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Full D20 Profiles Marked with *

Illustated Entry's Marked With ~

A

Acid Rainer*

Alien Probe*

Anaconda Giant*

Anglerfish

Humpback anglerfish (Melanocetus johnsonii), a species of black seadevil (Melanocetidae). From Brauer, A., 1906. Die Tiefsee-Fische. I. Systematischer Teil.. In C. Chun. Wissenschaftl. Ergebnisse der deutschen Tiefsee-Expedition 'Valdivia', 1898-99.

Humpback anglerfish (Melanocetus johnsonii), a species of black seadevil (Melanocetidae). From Brauer, A., 1906. Die Tiefsee-Fische. I. Systematischer Teil.. In C. Chun. Wissenschaftl. Ergebnisse der deutschen Tiefsee-Expedition 'Valdivia', 1898-99.

Originally Posted by

JiCi of the Wizards Community forums.

On this Thread

Anglerfish

Tiny Animal

HD 1d8+1 (5 hp)
Initiative +3
Speed Swim 30 ft.
Armor Class 17 (+2 size, +3 Dexterity, +2 natural), touch 15, flat-footed 14
Base Attack/Grapple +0/-9
Attack Bite +5 melee (1d4-1)
Full Attack Bite +5 melee (1d4-1)
Space/Reach 2-1/2 ft./ 0 ft.
Special Attacks Improved grab, swallow whole
Special Qualities Bioluminescence, Low-Light Vision, Scent
Saves Fort +3, Ref +5, Will +1
Abilities Strength 8, Dexterity 16, Constitution 13, Intelligence 1, Wisdom 12, Charisma 2
Skills Listen +5, Spot +5
Feats Weapon Finesse
Environment Any deep aquatic
Organization Solitary, pair or school (3-10)
Challenge Rating 1
Treasure None
Alignment Always neutral
Advancement 2-4 HD (Tiny)
Level Adjustment --

This fish is dark brown, about 2 feet is length, and as multiple fins dorsal fins. Its jaw is filled with sharp fangs and its small eyes are pitch black. A fleshy proboscis protrudes from the fish’s forehead, ending in a bloated mass that seem to light.

Anglerfishes are fishes that live in the deepest part of the sea. The feed on plankton and unfortunate fishes that wander too close of their “lure”.

Anglerfishes are sexually dimorphic. The stats are those of the female, as the male is much smaller and incapable of fight. As soon as a male hatches, it finds a mate and literally merges with the female, fathering the eggs in the process.

Combat

Anglerfishes use their illumined lure to catch preys. Their mouths and stomachs are highly flexible, allowing them to swallow creatures larger than themselves.

Bioluminescence (Ex) : The anglerfish’s lure produce a faint glow that lights in a 5-foot radius. The anglerfish can suppress and activate the light as a free action.

Improved Grab (Ex) : To use this ability, an anglerfish must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow.

Swallow Whole (Ex) : An anglerfish can try to swallow a grabbed opponent of Small or smaller size by making a successful grapple check. Once inside, the opponent takes 1d6 points of crushing damage plus 1d6 points of acid damage per round from the anglerfish’s digestive juices. A swallowed creature can cut its way out by dealing 2 points of damage to the anglerfish’s digestive tract (AC 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out

Ape*~

B

Bat*~

Beast of Busco

From Wikipedia, the free encyclopedia

The Beast of Busco is the subject of a legend in Churubusco, Indiana about an enormous snapping turtle named Oscar which terrorized the citizens in 1949. Despite a month–long hunt that briefly gained national attention, the Beast of Busco was never found and is considered long gone. The story goes that a farmer began to notice his chickens going missing. Believing it to be caused by known pests, he paid no mind to it. After a few months, larger and larger livestock was disappearing, even a calf in one instance; all the disappearances occurred near the lake on his property. One day, he reportedly saw a colossal snapping turtle, estimated at 15 feet in length, basking on the lakeside. Terrified, he called the police; when they arrived, the giant reptile was still there. A plan was devised to drag the beast from the water with chains pulled by 4 Clydesdale horses; when initiated, the turtle and horses were evenly matched, but the chains broke. "Oscar" escaped, never to be seen again. Being cold-blooded, he presumably died of exhaustion from the struggle. Oscar's memory lives on in Churubusco's Turtle Days festival held each June. It includes a parade, carnival and turtle races.

A turtle shell labeled "Beast of Busco" hangs in the Two Brothers Restaurant in Decatur, Indiana.

Roleplaying

Originally Posted by

Bhu of the Wizards Community forums.

On this Thread

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

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

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

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

Bloop

From Wikipedia, the free encyclopedia

Bloop

From Wikipedia, the free encyclopedia

The Bloop is the name given to an ultra-low frequency underwater sound detected by the U.S. National Oceanic and Atmospheric Administration several times during the summer of 1997. The source of the sound remains unknown.

Analysis

The sound, traced to somewhere around 50º S 100º W (South American southwest coast), was detected repeatedly by the Equatorial Pacific Ocean autonomous hydrophone array, which uses U.S. Navy equipment originally designed to detect Soviet submarines. According to the NOAA description, it "rises rapidly in frequency over about one minute and was of sufficient amplitude to be heard on multiple sensors, at a range of over 5,000 km." Though it matches the audio profile of a living creature, there is no known animal that could have produced the sound. If it is an animal, it would have to be, reportedly, much larger than even a Blue Whale, according to scientists who have studied the phenomenon.

Roleplaying

Originally Posted by

Raptorial of the Wizards Community forums.

On this Thread

King of herrings (Regalecus glesne), a species of oarfish. From plate XVII of Oceanic Ichthyology: A Treatise on the Deep-Sea and Pelagic Fishes of the World by George Brown Goode and Tarleton H. Bean. Published in 1895. A Smithsonian Institution Special Bulletin. Washington; Government Printing Office.

King of herrings (Regalecus glesne), a species of oarfish. From plate XVII of Oceanic Ichthyology: A Treatise on the Deep-Sea and Pelagic Fishes of the World by George Brown Goode and Tarleton H. Bean. Published in 1895. A Smithsonian Institution Special Bulletin. Washington; Government Printing Office.

Bloop
Colossal Animal
Hit Dice: 30d8+303 (438 hp)
Initiative: +4 (0 Dexterity, +4 Improved Initiative)
Speed: swim 60 ft. (12 squares)
Armor Class: 26 (-8 size, +24 natural), touch 2, flat-footed 26
Base Attack/Grapple: +22/+46
Attack: Bite +22 melee (4d6 +8) or tail slam +22 melee (3d12+8)
Full Attack: Bite +22 melee (4d6 +8) or tail slam +22 melee (3d12+8)
Space/Reach: 50 ft./50 ft.
Special Attacks: Sonic blast, swallow whole
Special Qualities: Hold breath (14 x Constitution mod), Low-Light Vision, Scent
Saves: Fort +29, Ref +17, Will +11
Abilities: Strength 27, Dexterity 11, Constitution 30, Intelligence 2, Wisdom 12, Charisma 7
Skills: Hide -16, Intimidate +3, Listen +10, Move Silently +6, Spot +8, Survival +7, Swim +8
Feats: Cleave, Die Hard, Endurance, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Initiative, Power Attack, Snatch,Toughness, Track
Environment: Cold aquatic
Organization: Solitary or cluster (2-5)
Challenge Rating: 20
Treasure: None
Alignment: Always neutral
Advancement: 31-90 HD (Colossal)
Level Adjustment: -

D&D Fluff: Bloops are now known to be immense relatives of the serpentine oarfish with a lure like that of an anglerfish, and are voracious predators of anything from spider crabs to giant squid. Bloops are amazingly quiet movers for their massive size.

Sonic Blast (Ex): As a full round action, a Bloop may exhale with great force to create a 50-foot cone of sonic "bloop blast", dealing 4d10 damage as it shakes and rattles tissue and bone with sheer explosive force. The Bloop expends 4 rounds of its current hold breath amount, and cannot use this attack if it is below 6 rounds of air left.

Bogeyman (Template)*

Breathsnatcher *

Buru

From Wikipedia, the free encyclopedia

The Buru was an aquatic reptile said to have lived in Jiro (also spelled and pronounced as Ziro) valley, a small town in the state of Arunachal Pradesh, India, at some undefined time in the past. In 1947, Professor Christopher von Furer-Haimendorf was the first westerner to be told about the Buru. By that time, the animals had reportedly already become extinct in the valley.

According to the Apatani elders, when their forefathers migrated to Jiro valley, the valley was primarily a marsh which was populated by Burus. The Apatani people decided to settle in the valley because of its fertility and good climate. But every now and then they would have confrontations with burus. So they decided to drain the marsh of its water and thus eliminate the Burus. Most of the Burus died because of the drainage, and many supposedly went underground into the 'soo' (springs).

The last Buru was said to be reported by a young woman, who sighted it in a spring one night while she was drawing water. The startled lady told her father about the incident. The next day the whole village helped fill the spring with stones and clay.

Identity

Traditionally, there has been speculation that the Buru was an unidentified member of the Order Crocodilia. Tellingly, crocodiles or alligators are also called "Buru" by the Apatanis. It should be noted that there is large population of crocodiles which live in caves in North Africa, quite far from open water, so an underground existence is not improbable for persecuted Indian crocodiles.

The mere fact that crocodilians are called 'buru' may not however be very significant, since the buru is described with monitor-like characteristics such as an elongated neck and a forked tongue. The native name of the Komodo dragon is "Land Crocodile". Both Bernard Heuvelmans and Roy Mackal regard the Buru to be a large Komodo dragon-like monitor lizard, and there are fossils of such a creature to be found in the Indian subcontinent. Heuvelmans notes similar reported creatures from Western India, where they seem to merge into the Iranian traditional dragon or ahi (Azi Dahaka), which in Iranian art is basically a local stylistic adaptation of the Chinese dragon. George Eberhart notes rumors of a similar creature in the Tigris marshes of Iraq, called the afa, possibly the same thing as ahi. Heuvelmans also notes in his checklist of unknown animals that similar reports to the buru also come from Burma, and they might also relate to a reported lizardlike Meikong River monster. More importantly, Charles Gould in Appendix VII to Mythical Monsters describes what is supposedly a Chinese dragon going under the name of Kiao-lung, which corresponds in some ways to the description of the buru.

However, British cryptozoologist Dr Karl Shuker has provided a convincing case for discounting a reptilian solution for the Buru in favour of a piscean identity, namely, a giant lungfish, noting that this provides a far more comprehensive, comparable match not only in terms of morphology but also with regard to behaviour. In particular, this explains the Buru's alleged ability to survive hidden at the bottom of lakes during the dry season - a famed ability of lungfishes but inexplicable by way of any reptilian identity.

Roleplaying

Originally Posted by

Bhu of the Wizards Community forums.

On this Thread

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

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

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

C

Cat*~

Cat Folk*(New)1/2

Canvey Island Monster

Canvey Island Monster

This image was created by the user named Kryptid. He hereby gives permission to Wikipedia, and the rest of the Internet, to display this image where they see fit. Kryptid only asks that no one else will claim to have made the image themselves.

From Wikipedia, the free encyclopedia

The Canvey Island Monster is the name given to an unusual creature whose carcass washed up on the shores of Canvey Island, England, in November, 1954. A second, more intact, carcass was discovered in August, 1955.

The 1954 specimen was described as being 76cm (2.4ft) long with thick reddish brown skin, bulging eyes and gills. It was also described as having hind legs with five-toed horseshoe-shaped feet with concave arches - which appeared to be suited for bipedal locomotion - but no forelimbs. Its remains were cremated after a cursory inspection by zoologists who said that it posed no danger to the public. The 1955 specimen was described as being similar to the first but much larger, being 120cm (3.9 ft) long and weighing approximately 11.3kg (25lb). It was sufficiently fresh for its eyes, nostrils and teeth to be studied though no official explanation was given at the time as to what it was or what happened to the carcass.

In 1999, Fortean journalist Nicholas Warren carried out an investigation into the 1954-55 sightings. He was unable to locate any official records at the Plymouth Marine Biology Association Laboratory or the National Rivers Authority identifying the creature as being a known or unknown specimen, but was able to find accounts from locals who believed the creature was an anglerfish. This determination was later seconded by Alwyne Wheeler, former ichthyologist for the Department of Zoology at the British Natural History Museum, who put forward that the creature was an anglerfish whose pronounced fins had been incorrectly described as being hind legs.

Roleplaying

Originally Posted by

Bhu of the Wizards Community forums.

On this Thread

Canvey Island Monster
Small Animal
Hit Dice: 1d8 (4 hp)
Initiative: +0
Speed: 15 ft. (3 squares), Swim 20 ft.
Armor Class: 12 (+1 Size, +1 Natural), touch 11, flat-footed 12
Base Attack/Grapple: +0/-6
Attack: Bite +0 melee (1d4-2)
Full Attack: Bite +0 melee (1d4-2)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Amphibious, Low Light Vision
Saves: Fort +2, Ref +2, Will +1
Abilities: Strength 6, Dexterity 10, Constitution 11, Intelligence 1, Wisdom 12, Charisma 2
Skills: Listen +3, Spot +3, Swim +6
Feats: Weapon Focus
Environment: Temperate Aquatic
Organization: Solitary
Challenge Rating: 1/4
Treasure: None
Alignment: ALways Neutral
Advancement: 2-3 HD (Medium)
Level Adjustment: ----

Skills: Canvey Island Monsters have a +8 Racial bonus to Swim checks, and may always take 10 on a swim check even if threateened or endangered.

Celestial

Chaos Beast*

Chimpanzee*~

Cirrate Giant

Stauroteuthis syrtensis

Stauroteuthis syrtensis

Roleplaying

Originally Posted by

Raptorial of the Wizards Community forums.

On this Thread

Cirrate Giant
Gargantuan Animal (Aquatic)
Hit Dice: 15d8+48 (115 hp)
Initiative: +2 (+2 Dexterity)
Speed: 10 ft. (2 squares), swim 40 ft. (8 squares)
Armor Class: 16 (-4 size, +2 Dexterity, +8 natural), touch 8, flat-footed 14
Base Attack/Grapple: +11/+31
Attack: Tentacle slam +15 melee (1d10+8)
Full Attack: 8 Tentacle slams +15 melee (1d10+8) and bite +10 melee (2d8 +4)
Space/Reach: 20 ft./15 ft.
Special Attacks: Constrict, improved grab
Special Qualities: Darkvision 60 ft., ink cloud, jet, Low-Light Vision
Saves: Fort +12, Ref +13, Will +8
Abilities: Strength 26, Dexterity 15, Constitution 16, Intelligence 2, Wisdom 13, Charisma 6
Skills: Escape Artist +14, Hide +10, Listen +1, Spot +1, Survival +3, Swim +8
Feats: Die Hard, Endurance, Iron Will, lightning reflexes, Power Attack, Toughness
Environment: Warm or cold aquatic
Organization: Solitary or brace
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 16-25 HD (Gargantuan); 26-35 HD (Colossal)
Level Adjustment: -
D&D Fluff: The giant cirrate octopi are rarely seen, other than in their long mating voyages or when locked in natural predatory struggles against large sharks, almost like the giant squid and sperm whale. When one does appear, however, there is a great commotion amongst the people of the South Ocean Islands. Some say these giants are guardians of the people, like living good luck charms. Most outsiders, however, fear these gentle giants, worrying that they are like the kraken of the North. Despite being native to the warm volcanic vents of the deep, cirrate giants may on occassion swim in the colder deep sea waters or even slither ashore through the rocks.

Crawfordsville monster*

Crawling Claw*

Crocodile*~

D

Demonic Auto *

Demonic Machine*

Demon Balor

Demon Blood Fiend

Demon Succubus

Devil Barbazu

Devil Cornugon

Devil Erinyes

Devil Fiend Baal

Devil Gelugon

Devil Hamatula

Devil Keres

Devil Pit Fiend

Devil Monkey cryptozoological

From Wikipedia, the free encyclopedia

The Devil Monkey is a cryptozoological giant monkey reported on June 26, 1997 in Dunkinsville, Ohio. It was reportedly around 5 ft (~1.5 m) tall and had long, pointed ears. It appeared to be grey, had large, dark eyes, long arms, a short tail, and had hair all over its body about 1.5 in (~4 cm) long, and is reportedly aggressive. On January 12, 2006, a similar creature was reported in Chicago, Illinois, about the size and shape of a dog; another such creature was reported in Roanoke, Virginia in the 1990s. It apparently walked on its legs while using its knuckles one at a time; they have also been reported to sometimes walk using saltation, have flat, rounded feet, and are sometimes reportedly mistaken for kangaroos or wallabies, and often reported to resemble werewolves or baboons. They have been reported from as far as Louisiana, New Brunswick, and Alaska, and have been included in Choctaw folklore. They have also been reported in the American Midwest.

Roleplaying

Originally Posted by

Raptorial of the Wizards Community forums.

On this Thread

Devil Monkey  
Large Animal  

Hit Dice

3d8+12 (25 hp)
Initiative +2 (+2 Dexterity)
Speed 40 ft. (8 squares), Climb 30 ft. (6 squares)
Armor Class 13 (-1 size, +2 Dexterity, +2 natural), touch 11, flat-footed 11
Base Attack/Grapple +2/+9
Attack Bite +4 melee (1d8+3) or 2 claws +4 melee (2d4+3)
Full Attack Bite +4 melee (1d8+3) or 2 claws +4 melee (2d4+3)
Space/Reach 10 ft./5 ft.
Special Attacks Rake
Special Qualities Low-Light Vision, unbridled leaper, Scent
Saves Fort +7, Ref +5, Will +2
Abilities Strength 17, Dexterity 14, Constitution 18, Intelligence 2, Wisdom 13, Charisma 5
Skills Jump +12, Listen +3, Spot +2
Feats Endurance, Track
Environment Temperate forests
Organization Solitary or gang (2-7)
Challenge Rating 2
Treasure None
Alignment Always neutral
Advancement 4-6 HD (Large); 7-9 HD (Huge)
Level Adjustment -

* D&D Fluff: Named for their ferocity, Devil Monkeys are the largest known species of baboon, and dwell in the temperate forests of the Northlands. Their mournful and chilling howls can strike fear into even the bravest warriors, and their teeth and claws make for dangerous melee weapons. While normally quadrupedal in motion, Devil Monkeys are also (in)famous for suddenly shifting gears into side-leaping movement like that of a Sifaka lemur, often leaping right into the paths of oncoming carts, grappling horses that are seen as prey. A disturbing tactic of Devil Monkeys is to grab onto prey with their front claws then "kangaroo kick" their back claws into the target's flesh, performing a quad-slash against the opponent. These large primates are sometimes mistaken for werewolves during surprise attacks.
* Unbridled Leaper (Ex): The DC for any Jump check across long distances is decreased by 5, and the Devil Monkey only receives a double DC penalty for jumping after 10 feet rather than 20 like most creatures.
* Skills: Devil Monkeys have a +6 bonus to Jump checks.

Dinosaur Deinonychus*

Dinosaur, Plesiosaur*

Dinosaur, Pteradon*

Dinosaur, Tyrannosaur*

Dog*~

Donkey *

Doppelganger

Drop Bear*

E

Eagle *

Efreeti *

EL Chupacabra*

Elephant *

Elohim*

Emela-ntouka

From Wikipedia, the free encyclopedia

The Emela-ntouka is an African legendary creature in the mythology of the Pygmy tribes, and a cryptid purported to live in Central Africa. Its name is claimed to mean "killer of the elephants" in the Lingala language. In other languages it is allegedly known as the Aseka-moke, Njago-gunda, Ngamba-namae, Chipekwe or Irizima.

Description

The Emela-ntouka is claimed to be around the size of an African Bush Elephant, brownish to gray in color, with a heavy tail, and with a body of similar shape and appearance to a rhinoceros, including one long horn on its snout. Keeping its massive bulky body above ground level supposedly requires four short, stump-like legs. It is described as having no frills or ridges along the neck. The animal is alleged to be semi-aquatic and feed on Malombo and other leafy plants. The Emela-ntouka is claimed to utter a vocalization, described as a snort, rumble or growl.

Horn

The structure of its horn is debated among writers on the subject. If the "horn" was ivory, then it would be a tusk (tooth) and not a horn at all. Some rhinoceroses do have tusks, especially the Asiatic one-horned kinds; yet these are not known to inhabit Africa. If the horn is made of bone, then the creature is a reptile, as many fossil reptile groups, such as the ceratopsians, had horns made of bone. Finally, the horn could be made of keratin, as are the horns of African rhinos.

Home

This cryptid is alleged to mainly inhabit the vast shallow waters in the swamps and lakes of the Congo River basin, especially in the Likouala swamps in the Republic of the Congo, and possibly Cameroon. It is also said to inhabit Lake Bangweulu in Zambia. They are claimed to be solitary, herbivorous animals. The inhabitants of the area are alleged to treat the creature with great fear.

History

J.E. Hughes published his book Eighteen Years on Lake Bangweulu in 1933, in which he reported that an animal that fits the description of an Emela-Ntouka (although not referred to by this name) was slaughtered by Wa-Ushi tribesmen, along the shores of the Luapula River, which connects Lake Bangweulu to Lake Mweru.

The Emela-Ntouka was mentioned by name for the first time in 1954, in an article in the journal Mammalia, authored by former Likouala game inspector Lucien Blancou. He stated the Emela-Ntouka was "larger than a buffalo" and dwelled throughout the Likouala swamps. It was also Blancou who first mentioned the fact that an Emela-Ntouka kills elephants, buffalos or hippos when disturbed, much like the Mokele-mbembe?'s allegedly renowned hatred for hippos. While both animals are both supposedly herbivorous, they also supposed to share a fierce sense of territoriality, and it is for this that the pygmies are claimed to "fear it more than any other dangerous animal". At about 1930, an Emela-Ntouka was supposedly killed near Dongou.

Later evidence was contributed by Dr. Roy P. Mackal, who led two expeditions into the Congo in 1980 and 1981. He gathered details on various other cryptids. 1987 saw the publication of Mackal’s book, A Living Dinosaur, wherein he summarized the expeditions.

Possible Explanations

A popular speculation is that the mythical monster is in fact a relict ceratopsian. Proponents of this idea believe that the Republic of the Congo is home to many prehistoric animals such as living dinosaurs, including the Mokele mbembe and Mbielu-Mbielu-Mbielu (possibly sauropod or stegosaur dinosaurs). In 1981, Dr. Roy Mackal while searching the Congo for the Mokele-mbembe, collected accounts of the Emela-ntouka. Mackal initially considered that Emela-ntouka might be a Monoclonius, or a Centrosaurus, both ceratopsians. As such, it might be related to the Ngoubou, which might be a six-horned Styracosaurus. However, Mackal also noted the pygmies did not report a neck frill, which he would have expected on a ceratopsian. Furthermore, the Ceratopsia are absent from Africa's fossil record. Author Loren Coleman suggested that the Emela-Ntouka is not saurian, but a new species of semi-aquatic rhinoceros.

Roleplaying

Originally Posted by

Bhu of the Wizards Community forums.

On this Thread

Emela-ntouka
Huge Animal
Hit Dice: 14d8+112 (175 hp)
Initiative: -1
Speed: 30 ft. (6 squares), Swim 30 ft.
Armor Class: 18 (-2 Size, -1 Dexterity, + 11 Natural), touch 7, flat-footed 18
Base Attack/Grapple: +10/+28
Attack: Gore +18 melee (2d8+15)
Full Attack: Gore +18 melee (2d8+15)
Space/Reach: 15 ft./10 ft.
Special Attacks: Powerful Charge
Special Qualities: Low Light Vision, Trample (2d10+15)
Saves: Fort +18, Ref +8, Will +5
Abilities: Strength 30, Dexterity 9, Constitution 25, Intelligence 1, Wisdom 12, Charisma 7
Skills: Listen +11, Spot +12
Feats: Alertness, Great Fortitude, Improved Toughness, Power Attack, Improved Bull Rush
Environment: Warm Swamp
Organization: Solitary, Pair, or Family (3-4)
Challenge Rating: 9
Treasure: None
Alignment: Always Neutral
Advancement: 15- 30 HD (Huge)
Level Adjustment: ----

Powerful Charge (Ex): When the Emela-ntoka charges it's Gore attack does 4d8+20 damage.

Trample (Ex): DC 27 Reflex Save for half damage

Ethereal Filcher

Ethereal Marauder

Etoile*

F

Ferret*

G

Gargoyle *

Giant Slug

Giant Snail

Originally Posted by

Raptorial of the Wizards Community forums.

On this Thread

This huge gastropod is a giant version of the East African land snail, already a giant mollusk in its own right. Seven feet in length, a giant snail slithers along the darkened night floor of humid jungles, leaving long trails of quickly dissolving slime, while hanging from thick tree trunks with powerful suction in the day. An empty shell of one of these behemoths can be used as a small shelter, and the beautiful red and gold banding makes it valuable as decoration material as well. Giant snails cannot "see" very well, unlike a creature using something like echolocation, which makes them vulnerable to species that can bypass the shell.

Giant Snail: CR 2; Medium-size vermin; HD 5d8+25; hp 47; Mas 17; Init -3; Spd 10 ft., Climb 10 ft.; Defense 13, touch 7, flat-footed 13 (-3 Dexterity, +6 natural); BAB +3; Grap +6; Atk +6 melee (1d6+3, radula rasp); Full Atk +6 melee (1d6+3, radula rasp); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ Blindsense, swallow whole; AL none; SV Fort +9, Ref -2, Will -2; AP 0; Rep +0; Strength 17, Dexterity 5, Constitution 20, Intelligence -, Wisdom 4, Charisma 6.
Skills: Climb +7, Move Silently +2, Survival +4.
Feats: None.

Golem Chemical *

Golem Dread - Doll

Golem Flesh *

Golem Gear *

Gourdling

Originally Posted by

Dracomortis of the Wizards Community forums.

On this Thread

Gourdling, Pumpkin Head
Small Plant
Hit Dice: 3d8+6 (19 hp)
Initiative: +1
Speed: 20 ft. (4 squares)
Armor Class: 14 (+1 size, +1 Dexterity, +2 natural), touch 12, flat-footed 13
Base Attack/Grapple: +2/–2
Attack: Vine +4 melee (1d3+1) or slam +4 melee (1d4+1)
Full Attack: Vine +4 melee (1d3+1) or slam +4 melee (1d4+1)
Space/Reach: 5 ft./5 ft. (10 ft. with vines)
Special Attacks: Trip
Special Qualities: Low-Light Vision, plant traits
Saves: Fort +5, Ref +2, Will +2
Abilities: Strength 12, Dexterity 12, Constitution 15, Intelligence 3, Wisdom 13, Charisma 11
Skills: Hide +8*, Listen +3, Spot +2
Feats: Combat Expertise, Improved Trip
Environment: Temperate plains
Organization: Solitary, pair, vine (2–7), or harvest (11–20)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral evil
Advancement: 4–6 HD (Small)
Level Adjustment: —

A patch of pumpkins lies before you. Suddenly, a vine lashes out and knocks you to the ground, as one of the pumpkins rises towards you.

The pumpkin head is the weakest of the gourdlings. It appears as a vaguely humanoid-shaped collection of vines, topped with a small pumpkin that gives the impression of a head. While relatively weak on their own, pumpkin heads often hide together in patches, tripping foes that walk near and strangling them to death with their tentacle-like vines.

A typical pumpkin head stands about 3 feet tall and weighs around 20 pounds. They do not speak.

Combat

If possible, a pumpkin head prefers to attack from hiding and trip the nearest opponent. If a foe proves difficult to trip, they will usually resort to their slam attack instead.

Trip (Ex): A pumpkin head that hits with a vine attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the pumpkin head.

Skills: *A pumpkin head’s appearance gives it a +10 racial bonus on Hide checks made in pumpkin patches.


Gourdling, Jack-o’-Lantern
Medium Plant
Hit Dice: 7d8+21 (52 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 16 (+2 Dexterity, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +5/+7
Attack: Vine +6 melee (1d4+2) or slam +6 melee (1d6+2)
Full Attack: 2 vines +6 melee (1d4+2) or slam +6 melee (1d6+2)
Space/Reach: 5 ft./5 ft. (10 ft. with vines)
Special Attacks: Disturbing appearance, trip
Special Qualities: Illumination, Low-Light Vision, plant traits
Saves: Fort +8, Ref +4, Will +3
Abilities: Strength 15, Dexterity 14, Constitution 16, Intelligence 3, Wisdom 13, Charisma 15
Skills: Hide +7*, Listen +4, Spot +3
Feats: Combat Expertise, Combat Reflexes, Improved Trip
Environment: Temperate plains
Organization: Solitary, pair, vine (2–5), or harvest (4–10)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral evil
Advancement: 8–14 HD (Medium)
Level Adjustment: —

A large pumpkin with a demonic face carved into lies on the ground. As you stand transfixed by it, the pumpkin rises on a mass of vines.

A jack-o’-lantern appears to be a large pumpkin head, with one noticeable difference: its “head” has been hollowed out and carved with a terrifying face. No two jack-o’-lanterns have exactly the same face; some resemble dragons, while others are carved to look like demons. They are all horrible to behold, having been enchanted to appear unsettlingly lifelike.

Their creators typically don jack-o’-lanterns with clothing meant to make it appear more intimidating, such as pointed hats, black capes and robes, or even the remains of previous victims.

Jack-o’-lanterns stand 6 feet tall and weigh around 100 pounds. They do not speak.

Combat

A jack-o’-lantern usually attacks at night, when it can frighten foes more effectively. It attempts to trip as many foes as possible before closing into melee.

Disturbing Appearance (Ex): A jack-o’-lantern’s face is disturbing to behold. Anyone within 30 feet of a jack-o’-lantern must succeed on a DC 15 Will save or take a –2 penalty on all attack rolls and skill checks made against the creature for as long as they remain in the affected area. Creatures that successfully save against this effect cannot be affected by the same jack-o’-lantern’s disturbing appearance for 24 hours. The save DC is Charisma-based.
*At night, the disturbing appearance has a save DC of 17, thanks to the jack-o’-lantern’s illumination ability (see below).

Illumination (Ex): A candle is typically placed inside of a jack-o'-lantern's head, providing shadowy illumination out to 5 feet. A jack-o’-lantern can end or resume this effect as a free action.

Trip (Ex): A jack-o’-lantern that hits with a vine attack can attempt to trip the opponent (+6 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the jack-o’-lantern.

Skills: *A jack-o’-lantern’s appearance gives it a +10 racial bonus on Hide checks made in pumpkin patches.

Ghoul (Template) *

Gremlin *

Grendelspawn *

Grimlock *

H

Half-fiend (Template) *

Hawk *

Herd Animal *

Hell Hound

Hippopotamus *

Hodag(new)*

Homunculus *

Honey Island Swamp monster

From Wikipedia, the free encyclopedia

The Honey Island Swamp monster is a humanoid cryptid reported from Honey Island Swamp, Louisiana since 1963.

Description

The creature is described as bipedal, seven feet (2.2 metres) tall, with gray hair and yellow eyes. The creature is accompanied by a disgusting smell. Footprints supposedly left by the creature have four toes.

Sightings

The first claimed sighting was in 1963 by Harlan Ford, a retired Air traffic controller who had taken up wildlife photography. After his death in 1980, a reel of Super 8 film showing the creature was allegedly found among his belongings.

In 1974 the monster gained national fame after Ford and his friend Billy Mills claimed to have found unusual footprints in the area, as well as the body of a wild boar whose throat had been gashed. Ford continued to hunt for the creature for the next six years.

Criticism

The idea of a large, ape-like creature in the area is not without its critics, notably the local ecologist Paul Wagner, who with his wife Sue run nature tours in the area. Neither they nor their Cajun guide, Robbie Charbonnet, have seen any evidence for it.

In folklore

A local legend tells of a train crash in the area in the early twentieth century. A travelling circus was on the train, and from it a group of chimpanzees escaped, and interbred with the local alligator population.

Originally Posted by

Raptorial of the Wizards Community forums.

On this Thread

Honey Island Swamp Monster
Medium Animal
Hit Dice: 2d8+11 (20 hp)
Initiative: +2 (+2 Dexterity)
Speed: 40 ft. (8 squares), swim 30 ft. (6 squares)
Armor Class: 15 (+2 Dexterity, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +1/+4
Attack: Bite +4 melee (1d8+3) or claw +4 melee (2d4+3)
Full Attack: Bite +4 melee (1d8+3) or 2 claws +4 melee (2d4+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Pounce
Special Qualities: Low-Light Vision, Scent
Saves: Fort +7, Ref +5, Will +1
Abilities: Strength 16, Dexterity 15, Constitution 18, Intelligence 2, Wisdom 13, Charisma 8
Skills: Climb +4, Intimidate +1, Jump +4, Spot +2
Feats: Toughness
Environment: Warm swamps
Organization: Solitary or family (2-4)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Medium); 5-6 HD (Large)
Level Adjustment: -

* D&D Fluff: In the deep swamplands, this creature's mournful howl echoes through the night, chilling to the bone with its haunting quality. The swamp apes are predators that have even been known to tangle with wild boars, alligators, and even armed humans. They are also proficient leapers. Some eyewitnesses have said that these creatures have been known to jump small bayou creeks with single leaps. The webbed footing of these four-toed apes allows them to swim quite well in even the boggiest swampwater.

Horse *

I

Invisible Stalker *

Intellect Devourer *

J

Jersey Devil

From Wikipedia, the free encyclopedia

Semi-famous newspaper illustration of the New Jersey Devil, from Philadelphia Evening Bullentin, January 1909. It was drawn from an account of a Devil sighting by Nelson Evans of Glouchester, New Jersey, USA:

Semi-famous newspaper illustration of the New Jersey Devil, from Philadelphia Evening Bullentin, January 1909. It was drawn from an account of a Devil sighting by Nelson Evans of Glouchester, New Jersey, USA:

"It was about three and a half feet high, with a head like a collie dog and a face like a horse. It had a long neck, wings about two feet long, and its back legs were like those of a crane, and it had horse's hooves. It walked on its back legs and held up two short front legs with paws on them. It didn't use the front legs at all while we [he and Mrs. Evans] were watching."

The Jersey Devil, sometimes called the Leeds Devil, is a legendary creature or cryptid said to inhabit the Pine Barrens in southern New Jersey. The creature is often described as a flying biped with hooves, but there are many variations. The Jersey Devil has worked its way into the pop culture of the area, even lending its name to a National Hockey League team.

Descriptions

Many different descriptions have been offered by alleged witnesses of the creature, which are as follows:

* "I recently saw the jersey devil in you guessed it - NJ. There has always been strange things happening in my neighborhood and I have heard of sightings. A few of my neighbors goats and chickens went missing and all we found were piles of feathers/hair in the woods. I always blew them off until recently when i saw it for my self. It ran on its hind legs and was crouched over. The back was at least four feet high. It was dark grey in color and the hair was almost a rat texture. The tail reminded me of a monkeys and stuck straight out at least 2 feet. I did not see the head but my neighbor (who saw it a few years ago) said it was a cross between a dog's and a human head with red eyes. I also heard from 2 separate sources that is has kangaroo-like front legs and stands hunched over. I heard the same description from a few different people who do not know each other. This is no joke. Dont sleep! Russ Muits, Franklinville, NJ

* "It was three feet high... long black hair over its entire body, arms and hands like a monkey, face like a dog, split hooves ... and a tail a foot long". — George Snyder, Moorestown, NJ. Sighted on January 20, 1909.

* "In general appearance it resembled a giraffe... It has a long neck and from what glimpse I got of its head its features are hideous. It has wings of a fairly good size and of course in the darkness looked black. Its legs are long and somewhat slender and were held in just such a position as a swan's when it is flying...It looked to be about four feet high". — Lewis Boeger, Haddon Heights, NJ. Sighted on January 21, 1909.

While the descriptions vary, several aspects remain fairly constant, such as the devil's long neck, wings and hooves. The creature is often said to have a horselike head and tail. Its reputed height varies from about three feet to more than seven feet. Many sightings report the creature to have glowing red eyes that can paralyze a man, and that it utters a high-pitched, humanlike scream.

Origins

There are many possible origins of the Jersey Devil legend. The earliest legends date back to Native American folklore. The Lenni Lenape tribes called the area around Pine Barrens "Popuessing," meaning "place of the dragon." Swedish explorers later named it "Drake Kill", "drake" being a Swedish word for dragon, and "kill" meaning channel or arm of the sea (river, stream, etc.).

The most accepted origin of the story as far as New Jersians are concerned started with Mother Leeds and is as follows:

"It was said that Mother Leeds had 12 children and after given birth to her 12th child, she said if she had another, it would be the devil. In 1735, Mother Leeds was in labor on a stormy night. Gathered around her were her friends. Mother Leeds was supposedly a witch and the child's father was the devil himself. The child was born normal, but then changed form. It changed from a normal baby to a creature with hooves, a horses head, bat wings and a forked tail. It growled and screamed, then killed the midwife before flying up the chimney. It circled the villages and headed toward the pines. In 1740 a clergy exorcised the devil for 100 years and it wasn't seen again until 1890."

"Mother Leeds" has been identified by some as Deborah Leeds, who was the wife of Japhet Leeds. This indentification may have gained credence from the fact that Japhet Leeds named twelve children in the will he wrote in 1736, which is compatible with the legend of the Jersey Devil being the thirteenth child borne by Mother Leeds.

Some skeptics believe the Jersey Devil to be nothing more than a creative manifestation of the English settlers. The aptly named Pine Barrens were shunned by most early settlers as a desolate, threatening place. Being relatively isolated, the barrens were a natural refuge for those wanting to remain hidden, including religious dissenters, loyalists, fugitives and military deserters in colonial times. Such individuals formed solitary groups and were pejoratively called "pineys", some of whom became notorious bandits known as "pine robbers". Pineys were further demonized after two early twentieth century eugenics studies depicted them as congenital idiots and criminals. It is easy to imagine early tales of terrible monsters arising from a combination of sightings of genuine animals such as bears, the activities of pineys, and fear of the barrens.

Outdoorsman and author Tom Brown Jr spent several seasons living in the wilderness of the Pine Barrens. He recounts occasions when terrified hikers mistook him for the Jersey Devil, after he covered his whole body with mud to repel mosquitoes.

Not surprisingly, the Jersey Devil legend is fueled by the various testimonials from reputable eyewitnesses who have reported to have encountered the creature, from precolonial times to the present day, as there are still reported sightings within the New Jersey area.

Many contemporary theorists believe that the Jersey Devil could possibly be a very rare, unclassified species which instinctually fears and attempts to avoid humans. Such elements that support this theory include the overall similarities of the creature's appearance (horselike head, long neck and tail, a boner,leathery wings, cloven hooves, blood-curdling scream), with the only variables being the height and color. Another factor that supports the cryptozoological theory is the fact that it is more likely that a species could endure over a span of several hundred years, rather than the existence of a single creature living for over 500 years.

Some people think the Sandhill Crane (which has a 7 feet wingspan) is the basis of the Jersey Devil stories.

The physical descriptions of the Jersey Devil appear to be mostly consistent with a species of pterosaur such as a dimorphodon.

Encounters

Reportedly in 1778, Commodore Stephen Decatur, a naval hero, visited the Hanover Iron Works in the Barrens to test cannonballs at a firing range, where he allegedly witnessed a strange, pale white creature winging overhead. Using cannon fire, Decatur punctured the wing membrane of the creature, which continued flying apparently unfazed to the amazement of onlookers. Dating on this encounter is incorrect, as Decatur was not born until 1779. More likely, this incident occurred (if at all) between 1816 and 1820, when Decatur was the Naval Commissioner responsible for testing equipment and materials used to build new warships.

In 1840, the devil was blamed for several livestock killings. Similar attacks were reported in 1841, accompanied by strange tracks and unearthly screams. The devil made an 1859 appearance in Haddonfield. Bridgeton witnessed a flurry of sightings during the winter of 1873. About 1887, the Jersey Devil was sighted near a house, and terrified one of the children, who called the Devil "it"; the Devil was also sighted in the woods soon after that, and just as in Stephen Decatur's encounter, the Devil was shot in the right wing, but still kept flying.

Joseph Bonaparte (eldest brother of Emperor Napoleon) is said to have witnessed the Jersey Devil while hunting on his Bordentown, New Jersey estate around 1820.

January 1909, however, saw the most frenetic period of Devil sightings ever recorded. Thousands of people claimed to witness the Jersey Devil during the week of January 16–23. Newspapers nationwide followed the story and published eyewitness reports.

* 16th (Saturday) — The creature was sighted flying over Woodbury.
* 17th (Sunday) — In Bristol, Pennsylvania, several people saw the creature and tracks were found in the snow the following day.
* 18th (Monday) — Burlington was covered in strange tracks that seemed to defy logic; some were found on rooftops, while others started and stopped abruptly with no apparent origin or destination. Similar footprints were found in several other towns.
* 19th (Tuesday) — Nelson Evans and his wife, of Gloucester, allegedly saw the creature outside their window at 2:30 AM .
o Evans gave a descriptive account as follows: "It was about eight feet and a half high, with a head like a collie dog and a face like a horse. It had a long neck, wings about two feet long, and its back legs were like those of a crane, and it had horse's hooves. It walked on its back legs and held up two short front legs with paws on them. It didn't use the front legs at all while we were watching. My wife and I were scared, I tell you, but I managed to open the window and say, 'Shoo!' and it turned around, barked at me, and flew away."
o Two Gloucester hunters tracked the creature's perplexing trail for twenty miles. The trail appeared to "jump" fences and squeeze under eight-inch gaps. Similar trails were reported in several other towns.
* 20th (Wednesday) — In Haddonfield and Collingswood, posses were formed to find the devil. They supposedly watched the creature fly toward Moorestown, where it was later seen by at least two more people.
* 21st (Thursday) — The creature attacked a trolley car in Haddon Heights, but was chased off. Trolley cars in several other towns began to maintain armed guards, and several poultry farmers found their chickens dead. The devil was reported to collide with an electric rail in Clayton, but was not killed. A telegraph worker near Atlantic City claimed to have shot the devil, only to watch it limp into the woods. The creature apparently was not fazed as it continued the rampage through Philadelphia, Pennsylvania and West Collingswood, New Jersey (where it was supposedly hosed by the local fire department). The devil seemed poised to attack nearby people, who defensively threw any available objects at it. The creature suddenly flew away -- and reemerged in Camden to injure a dog, ripping a chunk of flesh from its cheek before the dog's owner drove it away. This was the first reported devil attack on a living creature.
* 22nd (Friday) — Last day of sightings. Many towns were panic stricken, with many businesses and schools closed in fear. Fortunately, the creature was seen only a few times that day and did not attack.

During this period, the Philadelphia Zoo posted a US$1,000,000 reward for the creature's capture. The offer prompted a variety of hoaxes, including a kangaroo with artificial wings. The reward remains available to this day.[citation needed]

In addition to these encounters, the creature was seen flying over several other towns. Since the week of terror in 1909, sightings have been much less frequent.

In 1951 there was another panic in Gibbstown, New Jersey, after local boys claimed to have seen a screaming humanoid monster.

A bizarre rotting corpse vaguely matching the Jersey Devil description was discovered in 1957, leaving some to believe the creature was dead. However, there have been many sightings since that time.[4]

In 1960, the merchants around Camden offered a 10,000 dollar reward for the capture of the Jersey Devil, even offering to build a private zoo to house the creature if captured. To date, the reward has been unclaimed.

In 1991, a pizza delivery driver in Edison, New Jersey described a night encounter with a white, horselike creature.

In Freehold, New Jersey, in 2007, a woman supposedly saw a huge creature with bat-like wings near her home. In August of the same year, a young man driving home near the border of Mount Laurel and Moorestown, New Jersey reported a similar sighting, claiming that he spotted a "gargoyle-like creature with partially spread bat wings" of an enormous wingspan perched in some trees near the road.

In January 23, 2008 the Jersey Devil was spotted again this time in Litchfield, Pennsylvania by a local resident that claims to have seen the creature come barreling out of the roof of his barn.

On August 18, 2008 the Jersey Devil was rumored to have been spotted on Ebenezer Church Road in Rising Sun, Maryland. Three teenagers in a car watched the creature fly past the windsheid of their vehicle and land a few feet away in a farmer's field.

There are currently several websites and magazines (such as the NJ Devil Hunters and Weird NJ) which catalogue sightings of the Devil.

Roleplaying

Originally Posted by

Orchomenos of the Wizards Community forums.

On this Thread

Jersey Devil
Large Outsider (Lawful, Evil)
Hit Dice: 5d8+25 (41 HP)
Initiative: +2
Speed: 40 ft. (8 squares), fly 60 ft. (12 squares) (clumsy)
Armor Class: 21 (-1 size, +2 Dexterity, +5 Natural, +5 Deflection), touch 16, flat-footed 19
Base Attack/Grapple: +5/+13
Attack: Slam +9 melee (1d8+4, plus Parise Strike)
Full Attack: 2 Slams +9 melee (1d8+4, plus Parise Strike)
Space/Reach: 10 ft./10 ft.
Special Attacks: Parise Strike, Elias Trance
Special Qualities: Brodeur Save, ranger's Weakness
Saves: Fort +14, Ref +11, Will +12
Abilities: Strength 19, Dexterity 14, Constitution 21, Intelligence 14, Wisdom 17, Charisma 12
Skills: Buff +9, Climb+12, Escape Artist +10, Hide +3, Intimidate +11, Jump +12, Listen +8, Move Silently +7, Spot +8, Survival +8.
Feats: Power Attack, Improved Overun
Environment: Temperate Forest and Cold Urban
Organization: Unique
Challenge Rating: 6
Treasure: Standard
Alignment: Always Lawful Evil
Advancement: By Character Class
Level Adjustment: -

The Jersey Devil is a legendary creature said to inhabit the Pine Barrens in southern New Jersey. The Devil is often described as a bipedal flying creature with hooves, but there are many variations.

According to one version of the tale, the Jersey Devil was the thirteenth child born to a Mrs. Leeds, a resident of the Pine Barrens during the mid-17th century. Mrs. Leeds was so upset at yet another pregnancy that after giving birth she exclaimed, "I am tired of children! Let the devil take this one!" What was once a human child immediately transformed into a winged monstrosity; he ate all the other children and flew out through the chimney.

Combat

Jersey Devil is an extremely careful opponent. He prefers to attack isolated opponents, and do not let them any chance to get back on their feet. When facing a large group, he will focus on one foe while sometimes attacking a second one to keep him paralysed.

Elias Trance (Ex): When using the Total Defense action, Jersey Devil gets a +6 Dodge bonus to AC instead of +4. In addition, each round he uses the Total Defense action, he gets a cumulative +2 Inherent bonus to his next attack, up to a maximum of +8 Inherent bonus.

Parise Strike (Ex): Each time he deals damage to a target with his slam attack, the target is paralyzed for 2d4 rounds. If the target succeeds on a DC 19 Will save, she is still paralyzed, but for only one round. The save DC is Constitution-based and includes a +2 racial bonus.

Brodeur Save (Ex): Jersey Devil has a +5 Deflection bonus to AC and a +5 racial bonus on all saves (already figured in the stats above). In addition, once every 20-minutes period, Jersey Devil can threat a spell for which he failed the save as if he actually succeeded.

ranger's Weakness (Ex): Jersey Devil is very susceptible to rangers. All favored ennemy bonuses a ranger enjoy to fight him are tripled.

K

Kangaroo

kinori *

Kongamato

L

Leechwalker *

Litter Brute *

Living Dumpster*

Living Idol

Lizard *

Luciferan*

Lycanthrope see Wererat, Werewolf

M

Makalala

A Secretary Bird at the San Diego Zoo in San Diego, California, USA.

A Secretary Bird at the San Diego Zoo in San Diego, California, USA.

Roleplaying

Originally Posted by

Raptorial of the Wizards Community forums.

On this Thread

Makalala (Dire Secretary Bird)
Medium Animal
Hit Dice: 2d8+8 (17 hp)
Initiative: +2 (+2 Dexterity)
Speed: 50 ft. (10 squares), fly 30 ft. (clumsy)
Armor Class: 14 (+2 Dexterity, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +1/+4
Attack: Claw +4 melee (1d8+3)
Full Attack: 2 claws +4 melee (1d8+3) and bite -1 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Pounce
Special Qualities: Low-Light Vision
Saves: Fort +7, Ref +5, Will +1
Abilities: Strength 17, Dexterity 15, Constitution 19, Intelligence 2, Wisdom 12, Charisma 7
Skills: Jump +4, Listen +5, Spot +5, Survival +3
Feats: Track
Environment: Warm jungles
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Medium); 5-6 HD (Large)
Level Adjustment: -
Skills: Makalala have a +3 bonus to Spot and Listen checks.

Mapinguari

Stayton, OR Reconstruction of Mokele-mbembe 2008 Crypto-Researcher Timothy O'Donnell

Stayton, OR Reconstruction of Mokele-mbembe 2008 Crypto-Researcher Timothy O'Donnell

From Wikipedia, the free encyclopedia

The mapinguari (or mapinguary) is a legendary ground-dwelling sloth-like creature with red fur living in the Amazon rainforests of Brazil and Bolivia. According to some native accounts the creature has a series of unnatural characteristics related to other fantastic beings of Brazilian mythology, like long claws, caiman skin, backward feet and a second mouth on its belly.These characteristics are not shared by all accounts of the creature.

Habits

According to legend, it is slow, but ferocious and very dangerous due to its ability to move without noise in between the thick vegetation, its only weakness being that of avoiding water bodies (which limits its movements in a region where so many rivers, brooklets and lagoons exist, especially during the rainy season). Most accounts state that the creature is carnivorous -- though not necessarily man-eating. When it smells the presence of humans it stands up on its back feet, becoming as tall as two metres, a movement similar to Grizzly bears.

Cryptozoology

Many cryptozoologists are intrigued by reports of this creature, though some have dismissed it as a folkloric/mythologic creature, or a long-preserved folk memory of the giant animals that existed in South America in the Pleistocene, in particular the giant ground sloth Mylodon.

Among the many researchers who have tried to find evidence for the existence of the Mapinguari is the ornithologist David Oren. During his various expeditions, he has collected a range of material some of which was later shown to be agouti fur, anteater feces, and casts of tracks that were inconclusive. Nevertheless, Oren still considers the creature to be real, but highly elusive, and nowadays extremely rare, avoiding contact with humans whenever possible.

Roleplaying

Originally Posted by

Raptorial of the Wizards Community forums.

On this Thread

Mapinguari
Large Animal
Hit Dice: 8d8+48 (84 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 15 (-1 size, +6 natural), touch 9, flat-footed 15
Base Attack/Grapple: +6/+16
Attack: Claw +11 melee (1d6+6)
Full Attack: Claw +11 melee (1d6+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rake
Special Qualities: Low-Light Vision, Scent, stench
Saves: Fort +14, Ref +6, Will +3
Abilities: Strength 23, Dexterity 11, Constitution 22, Intelligence 2, Wisdom 12, Charisma 8
Skills: Climb +10, Hide -4, Listen +5, Spot +1, Survival +4
Feats: Cleave, Great Fortitude, Power Attack
Environment: Warm forests
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 9-16 HD (Large); 17-24 HD (Huge)
Level Adjustment: -

D&D Flavor: Mapinguari are found in the deepest jungles, and the natives tell of great beasts whose hides repel arrows, smell horribly enough to cause nausea among those around it, and have claws that can decapitate a man with one fell swing. Few outsiders have seen the Mapinguari up close, but those that have tell stories of creatures that describe the natives' tales truthfully. Mapinguari are herbivores, but fiercely defensive, taking no hesitation to slice at enemies with their raking claws. A musk gland creates the permeating stench around them, which oddly smells appealing to troglodytes, who can often be seen with Mapinguari "pets" raised from birth. Mapinguari dung can also be used as a component in the creation of alchemist's fire, selling for about 70 gp a pound.

Malleable Creature (Template) *

Mamlambo

From Wikipedia, the free encyclopedia

Mamlambo is the mother goddess and the goddess of rivers in the Zulu pantheon.

The Mamlambo is a mythical creature in African cultures. It resembles a fish with a horse's head. It is said to live in the Mzintlava River, located in Southern Africa. It is said to enjoy thunderstorms, and frequently appears during them. Eyewitness accounts state that it pulls people underwater, drowning them. Personal Accounts say that it has killed seven people, and other accounts say it has killed nine, the latest being a schoolgirl, found and buried a month later.

Effects on African Culture

The Mamlambo has scared many South Africans to the point of not traveling near the water. It's reputation states that it has killed Nine people.

"'It eats their faces off and sucks out the people's brains,' said an elderly Mr. Matshunga, walking the lonely track with his dogs. 'It is a big snake, and I have seen what it does.'" Witnesses describe Mamlambo as being about 20 meters (67 feet) long, with short, stumpy legs, a crocodilian body, plus "the head and neck of a Horse, and it shines at night with a green light.'" "'A group of women returning from a meeting at the village school assured (Cape Argus reporter David Biggs) that the monster was real.'"However, it bites and sucks the dick off of its victim's body

"'We are not just ignorant, superstitious people.'We are teachers. Educated. And we know that the monster is there. That is why we do not cross the river any more.'". All of the above was stated in a news report in Cape Argus.

Disproving The Myth

On the other hand, the victims were all found after heavy rains, when the river banks were swollen, as it was during the wet season. "'I have seen some of the bodies of the so-called monster's victims,' Captain G. Mzuko of the Mount Ayliff Police told (the Cape Argus). 'They had all been in the water for some time and, as is often the case, river crabs had eaten away the soft parts of the faces and throats. In one case, the crabs were still clinging to the body when it was brought in. As far as we are concerned, these were cases of drowning, plain and simple.'"

Roleplaying

Originally Posted by

Bhu of the Wizards Community forums.

On this Thread

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

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

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

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

Mamlambo, Supernatural version
Gargantuan magical beast
Hit Dice: 12d10+72 (138 HP)
Initiative: +1
Speed: 30 ft. (6 squares), Swim 50 ft.
Armor Class: 16 (-4 Size, +1 Dexterity, +9 Natural), touch 7, flat-footed 15
Base Attack/Grapple: +12/+34
Attack: Bite +18 melee (2D8+10)
Full Attack: Bite +18 melee (2D8+10)
Space/Reach: 20 ft./15 ft. (20 ft with Bite)
Special Attacks: Hypnotic Gaze, Improved Grab
Special Qualities: Low Light Vision, Hold Breath
Saves: Fort +13, Ref +9, Will +6
Abilities: Strength 30, Dexterity 12, Constitution 20, Intelligence 2, Wisdom 14, Charisma 16
Skills: Hide -1, Listen +6, Spot +6, Swim +18
Feats: Alertness, Endurance, Improved Toughness, Power Attack, Ability Focus (Hypnotic Gaze)
Environment: Warm Aquatic
Organization: Solitary
Challenge Rating: 7??
Treasure: None
Alignment: Always Neutral
Advancement: 13-18 HD (Gargantuan)
Level Adjustment: ----

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

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

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

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

Maniac (Template) *

Man-'o-War, Giant *

Mapinguari *

Megalodon *

Mokele-mbembe*~ (New) 7

Monkey *

Mongolian Death Worm *

Monitor Lizard *

Monstrous Flytrap *

Monstrous Spider *

Montauk Monster *

Mothfolk *

Mummy *

N

Nandi Bear (Chemosit)

From Wikipedia, the free encyclopedia

The Nandi Bear is a cryptid, or unconfirmed animal, reported to live in Africa. It takes its name from the Nandi people who live in western Kenya, near where the Nandi Bear is reported as living. The Nandi people call it Kerit. Local legend holds that it only eats the brain of its victims.

Descriptions of the Nandi Bear are of a ferocious, powerfully built carnivore with high front shoulders (over four feet tall) and a sloping back; somewhat similar to a hyena. Some[1] have speculated that Nandi Bears are in fact a misidentified hyena (or an unrecognized hyena subspecies).

Other than the extinct Atlas Bear, no living bear are known to be native to Africa, besides those of the prehistoric genera Agriotherium and Indarctos, which died out 4.4 million years ago. Karl Shuker states that a surviving short-faced hyaena Hyaena [now Pachycrocuta] brevirostris would "explain these cases very satisfactorily." Louis Leakey suggested that Nandi Bear descriptions matched that of the extinct Chalicotherium, though chalicotheres were herbivores. [2]

The Nandi Bear is also thought to be a group of presumably extinct species of spotted hyena.

Frank W. Lane wrote, "What the Abominable Snowman is to Asia, or the great Sea Serpent is to the oceans, the Nandi Bear is to Africa. It is one of the most notorious of those legendary beasts which have, so far, eluded capture and the collector's rifle."[3] Nandi Bears were regularly reported in Kenya throughout the 1800s and early 1900s. Bernard Heuvelmans's On the Track of Unknown Animals and Karl Shuker's In Search of Prehistoric Survivors[4] provide the most extensive chronicles of Nandi bear sightings in print.

Roleplaying

Originally Posted by

Raptorial of the Wizards Community forums.

On this Thread

Chemosit
Large Animal
Hit Dice: 7d8+24 (55 hp)
Initiative: +2 (+2 Dexterity)
Speed: 30 ft. (6 squares), Climb 30 ft. (6 squares)
Armor Class: 16 (-1 size, +2 Dexterity, +5 natural), touch 11, flat-footed 14
Base Attack/Grapple: +5/+15
Attack: Claw +10 melee (1d8+6)
Full Attack: 2 Claws +10 melee (1d8+6) and bite +5 melee (1d8+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved grab
Special Qualities: Low-Light Vision, Scent
Saves: Fort +8, Ref +7, Will +3
Abilities: Strength 23, Dexterity 15, Constitution 17, Intelligence 2, Wisdom 13, Charisma 8
Skills: Climb +14, Listen +8, Spot +8
Feats: Alertness, Endurance, Toughness
Environment: Warm plains
Organization: Solitary, pair, or company (3-5)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 8-14 HD (Large)
Level Adjustment: -

* D&D Fluff: The Chemosit is a ferocious nocturnal danger in the rural communities on the warm plains near the equator. They hide in the upper reaches of tree branches, then will attack a passerby beneath, lifting it up like a rag doll with its prodigious strength then cracking the prey animal's skull and lapping up the inner sustenance of the brain. Even leopards fear areas inhabited by the Chemosit, and will take great strides to avoid the beasts whenever they can. Humans in areas inhabited by the Chemosit know to be wary of going out alone at night, especially if there have recently been unexplained disappearances near stands of trees.
* Skills: Chemosit have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

Neothelid *

Night Terror *

O

Octopus *

Owl *

P

Porpoise *

Puppeteer *

R

Rat *

Rat Dire *

Raven *

Replacement (Template) *

Revenant (Template) *

Retriever *

Roach Thrall *

Robot *~

Rod *

Rogue Tulpa *

s

Sand Slave (Template) *

Sasquatch *

Satanic Ichor *

Scorpion *~

Sea Serpent *

Sewer Sludge *

Shark *

Shunka Warakin

From Wikipedia, the free encyclopedia

The Shunka Warakin (also shunka warak'in) is an American beast from cryptozoology and mythology that is said to resemble a wolf, a hyena or both. The first discussion and description of this cryptid was by Loren Coleman in his columns and articles throughout the 1980s, especially as formally recorded in Cryptozoology A to Z. It was reported from the Great Plains during pioneer days, by both white settlers and Native American tribes. The sightings have become much less common in the last century, causing most supporters to suggest the animal is now extinct.

Etymology

In the language of the American Indian Ioway people, as discovered and collected by Loren Coleman, shunka warak'in means "carries off dogs."

Hutchins's Beast

The best evidence of its existence was a specimen shot in 1886 by Israel Ammon Hutchins on what is now the Sun Ranch in Montana. It appeared to be a wolf-like creature with a long head, slightly resembling a wild boar. Some people say it looks more like some prehistoric or Ice Age creatures, perhaps surviving to the present day, like the thylacine. The creature was later acquired by Joseph Sherwood, a taxidermist, who mounted it and put it on display in his combination general store-museum in Henry's Lake, Idaho. Sherwood named the beast "Ringdocus". This information was recorded by zoologist Ross Hutchins, grandson of the man who shot it. This only known piece of physical evidence, a stuffed trophy, was never examined by qualified scientists and went missing. The trophy was rediscovered in December of 2007, and DNA tests may reveal the nature of the creature.

Possiblities

Cryptozoologists put forth a variety of prehistoric mammals as possible identities: hyaenodons, dire wolves, members of the subfamily Borophaginae (hyena-like dogs), or Chasmaporthetes (the only true American hyena). It has also been suggested, although not by mainstream cryptozoologists, as being a possible candidate for the Beast of Bray Road which could tie the creature in with Skinwalker legends. The shunka warak'in has never been described as walking upright, as researchers on the Beast of Bray Road contend their subject does.

Modern Sightings

Between December 2005 through November 2006, a shunka warak'in-like or large unusual-looking wolf-like beast killed 120 sheep in McCone and surrounding counties in Montana. It was shot on November 2, 2006, in Garfield County, Montana, and, as of December 10, 2006, Montana wildlife officials were unable to identify the 106-pound, reddish-yellow beast. According to an archived article on the Montana Fish, Wildlife and Parks Website this animal has since been identified as a 4 year old male wolf with unusually red colored fur.

Roleplaying

Originally Posted by

Raptorial of the Wizards Community forums.

On this Thread

Shunka Warak'in (Advanced Hyena)
Large Animal
Hit Dice: 5d8+15 (37 hp)
Initiative: +2 (+2 Dexterity)
Speed: 50 ft. (10 squares)
Armor Class: 15 (-1 size, +2 Dexterity, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: +3/+10
Attack: Bite +5 melee (2d6+3)
Full Attack: Bite +5 melee (2d6+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-Light Vision, Scent
Saves: Fort +7, Ref +6, Will +2
Abilities: Strength 17, Dexterity 15, Constitution 16, Intelligence 2, Wisdom 13, Charisma 8
Skills: Hide +1*, Jump +4, Listen +4, Spot +4
Feats: Alertness, Track
Environment: Temperate forests
Organization: Solitary, pair, or pack (7–16)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: -

Combat

A favorite tactic is to send a few individuals against the foe's front while the rest of the pack circles and attacks from the flanks or rear.

Trip (Ex) A hyena that hits with its bite attack can attempt to trip the opponent (+2 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the hyena.

Skills *Hyenas have a +4 racial bonus on Hide checks in areas of tall grass or heavy undergrowth.

Skeleton (Template) *

Skin Feaster *

Sidhe *

Skunk Ape *

Snake *

Snake Cobra*

Snake Hoop*

Spirit*

Squid*

Star Doppelganger*

Sundel Bolong

Roleplaying

Originally Posted by

Shade of the En World forums.

On this Thread

Sundel Bolong
Medium undead
Hit Dice: 2d12 (13 hp)
Initiative: +2
Speed: Fly 30 ft. (good) (6 squares)
Armor Class: 14 (+2 Dexterity, +2 deflection), touch 14, flat-footed 12
Base Attack/Grapple: +1/-
Attack: Incorporeal touch +4 melee or +2 against ethereal foes (1d3)
Full Attack: 2 incorporeal touch +4 melee or +2 against ethereal foes (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Beckoning, killing form, manifestation
Special Qualities: Darkvision 60 ft., incorporeal traits, invisibility to females, undead traits
Saves: Fort +0, Ref +2, Will +3
Abilities: Strength 10, Dexterity 14, Constitution —, Intelligence 7, Wisdom 10, Charisma 15
Skills: Concentration +7, Spot +5
Feats: Weapon Focus (incorporeal touch)
Environment: Any land or Ethereal Plane
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral evil
Advancement: 3-8 HD (Medium)
Level Adjustment: —

A beautiful woman steps out from behind a nearby tre. Her long, black hair hangs below her waist. She beckons, wordlessly promising gratuitous delights.

A sundel bolong is an evil spirit of a female humanoid who was wronged by men during her life. To men, she appears as a beautiful, charming woman, with long hair hiding a gaping hole through the middle of her back. Her wordless beckoning promises endless pleasures, and those who give in to her wiles find themselves drawn toward the sundel bolong, only to be tormented by a horrific vision that seeks to frighten them to death. Sundel bolongs are completely invisible to females, and they harbor no ill will against living members of the female gender.

Sundel bolongs prefer to hunt at night, luring away lone sentries or wanderers. The bodies of their victims are always easily found and horribly mutilated.

A sundel bolong is 5 to 6 feet tall and is weightless.

Sundel bolongs speak the languages they spoke in life (usually Common).

COMBAT

A sundel bolong prefers to avoid melee combat, fleeing to the Ethereal Plane if necessary. If her supernatural abilities fail to slay her prey, a sundel bolong fights with her long nails.

Beckoning (Su): A sundel bolong can attempt to charm creatures by promising gratuitous, earthly delights. The sundel bolong targets a single male creature it can see within 30 feet. This is a mind-affecting ability, and the creature must be able to see the sundel bolong for it to take effect. The targeted creature must make a DC 13 Will saving throw. If the save is successful, the creature must succeed on a second DC Will save or be frightened for 1d4 rounds.

If the initial save fails, the creature is utterly beguiled and moves toward the sundel bolong, taking the most direct route available. If that path leads into a dangerous area (such as very deep or fast-moving water) the beguiled creature gets a second saving throw. A beguiled creature may take no actions other than defending himself. A beguiled victim who moves within 5 feet of the sundel bolong must make a DC 13 Will saving throw or be charmed as per charm monster cast by an 8th-level sorcerer. Success means that the character is freed from the beguilement, but immediately sees the sundel bolong for what she truly is, and must on a DC 13 Will save or be frightened for 1d4 rounds. The beguiling effect continues so long as the sundel bolong beckons. A sundel bolong does not need to continue to beckon to keep a victim charmed. The save DCs are Charisma-based.

Invisibility to Females (Su): A sundel bolong can only be seen by male creatures. This ability is constant, allowing a sundel bolong to remain invisible even when attacking. This ability is inherent and not subject to the Invisibility Purge spell. This invisibility extends to creatures with no gender (such as constructs or oozes).

Killing Form (Sp): Three times per day as a standard action, a sundel bolong can affect a chosen individual as with a phantasmal killer (CL 7th, DC 16), except as follows. First, the sundel bolong itself appears to the victim to be the beast listed in the spell description. Also, the phantasmal killer cannot be turned back on the sundel bolong. Victims that have been previously charmed by the sundel bolong take a -2 morale penalty to their saves against the killing form.

Manifestation (Su): A sundel bolong dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a sundel bolong manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested sundel bolong can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested sundel bolong can pass through solid objects at will, and its own attacks pass through armor. A manifested sundel bolong always moves silently. A manifested sundel bolong can strike with its touch attack or with a ghost touch weapon. A manifested sundel bolong remains partially on the Ethereal Plane, where is it not incorporeal. A manifested sundel bolong can be attacked by opponents on either the Material Plane or the Ethereal Plane. The sundel bolong's incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.

When a spellcasting sundel bolong is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting sundel bolong manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested sundel bolong's touch spells don’t work on nonethereal targets.

A sundel bolong has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.

Originally appeared in Kara-Tur: The Eastern Realms (1988).

T

Tatzelwurm

This image was created by the user named Kryptid. He hereby gives permission to Wikipedia, and the rest of the Internet, to display this image where they see fit. Kryptid only asks that no one else will claim to have made the image themselves.

This image was created by the user named Kryptid. He hereby gives permission to Wikipedia, and the rest of the Internet, to display this image where they see fit. Kryptid only asks that no one else will claim to have made the image themselves.

From Wikipedia, the free encyclopedia

The Tatzelwurm is a worm-like cryptid, reported to live in the several areas of Europe, including the Austria, Bavaria and Switzerland Alps. In some circles, it is classified as a variety of lesser dragon.

It is known by several names in different regions.

* Stollenworm (Tunnel Worm)
* Bergstutzen (Mountain Stump)
* Springwurm (Jumping Worm)
* Daazelwurm
* Praatzelwurm
* Arassas (French Alps).

Reports indicate that the creature has a snake-like body between 2 and 6 feet in length, with two clawed front legs, but no hind legs. Local folklore holds that the Tatzelwurm is able to defend itself by expelling poisonous fumes that are capable of killing a human.

One claimed photograph of the Tatzelwurm exists, it was taken in 1934 by Swiss photographer named Balkin who took a photo of what he thought was a very peculiar log. When the camera flashed, the "log" darted away.

Roleplaying

Originally Posted by

Bhu of the Wizards Community forums.

On this Thread

Tatzelwurm
Small Animal
Hit Dice: 2d8+2 (11 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 15 (+1 Size, +2 Dexterity, +2 Natural), touch 13 , flat-footed 13
Base Attack/Grapple: +1/-3
Attack: Bite +2 melee (1d4 plus poison)
Full Attack: Bite +2 melee (1d4 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison
Special Qualities: Low Light Vision
Saves: Fort +4, Ref +5, Will +1
Abilities: Strength 10, Dexterity 15, Constitution 12, Intelligence 2, Wisdom 12, Charisma 2
Skills: Listen +2, Spot +3
Feats: Weapon Finesse
Environment: Temperate Mountains
Organization: Solitary
Challenge Rating: 1/2
Treasure: None
Alignment: Always Neutral
Advancement: 3-4 HD (Medium)
Level Adjustment: ----

Poison (Ex): Injury, Fort Save DC 12, Initial and Secondary Damage 1d6 Constitution. Save DC is Constitution Based.

Thought Eater*

Thunderbird*

Tiger*

Toad*

Tooth Fairy*

Tsuchinoko

Tsuchinoko (a legendary snake-like cryptid from Japan), Collect-Clib Photo taken by Stray Sloth (uploader)

Tsuchinoko (a legendary snake-like cryptid from Japan), Collect-Clib Photo taken by Stray Sloth (uploader)

From Wikipedia, the free encyclopedia

The Tsuchinoko, is a legendary snake-like cryptid from Japan. The name tsuchinoko is prevalent in Western Japan, including Kansai and Shikoku; the creature is known as bachi hebi in Northeastern Japan.

Tsuchinoko are described as being between 30 and 80 centimeters in length, similar in appearance to a snake, but with a central girth that is much wider than its head or tail, and as having fangs and venom similar to that of a viper. Some accounts also describe the tsuchinoko as being able to jump up to a meter in distance.

According to legend, some tsuchinoko have the ability to speak and a propensity for lying, as well as a taste for Alcohol. Legend also records that it will sometimes swallow its own tail so that it can roll like a hoop.

History

Drawings resembling tsuchinoko on stoneware dating back to the Jomon Period have been discovered in Gifu and Nagano. An encyclopedia from the Edo Period contains a description of the tsuchinoko under the name yatsui hebi. Accounts of the tsuchinoko can also be found in the Kojiki.

In 1989 the town of Mikata, Hyogo Prefecture offered a reward of 330 square meters of land to anybody who could capture a tsuchinoko and, in 2001, it put a large black snake on display under the claim that the creature was a tsuchinoko.

Possible Explanations

Excluding Hokkaido and the southern Japanese islands, tsuchinoko sightings have been reported all over Japan. As an actual tsuchinoko has never been formally cataloged by science, there is some speculation that other animals have been mistaken for the creature. Some believe the tsuchinoko legend to be based on encounters with snakes that recently swallowed a meal. The blue-tongued skink, which became legal to own in Japan in the 1970s, also seems to be easily mistakable for a tsuchinoko; its only major difference in appearance is its four legs.

Roleplaying

Originally Posted by

Bhu of the Wizards Community forums.

On this Thread

Tzuchinoko, cryptid version
Tiny Animal
Hit Dice: 1/2d8 (2 hp)
Initiative: +3
Speed: 15 ft. (3 squares), Climb 15 ft., swim 15 ft.
Armor Class: 17 (+2 Size, +3 Dexterity, +2 Natural), touch 15, flat-footed 14
Base Attack/Grapple: +0/-10
Attack: Bite +5 melee (1 plus poison)
Full Attack: Bite +5 melee (1 plus poison)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Poison
Special Qualities: Scent
Saves: Fort +2, Ref +5, Will +1
Abilities: Strength 6, Dexterity 17, Constitution 12, Intelligence 2, Wisdom 12, Charisma 2
Skills: Balance +11, Climb +11, Hide +15, Jump +10, Listen +5, Spot +5, Swim +6
Feats: Weapon Finesse
Environment: Temperate Forest
Organization: Solitary
Challenge Rating: 1/2
Treasure: None
Alignment: Always Neutral
Advancement: -
Level Adjustment: ----

Skills: Tzuchinoko have a +4 Racial Bonus on Hide, Listen, and Spot checks. They also have a +8 Racial Bonus on Balance, Climb, Jump, and Swim checks. They may use their Strength or Dexterity bonus for Climb checks whichever is better. They may always take 10 on a Swim check even if threatened or distracted, and may use the Run action while swimming in a straight line.

Poison(Ex): Injury, DC 11 Fortitude Save, Initial and Secondary Damage is 1d6 Constitution.

V

Vampire (Template)*

Giant Viper Fish

Dana viperfish

Dana viperfish

Roleplaying

Originally Posted by

Shade of the En World forums.

On this Thread

Giant Viper Fish
Huge Animal (Aquatic)
Hit Dice: 10d8+40 (85 hp)
Initiative: +5
Speed: Swim 50 ft. (10 squares)
Armor Class: 13 (-2 size, +1 Dexterity, +4 natural), touch 9, flat-footed 12
Base Attack/Grapple: +7/+24
Attack: Bite +14 melee (3d6+13)
Full Attack: Bite +14 melee (3d6+13)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab, seizing maw
Special Qualities: Low-Light Vision
Saves: Fort +11, Ref +10, Will +3
Abilities: Strength 28, Dexterity 12, Constitution 19, Intelligence 1, Wisdom 10, Charisma 2
Skills: Listen +2, Spot +15, Swim +17
Feats: Alertness, Blind-Fight, Improved Initiative, lightning reflexes
Environment: Any aquatic
Organization: Solitary or pair
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 11-20 HD (Huge); 21-30 HD (Gargantuan)
Level Adjustment: -

This fish sports a massive set of jaws stuffed with sharp teeth. Twin rows of bioluminscent Spots dot its sides, and more patches of bioluminscence glow from within its mouth. Whiplike growths protrude from the fish's chin.

Among the most vicious predators of the deepest and darkest reaches of oceans, giant viper fish swim swiftly through the cold waters hunting prey. The bioluminescent spots along their sides help to attract prey, which they quickly trap in their vicious jaws.

Normally solitary hunters, viperfish pair up during a brief mating season. The females abandons her clutch as soon as the eggs are layed.

Viperfish flesh is edible, although its taste is unpleasant.

A typical giant viper fish is 20 feet long and weighs 1,000 pounds.

COMBAT

A giant viper fish attempts to bite prey and catch it in its seizing maw, digesting what remains.

Improved Grab (Ex): To use this ability, a giant viper fish must hit a Huge or smaller opponent with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and immediately traps the victim in its seizing maw.

Seizing Maw (Ex): Once the a giant viper fish has successfully grappled an opponent, it automatically holds the victim in its mouth to slowly digest it. Each round that the victim spends in the viper fish's mouth, it takes automatic bite damage and 1d8 points of acid damage. To escape the hold, the victim must succeed on either a grapple check or an Escape Artist check opposed by the viper fish's grapple check. If the victim successfully escapes, it immediately takes maximum bite damage as it tears itself free of the viper fish's backward-curving teeth. A giant viper fish can hold a creature up to one size category lareger than itself within its mouth in this manner.

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

Variant Giant Viper Fish

Some giant viper fishes have whiplike tentacles which grow from their chins. Such giant viper fishes have the following changes to the statistics above:

Attack: Bite +14 melee (3d6+9) or tentacle +14 melee (1d8+9)
Full Attack: Bite +14 melee (3d6+9) and 2 tentacles +9 melee (1d8+4)
Space/Reach: 15 ft./10 ft. (15 ft. with tentacles)
Special Attacks: Constrict, improved grab, seizing maw
Challenge Rating: 8

Constrict (Ex): A giant viper fish deals automatic tentacle damage with a successful grapple check.

Improved Grab (Ex): To use this ability, a giant viper fish must hit a Huge or smaller opponent with its bite or tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and immediately traps the victim in its seizing maw (if a bite attack) or constrics (if a tentacle attack).

Originally appeared in Monstrous Compendium Annual 4.

Vrock*

Vurgens (Giant Gulper Eel)

Gulper eel, Saccopharynx flagellum. From plate 49 of Oceanic Ichthyology by G. Brown Goode and Tarleton H. Bean., published 1896.

Gulper eel, Saccopharynx flagellum. From plate 49 of Oceanic Ichthyology by G. Brown Goode and Tarleton H. Bean., published 1896.

Roleplaying

Originally Posted by

Shade of the En World forums.

On this Thread

Vurgens (Giant Gulper Eel)
Huge Animal (Aquatic)
Hit Dice: 9d8+48 (88 hp)
Initiative: +4
Speed: Swim 40 ft. (8 squares)
Armor Class: 16 (-2 size, +8 natural), touch 8, flat-footed 16
Base Attack/Grapple: +6/+27
Attack: Bite +14 melee (2d6+9 plus Paralysis) or tail slap +13 melee (3d4+9)
Full Attack: Bite +14 melee (2d6+9 plus Paralysis) or tail slap +13 melee (3d4+9)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab, Paralysis, spines, swallow whole
Special Qualities: Low-Light Vision, Scent
Saves: Fort +13, Ref +6, Will +4
Abilities: Strength 29, Dexterity 11, Constitution 20, Intelligence 1, Wisdom 12, Charisma 2
Skills: Hide -4, Listen +7, Spot +11, Swim +17
Feats: Great Fortitude, Improved Grapple (B), Improved Initiative, Toughness, Weapon Focus (bite)
Environment: Any aquatic
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 10-18 HD (Huge); 19-27 HD (Gargantuan); 28-30 HD (Colossal)
Level Adjustment: -

This massive, mottled brown, eel-like creature is little more than an enormous pair of jaws attached to a long, sinuous body. Rows of spines run down each side of its body, beginning behind the jaws and terminating in a pointed cluster at the tip of the tail. A pair of tiny, flat black eyes are dwarfed by its massive maw.

Vurgens are massive predatory eels that claim vast tracts of the ocean as their territories. Also known as "giant gulper eels" due to their predilection for swallowing anything they can fit in their jaws, these solitary hunters consider any creature their size as rivals, and anything smaller as prey. They are known to clash in titanic undersea battles with krakens, whales, and others of their own kind. They terrorize aquatic races, such as locathah and tritons.

Every other year, vurgens spawn, producing 20 to 40 offspring, which the female carries within her. Foot-long hatchlings emerge within a year, and reach full maturity in six years, if they survive.

Vurgens are rarely seen by surface dwellers, for only great disturbances can drive them to shallower water.

A typical vurgens is 20 feet long and weighs 200 pounds. Most vurgens mottled brown, though coloration of olive, russet, white, and purple are possible.

COMBAT

Vurgens simply chase down prey and attempt to swallow it quickly before moving on to the next victim. They bite with toothless, bony ridges to grasp prey, then saliva mixes with their digestive juices to paralyze swallowed victims.

Improved Grab (Ex): To use this ability, a vurgens must hit an opponent of its size or smaller with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the target in the following round.

Paralysis (Ex): Those hit by a vurgens's bite attack must succeed on a DC 19 Fortitude save or be paralyzed for 1d4 rounds. The save DC is Constitution-based.

Spines (Su): Any creature striking a vurgens with handheld weapons or natural weapons takes 1d4+9 points of piercing and slashing damage from its spines. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way.

Swallow Whole (Ex): A vurgens can try to swallow a grabbed opponent of up to its size by making a successful grapple check. Once inside, the swallowed creature takes 2d6+8 points of bludgeoning damage and 8 points of acid damage per round from the vurgens's digestive juices. Additionally, a swallowed creature is exposed to the vurgens's paralytic saliva (see Paralysis, above). A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the vurgens's digestive tract (AC 14). Once the creature exits, muscular action closes the hole; another swallowed creature must cut its own way out.

A Huge vurgens's gullet can hold 1 Huge, 2 Large, 8 Medium, 16 Small, 32 Tiny, 128 Diminutive, or 512 Fine or smaller opponents.

Skills: Vurgens have a +4 racial bonus on Hide and Spot checks. A vurgens has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action when swimming, provided it swims in a straight line.

Originally appeared in Dragon Magazine #89 (1984).

w

Whisperer in the Dark*

Wolf*

y

Ya-te-veo

Depiction of a native being consumed by a Ya-te-veo ("I see you") carnivorous tree of Central America, from Land and Sea by J.W. Buel, 1887.

Depiction of a native being consumed by a Ya-te-veo ("I see you") carnivorous tree of Central America, from Land and Sea by J.W. Buel, 1887.

Roleplaying

Originally Posted by

Raptorial of the Wizards Community forums.

On this Thread

Ya-te-veo
Large Plant
Hit Dice: 5d8+33 (55 hp)
Initiative: -1 (-1 Dexterity)
Speed: 0 ft. (0 squares)
Armor Class: 11 (-1 size, -1 Dexterity, +3 natural), touch 8, flat-footed 11
Base Attack/Grapple: +3/+11
Attack: Tendril +6 melee (1d6+4 plus acid)
Full Attack: 14 Tendrils +6 melee (1d6+4 plus acid)
Space/Reach: 10 ft./10 ft.
Special Attacks: Constrict, improved grab
Special Qualities: Low-Light Vision, tremorsense 30 ft., plant traits
Saves: Fort +10, Ref +0, Will -2
Abilities: Strength 19, Dexterity 8, Constitution 23, Intelligence 1, Wisdom 5, Charisma 4
Skills: Concentration +7, Survival +4
Feats: Power Attack, Toughness
Environment: Warm plains and forests
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Large); 11-15 HD (Huge)
Level Adjustment: -

* D&D Fluff: The Ya-te-veo ("I can see you") is a gigantic carnivorous plant that is rarely seen outside of travellers' tales. Growing in tropical plains and jungles, the Ya-te-veo is dangerous to most creatures and beings that come across it and mistake its deadly vines for a simple shade tree. When the plant gets a response from tremors felt through its elongated root system, it lets its tendrils descend and ensnare the unlucky prey item, slowly digesting it with acidic enzymes excreted from the tentacle-like stalks erupting from its trunk. Few Ya-te-veo have ever been studied, but those druids that have had a chance to commune with them believe the plants are related to the small bog plant known as the sundew rather than the Venus fly trap.

Yeti*

Yowie (new)*

Yowie cryptozoological

Roleplaying

Originally Posted by

Raptorial of the Wizards Community forums.

On this Thread

Yowie
Medium monstrous humanoid
Hit Dice: 3d8+12 (25 hp)
Initiative: +3 (+3 Dexterity)
Speed: 30 ft. (6 squares)
Armor Class: 16 (+3 Dexterity, +3 natural), touch 13, flat-footed 13
Base Attack/Grapple: +3/+6
Attack: Bite +6 melee (1d6 +3)
Full Attack: Bite +6 melee (1d6 +3) and slam +1 melee (1d8 +1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Frightful presence, powerful build
Special Qualities: Darkvision 60ft., Scent
Saves: Fort +5, Ref +6, Will +5
Abilities: Strength 17, Dexterity 16, Constitution 19, Intelligence 3, Wisdom 14, Charisma 12
Skills: Intimidate +4, Listen +3, Spot +3, Survival +3
Feats: Endurance,Track
Environment: Temperate or warm mountain forests and scrub
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Medium); 7-9 HD (Large)
Level Adjustment: -

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