the tribe is determined by strength and skill at hunting, but fights to establish pecking order are rare— erqigdlit display little violence towards each other and most disputes are solved via intimidation and threats rather than bloodshed. Erqigdlits are obligate carnivores and enjoy the taste of other humanoids most of all. Erqigdlit packs travel for days through ice and snow in search of human prey, striking when they have the advantage of numbers and surprise. Their ability to move through frozen terrain unhindered gives them unparalleled speed in their icy domain.

Although the erqigdlit are often confused with werewolves, the two creatures have little to do with each other. Erqigdlit fear fire, and even a simple torch may keep these creatures at bay for a time. Erqigdlit stand as tall as a man, and are slightly heavier on average due to their powerful muscles and strong bones.  An erqigdlit reaches maturity by three years of age, and typically lives a short, violent life. Few erqigdlit survive until old age, which is typically 20 years old.

Erqigdlit as Characters

Erqigdlit are defined by their class levels; they do not possess racial Hit Dice. An erqigdlit character has the following racial traits
+2 Str, +2 Dex, +2 Con, -4 Int, -2 Cha 
Erqigdlit are strong, nimble and tough, but are savage and feral creatures.
Senses: Erqigdlit have low-light vision and scent.
+1 natural armor
Natural Attacks: 
Erqigdlit have a bite attack that deals 1d6 points of damage. This is a primary natural attack
Snow-walker: 
See below
Languages: 
Erqigdlit begin play speaking Erqigdlit. Erqigdlit with an Intelligence bonus may choose from the following bonus languages: Common, Dwarf, Giant, Orc.

Erqigdlit               CR 1/3
XP 135
Erqigdlit warrior 1
CE Medium humanoid
Init 
+2; Senses low-light vision, Perception +7, scent
Defense
AC 
13, touch 11, flat-footed 11 (+2 Dex, +1 natural)
hp 6 (1d8+2)
Fort 
+4, Ref +2, Will +0
Offense
Speed 
30 ft.
Melee bite +2 (1d6+1) or morningstar +2 (1d8+1) and bite -3 (1d6)
Statistics
Str 13, Dex 15, Con 14, Int 5, Wis 10, Cha 6
Base Atk 
+1; CMB +2; CMD 13
Feats 
Skill Focus (Perception)
Skills 
Perception +4
Languages Erqigdlit
SQ 
snow-walker
Ecology
Environment 
cold forests
Organization solitary, pair, gang (3-6), pack (5-12 plus 1-2 elites of 3rd level, 1 sub-chief of 4th-5th level) or tribe (20-40 plus 50% noncombatants, 3-6 elites of 3rd level, 1-2 sub-chiefs of 4th-5th level, 1 chief of 6th-8th level)
Treasure incidental
Special Abilities
Snow-walker (Ex)
 An erqigdlit does not suffer penalties from difficult terrain when walking on natural snow or ice. Magically manipulated snow and ice affect an erqigdlit normally.

 

F

Fiendish
Creature
, Fiendish
Boar
, Fiendish
Bear Black
, Fiendish
Dire Bat
*~(New)

Fiendish
Crane Giant
*~(New)

Fiendish
Alligator /Crocodile
*~(New)

Fiendish
Giant Alligator/ Crocodile
*~(New)

Fiendish
Dire Rat
*(New)

Fiendish
Dire Shark
*~(New)

Fiendish
Dire Wolf
* (New)

Fiendish
Hawk
*~(New)

Fiendish
Monstrous Centipede
*~(New)

Fiendish
Monstrous Scorpion
*~(New)

Fiendish
Monstrous Spider
*~(New)

Fiendish
Octopus
*~(New)

Fiendish
Raven
*~(New)

Fiendish Shark, Medium *~(New)

 Fiendish Snake Constrictor(Fiendish Snake Giant Constrictor ,(Fiendish
Snake Viper
(Ne
Fiendish
Wolf
*(New)

Flatwoods Monster

Platylig

“Flatwoods Monster”  © @carpcave, accessed at their tumblr here

[The Flatwoods Monster has always been one of my favorite cryptids, so I hope I’ve done right by it. I wanted it to feel “alien” without actually being from outer space, so I tied it to the Ethereal Plane. The native monsters of the Ethereal are neat, but never seem to get a lot of attention. Also, the name is cod-Latin for “flat wood”]

Taken from the Creature Codex

Platylig
This looming metallic creature is vaguely humanoid, although its body below the waist tapers off into a cloak-like mass. It levitates silently, its long clawed arms grasping at the air. Its head is spherical and featureless save for its glowing eyes, and a rubbery spade-shaped mantle grows from its neck like a collar.

Platyligs are strange sapient constructs native to the Ethereal Plane. They are typically found in close association with the xills, a race of xenophobic conquerors who require living hosts for their young. The xills use platyligs as scouts, shock troopers and kidnappers, sending them to gather intelligence on areas they seek to conquer and abduct key personnel. Platyligs prefer quick strikes and hit-and-run tactics, leaving no evidence of their presence save for missing persons and an odd oily residue formed from their weakness clouds.

Platyligs are unusually intelligent for constructs, and have their own society within xill enclaves. This society is deferential to the more numerous xill, but fully egalitarian between each other; platyligs recognize no internal authorities and cooperate with each other on all tasks. The secrets of platylig creation are unknown to mortals. Even the xill are ignorant in platylig construction. Platyligs instead make more of their own kind in a ritual akin to both ordinary construction and childbirth. Two platyligs build a shell from alien metals and then invest it with part of their own essence. The “parents” are temporarily weakened from this ritual, but recover their strength in a matter of days. All platyligs are exactly nine feet tall and weigh exactly 750 pounds.

Platylig                 CR 9
XP 6,400
LE Large construct (extraplanar)
Init 
+3; Senses darkvision 60 ft., Perception +13
Defense
AC 
24, touch 12, flat-footed 21 (-1 size, +3 Dex, +12 natural)
hp 115 (10d10+30 plus 30)
Fort +9, Ref +6, Will +5
DR 
10/adamantine; Defensive Qualities unnatural toughness
Immune construct traits
Offense
Speed 
5 ft., fly 40 ft. (perfect)
Melee 
2 claws +16 (1d10+6 plus grab)
Ranged 
2 eye-rays +12 touch (5d6 fire)
Space 
10 ft.; Reach 10 ft.
Special Attacks 
weakness cloud
Spell-like Abilities 
CL 10th, concentration +14
At will—grease (DC 15), stabilize
Statistics
Str 
23, Dex 16, Con  ̶, Int 10, Wis 15, Cha 16
Base Atk +10; CMB +17 (+21 grapple); CMD 30
Feats 
Combat Reflexes, Flyby Attack, Great Fortitude, Point Blank Shot, Weapon Focus (claw)
Skills 
Fly +12, Perception +13, Stealth +11; Racial Modifiers +8 Perception, +8 Stealth
Languages 
Common, Infernal
SQ 
flight, planewalkEcology
Environment 
any land or underground (Ethereal Plane)
Organization 
solitary, pair, guard (1 plus 2-6 xills) or squad (4-10)
Treasure 
none
Special Abilities
Eye-Rays (Su) 
As a standard action, a platylig can fire two rays of fire from its eyes. Each of these rays functions as a ranged touch attack with a range of 100 feet and no range increment. A creature struck by one of these rays takes 5d6 points of fire damage.
Flight (Su) 
The flight of a platylig is a supernatural ability. It cannot be dispelled, but is suppressed in an antimagic field or similar effect.
Planewalk (Su) 
A platylig can shift from the Ethereal Plane to the Material Plane as a move action. Shifting from the Material Plane to the Ethereal Plane takes a full-round action. A platylig can take a single creature with it when it switches planes. If this creature is not willing or helpless, it can resist this ability with a DC 18 Will save. The save DC is Charisma based.
Unnatural Toughness (Ex) A platylig gains bonus hit points based on its Charisma score in addition to the bonus hit points gained due to its size. In addition, it uses its Charisma modifier to calculate its Fortitude save.
Weakness Cloud (Su) 
A platylig can spray a cloud of gas in a 30 foot radius as a standard action. Creatures caught within this area must succeed a DC 18 Fortitude save or become exhausted. Creatures exposed to this effect cannot be affected by the weakness cloud of that platylig for the next 24 hours, regardless of whether the saving throw succeeded or not. A platylig can use this ability three times per day. The save DC is Charisma based.

 

G

Giant
Storm

Gougou

 

Gumberoo

image

Image © Richard Svennson. Accessed at the “It’s Something” wikia here

[Despite the fact that it sounds like a laundry list of internet fetishes (inflation? check. rubber? check. vore? check), the gumberoo is a legitimate Fearsome Critter. One of the weirdest, but legitimate all the same.]

Gumberoo

Lurching into view is a swollen bear-like creature. Its shiny hide is black in color and almost completely lacking in hair.

Bizarre denizens of the deepest woods, gumberoos are irascible and violent predators with remarkable defensive abilities. A gumberoo’s skin is tough and rubbery, allowing it to deflect nearly any blow and bounce projectiles right back at their source. Their entire bodies are filled with lighter-than-air gas which it generates through digestion. The energy needed to perform this magical metabolism is immense, causing gumberoos to need a constant source of fuel. It is said that a gumberoo can consume an entire horse, bones and all, in a single meal. This need for energy means that gumberoos are usually on the move, seeking new sources of prey. Gumberoos fear neither man nor beast and sometimes wander directly into human settlements looking for food. Despite their immense size, they are quite light and capable of leaping incredible distances. The gas that gives them these powers is flammable; fire is the most reliable way to kill a gumberoo.

Gumberoo            CR 9
XP 6,400

N Large aberration
Init +6; Senses low-light vision, Perception +11, scent
Defense
AC 
19, touch 11, flat-footed 17 (-1 size, +2 Dex, +8 natural)
hp 102 (12d8+48)
Fort 
+8, Ref +8, Will +9
DR 10/-
Defensive Abilities 
reflective skin; Immune fear
Vulnerable 
fire
Offense
Speed 
30 ft
Melee 
2 claws +17 (2d6+8), bite +16 (1d8+8)
Space 
10 ft.; Reach 5 ft.
Special Attacks 
bounce, death throes, rend (2 claws, 2d6+12)
Statistics
Str 
26, Dex 15, Con 16, Int 2, Wis 13, Cha 9
Base Attack +12; CMB +21; CMD 33 (37 trip)
Feats 
Improved Bull Rush, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus (Perception), Weapon Focus (claw)
Skills 
Acrobatics +9 (+29 jumping), Climb +15, Perception +11; Racial Modifiers +20 to Acrobatics made to jump
SQ 
ferocity, leap
Ecology
Environment 
cold and temperate forests
Organization 
solitary
Treasure 
none
Special Attacks
Bounce (Ex) 
as a full-round action that does not provoke attacks of opportunity, a gumberoo can launch itself into the air, move up to twice its land speed and land on top of an opponent with incredible force. The target of this attack can choose to make a DC 24 Reflex save to take half damage from the attack, or make an attack of opportunity at a -4 penalty. The victim of a bounce attack takes 2d8+12 points of damage and must succeed a DC 24 Fortitude save or be stunned for 1 round. The save DC is Strength-based.
Death Throes (Su) 
when a gumberoo is slain, its body explodes with tremendous force, dealing 6d6 points of bludgeoning damage to all creatures in a 20 foot radius (Reflex DC 20 half). The save DC is Constitution based.
Leap (Ex) 
a gumberoo does not halve the distance traveled on a standing long jump. If a gumberoo makes a long jump with a running start, it gains a +4 bonus on the Acrobatics check.
Reflective Skin (Su) 
a gumberoo’s hide grants it remarkable protection against ranged attacks. Any ranged weapon attack that does not bypass a gumberoo’s damage reduction is reflected back at its attacker, using the same attack roll. Any ray or ranged touch attack spell, spell-like or supernatural ability that strikes a gumberoo is reflected back at its attacker, using the same attack roll. Any spell, spell-like ability, or supernatural ability that deals fire damage deals damage to the gumberoo as normal and does not reflect. A ranged weapon that deals fire damage, such as a +1 flaming arrow or a flask of alchemist’s fire, does not reflect, although base damage is still reduced by the gumberoo’s damage reduction.

H

Hawk ,  Sheep (Herd Animal)

Sheep, Ram, (Herd Animal)

Hodag

 

Hoop Snake

image

Image © Richard Svennson. Accessed via the New Cryptozoology Wikia here

[Unlike most fearsome critters, the hoop snake is alive and well, of a sort. Hoop snake tales are extant in Australia, where they are feared even more than drop bears. I also incorporated some bits and pieces of real snake biology and other snake lore into this entry]

Hoop Snake

This snake is whip thin and longer than a man is tall. Its tail bears a strange callused pad.

Although they are commonly mistaken for ordinary venomous snakes, hoop snakes are especially feared in regions where they live. If spotted in time, an ordinary snake is easy to outrun and usually strikes only to defend itself. Not only are hoop snakes fast, they sometimes intentionally hunt humanoids. Although a hoop snake is too small to eat a human, they feed primarily on rats, carrion birds and other creatures attracted to decaying flesh. If no corpses are available in its habitat, it will gladly make its own to serve as bait.

By grabbing its tail in its mouth and rolling like a wagon wheel, hoop snakes can sprint as fast a horse can run. Most hoop snakes only use this ability when hunting prey or fleeing a predator, however—the hoop form is decidedly noticeable and draws the attention of people and predators alike. In battle, a hoop snake latches onto its victim with poisonous fangs and wraps around the creature, injecting venom and squeezing it to death simultaneously.

Hoop snakes grow to ten feet long. Different hoop snakes have different colorations, but they tend to the bright and garish rather than dull and camouflaged. Blue with brown lateral stripes is the most common coloration, followed by red, yellow and black banded. Like most snakes, hoop snakes are solitary for most of their lives, but will cluster in huge numbers to hibernate during the winter.

Hoop snakes are more intelligent than the average snake, possessing canniness closer to that of dogs or cats than most reptiles. As such, some folk seek to domesticate them and use them as guard animals—a tricky proposition. Hoop snakes are fond of the taste of milk, occasionally latching onto the udders of livestock and drinking them dry, so fresh milk and lots of it is often the key to training a hoop snake.

Hoop Snake Animal Companions

Starting Statistics: Size Small; Speed 20 feet, climb 20 ft., swim 30 ft.; AC +1 natural armor; Attack bite (1d3),; Ability Scores Str 11, Dex 18, Con 10, Int 2, Wis 15, Cha 8; Special Qualities low-light vision, hoop form (40 ft.), poison (1d3 Con), scent

4th-Level Advancement: Size Medium; AC +1 natural armor;Ability Scores Str +4, Con +2; Special Qualities constrict (1d6), grab, hoop form (60 ft.), poison (1d4 Con)

Hoop Snake         CR 3
XP 800

N Medium animal
Init +3; Senses low-light vision, Perception +7, scent
Defense
AC 
16, touch 13, flat-footed 12 (+2 natural, +3 Dex, +1 dodge)
hp 
27
Fort +5, Ref +7, Will +3Offense
Speed 
20 ft., climb 20 ft., swim 20 ft.; 50 ft. while in hoop form
Melee 
bite +5 (1d4+3 plus poison plus grab)
Special Abilities 
constrict (1d6+3)
Statistics
Str 
15, Dex 16, Con 13, Int 2, Wis 15, Cha 8
Base Atk 
+3; CMB +5 (+9 grab); CMD 19
Feats 
Dodge, Mobility
Skills 
Climb +14, Perception +7, Stealth +4, Swim +14
SQ hoop form
Ecology
Environment 
temperate plains and hills
Organization 
solitary or knot (2-40)
Treasure 
incidental
Special Abilities
Hoop Form (Ex) 
As a move action, a hoop snake can curl itself into a ring by grabbing its tail in its mouth. When it is in hoop form, its move speed becomes 50 ft., but it cannot use its climb or swim speeds. A hoop snake making a charge in hoop form gains a +4 bonus to its attack roll. A hoop snake in hoop form suffers a -8 penalty to Stealth checks. As soon as a hoop snake makes an attack, it drops out of hoop form as a free action. A hoop snake can leave hoop form at any time as a free action.
Poison (Ex) 
bite—injury; save Fort DC 13, frequency 1/round for 4 rounds, effect 1d4 Con, cure 2 saves. The save DC is Constitution based.

Honey
Island Swamp Monster
*(New)

Horse

 

I

Isitoq

J

Jogah
Ga-hon-ga

Jogah
Oh-do-wa
*(New)

K

Kigatilik*(New)

Kokogiak*(New)

Kokopelli*(New)

Kushtaka*

L

Lake
Iliamna Monster
*(New)

Lizard*~

Lizard
Monitor
*~

 

M

Manitou

Mannegishi*

Mahaha

Artist unknown. Image © the Qikiqtani Inuit Association. Accessed at Inuit Mythology here

 

Mahaha

An emaciated man stands before you, his skin an icy blue. Long black hair whips in front of his face. His fingers end in long claws, which he wiggles in your direction as his face twists into a rictus of mirth.

Teamwork and cooperation are vital to survival in the arctic wastes and those that neglect to save others due to laziness or frivolity are punished by the gods. Mahahas are the undead remains of those that shirked their duties in the frozen lands and in so doing caused others to die. A mahaha embodies the spirit of malicious mirth. Their touch spreads laughter even as it drains life force, and the victims of a mahaha are found with a smile permanently etched into their faces.

Despite their sloth in life, mahahas are quite diligent in death, filling the icy slopes they call home with all manner of cunning traps carved from ice and stone. A mahaha will always attempt to divide up groups of travelers via traps and spell-like abilities in order to drain life with their tickling touch. Only if these means fail will a mahaha engage in traditional combat, but their claws and teeth are more than capable of killing in a mundane way. Although mahahas are cunning, they are quite foolish and are easily tricked, as well as being notoriously poor swimmers. More than one brave soul has been saved from a mahaha by asking for one last drink of water before his death, then pushing the mahaha into an icy river and letting the current carry it away.
Mahaha                                CR 9
XP 6,400
CE Medium undead (cold)
Init 
+6; Senses darkvision 60 ft., Perception +15
Defense
AC 
25, touch 16, flat-footed 19 (+6 Dex, +9 natural)
hp 97 (13d8+36)
Fort 
+7, Ref +12, Will +7
Defensive Abilities undead traits; Immune cold
Vulnerable 
fire
Offense
Speed 
40 ft.
Melee 2 claws +15 (1d6+4), bite +15 (1d6+4 plus 1d6 cold) or touch +15 (tickle)
Special Abilities 
cackle
Spell-like Abilities 
CL 13th, concentration +16
At will—ice shape
3/day—fog cloud
1/day—ice storm, wall of ice (DC 16)
Statistics
Str 
19, Dex 22, Con ̶ , Int 13, Wis 8, Cha 17
Base Atk +9; CMB +13 (+15 trip); CMD 29 (31 vs. trip)
Feats 
Combat Expertise, Improved Trip, Lightning Reflexes, Lunge, Nimble Moves, Step Up, Weapon Finesse
Skills Acrobatics +19 (+23 when jumping), Climb +17, Craft (traps) +14, Perception +15, Stealth +22, Swim +0; Racial Modifiers -4 Swim
Languages 
Common
SQ 
icewalking
Ecology
Environment 
cold mountains
Organization 
solitary
Treasure 
standard
Special Abilities
Cackle (Su) Once per day as a standard action, a mahaha can unleash a demented burst of violent laughter. All creatures within a 30 foot radius take 5d8 points of sonic damage and are stunned for 1 round. A successful DC 19 Fortitude save halves the damage and negates the stunning effect. The save DC is Charisma based.
Ice Shape (Sp) This functions as the stone shape spell, except that it only effects ice and snow. This is the equivalent of a 4th level spell.
Icewalking (Ex) A mahaha can climb icy slopes and surfaces as if it was affected by a spider climb spell. It can also move on ice at its normal speed, and does not need to make Acrobatics checks to run or charge on icy surfaces.
Tickling Touch (Su) 
As a standard action, a mahaha can make a touch attack against a living creature. The creature touched must succeed a DC 19 Will save or be overcome with supernatural laughter. A creature so affected falls prone, can take no action and takes 2 negative levels each round. A victim of the tickling touch can attempt a save each round as a full-round action. The mahaha must remain in contact with the victim each round to maintain the tickling touch, but can maintain the tickling touch as a swift action. A creature that successfully saves against a mahaha’s tickling touch is immune to the tickling touch of that mahaha for the next 24 hours.

Melonhead

image

Image © deviantArt user JLeichliter. Accessed at his dA page here.

[I’ve been on the fence about melonheads for a while. On the one hand, they’re a common American urban legend, and murderous cannibals in the woods are always good for campaigns. On the other hand, they’re awfully ableist, being essentially “hydrocephalus as monster”. So I removed any and all references to real conditions and made them mutant gnomes instead. Why gnomes? There’s all sorts of offshoot humans, elves, and dwarves in Pathfinder and D&D. When was the last time you saw a mutant gnome?]

Taken from Creature Codex

Melonhead
This wizened humanoid has pointed ears and an enormously swollen head. Its body is wiry and thin, as if it’s been stretched out of proportion. Its teeth are pointed and it wears little more than rags.

Melonheads are simultaneously pathetic and frightening figures. Melonheads are developed from gnomish stock and are rumored to have been created by a gnomish alchemist attempting to bring gnomes to human size. He succeeded through the use of alchemical reagents and selective breeding, but the proportions were dramatically off, resulting in a humanoid with an oversized head and sharp teeth to match.

Most melonheads have been abandoned to the elements and live feral existences in small communities. They are carnivorous, as they need large stores of protein to fuel their strange, enlarged brains. Many tribes view other humanoids as food sources, as they have been rejected for their appearance and are jealous of the creature comforts that others enjoy. They are not inherently evil, but cults devoted to monstrosity and murder often recruit melonheads into their ranks, giving the creatures a sense of belonging while enticing them to ever more evil acts. A melonhead feels emotions very strongly and openly, which can make them either fast friends or frightening enemies depending on how they are treated.

The average melonhead stands about five feet tall and weighs 120 pounds. They have little material culture and view metal weapons and armor as rare treasure to be prized. Melonheads advance by class level, with ranger, rogue and barbarian being the most common among them. Melonheads do have a tendency towards psychic magic, and the leaders of melonhead communities are often psychics or mesmerists.

Melondheads as Characters

Melonheads are defined by their class levels; they do not possess racial Hit Dice. A melonhead character has the following racial traits

+2 Con, +2 Cha, -4 Wis Melonheads have tough bodies and forceful personalities, but have an exaggerated form of gnomish flightiness and distraction.
Senses: 
Melonheads have darkvision 60 ft.
Natural Attacks:  
Melonheads have a bite attack that deals 1d6 points of damage. This is a primary natural attack
Hunter’s Senses 
A melonhead gains a +2 racial bonus on Perception and Stealth checks.
Gnome-blooded 
Melonheads count as gnomes for the purposes of spells or abilities that effect gnomes specificially.
Mental Fury (Su) 
A melonhead can still use spells with emotion components when under a harmful emotional effect. This does not allow a melonhead to cast spells while raging. In addition, a melonhead with levels in the psychic class use their Charisma modifier for their phrenic pool and psychic discipline abilities, no matter their psychic discipline.
Off Balance (Ex) 
A melonhead takes a -2 penalty to its CMB against grapple and trip attempts.
Languages: 
Melonheads begin play speaking Gnome. Melonheads with an Intelligence bonus may choose from the following bonus languages: Aklo, Common, Elven, Giant, Goblin, Orc or Sylvan

Melonhead barbarian 1                 CR ½
XP 200

CN Medium humanoid (gnome)
Init 
+2; Senses darkvision 60 ft., Perception +3
Defense
AC 
11, touch 10, flat-footed 9 (+2 Dex, +1 armor, -2 rage)
hp 16 (1d12+4)
Fort 
+6, Ref +2, Will +0
Weakness off balance
Offense
Speed 40 ft.
Melee 
bite +5 (1d6+6) or club +5 (1d6+4), bite +0 (1d6+2)
Ranged 
rock +3 (1d4+4)
Special Attacks 
mental fury, rage (6 rounds/day)
Spell-like Abilities 
CL 1st, concentration +3
1/day—dancing lights, ghost sound (DC 12), prestidigitation, speak with animals (burrowing animals only)
Tactics
Base Statistics when not raging, a melonhead’s statistics are as follows, AC 13, touch 12, flat-footed 11; hp 14; Fort +4, Will -2; Melee bite +3 (1d6+3) or club +3 (1d6+2), bite -2 (1d6+1); Ranged rock +3 (1d4+2); Skills Climb +6; Str 14, Con 15; CMB +3; CMD 15 (13 vs. grapple, trip)
Statistics
Str 18, Dex 15, Con 19, Int 8, Wis 6, Cha 14
Base Atk +1; CMB +5; CMD 17 (15 vs. grapple, trip)
Feats 
Throw Anything
Skills Acrobatics +6, Climb +8, Perception +4, Stealth +6, Survival +2; Racial Modifiers +2 Perception, +2 Stealth
Languages 
Gnome
SQ 
fast motion
Ecology
Environment 
temperate forests
Organization 
solitary, pair, gang (3-8) or tribe (10-40 plus 1 3rd-5thlevel elite per 10 members)
Treasure 
standard (padded armor, club, other treasure)
Special Abilities
Mental Fury (Su) A melonhead can still use spells with emotion components when under a harmful emotional effect. This does not allow a melonhead to cast spells while raging. In addition, a melonhead with levels in the psychic class use their Charisma modifier for their phrenic pool and psychic discipline abilities, no matter their psychic discipline.
Off Balance (Ex) 
A melonhead takes a -2 penalty to its CMB against grapple and trip attempts.

Mothman*~(New)
6

Musk-Ox*~(New)

N

Narwhale*~(New)

 

O

Ohdowa*(New)

Owl,

Owl, Great Horned Owl

This gray-and-white feathered owl has fluffy wings and a bulky head that makes it look larger than most owls.

Great Horned Owl CR 1/2

Source Bestiary 3 pg. 1 (Amazon)
XP 200
N Small animal
Init +2; Senses low-light vision; Perception +10

Defense

AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)
hp 5 (1d8+1)
Fort +3, Ref +4, Will +2

Offense

Speed 10 ft., fly 60 ft. (average)
Melee 2 claws +3 (1d4–1)

Statistics

Str 8, Dex 15, Con 13, Int 2, Wis 15, Cha 6
Base Atk +0; CMB –2; CMD 10
Feats Weapon Finesse
Skills Fly +8, Perception +10, Stealth +10; Racial Modifiers +4 Fly, +4 Perception, +4 Stealth

Ecology

Environment temperate forests
Organization solitary or pair
Treasure none

Though great horned owls seem large, most of their apparent bulk comes from their particularly fluffy feathers and rather large heads. Great horned owls have wingspans of up to 5 feet and weigh up to 4 pounds.

Great horned owls primarily hunt at night, locating prey through their excellent hearing. Their diet consists of rodents supplemented by smaller birds and rabbits.

P

Peccary*~(New)

Piasa*~(New)

Porpoise*~

Pukwudgie*(New) 7

Q

Qallupilluk *(New)

R

Raccoon,
Giant
*~(New)

 

Rakshasa Amikuk

“Amikuk, Yu’pik raku mask”  © Phillip John Charette. Accessed via his website here

[The amikuk is a monster I’ve been curious about for a while, but like many monsters from the traditions of polar peoples, accurate and sourced details are slim and recycling of the same fragmentary info is common. At this point, thanks to the fantastic A Book of Creatures, I know that am amikuk is an amphibious ambush predator. But ambush predators associated with polar climes are a dime a dozen in RPGs (and I’m going to add another one in the course of this miniseries).

When I found the amikuk masks, I was intrigued. I decided to link the amikuk to shamanistic traditions. That, plus the one thing all of my crappy sources could agree on was that it had hands for feet. Voila! I had a rakshasa variant. So please enjoy this rather iconoclastic take.]

Taken from Creature Codex

Rakshasa, Amikuk

This tall, muscular man is wrapped in heavy furs and his head is that of a grinning, shark-toothed beast. Despite his warm raiment, his feet are bare and are shaped identically to human hands.

Amikuks are the sages and scholars of rakshasa society, well-versed in the society of men and all of the ways they can be lured into corruption and vice. The favored weapon of the amikuk is the sadistic choice. An amikuk may manipulate events for years in order to set up one fateful decision in order to ruin families, take over communities or punish rivals. Even by the standards of rakshasas they are subtle, and they may attract rakshasas or other fiends as pupils eager to learn their craft.

Most amikuks prefer the nomadic life. They delight in destroying lives on their journeys, pausing to give a passing traveler a cursed item, a piece of wicked advice or to use their soul glide ability to warp behavior towards iniquity. The soul glide is one of the amikuk’s favorite tools, causing its victims to suffer greatly whenever they fail to desecrate a temple, be cruel to a loved one or any one of a thousand other acts of malice. They are brutal when forced into direct combat, using hit-and-run tactics in conjunction with their powerful spears and razor-sharp teeth.

Amikuk                 CR 12
XP 19,200
LE Medium outsider (native, rakshasa)
Init 
+7; Senses darkvision 60 ft., low-light vision, Perception +18, tremorsense 30 ft.
Defense
AC 
28, touch 13, flat-footed 25 (+3 Dex, +14 natural, +1 Dodge)
hp 
138 (12d10+72)
Fort 
+10, Ref +11, Will +11
DR 
15/good and piercing; SR 27
Offense
Speed 
30 ft., burrow 40 ft., earth glide
Melee 
+1 spear +17/+12/+7 (1d8+7), bite +11 (1d8+2) or bite +16 (1d8+4), 2 slams +16 (1d4+4)
Special Abilities 
detect thoughts, soul glide
Spells 
CL 9th, concentration +14
4th (5/day)—charm monster (DC 19), greater invisibility
3rd (7/day)—clairaudience/clairvoyance, dispel magic, suggestion (DC 18)
2nd (7/day)—acid arrow, mirror image, misdirection (DC 17), touch of idiocy
1st (8/day)—endure elements, expeditious retreat, hypnotism (DC 16), mage armor, magic missile
0th—detect magic, ghost sound (DC 15), mage hand, open/close, prestidigitation, read magic, resistance, touch of fatigue (DC 15)
Statistics
Str 
18, Dex 16, Con 22, Int 17, Wis 17, Cha 21
Base Atk 
+12; CMB +16; CMD 30
Feats 
Arcane Strike, Combat Casting, Dodge, Improved Initiative, Mobility, Spring Attack
Skills 
Bluff +24, Disguise +28, Heal +18, Knowledge (local) +18, Knowledge (nature) +18, Knowledge (planes) +18, Perception +18, Sense Motive +18, Stealth +18; Racial Modifiers +4 Bluff, +8 Disguise
Languages Aquan, Common, Infernal, Sylvan
SQ 
change shape (humanoid or giant, alter self or giant shape I)
Ecology
Environment 
any land
Organization 
solitary, pair or tutelage (1 plus 1-4 rakshasas)
Treasure 
double standard (+1 spear, other treasure)
Special Abilities
Detect Thoughts (Su
) An amikuk can detect thoughts as per the spell of the same name (CL 18th). It can suppress or resume this ability as a free action. When an amikuk uses this ability, it always functions as if it had spent three rounds concentrating and thus gains the maximum amount of information possible. A creature can resist this effect with a DC 21 Will save. The save DC is Charisma-based.
Earth Glide (Su) 
An amikuk can glide through any sort of natural earth or stone as easily as a fish swims through water. Its burrowing leaves no sign of its passage nor hint at its presence to creatures that don’t possess tremorsense. A move earth spell cast on an area containing an amikuk moves the amikuk back 30 feet and stuns the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Soul Glide (Su) 
As a full-round action, an amikuk can become incorporeal, move up to its speed and enter the square of a living creature. This movement does not provoke attacks of opportunity. The affected creature must succeed a DC 21 Will save or be affected by the mark of justice spell, save that there is no visible mark on the target. The victim of a soul glide attack always knows the terms of the mark of justice so applied. Regardless of whether the opponent succeeds or fails the save, the amikuk moves to a space adjacent to the target and becomes corporeal on the end of its turn. Spells and effects that prevent a creature from being possessed also prevent this ability. The save DC is Charisma based.

 

Rat*~ 1/8

Raven*~

 

Roperite

image

Image © Traci Shepard, accessed via @crittercompendium

Roperite

This bizarre creature looks to be equal parts lizard, roadrunner and jackrabbit. Its lower jaw is a wickedly sharp beak, but its upper jaw is extended into a leathery loop.

Roperites are strange avian predators native to the dry, scrubby hills and plains known as chaparral. Vicious and aggressive, they consider anything that crosses their path to be potential prey. Roperites are so named due to the strange sinewy lasso that dangles from their skull. When not in use, the roperite’s lasso coils inside of the creature’s sinuses; the launching mechanism is little more than a controlled sneeze. Prey grabbed by a roperite is rapidly yanked to the ground and torn to pieces with its beak and sharp claws.

Roperites live in loose flocks that merge and split depending on the season and the availability of resources. A lone roperite will rarely tackle prey larger than a jackrabbit, but a large flock of roperites will gladly pursue horses and bison. Within a flock, the largest and oldest member is generally dominant, but such dominance extends to little beyond determining the direction the group will travel. Roperites are monogamous and the bond between mates will last until one of the pair dies. Roperites lay eggs and have broods of three to six chicks at a time—the aggressive chicks usually reduce that number by about half within a week of hatching. A roperite stands about five feet tall and weighs eighty pounds.

Roperite                CR 2
XP 600
N Medium magical beast
Init 
+6; Senses low-light vision, Perception +5
Defense
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 
22 (3d10+6)
Fort 
+6, Ref +8, Will +2
Offense
Speed 
50 ft.Melee bite +5 (1d6+3) or lasso +5 touch (grab plus trip)
Special Attacks 
rake (2 claws +5, 1d4+2)
Statistics
Str 
14, Dex 15, Con 14, Int 2, Wis 13, Cha 7
Base Attack +3; CMB +5 (+9 grapple); CMD 17
Feats 
Improved Initiative, Lightning Reflexes
Skills 
Acrobatics +6 (+14 jumping), Perception +5, Stealth +6
Ecology
Environment 
temperate hills and plains
Organization 
solitary, pair or flock (3-12)
Treasure 
none
Special Abilities
Grab (Ex) 
A roperite can use its grab special attack against creatures of up to Large size. Whenever a roperite uses its lasso to grab, it is not treated as having the grabbed condition. A creature grabbed by a roperite can escape either by escaping the grapple as normal or by cutting off the lasso, which can be accomplished with a successful sunder attempt using a slashing weapon. A roperite’s lasso has hardness 0 and 7 hit points. A roperite without its lasso cannot use its grab or trip abilities. A roperite can grow its lasso back after 1 month.

 

S

 

Sand Squink

Image © Nashoba Hostina, accessed at her deviantArt page here

[This fearsome critter reminds me a bit of the raiju of Japan. Maybe they’re related?]

Sand Squink
This fanciful creature resembles a small dog, with long, rabbit-like ears and a tufted tail as long as its body. A palpable aura of electricity crackles around it.

Sand squinks are wicked and cunning predators that use their scintillating patterns to entrance foes and their electrical abilities to destroy them. Although a sand squink can live easily on a diet of fish and small game, they are greedy creatures that delight in collecting the artifacts of civilization, both magical and mundane. Most sand squinks are perfectly happy to kill to obtain even the simplest trinkets, and a sand squink’s den is as stuffed with treasure as it can be.

Sand squinks are not averse to working for more powerful creatures as bodyguards or scouts in exchange for treasure, and the wealthiest sand squinks are those that have allied with a powerful fey, green dragon or other woodland entity. On the other hand, sand squinks will also masquerade as gods or spirits in order to extort forest-dwelling humanoids for tribute.

Sand squinks are typically distrustful of each other, coming into contact only to mate or to steal from each other (or both). They are monotremes—the females lay four to six eggs with a strange, resinous shell. Baby sand squinks are cared for only until they are capable of hunting on their own. The young are then chased from the den and forced to fend for themselves. Many sand squinks make a habit of hunting down and killing their siblings, and cooperation between family members is extremely rare. Sand squinks are skilled swimmers, and prefer to lair on the banks of rivers and lakes. A sand squink grows to six feet long, and more than half of that length is tail. They typically weigh about 50 pounds.

Sand Squink       CR 9
XP 6,400

NE Small magical beast
Init 
+9; Senses darkvision 60 ft., low-light vision, Perception +15, scent
Defense
AC 
22, touch 19, flat-footed 22 (+1 size, +5 Dex, +3 natural, +3 deflection)
hp 
112 (15d10+30)
Fort 
+11, Ref +14, Will +7
Immune electricity
Defensive Abilities 
shock shield, uncanny dodge
Offense
Speed 
50 ft.
Melee bite +18 (1d4+2), 2 claws +18 (1d4+2)
Special Attacks mesmerizing lights, sneak attack +3d6
Spell-like Abilities 
CL 10th, concentration +13
At will—aggressive thundercloud (DC 15), detect magicelemental aura (electricity only, DC 16), shocking grasp
3/day—empowered lightning bolt (DC 16)
1/day—chain lightning (DC 19)
Statistics
Str 
15, Dex 21, Con 15, Int 14, Wis 14, Cha 16
Base Atk 
+15; CMB +15; CMD 34 (38 vs. trip)
Feats Blind-fight, Combat Expertise, Dodge, Empower SLA (lightning bolt), Improved Feint, Improved Initiative, Mobility, Spring Attack
Skills 
Acrobatics +18 (+26 when jumping), Bluff +13, Perception +15, Spellcraft +12, Stealth +22, Swim +19; Racial Modifiers +4 Swim
Languages Common, Sylvan
Ecology
Environment 
temperate forests
Organization 
solitary or pair
Treasure 
standard
Special Attacks
Mesmerizing Lights (Su) 
A sand squink can, as a standard action, create a field of shimmering lights 60 feet across. All creatures within the area must succeed a DC 20 Will save or be entranced, taking no action except for moving towards the sand squink. A sand squink can maintain this aura by taking a standard action each round. A creature that passes through hazardous terrain or is attacked by another creature gets another Will save to break the effect. A creature adjacent to the sand squink can take no actions and is considered to be flat-footed against the sand squink’s attacks. This effect lasts as long as the sand squink maintains the lights, plus for one round thereafter. A creature that successfully saves against a sand squink’s mesmerizing lights is immune to the lights of that sand squink for the next 24 hours. This is a visual, mind-influencing, glamer effect. The save DC is Charisma based.
Shock Shield (Su) 
A sand squink is surrounded by a defensive aura of electricity. This ability gives it a deflection bonus to AC equal to its Charisma modifier and all ranged attacks made against a sand squink have a 50% miss chance.

 

Shark*~

 

Sheepsquatch

Image © Traci Shepard. Accessed @crittercompendium here

[The original “sheepsquatch” report was basically a wooly hodag. I much prefer the wampa-esque direction it’s taken in cryptid culture since then.]

Sheepsquatch
This hulking, roughly humanoid figure has a fanged maw and curling horns. Thick white wool covers its body.

Sheepsquatches represent a failure of abyssal magic and selective breeding. The goal was to create a creature that combined the might of a sasquatch with the group instincts and easily led personalities of a beast of burden. Unfortunately, sheepsquatches inherited all of the brains of their ovine predecessors, making them docile and stupid. Some cults keep sheepsquatches for their wool and imposing forms, but many have been let free to roam the wilderness.

Sheepsquatches have the herding instincts of sheep, but lack their fecundity—sheepsquatch herds are typically small in size. They are omnivorous, capable of eating animal and plant matter in equal proportions. The natural musk of a sasquatch has been amplified into a sulfurous reek that repels predators and prevents their prey from fighting back.

A sheepsquatch stands nine feet tall when on its back legs, but they typically move around on all fours. They hate their sasquatch relatives, possibly out of some atavistic memory of their origins, and kill them whenever possible.

Demonic Sheepsquatch
A few sheepsquatches have been further altered by monster cults through infusions of demon blood, returning to them a measure of intelligence and all the belligerence of a proper carnivore. A demonic sheepsquatch has an Int of 8, resist cold, electricity and fire 10, and loses the docile special quality. A demonic sheepsquatch is CR 6.

Sheepsquatch    CR 5
XP 1,600
N Large magical beast
Init +4; Senses darkvision 60 ft., low-light vision, Perception +10
Aura 
stench (30 ft., DC 17)
Defense
AC 15, touch 9, flat-footed 15 (-1 size, +6 natural)
hp 57 (6d10+24)
Fort +9, Ref +5, Will +3
DR 
10/melee
Offense
Speed 
40 ft.
Melee 2 claws +8 (1d6+4), bite +8 (1d6+4)
Space 
10 ft.; Reach 10 ft.
Statistics
Str 27, Dex 11, Con 18, Int 2, Wis 12, Cha 11
Base Atk 
+6; CMB +15; CMD 25
Feats Improved Initiative, Power Attack, Skill Focus (Stealth)
Skills 
Perception +10, Stealth +8 (+12 in forest), Survival +10; Racial Modifiers +4 Perception, +4 Stealth (+8 in forests), +4 Survival
SQ 
docile, improved woodland stride
Ecology
Environment 
temperate and cold forests and plains
Organization solitary, pair or herd (3-12)
Treasure 
none
Special Abilities
Damage Reduction (Ex) 
A sheepsquatch’s damage reduction protects the creature from ranged weapon attacks. Oversized ranged weapons, like siege weapons and the rocks of a giant, are not impeded by this damage reduction.
Docile (Ex) 
A sheepsquatch treats all its natural weapons as if they were secondary attacks.
Improved Woodland Stride (Su) 
A sheepsquatch can move through any sort of natural or magically altered undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at normal speed and without taking damage or suffering any other impairment.

 

Skunk*~(New)

 

Slide-rock Bolter

Image © Richard Svensson, accessed at Cryptid Wiki here

Taken from the Creature Codex

Slide-Rock Bolter
This enormous creature resembles a caricature of a whale—it is mostly mouth attached to a slug-like body. Its tail ends in a single immense pincer.

A slide-rock bolter’s scale beggars the imagination. This massive creature is about 100 feet long and weighs 250 tons. Its territory encompasses an entire mountain or mountain range, where it lies in wait for its prey. Despite its size, a slide-rock bolter needs to eat only once a month or so, and a man-sized meal is sufficient enough to sustain it. It does enjoy being better fed, however, and entire herds of wildlife or settlements of people can disappear down its gaping maw.

In combat, a slide-rock bolter is a match even for giants and dragons. Its body is coated in a thick layer of rock that protects it from all but the mightiest blows, and it is capable of swallowing even enormous creatures whole in the blink of an eye. Slide-rock bolters are ambush predators, hiding in plain sight as a cliff side or mass of boulders before launching themselves over their prey. Any enemies not killed outright by its bulk or devoured are picked off by its mighty jaws and clawed tail. Opponents that harass it from a distance are pelted with hurled boulders.

Silde-rock bolters are fortunately rare and solitary creatures. They reproduce asexually and only upon death—when a slide-rock bolter is slain, a geode-like stone inside its head begins to transform into an egg, which hatches a horse-sized baby bolter. Where the first slide-rock bolters came from is a mystery, although many sages suspect the Elemental Plane of Earth as an origin.

Slide-Rock Bolter             CR 20
XP 307,200

N Colossal aberration (earth)
Init +4; Senses blindsight 30 ft., darkvision 60 ft., Perception +17, tremorsense 120 ft.
Defense
AC 
35, touch 2, flat-footed 35 (-8 size, +37 natural)
hp 362 (25d8+250), fast healing 10
Fort 
+20, Ref +10, Will +18
DR 
20/adamantine; SR 31
Immune 
cold, disease, electricity, fire, poison
Offense
Speed 20 ft., climb 20 ft., sprint
Melee 
bite +25 (4d12+22/19-20 plus dispelling bite and grab), claw +25 (4d8+15)
Ranged rock +25 (4d6+22)
Space 
30 ft.; Reach 30 ft.
Special Attacks 
crushing trample (8d12+22, DC 37), dispelling bite, fast swallow, gobble, mighty hurl, powerful blows (bite), rock throwing (200 ft.), swallow whole (AC 28, 72 hp)
Statistics
Str 
40, Dex 11, Con 30, Int 3, Wis 18, Cha 7
Base Atk +18; CMB +41 (+45 grapple); CMD 51 (cannot be tripped)
Feats 
Cleave, Critical Focus, Great Cleave, Great Fortitude, Greater Vital Strike, Improved Critical (bite), Improved Initiative, Improved Vital Strike, Lightning Reflexes, Power Attack, Staggering Critical, Stunning Critical, Vital Strike
Skills 
Perception +17, Stealth +3 (+23 in rocky terrain); Racial Modifiers +20 Stealth in rocky terrain
Languages Terran (cannot speak)
SQ 
freeze (rock), massive movement, reinforced guts
Ecology
Environment 
any mountains
Organization 
solitary
Treasure 
incidental
Special Abilities
Crushing Trample (Ex) Any creature that fails a Reflex save against a slide-rock bolter’s trample, or that forgoes the save in order to make an attack of opportunity, must succeed a DC 37 Fortitude save or be knocked prone and stunned for 1d4 rounds. The save is Strength based.
Dispelling Bite (Su) A creature bitten by a slide-rock bolter is affected by a greater dispel magic at CL 20th. This effect first targets spells and effects that prevent or protect against grappling, and then affects other spells as normal.
Gobble (Ex) When using its crushing trample ability, a slide-rock bolter can make a bite attack against any creature within its reach as a swift action. If it makes an attack against a creature that has taken damage from its trample, it gains a +4 bonus on the attack roll.
Massive Movement (Ex) Because a slide-rock bolter is so massive, uneven ground and other terrain features that form difficult terrain generally pose no significant hindrance to a slide-rock bolter’s movement, though areas of forest or settlements are considered difficult terrain to it.
Mighty Hurl (Ex) 
A slide-rock bolter uses its Strength score instead of its Dexterity score to modify its rock attack.
Reinforced Guts (Ex) A creature swallowed by a slide-rock bolter must deal damage equal to 1/5th the slide-rock bolter’s hp in order to cut its way out.
Sprint (Ex) 
Once per hour, a slide-rock bolter can move at ten times its base speed. It can use its crushing trample ability in conjunction with sprint.

 

Snake
Constrictor
*~

Snake
Viper
*~

Snallygaster

Skin-walker*

Splintercat

 

Squonk

Image © Carli Ihde, accessed at her deviantArt page here

[Of all of the fearsome critters I’ve statted up, the squonk is the one I’m most surprised to see hasn’t ended up in a Pathfinder Bestiary yet. My take is, yet again, rather iconoclastic.]

Squonk

This misshapen little quadruped is as ugly as it is pathetic. Its wrinkled skin seems to fit poorly over its frame, bunching in some places and sagging in others. Warts and skin tags of all sizes cover the thing’s entire body, from its wide head to its stubby little tail. It looks at you with wet eyes and begins to sob uncontrollably.

Deep in the hemlock woods, loggers and travelers might hear the out-of-place sound of sobbing as they go about their business. Those who know a thing or two about the woods will tell that that is the sound of a squonk, crying about its hideous appearance and ill-fitting skin. The truly knowledgeable know that the squonk cries not for itself, but for the world. Blessed or cursed by a god of prophecy, all squonks from the moment they are born are forever assaulted with visions of the deaths and misfortunes of thousands of creatures. This overwhelming sadness leaves squonks dejected and miserable, and they spend most of their time trying to avoid contact with other beings, not wishing to be confronted with myriad conflicting images of suffering. If a squonk can be found and convinced to converse, it will generally prove to be friendly, albeit depressing company. If a squonk concentrates, it can receive a more concrete vision of the future, but such divinations tend towards the most pessimistic answers possible. Squonks will accept payment in exchange for using this power—after all, inanimate objects tend to have less tragic futures and thus make better company.

Squonks are able to use despair as a weapon, defending themselves by sharing a tiny fraction of their visions with their assailants. Their ability to see their own forthcoming pain gives them a modicum of defense, allowing them to react to injuries before they occur. Wicked men of all races seek to capture and enslave squonks, either as zoological curiosities or to try to exploit their prophetic powers. A squonk can allow its body to dissolve into liquid, however, making them very difficult prisoners. In addition, the other intelligent denizens of the hemlock woods tend to view squonks with pity and affection, and a would-be squonk hunter may find his expedition meeting with violent resistance.

Squonk                  CR 4
XP 1,200

N Small magical beast
Init +1; Senses darkvision 60 ft., low-light vision, Perception +10
Aura 
sobs (20 ft., Will DC 14)
Defense
AC 
18, touch 15, flat-footed 17 (+1 size, +1 Dex, +3 natural, +3 insight)
hp 34 (4d10+16)
Fort 
+8, Ref +5, Will +6
DR 
5/slashing or bludgeoning
Offense
Speed 
30 ft.
Melee 
bite +6 (1d6+1)
Spell-like Abilities CL 6th, concentration +8 (+12 casting defensively)
At willdoom (DC 13)
1/daybestow curse (DC 15), divination, scare (DC 14), speak with dead (DC 15)
Statistics
Str 
13, Dex 13, Con 18, Int 17, Wis 16, Cha 14
Base Attack +4; CMB +4; CMD 18
Feats 
Combat Casting, Iron Will
Skills 
Diplomacy +6, Knowledge (nature) +7, Perception +10, Sense Motive +7, Survival +7
Languages 
Common, Elven, Gnome, Sylvan
SQ 
fluid form, insightful visions
Ecology
Environment 
temperate forests
Organization 
solitary
Treasure 
standard
Special Abilities
Aura of Sobs (Su) 
all living creatures within 20 feet of a squonk must succeed a DC 14 Will save or be overcome by supernatural sadness, taking a -2 penalty on all attack rolls, damage rolls, saving throws, skill checks and ability checks. This penalty lasts as long as the creature remains within the aura of sobs, as well as for 1 minute thereafter. A successful saving throw against a squonk’s aura of sobs does not grant immunity to further exposure. This is a mind-influencing curse effect. The save DC is Charisma-based.
Fluid Form (Su) 
as a full-round action that does not provoke attacks of opportunity, a squonk may dissolve into a puddle of bubbles and tears. This acts as the spell gaseous form, except that the squonk retains its land speed and gains a Swim speed of 10 feet instead of a fly speed. A squonk can remain in fluid form indefinitely, and changes in form cannot be dispelled.
Insightful Visions (Su) 
a squonk adds its Wisdom modifier as an insight bonus to Armor Class and to Combat Maneuver Defense. It gains this bonus even when flat-footed; only a helpless squonk loses its insight bonus.

 

Swan,
Trumpeter Swan

T

 

Tailypo

Image from The Tailypo: A Ghost Story © Joanna Galdone and Paul Galdone. Accessed here

[You want to know what scares the monster man? Here you go. My mom read this book to my sister and I as a bedtime story when we were around 5 and 6. And we couldn’t get to sleep all night. No version I could find online was nearly as creepy as the original, so with the original I went.]

Taken from Creature Codex

Tailypo
Stalking forth from the darkness is a beast that combines the features of a wolf, an ape and a big cat. Its paws bear some resemblance to human hands and its face is dominated by staring, owlish eyes and tall ears with tufts like a bobcat’s. A long and furry tail waves in the air behind it.

Bestial backwoods predators, the hybrid creatures known as tailypos are far more cunning than their appearance would indicate. Their hunting strategy is unusual in that it involves a sacrifice of their own body parts, like a lizard shedding its tail. Any creature that takes the bait is stalked unceasingly by the tailypo, who strikes when its target is most vulnerable. They prefer to hunt sentient prey for the challenge, and their nimble paws allow them to open doors and use tools in order to terrorize and kill a victim.

Tailypos are territorial and drive away or kill other predators in their ranges, such as big cats, wolves and bears. Tailypos spend most of their lives in solitude, only meeting with others of their own kind in order to mate and raise offspring. A female tailypo will give birth to a litter of two to six cubs, which grow to maturity over the course of a year. Tailypo cubs are prized for their tracking abilities and can fetch up to 2,000 gp on the open market, but such purchases are highly risky due to the tailypo’s cunning and evil disposition. A tailypo grows to eight feet long, with about half of that length being tail.

Tailypo                 CR 3
XP 800

NE Medium magical beast
Init +3; Senses darkvision 60 ft., Perception +10, scent
Defense
AC 
16, touch 14, flat-footed 12 (+3 Dex, +2 natural, +1 Dodge)
hp 
26 (4d10+4)
Fort 
+5, Ref +7, Will +3
DR 
5/cold iron
Offense
Speed 
40 ft., climb 20 ft.
Melee bite +7 (1d6+1), 2 claws +7 (1d4+1)
Special Attacks 
lure, pounce, rake (2 claws, +7, 1d4+1)
Statistics
Str 
13, Dex 17, Con 12, Int 9, Wis 14, Cha 14
Base Atk +4; CMB +4; CMD 18 (22 vs. trip)
Feats Dodge, Weapon Finesse
Skills 
Acrobatics +7 (+11 jumping), Climb +11, Perception +10, Stealth +11, Survival +4; Racial Modifiers +4 Perception, +4 Stealth, uses Dexterity to modify Climb
Languages 
Common
SQ 
track lure
Ecology
Environment 
temperate forests
Organization 
solitary or pair
Treasure 
incidental
Special Abilities
Lure (Su) As a swift action, a tailypo can shed its tail. All creatures within 30 feet of a tailypo must succeed a DC 14 Will save or be convinced that the tail is a delicious morsel and worth consuming as soon as possible. This functions as a suggestion spell at CL 4th. This is a mind-influencing effect, and the save DC is Charisma based. A tailypo grows its tail back over the course of a week, until which time it cannot use this ability again.
Track Lure (Su) 
A tailypo can sense the direction and location of any creature carrying or having eaten its tail as if it had cast locate creature, except that it can sense the creature up to a mile away. This ability lasts until the tailypo’s tail grows back.

Taqriaqsuit

“Shadow Domain”  © Miguel Santos. Accessed at their deviantArt page here

Taqriaqsuit

This thin person is completely black and featureless except for his white, staring eyes and a thin slit of a mouth.

Taqriaqsuit are shy and retiring humanoids native to the realms beneath the earth. They thrive in absolute darkness, and the merest hint of light is painful to them. They are rarely found on the surface except for on moonless nights. The eternal night of an arctic winter appeals to them, and they are most common beneath polar lands. Omnivorous, taqriaqsuit feed on the same variety of foods that humans consume, although their diet relies more heavily on the fungus and vermin that thrive underground.

Taqriaqsuit avoid conflict with other races, preferring to flee from battle by transforming into a living shadow. The one exception to their peaceful ways is with regards to the undead—taqriaqsuit view undeath as an utter abomination and seek to destroy the undead whenever possible. Clerics are highly respected in taqriaqsuit society as a result. The society of the taqriaqsuit is based around small family units. The eldest members of the tribe are typically deferred to, but there is no centralized authority. Due to the anathematic nature of fire in their religion, taqriaqsuit use predominately stone technology; those few smiths in taqriaqsuit cultures are seen as dangerous (but useful) heretics. Taqriaqsuit build their communities out of stone to defend against the horrors of subterranean lands, and even the smallest village is more like a fort to human understanding. Seeing the night sky is considered to be an important rite of passage for taqriaqsuit youth, and it is on these pilgrimages that taqriaqsuit are most likely to be encountered by surface folk.

The Night Mother and the Flaming Hate

According to taqriaqsuit beliefs, darkness is the manifestation of love from the Night Mother, their creator goddess. Her nemesis is the Flaming Hate, a burning demon that chases the Night Mother underground during the day. The Night Mother is a neutral good goddess whose holy symbol is a hand clutching a black disc and whose favored weapon is the heavy mace. Clerics of the Night Mother have access to the Darkness, Good, Healing, Protection and Repose domains. If using subdomains in your game, clerics of the Night Mother have access to the following subdomains: Agathion, Night, Purity, Restoration, Souls. The Flaming Hate is a chaotic evil god whose holy symbol is a skull on a red disc and whose favored weapon is the longsword. Clerics of the Flaming Hate have access to the Chaos, Destruction, Evil, Fire and Sun domains. If using subdomains in your game, clerics of the Flaming Hate have access to the following subdomains: Day, Demon, Light and Rage.

Taqriaqsuit          CR 4
XP 1,200
N Medium monstrous humanoid
Init +3; Senses darkvision 120 ft., low-light vision, Perception +9
Defense
AC 18, touch 15, flat-footed 15 (+3 Dex, +3 deflection, +2 armor)
hp 
33 (6d10)
Fort 
+8, Ref +11, Will +7
Defensive Abilities shadow form, unearthly grace; Resist cold 10
Vulnerable 
light blindness, vulnerable to light effects
Offense
Speed 
40 ft.
Melee 
heavy mace +7/+2 (1d8+1)
Ranged 
longbow +9/+3 (1d8/x3)
Spell-like Abilities 
CL 6th, concentration +8
At will—disrupt undead
3/day—chill touch (DC 14), darkness
1/day—blindness/deafness (DC 15), whispering wind
Statistics
Str 13, Dex 16, Con 10, Int 14, Wis 11, Cha 16
Base Atk +6; CMB +7; CMD 23
Feats Iron Will, Point Blank Shot, Precise Shot
Skills Craft (stonemasonry) +11, Knowledge (religion) +8, Perception +9, Sense Motive +9, Stealth +16, Survival +9; Racial Modifiers +4 Stealth
Languages Aklo, Common, Undercommon
Ecology
Environment 
underground
Organization 
solitary, pair, band (3-8 plus 1 rogue of 2nd-4th level) or tribe (12-24 plus 100% noncombatants, 1 rogue of 2nd-4th level per 5 adults and 1 cleric of 3rd-5th level per 10 adults)
Treasure 
standard (heavy mace, longbow, leather armor, other treasure)
Special Abilities
Shadow Form (Su) 
As a standard action, a taqriaqsut can become incorporeal for 1 minute. In incorporeal form, it cannot make weapon attacks and loses the use of its armor, but gains a fly speed equal to its land speed with perfect maneuverability and can use its spell-like abilities without penalty. A taqriaqsuit can use this ability three times per day.
Unearthly Grace (Su) 
A taqriaqsut gains its Charisma modifier as a deflection bonus to Armor Class and a resistance bonus to saving throws.
Vulnerable to Light Effects (Su) 
Searing light spells and spells with the light descriptor treat a taqriaqsuit as if it were undead.

 

Terichik *

Thunderbird
lesser
*~ (New)

Thunder
Bird
*(New)

Tizheruk

Toad

Tripodero

Image © Traci Shepard. See more @crittercompendium

[I’ve said it before and I’ll say it again–fearsome critters are weird. A good number of them have seemingly mechanical parts. Fearsome critters can expand and contract, bear propellers or lassos, spin parts of their bodies 360 degrees, explode and even shoot bullets.]

Tripodero

This bizarre creature resembles a flightless bird with a long neck and a muscular, feathered tail.  It turns its tube-like head towards you as if appraising you, and then ratchets upward as its legs expand like a telescope.

Another native of the dry, scrubby chapparal, tripoderoes are weird predators with a surprising level of intelligence. Unlike most uncultured beasts, tripoderoes hunt their prey at range, firing bullets of clay with remarkable speed and force. Tripoderoes manufacture these bullets by rolling clay into spheres and drying them in the sun; it stores a supply of quids in its cheeks for use. Tripoderoes have a strong numerical sense and can keep track of how many quids they have remaining—if a tripodero is running low on ammunition, it will flee from combat and hide. Tripoderoes generally prefer to hunt smaller game than man. Their jaws are fused into a tube, but its power of suction and expulsion are incredible. As such, it feeds by attaching its mouth to the open wounds inflicted by its quids and sucking in all of the prey’s fluids and organs. Due to the level of precision a tripodero needs to make a seal and the time it takes for it to ingest its prey, this ability is useless in combat.

Tripoderoes are generally solitary creatures and defend large stretches of territory. These territories are only unified by the presence of clay-bearing soil, which the tripodero uses to make its ammunition. If a tripodero does not have access to clay, it can use pebbles as bullets, but these are not as well balanced and deal only 1d4 points of damage. Roperites and tripoderos have similar habitat requirements, and they compete for prey. Roperites will hunt tripoderoes if they get an opportunity, but the two creatures are relatively evenly matched. At range, a tripodero can kill a lone roperite with little difficulty, but a pack of roperites can easily overwhelm and consume a tripodero.

Tripodero            CR 3
XP 800

N Medium aberration
Init +4; 
Senses 
darkvision 60 ft., low-light vision, Perception +14
Defense
AC 
16, touch 14, flat-footed 12 (+4 Dex, +2 natural)
hp 
27 (5d8+5)
Fort +2, Ref +5, Will +6
Resist 
fire 10
Offense
Speed 
30 ft.
Melee kick +5 (1d4+2)
Ranged quid +7 (1d6+2) or +5/+5 (1d6+2)
Space 5 ft.; Reach 5 ft. (10 ft. with kick)
Statistics
Str 
15, Dex 18, Con 13, Int 7, Wis 14, Cha 7
Base Attack +3; CMB +5; CMD 19
Feats 
Deadly Aim, Point Blank Shot, Rapid Shot
Skills 
Perception +14, Stealth +12; Racial Modifiers +4 Perception
Languages 
Terran (cannot speak)
SQ 
telescopic stance
Ecology
Environment 
temperate and warm hills and plains
Organization 
solitary or pair
Treasure 
none
Special Abilities
Quid (Ex) 
a tripodero can fire clay pellets from its mouth as if it possessed a projectile weapon. These quid attacks have a 30 foot range increment and have a maximum range of ten increments, but deal damage modified by the tripodero’s Strength score as if they were thrown weapons. A tripodero can carry twenty quids at a time in its cheeks; it takes a minute for a tripodero to reload this supply.
Telescopic Legs (Ex) 
a tripodero can extend or contract its legs as a free action, growing to over ten feet in height or pulling itself flush against the ground. A tripodero can use its legs to gain height in order to fire over obstacles—a tripodero ignores all sources of cover, and treats improved cover as ordinary cover, as long as cover is being provided by an object ten feet high or less. For example, a tripodero would ignore cover provided by a tower shield, but would be affected normally by cover provided by a twenty-foot high tree.
In addition, a tripodero can scale obstacles ten feet tall or higher without making a Climb check by expanding and contracting its legs to pull itself up. It treats any obstacle scaled in this fashion as difficult terrain. It also gains 10 ft. reach with its kick attack.

Troglodyte by dark-wildcard07

 

Troglodyte, Troglodyte Chieftain

Troglodyte Chieftain CR 8

Source Monster Codex pg. 217 (Amazon)
XP 4,800
Troglodyte barbarian 2/druid (cave druid) 6 (Pathfinder RPG Advanced Player’s Guide 99)
CE Medium humanoid (reptilian)
Init +4; Senses darkvision 90 ft.; Perception +12
Aura stench (30 ft., DC 14, 10 rounds)

Defense

AC 21, touch 11, flat-footed 21 (+4 armor, +9 natural, –2 rage)
hp 100 (10 HD; 8d8+2d12+46)
Fort +14, Ref +4, Will +10; +2 vs. abilities of aberrations and oozes
Defensive Abilities uncanny dodge; Resist fire 10

Offense

Speed 50 ft.
Melee +1 greataxe +15/+10 (1d12+8/×3), +1 bite +10 (1d4+4) or +1 bite +15 (1d4+8), 2 +1 claws +15 (1d4+8)
Ranged javelin +7 (1d6+7)
Special Attacks fire bolt (1d6+3 fire, 6/day), rage (7 rounds/day), rage powers (moment of clarity), wild shape 1/day (can adopt ooze form but not plant form)
Druid Spells Prepared (CL 6th; concentration +9)
3rd—fireballD (DC 16), greater magic fang (2), swarm of fangs (DC 16)
2nd—barkskin, bull’s strength (2), produce flameD, stone callAPG
1st—burning handsD (DC 14), cure light wounds (2), longstrider, pass without trace
0 (at will)—create water, detect magic, know direction, mending
D domain spell; Domain Fire

Tactics

Before Combat The chieftain casts bull’s strength and greater magic fang on both himself and one ally, then castsbarkskin on himself.
During Combat While his enemies are still at range, the chieftain casts swarm of fangs, stone call, and other attack spells. When cornered in melee, he rages and attacks with his greataxe.
Base Statistics When he’s not raging, and without barkskin, bull’s strength, and greater magic fang, the chieftain’s statistics are AC 20, touch 13, flat-footed 20; hp 84; Fort +12, Will +8; Melee +1 greataxe +13/+8 (1d12+6/×3), bite +7 (1d4+2) or bite +12 (1d4+5), 2 claws +12 (1d4+5); Ranged javelin +7 (1d6+7); Strength 16, Constitution 13; CMB +12, CMD 22.

Statistics

Strength 24, Dexterity 11, Constitution 17, Intelligence 10, Wisdom 16, Charisma 13
Base Atk +7; CMB +14; CMD 22
Feats Combat Casting, Improved Initiative, Lightning Reflexes, Power Attack, Toughness
Skills Diplomacy +7, Intimidate +10, Knowledge (dungeoneering) +2, Knowledge (religion) +6, Perception +12, Sense Motive +9, Spellcraft +9, Stealth +3, Survival +5
Languages Draconic, Druidic
SQ fast movement, lightfoot, nature bond (Fire domain), nature sense, tunnelrunner, wild empathy +7 (influence oozes, not magical beasts)
Combat Gear potions of cure moderate wounds (2), scroll of meld with stone; Other Gear mwk chain shirt, +1 greataxe, javelins (5), belt of incredible dexterity +2, bag of gemstones

Ecology

Environment any underground

Most ferocious troglodyte chieftains earn their positions by killing and eating their predecessors. Almost all chieftains practice some form of divine magic, and they must be strong—and cruel—to reign over their fractious, savage tribes. Troglodyte chieftains often wear fine metal items claimed from other creatures that they or their subjects have killed.

Troglodyte

Troglodyte CR 1

Source Pathfinder RPG Bestiary pg. 1 (Amazon)
XP 400
CE Medium humanoid (reptilian)
Init –1; Senses darkvision 90 ft.; Perception +0
Aura stench (30 ft., DC 13, 10 rounds)

Defense

AC 15, touch 9, flat-footed 15 (–1 Dexterity, +6 natural)
hp 13 (2d8+4)
Fort +7, Ref –1, Will +0

Offense

Speed 30 ft.
Melee club +2 (1d6+1), claw –3 (1d4), bite –3 (1d4) or2 claws +2 (1d4+1), bite +2 (1d4+1)
Ranged javelin +0 (1d6)

Statistics

Strength 12, Dexterity 9, Constitution 14, Intelligence 8, Wisdom 11, Charisma 11
Base Atk +1; CMB +2; CMD 11
Feats Great Fortitude
Skills Stealth +5 (+9 in rocky areas); Racial Modifiers +4 Stealth (+8 in rocky areas)
Languages Draconic

Ecology

Environment any underground
Organization solitary, pair, clutch (3–6), squad (7–12 plus 1 cleric or druid of 3rd level and 1–2 monitor lizards), or band (20–80 plus 20% noncombatants,1 chieftain of 3rd–6th level, 1–3 clerics or druids of 3rd–6th level, and 3–13 monitor lizards)
Treasure NPC gear (club, 3 javelins, other treasure)

The troglodyte is a feral, savage cave dweller. They are among the most populous denizens of the upper reaches of the endless caverns of the underworld, equally at home raiding the settlements of those who dwell above or below ground, yet for all their race’s fecundity and sprawl, as a whole they represent only a minor threat. At times, great leaders can draw legions of troglodytes to their command to create vast and deadly armies, but left to their own devices, troglodyte tribes are content to keep each other under control with numerous feuds, cannibalistic raids, and bitter civil wars.

The troglodyte is one of the oldest of intelligent races, and ruins found in some remote caverns testify to the fact that their empire was once among the largest in the world. At the dawn of time, the troglodyte civilization was generations ahead of other humanoid races—while those races hid in caves and worshiped fire, the troglodytes raised vast cities of stone ziggurats and twisting canals, kept other races as slaves, and worshiped ancient and inhuman gods and demons. Yet as the other races evolved and grew increasingly civilized, they outstripped their onetime troglodyte oppressors. Today, the roles have changed—now it is the troglodyte that hides in caves and lives the life of a feral savage.

Religion is strong among troglodyte tribes, and their shamans and priests are universally the highest regarded members of a clan. A troglodyte chieftain is not always a cleric or druid, but those who do not have divine power are usually mere mouthpieces and puppet lords that answer to the beck and call of the local seer or shaman. Troglodytes generally worship one of the countless demon lords, particularly those of a reptilian or primeval shape and form or those whose Abyssal domains most closely resemble the tangled caverns troglodytes prefer. Troglodyte druids are usually neutral evil if they dwell with their own kind (and are universally feared and respected for the eerie command they have over beasts).

A typical troglodyte stands about 5 feet tall and weighs 150 pounds.

Troglodyte Variants

Source Monster Codex pg. 212

Although most troglodytes are represented by the cavedwelling creatures documented in the Pathfinder RPG Bestiary, after untold millennia, several troglodyte variants have evolved from the ancient xulgath bloodline and adapted to life in different environments and climates.

Enlightened Troglodytes (CR 2): These troglodytes dwell far deeper underground than most of their kind. Less bestial than other troglodytes but just as vile, they use their intelligence to enslave more primitive races. They become experts at taming beasts to serve as mounts and sentries.

An enlightened troglodyte’s ability scores are Strength 14, Dexterity 17, Constitution 16, Intelligence 12, Wisdom 13, and Charisma 13. A typical enlightened troglodyte’s skills (not counting ranks gained through class levels) are Handle Animal +6, Stealth +5 (+9 in rocky areas), and Perception +3.

Kaergath (CR 1/2): Squat, warty, and diminutive, these troglodytes average just under 4 feet tall and weigh 180 pounds. Kaergaths have dull reddish-brown scales and huge, square teeth, but lack the claws of the other troglodytes. Native to the upper reaches of the subterranean wilderness underneath trackless deserts and sun-scorched badlands, kaergaths are known for their ability to burrow through sand, their expertise with the javelin, and their preference for the flesh of humanoid children.

Kaergaths are troglodytes with the young simple template and the ability to burrow through sand and loose earth (but not stone) at a rate of 20 feet per round. They gain a +1 racial bonus on attack rolls with javelins. Kaergaths have a bite attack that deals 1d8 points of damage, but do not have claw attacks.

Troglodyte Paragons (CR 5): Although most of the ancient xulgath race perished with the collapse of its great empire long ago, a few powerful individuals survived. These ancient troglodytes went into hiding in the deep places of the world, and though many of them perished, fled to other planes, or retreated into lichdom, a few sought refuge in magical stasis. Over the long centuries, troglodyte paragons have from time to time awakened from their magical slumber. Though some have sought out modern troglodytes in an effort to elevate them and reclaim the glory of their lost civilization, most troglodyte paragons despise their degenerate descendants. Distinguished from common troglodytes by their glowing, emerald eyes and goldtinged scales, troglodyte paragons are long-lived, with maximum lifespans averaging 400 years. Troglodyte paragons are extremely paranoid and obsessed with self-preservation. Most troglodyte paragons have class levels in cleric or sorcerer.

Troglodyte paragons are Large troglodytes with 7 Hit Dice. Their natural armor bonus increases by 2, their claw attacks deal 1d8 points of damage, and their bite attacks deal 1d6 points of damage. Troglodyte paragons have the following ability scores instead of the standard troglodyte ability scores: Strength 22, Dexterity 9, Constitution 16, Intelligence 13, Wisdom 10, and Charisma 15. They can use the following spell-like abilities: constant—arcane sight; at will—hypnotism, speak with animals (dinosaurs and reptiles only); 3/day—cause fear, charm monster. Troglodyte paragons with at least 14 Hit Dice (including both racial HD and those from class levels) can also use dominate monster once per day. A typical troglodyte paragon’s skills (not counting ranks gained through class levels) are Intimidate +9, Perception +7, Stealth +10 (+14 in rocky areas).

Tupilaq*~(New)
7

Turkey*~(New)

U

Underwater
panther
*~(New)

Uktena*~(New)

Ustu’tli*

U`tlun’ta*(New)

V

Venus
Flytrap Giant
*~(New)

W

Wampus
cat
*(New)

Walrus

Wendigo *~(New)

Wentshukumishiteu*

Whale

Whale
Baleen
*~

Whale
Cachalot
*~

Whale
Orca
*~

 

Whi-lu-gho-yuk

[I’m going to be perfectly honest. I don’t know if this is a real mythological creature. It shows up on lists circulating around the internet, and various monster compendium type books, but I’ve never even seen a citation for a primary source. I first read about them in The Field Guide to North American Monsters, which is hardly a reference book. That said, the image of a flesh eating rodent burrowing its way through a person was too cool to pass up]

Whi-lu-gho-yuk

You see a tiny rodent scurry before you; only on closer inspection do you notice its razor-sharp teeth and pointed claws.

The whi-lu-gho-yuk is one of the most feared predators of the tundra, and also one of the smallest. Although they resemble harmless voles or mice to an untrained eye, these creatures are savage hunters able to strip a human to the bone in mere minutes. Whi-lu-gho-yuks are ambush predators, attacking so quickly and precisely that many victims fail to realize they’ve been struck until they are already dying. They consume their prey from the inside out while it is still alive. Their magical metabolisms allow them to efficiently digest hundreds of pounds of animal matter despite their diminutive frames.

Whi-lu-gho-yuks live their lives on a boom-and-bust cycle, spending much of their time in deep hibernation beneath the permafrost and only awaking when they feel the vibrations of a large creature approaching. Savvy travelers can recognize the site of a whi-lu-gho-yuk lair by the scattered bones surrounding tiny burrows. During the migration season, multiple whi-lu-gho-yuks may work together to bring down enormous prey such as musk oxen, caribou and mammoths—the sight of an animal torn apart from within by a dozen voracious whi-lu-gho-yuks is not one easily forgotten.

Whi-lu-gho-yuk  CR 3
XP 800

N Diminutive magical beastInit +5; 
Senses 
low-light vision, Perception +5, scent, tremorsense 30 ft.
Defense
AC 19, touch 19, flat-footed 14 (+4 size, +5 Dex)
hp 
16 (3d10)
Fort +3, Ref +8, Will +2
Defensive Abilities 
evasion
Offense
Speed 
20 ft., burrow 20 ft.
Melee 
bite +12 (1d2-1 plus infest)
Space 
1 ft.; Reach 0 ft.
Special Attacks 
painless bite
Statistics
Str 8, Dex 21, Con 11, Int 2, Wis 13, Cha 6
Base Atk 
+3; CMB +4; CMD 13 (17 vs. trip)
Feats 
Nimble Moves, Weapon Finesse
Skills 
Perception +5, Stealth +22
Ecology
Environment 
cold plains
Organization 
solitary, pair or swarm (4-12)
Treasure 
incidental
Special Abilities
Infest (Ex) Whenever a whi-lu-gho-yuk hits an opponent with its bite attack, the opponent must succeed a DC 16 Reflex save or the whi-lu-gho-yuk burrows under its skin and begins to feed on its tissues and organs. A whi-lu-gho-yuk deals 1d4 points of Con damage and 1d4 points of bleed each round it remains inside a host. The whi-lu-gho-yuk can be attacked within the host, but it is treated as having total cover, and any damage dealt to it is divided evenly between itself and the infested host. An infesting whi-lu-gho-yuk can be removed with a successful DC 20 Heal check using a slashing implement as a full-round action. This deals 1d4 points of damage to the host, regardless of whether or not the Heal check was successful. Any magical effect that removes disease automatically expels a whi-lu-gho-yuk into the host’s space, and the whi-lu-gho-yuk must succeed a Fortitude save against the DC of the spell or be stunned for 1d4 rounds. The save DC is Dexterity based.
Painless Bite (Su) 
A whi-lu-gho-yuk’s attacks cause no pain, even as it consumes its prey from the inside. If a whi-lu-gho-yuk attacks from hiding, the victim of its attack must succeed a DC 15 Perception check to notice that it has been attacked. The DC decreases by 3 each round the whi-lu-gho-yuk infests its victim, as the victim grows paler and blood begin to seep from unseen wounds.

Whimpus

Image by Coert Du Bois, from Fearsome Creatures of the Lumberwoods

[Sometimes, image-wise, you have to go with the originals]

Whimpus

This large furry beast is roughly humanoid in shape, with a head reminiscent of both an ape and a bear. Its arms reach down to the ground and its large hands are flat with wide fingers, like paddles. Compared to its broad shoulders and massive muscular torso, its legs appear to be small and underdeveloped.

Whimpuses are strange humanoid predators native to rugged, mountainous forests. Although their legs are small, they are powerfully muscled, which gives them the ability to spin like a top. It is this spinning that gives them their colloquial name, “whirling whimpus” and serves as their primary hunting mechanism. A whimpus uses its strong arms and rapid spinning to beat its victims into paste.

Whimpuses are of nearly human intelligence, but have little in the way of society. They are usually solitary creatures, as they require large amounts of food and the forests in which they dwell are generally sparse in prey. Mated whimpuses remain together for life, and it is these creatures that usually cause the most problems for loggers and settlers, as they must roam over long distances to forage. The high pitched scream of a whimpus can be heard for miles, and if a pair is separated, they will communicate over great distances with shrill calls. Whimpuses collect treasure, the shinier the better. Especially canny whimpuses will use their loot as bait for humanoids with more greed than sense.

Whimpus              CR 8
XP 4,800

NE Large monstrous humanoid
Init 
+4; Senses darkvision 60 ft., low-light vision, Perception +14, scent
Defense
AC 
22 (-1 size, +4 Dex, +9 natural)
hp 
104 (11d10+44)
Fort 
+7, Ref +11, Will +8
Immune sonic
Defensive Abilities 
evasion
Offense
Speed 30 ft., climb 20 ft.
Melee 
2 slams +17 (1d8+6), bite +17 (1d6+6)
Space 
10 ft.; Reach 10 ft.
Special Attacks 
keening, whirl
Statistics
Str 
22, Dex 19, Con 19, Int 9, Wis 13, Cha 15
Base Attack +11; CMB +18; CMD 32
Feats 
Dazzling Display, Dodge, Intimidating Prowess, Mobility, Shatter Defenses, Weapon Focus (slam)
Skills 
Climb +20, Intimidate +21, Perception +14, Stealth +13
Languages 
SylvanEcology
Environment 
cold and temperate forests and mountains
Organization 
solitary, pair or tumble (3-4)
Treasure 
standard
Special Abilities
Keening (Su) 
As a standard action, a whimpus can emit a high pitched concussive screech. All creatures within 30 feet of the whimpus takes 6d6 points of sonic damage and is sickened for one minute. A successful DC 19 Fortitude save reduces the damage to half and negates the sickening. A whimpus can keen once every 1d4 rounds. The save DC is Constitution based.  This is a sonic effect.
Whirl (Su) 
A whimpus can begin to whirl as a move action, spinning its body at supernatural speeds. This functions as a haste spell, with the following additions. A whirling whimpus can move up to its speed in the same round it makes a full attack action. When a whimpus is whirling, it gains concealment as per the blur spell. A whimpus can whirl for a number of rounds equal to 3 plus its Constitution modifier; it can end its whirling as a free action. If a whimpus is stunned, paralyzed or rendered helpless, its whirling immediately ends. Once a whimpus’ whirl ends, it is fatigued for a number of rounds equal to twice the duration of its whirling. A whimpus can whirl three times per day.

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