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thecreaturecodex · 11 months
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Paaridar, Manticore
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"Manticore!" © Fur Affinity user iLeomaru, accessed at their gallery here
[It was awfully nice of Paizo to make a canonical way of making monster girls for Pathfinder 2e. The paaridar feels like it should be a template, and in fact should be multiple templates. I might go and do more at some point. So the CR 7 manticore paaridar that we get in Bestiary 3 is what I was aiming for, but you can make a whole monastery by using this template on a variety of different monk stat blocks. I didn't use the canon art for it because that art is missing the tail; maybe the art was commissioned before the stats were finalized]
Paaridar, Manticore CR +1 Acquired Template This woman has clawed hands, a long tail ending in multiple spines, and a pair of leathery wings. She grins resolutely with fang-like teeth.
Paaridus was a monk obsessed with shortcuts for gaining power. Rather than develop his own ki by focusing on his chakras and personal growth, he developed a technique to steal the ki from other organisms. Envious of various monstrous life and ashamed of the limitations of human flesh, he focused on monsters, and his followers, known as paaridars, have mastered the technique. But the more chakras are replaced, the more the mind of the original person is lost, replaced with a feral personality. The root, sacral and naval chakras are the ‘safe” ones, but even this is seen as a profane and disgusting act by most monks. The “donor” survives the process, barely, a husk of its former self, which is usually put out of its misery as an initiation ceremony for the new paaridar.
Different types of paaridars exist, each one drawing from the ki of a different magical beast or dragon. Each type of paaridar is its own template. These templates are similar to the template below, with the following adjustments. Most paaridars has one offensive ability, one defensive ability and one type of special movement. Swap out the claw attacks for another natural weapon, if appropriate, but retain Feral Combat Training as a bonus feat. A paaridar typically gains a +4 bonus to one physical ability score, a +2 bonus to another physical ability score, and a -2 penalty to a mental ability score (usually Intelligence or Charisma).
Creating a Manticore Paaridar “Manticore paaridar” is a template that can be added to any creature with a ki pool, typically a monk or ninja. CR +1 Alignment any non-good. A paaridar must still maintain the alignment requirements for its class (lawful for a monk, for example) Type change the creature’s type to monstrous humanoid if it is a humanoid. Do not recalculate HD, BAB or saves. Armor Class increase natural armor bonus by +2 Defenses/Qualities gains darkvision 60 ft. if the base creature doesn’t have it, and the following defensive ability: Sharp Disruption (Ex) a manticore paaridar can block an attack with its claws as an immediate action. It gains DR /- equal to its HD, and the creature that hits it takes slashing damage equal to the paaridar’s claw damage plus its Strength modifier. A manticore paaridar can use this ability once per day, plus an additional time per day per 3 HD. Weakness a manticore paaridar gains the following weakness Disrupted Ki (Su) whenever a manticore paaridar uses a ki point, it takes 1d6 points of damage. It cannot reduce the damage taken from this ability in any way. Speed the manticore paaridar gains a fly speed equal to ½ its land speed, and clumsy maneuverability. Its flight gains the following quality: Limited Flight (Ex) a manticore paaridar can fly consecutively without penalty for a number of rounds equal to its Constitution modifier. Unless it then lands and doesn’t fly for a number of minutes equal to the number of rounds it flew, it gains the fatigued condition. Melee the manticore paaridar gains 2 claw attacks that deal damage as if it were one size larger than its actual size category Ranged the manticore paaridar gains the following ranged attack: Spikes (Ex) With a snap of its tail, a manticore paaridar can loose a volley of spikes as a standard action (make an attack roll for each spike). A paaridar of CR 4 or lower can fire two spikes at a time, one of CR 5 to 10 can fire four spikes at a time, and one of CR 11 or higher can fire six spikes at a time. This attack has a range of 180 feet with no range increment and deal 1d6 damage (assuming a Medium paaridar) plus the paaridar’s Strength bonus on a successful hit. All targets must be within 30 feet of each other. The manticore paaridar can launch a number of spikes per day equal to 4x its Hit Dice. Ability Scores Str +4, Con +2, Int -2. Feats A manticore paaridar gains Feral Combat Training (claw) as a bonus feat. Skills A manticore paaridar gains Fly as a class skill.
Sample Manticore Paaridar Aparajita Varman                CR 7 XP 3,200 Human manticore paaridar monk 7 (hungry ghost monk) LE Medium monstrous humanoid (augmented human) Init +2; Senses darkvision 60 ft., Perception +10 Defense AC 19, touch 16, flat-footed 16 (+2 Dex, +1 dodge, +2 natural, +3 monk, +1 armor) hp 63 (7d8+18 plus 7) Fort +8, Ref +7, Will +7; +2 vs. enchantment Defensive Abilities AC bonus, evasion, sharp disruption (1d6+4, 3/day), still mind Weakness disrupted ki Offense Speed 50 ft., fly 25 ft. (clumsy); limited flight (3 rounds) Melee unarmed strike +9/+4 (1d8+4), 2 claws +4 (1d6+2) or flurry of blows +7/+7/+2 (1d8+4), 2 claws +2 (1d6+2) or 2 claws +9 (1d6+4) Ranged 4 spikes +8 (1d6+4) Special Attacks ki pool (5/day), ki strike (cold iron, magic, silver), life funnel, spikes (28/day), steal ki Statistics Str 18, Dex 15, Con 16, Int 8, Wis14, Cha 8 Base Atk +5; CMB +11; CMD 27 Feats Alertness, Boar Style,Deflect Arrows (B), Dodge (B), Feral Combat Training (claws )(B), Punishing Kick (B), Step Up, Toughness, Weapon Focus (spikes) Skills Acrobatics +8 (+23 when jumping), Escape Artist +8, Fly +7, Intimidate +5, Perception +10, Sense Motive +10, Stealth +8 Languages Common, Vudrani SQ mighty leap, slow fall (20 ft.), Gear bracers of armor +1, brooch of shielding, muleback cords, elixir of dragon’s breath (blue dragon), potion of bull’s strength, potion of cat’s grace, potion of cure moderate wounds, dagger (x3), 196 gp Special Abilities Life Funnel (Su): A hungry ghost monk can steal a creature’s life force to replenish his own. If the monk has at least 1 ki point in his ki pool and scores a confirmed critical hit against a living enemy or reduces a living enemy to 0 or fewer hit points, she heals a number of hit points equal to her monk level. A monk with this ability cannot steal both ki and hit points at the same time Steal Ki (Ex) A hungry ghost monk can steal ki from other creatures. If the monk scores a confirmed critical hit against a living enemy or reduces a living enemy to 0 or fewer hit points, she can steal some of that creature’s ki. This ability replenishes 1 spent ki point to the monk’s ki pool, as long as the monk has at least 1 ki point in his pool. She cannot exceed her ki pool’s maximum.
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xxcreaturecounting · 3 years
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Made this to get myself back on track w my daily intake
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aawgames · 9 years
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Mendacious Materials: Blood Thrall Template
Mendacious Materials: Blood Thrall Template
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Blood Thrall Template (+2)
Although the debauchery of the Cultus Sanguineus were disrupted and upended by adventurers last year, the metropolis of Mohkba still suffers from the corruption brought to it by some of its greediest, most bloodthirsty nobles.
One of the most curious—and disturbing—instances are blood thralls, maddened creatures perpetually caught between life and death, constantly in a…
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thecreaturecodex · 3 years
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Feral Creature Template
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“Feral Minotaur” by Wayne Reynolds, © Wizards of the Coast
[Savage Species was a boon for players and DMs alike, giving rules for how to play monsters as classes a la the Basic D&D “races as classes” model, along with tons of feats, prestige classes and templates for modifying existing monsters. These two concepts played together with... mixed success. Namely, power creep, which was huge with this book. I remember playing a thri-kreen with the Multiweapon feats from Savage Species who made twelve bastard sword attacks by 12th level. And the feral template, which was a level adjustment +1 way to get the pounce ability, was much abused. One player in my high school game had a feral frenzied berserker who was so overpowered that I made him the final boss of the entire campaign. So as one GM to another I am saying this right now. The feral template should be reserved for monsters, not players.]
Feral Creature CR +2 Template
Feral Minotaur CR 6 CE Monstrous Humanoid This bull-headed humanoid is muscle-bound, with a leathery hide and large clawed hands.
Feral creatures are humanoids or monstrous humanoids with an animalistic aspect. Some of them are the process of natural selection, with stronger, more brutal individuals being favored over time in harsh environments. Some are blessed or cursed by gods of strength and monsters, being granted a tougher physical form at the expense of their minds. Still others are the results of alchemical experiments, partially fleshwarped or permanently affected by mutagenic chemicals.
Feral creatures vary in alignment, but most are at the very least chaotic. They are impatient with the trappings of civilization and have little patience for book learning, but have keen senses and intuitive minds. Their clawed fingers lack manual dexterity and they tend to be somewhat swollen with muscle, and they much prefer melee combat to ranged warfare or spellcasting. Some feral creatures still use manufactured weapons, typically of simple or crude make, but others prefer to feel the warmth of blood on their hands.
A feral creature is more massive than an ordinary member of its species, but many are not as tall due to hunched postures. Some even run on all fours with an ape-like gait, but this is by no means universal.
Creating a Feral Creature
“Feral creature” is an inherited or acquired template that can be added to a humanoid or monstrous humanoid. A feral creature uses all of the base creature’s statistics except as noted here
CR: +2 Type: The creature’s type changes to monstrous humanoid. Do not adjust HD, BAB, saves or skills Armor Class: natural armor increases by +4 Defenses/Qualities: Gains darkvision 60 ft. and scent; if the creature already had darkvision, its darkvision increases by 30 ft.; gains ferocity; gains fast healing equal to ½ the creature’s adjusted CR (maximum fast healing 10) Melee: A feral creature gains two claw attacks that deal damage as normal for a creature of its size. If the base creature already has claw attacks, increase the damage they deal by one die. Special Attacks: A feral creature gains one of the following special attacks. It gains two if its Hit Dice are 8 or higher, and three if its Hit Dice are 16 or higher. Grab (Ex) as the universal monster quality. Pounce (Ex) as the universal monster quality. Powerful Blows (Ex) as the universal monster quality, with one natural weapon. This ability can be selected multiple times. Rake (Ex) with two claws, as the universal monster quality. A feral creature must have grab or pounce before selecting this ability Rend (Ex) with two claws, as the universal monster quality. Trample (Ex) As the universal monster quality, dealing damage as a slam attack of the creature’s size. If the creature already has a slam attack, it deals that damage if it is higher. Abilities Str +4, Dex -2, Con +4, Int -2 (minimum 3), Wis +2 Skills A feral creature gains a +4 racial bonus to two of the following skills: Acrobatics, Climb, Fly, Perception, Stealth, Swim.
Statistics for a sample feral creature below the cut
Feral Minotaur CR 6 XP 2,400 CE Large monstrous humanoid Init +0; Senses darkvision 90 ft., Perception +10, scent Defense AC 16, touch 8, flat-footed 16 (-1 size, -1 Dex, +8 natural) hp 57 (6d10+24); fast healing 3 Fort +8, Ref +4, Will +6 Defensive Abilities ferocity, natural cunning Offense Speed 30 ft. Melee greataxe +11/+6 (3d6+9/×3) and gore +6 (1d6+3) or 2 claws +11 (1d6+6), gore +11 (1d6+6) Space 10 ft.; Reach 10 ft. Special Attacks powerful charge (gore, 2d6+9), rend (2 claws, 1d6+9) Statistics Str 23, Dex 8, Con 19, Int 5, Wis 12, Cha 8 Base Atk +6; CMB +13 (+15 bull rush); CMD 22 (+24 vs. bull rush) Feats Great Fortitude, Improved Bull Rush, Power Attack Skills Climb +10, Perception +11, Stealth +5, Survival +11; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth, +4 Survival Languages Giant Ecology Environment temperate ruins or underground Organization solitary, pair, or gang (3–4) Treasure standard (greataxe, other treasure) Special Abilities Natural Cunning (Ex) Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells and prevents them from ever becoming lost. Further, they are never caught flat-footed.
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xxcreaturecounting · 3 years
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Welcome!
A lot of stuff on this page is out dated bc I came back after like 3 years
Current gw: 135
Current UGW: 100lbs
Height: 5’4”
I have clinical depression, adhd, autism, EDNOS/Bdd, and a dissociative disorder. Please be patient with me I forget stuff a lot
My page hashtags are all connected to this post! vv
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xxcreaturecounting · 3 years
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Sorry for not posting in a while, here are some templates I made for February! If you’d like feel free to dm me and I can do minor edits like changing the month or adding an emoji category
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thecreaturecodex · 4 years
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Expanded Devilbound Creature, pt. 2
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“Do we have a deal?” © Morgan Bishop, accessed at his deviantArt gallery here
Expanded Devilbound Creature, pt. 2
The hosts of Hell are diverse, and many devils are capable of making contracts and deals with mortals. The following are modifications made to the devilbound creature template, representing some of the devils in the Creature Codex. In addition to the ability score adjustments and spell-like abilities bestowed by the template, cosmetic effects of the devilbound template are suggested for each devil represented.
Duelletomane-bound A creature that signs a contract with a duelletomane devil may grow small horns from its scalp, or have its hands dyed black or red Ability Score Modifiers +2 Dex, +2 Wis, +2 Cha; Spell-like Abilities 3/day—keen edge, named bullet
Kafkizu-bound A devilbound creature allied with a kafkizu devil may have a short tail, a mouth that is too wide, or may find ink stains appearing on their clothes and belongings at random Ability Score Modifiers +2 Con, +2 Int, +2 Wis; Spell-like Abilities 3/day—enthrall; 1/day—shadow conjuration
Orcitimor-bound A creature that signs a contract with an orcitimor devil may have eyes that seem proportionately small, or may have wing-like flaps of skin between their arms and torso. Ability Score Modifiers +2 Str, +2 Con, +2 Int; Spell-like Abilities 3/day—clairaudience/clairvoyance, paranoia
Orthinos-bound A devilbound creature allied with an orthinos devil may have pale skin, red hair, or feathers mixed among their ordinary hair. Ability Score Modifiers +2 Dex, +2 Int, +2 Cha; Spell-like Abilities 3/day—arcane lock, glyph of warding
Xerfilstyx-bound A creature that signs a contract with a xerfilstyx devil may have too many teeth, a skin tone like an old bruise, or a vestigial mouth grow somewhere on their body. Ability Score Modifiers +2 Str, +2 Con, +2 Cha; Spell-like Abilities 3/day—dispel magic; 1/day confusion
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thecreaturecodex · 5 years
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Scion of Kyuss
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Image by Joachim Barrum, © Paizo Publishing. Accessed at Dungeon Magazine 134 Map and Handout Supplement here
[There were two different 3.x era spawn of Kyuss templates in Dragon Magazine: the scion of Kyuss in Dragon 307 and the favored spawn in Dragon 336. I’ve mashed the two of them up for this, and added some additional abilities for high level scions--some of them based on abilities of unique NPCs in the Age of Worms AP, and some of my own design.]
Scion of Kyuss This immense beast has three heads, those of a lion, a goat and a dragon. Its body is covered in patchy white fur, and fat green worms writhe within its mouths and hollow eye sockets.
Although the spawn of Kyuss are the most common undead servitors of the Worm that Walks, they are by no means Kyuss’ only creations. A scion of Kyuss is created when a creature other than a humanoid is successfully infested with Kyuss worms, through the use of powerful ritual magic, or through the attacks of Kyuss himself or his strongest minions. Scions of Kyuss retain their intelligence and memories, but are thoroughly devoted to the wicked machinations of the Wormgod, making them exceedingly dangerous foes. As they grow more powerful, scions of Kyuss manifest all manner of strange powers, from breathing toxic gas to growing worms that can strike in melee. The most extreme of these undead monsters barely resemble the form they were in life, instead appearing as a shambling mass of worms barely holding together a skeleton.
Creating a Scion of Kyuss “Scion of Kyuss” is an acquired template that can be applied to any living, corporeal creature. A scion of Kyuss uses all of the base creature’s statistics and special abilities, except as noted here:
CR As base creature +1 Alignment Any evil Type The creature’s type changed to undead (augmented and wormtouched). Do not recalculate BAB, skills or saves. Senses The creature gains darkvision 60 ft. if it did not already have it. Armor Class The creature’s natural armor bonus increases by +5 Hit Dice Change all racial Hit Dice to d8s. Class Hit Dice are unaffected. As undead, scions of Kyuss use their Charisma modifier to determine bonus hit points (instead of Constitution). Defensive Abilities A scion of Kyuss gains channel resistance +4, fast healing 5 and gains all of the benefits of the undead type. A scion of Kyuss with 10 or fewer Hit Dice gains DR 5/silver; if  it has11 Hit Dice or greater. it gains DR 10/silver. Melee A scion of Kyuss with no natural attacks gains a slam attack that deals damage as normal for a creature of its size. Special Attacks A scion of Kyuss gains several special attacks. Save DCs are equal to 10 + ½ the scion’s HD + scion’s Cha modifier. Aura of Terror (Su) All living creatures that approach within 30 feet of a scion of Kyuss must succeed a Will save or be panicked for 1d4+1 rounds. A creature that succeeds its save is immune to the aura of terror of that spawn for the next 24 hours. Create Spawn (Su) Any Small, Medium or Large humanoid killed by a scion of Kyuss’ infest ability rises as a spawn of Kyuss in 1d6+4 rounds. Any other creature is animated as a zombie in 1d6+4 rounds. The new spawn is not under the control of its creator, but is favorably disposed towards it. Disease (Su) Kyuss’ gift; slam or one other natural weapon—injury; save Fortitude; onset 1 day; effect 1d4 Con damage and 1d4 Wis damage; cure 2 consecutive saves. The save DC is Charisma based. Infest (Ex) Once per round as an immediate action, a scion of Kyuss can transfer a worm onto a creature it hits with a natural attack. The worm remains on the surface until the spawn’s next turn, whereupon it burrows into the flesh of its new host. A worm on the surface has an AC of 10, a CMD of 6 and 1 hit point, and can be killed by the touch of silver. It cannot burrow into a victim with a natural armor bonus of +5 or higher or a victim with damage reduction of any kind. When the worm begins to burrow into its victim, it deals 1 point of damage each round for 1d4+1 rounds as it moves towards the brain. During this time, the worm can be removed with a DC 20 Heal check. or killed with a successful remove disease, remove curse or similar effect against the scion of Kyuss’ save DC. After this time, it reaches the brain and begins to deal 1d2 points of Intelligence drain per round—at this time it can no longer be removed with a Heal check but can still be removed magically. A creature reduced to 0 Intelligence dies immediately. A creature can be infested with multiple worms at once. A successful Heal check only removes a single worm, although an additional worm is removed for every 5 points by which the check exceeds the DC. A magical treatment removes all worms infesting a single host. A host infested with multiple worms takes 1d2 Int drain per worm per round.
In addition, scions of Kyuss with 11 HD or more may choose from the following special attacks. They gain an additional special attack for every 5 HD beyond 11 that they possess: Biting Worms (Ex) The worms in a scion of Kyuss’ eye sockets grow large and violent, granting it a secondary natural attack for every eye it has. These worms deal piercing damage as a tentacle of the creature’s size, and any creature so bitten must succeed a Fortitude save or take 1d4 points of Intelligence drain. Creatures drained to 0 Intelligence die immediately and are subject to the scion’s create spawn attack. Create Greater Spawn (Su) Any creature slain by a scion of Kyuss’ infest attack rises as a scion of Kyuss in 1d6+4 rounds. Infested Skin (Ex) Any creature that touches a scion of Kyuss or attacks it with a natural weapon or unarmed strike must succeed a Reflex save or have a Kyuss worm transferred onto it. Noxious Breath (Ex) As a standard action, a scion of Kyuss may vent a 30 ft. cone of toxic gas. All creatures in the area must succeed a Fortitude save or be nauseated for 1 minute. A creature that successfully saves against this effect is immune to the noxious breath of that scion of Kyuss for the next 24 hours. Penetrating Worms (Ex) A scion of Kyuss’ infest ability can affect creatures regardless of their natural armor or damage reduction. Rapid Worms (Ex) A scion of Kyuss transfers one worm automatically to its target every time it successfully strikes with a melee attack, rather than transferring worms over as an immediate action. Wormburst (Ex) Once per day as a standard action, a scion of Kyuss can expel worms in a 10 foot radius burst around itself. All creatures in the area must succeed a Reflex save or be infested with 1d6 worms. Abilities Increase from the base creature as follows: Str +6, Wis +2, Cha +6. As an undead creature, scions of Kyuss lack a Constitution score. Feats A scion of Kyuss gains Alertness and Toughness as bonus feats.
Sample Scion of Kyuss Wormcrawl Chimera      CR 9 XP 6,400 Giant scion of Kyuss chimera CE Huge undead (augmented magical beast, wormtouched) Init +4; Senses darkvision 60 ft., low-light vision, Perception +10, scent Aura terror (30 ft., DC 17) Defense AC 25, touch 10, flat-footed 25 (-2 size, +17 natural) hp 76 (9d8+36); fast healing 5 Fort +9, Ref +6, Will +7; channel resistance 4 DR 5/silver Defensive Qualities undead traits Offense Speed 30 ft., fly 50 ft. (poor) Melee bite +16 (3d6+9), bite +16 (2d6+9), gore +16 (2d6+8), 2 claws +16 (1d8+9 plus disease) Space 15 ft.; Reach 10 ft. Special Attacks breath weapon (6d8 fire, 20 foot cone, DC 19) create spawn, disease (DC 17), infest Statistics Str 29, Dex 10, Con -, Int 4, Wis 15, Cha 16 Base Atk +9; CMB +20; CMD 30 (34 vs. trip) Feats Ability Focus (breath weapon), Alertness (B), Hover, Improved Initiative, Iron Will, Skill Focus (Fly), Toughness (B) Skills Fly +1, Perception +10, Sense Motive +4, Stealth -2 (+2 in scrubland or brush); Racial Modifiers +2 Perception, +4 Stealth in scrubland or brush Languages Draconic Ecology Environment temperate hills Organization solitary, pair, pride (3-6) or flight (7-12) Treasure standard
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thecreaturecodex · 7 years
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Expanded Devilbound Creature
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Contract Devil by Lindsey Wakefield, © Paizo Publishing. Accessed at her deviantArt page here
The hosts of Hell are diverse, and many devils are capable of making contracts and deals with mortals. The following are modifications made to the devilbound creature template, representing the devils in the Creature Codex. In addition to the ability score adjustments and spell-like abilities bestowed by the template, cosmetic effects of the devilbound template are suggested for each devil represented.
Advespa-bound A devilbound creature that is bound to an advespa devil may have a mask-like sheen to their face or hair and fingernails made of chitin.
Ability Score Modifiers Str +2, Dex +2, Con +2; Spell-like Abilities 3/day—alter self, poison
Aminzu-bound A devilbound creature that is bound to an aminzu devil may have beady eyes or a pug nose, or their fingers and toes may grow slightly too long.
Ability Score Modifiers Dex +2, Int +2, Cha +2; Spell-like Abilities 3/day—dispel magic, enervation
Draconopides-bound A devilbound creature that is bound to a draconopides devil may have a forked tongue or not blink as often as they should.
Ability Score Modifiers Dex +2, Con +2, Cha +2; Spell-like Abilities 3/day—suggestion; 1/day—improved invisibility
Narzugon-bound A devilbound creature that is bound to a narzugon devil may grow gaunt or its eyes may appear white and cloudy.
Ability Score Modifiers Str +2, Con +2, Cha +2; Spell-like Abilities 3/day—phantom steed, scorching ray
Paeliryon-bound A devilbound creature that is bound to a paeliryon devil may exude a perfume-like odor or always appear as if they are wearing makeup.
Ability Score Modifiers Str +2, Wis +2, Cha +2; Spell-like Abilities 3/day—charm monster, see invisibility
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thecreaturecodex · 7 years
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Oseichu Creature
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Image © Shigeru Mizuki, from his Mujyara. Image obtained from hyakumonogatari.com
[A monster template! I don’t do these terribly often, because they tend to be much more complicated than ordinary monsters, especially when it comes to CR balance. This concept, however, cried out for a template. I even managed to make a variant in order to cover another (typically more famous) yokai that is thematically similar.]
Oseichu Creature This brutish giant bears bags under his eyes and has an overall gaunt aspect. Bisecting his belly like a gaping wound is an oversized mouth filled with gnashing teeth.
Not all yokai are creatures in their own right. The oseichu is more properly a yokai disease, capable of transforming the most mild-mannered into a ravenous monster, demanding food constantly as their body withers away. An oseichu itself is a pale lizard-like creature with only a nubbin of a head and four paddle-like limbs. The eggs of these creatures are shed in the feces of oseichu creatures and can contaminate food. The victim of contaminated food slowly sickens, growing feverish and weak, as an enormous boil begins to form on its abdomen. Once the disease has run its course, the oseichu transforms its host and the boil bursts to reveal a huge mouth. This mouth is capable of speech independently of its host body, and demands food in a grotesque parody of its host’s normal voice. Without huge amounts of food, the host will perish in a matter of days.
Although oseichu creatures retain their old personalities, they are driven by the demands of their new bodies to feed whenever possible. Common sense and wisdom are tamped down by the urge for food, while the disease transforms the host’s body to be tougher and stronger in order to seize and protect food sources. They gorge themselves through both their original and newly formed mouths. Although some victims of this transformation are able to disguise their condition for a time, most are soon revealed by their second voice, forced to go into hiding or sanitariums. Some savage humanoids relish the transformation as a gift from dark gods and serve as elite warriors in their tribes—such bands are often forced into conflict with civilization as their own food stocks dwindle.
During the transformation process, oseichu syndrome is as treatable as any other disease, but once the transformation takes hold, it is difficult to reverse. Only a limited wish, regenerate or more powerful magic is capable of returning a victim to normal, although there are rumors of herbal and alchemical remedies to force the oseichu from the body.
Oseichu Syndrome Disease—ingested; onset—1 week; save—Fortitude DC 20; damage—1d4 Con; special—when Con reaches 3 or lower, victim transforms into an oseichu creature over the course of 1 hour; cure—two consecutive saves.
Variant Oseichu Creatures A similar condition to oseichu syndrome is almost entirely unique to female humanoids—whether it is influenced by female biology or if it is a separate ailment remains a mystery. Victims of this condition, referred to as futa-kuchi-onna, grow their second mouth on the back of their heads. Their hair animates like tentacles in order to bring more nourishment in. A futa-kuchi-onna is an oseichu without the devastating bite special ability, but instead gains two tentacle attacks. Her bite and tentacle attacks deal normal damage for a creature of her size.
Oseichu Hill Giant CR 8 XP 4,800 CE Large monstrous humanoid (giant) Init +1; Senses low-light vision; Perception +5 Defense AC 26, touch 10, flat-footed 24 (+4 armor, +1 Dex, +12 natural, –1 size) hp 85 (10d8+40) Fort +11, Ref +4, Will +2 Defensive Abilities rock catching Weakness ravenous Offense Speed 40 ft. (30 ft. in armor) Melee greatclub +16/+11 (2d8+13) and bite +16 (2d6+13) or 2 slams +15 (1d8+9) and bite +16 (2d6+13) Ranged rock +8 (1d8+12) Space 10 ft.; Reach 10 ft. Special Attacks devastating bite, rock throwing (120 ft.) Statistics Str 29, Dex 12, Con 19, Int 6, Wis 8, Cha 7 Base Atk +7; CMB +16; CMD 28 Feats Cleave, Dazzling Display (B), Intimidating Prowess, Martial Weapon Proficiency (greatclub), Power Attack, Weapon Focus (bite) (B), Weapon Focus (greatclub) Skills Climb +10, Intimidate +12, Perception +6 Languages Giant Ecology Environment temperate hills Organization solitary, gang (2–5), band (6–8), raiding party (9–12 plus 1d4 dire wolves), or tribe (13–30 plus 35% noncombatants plus 1 barbarian or fighter chief of 4th–6th level, 11–16 dire wolves, 1–4 ogres, and 13–20 orc slaves) Treasure standard (hide armor, greatclub, other treasure) Special Abilities Devestating Bite (Ex) An oseichu creature’s bite attack deals damage as per a creature one size category larger than it is, and deals 1.5 times the creature’s strength bonus in damage. In addition, this bite attack is always treated as a primary weapon, even if the creature is wielding a manufactured weapon. Ravenous (Ex) An oseichu creature requires three times as much food and water as a normal creature of its size, or it begins to suffer nonlethal damage from starvation and thirst.
Creating an Oseichu Creature
“Oseichu creature” is an acquired template that can be applied to any humanoid or monstrous humanoid. An oseichu creature uses all of the base creature’s statistics, except as noted here. CR: Same as base creature +1 (minimum CR 1) Type: Change to monstrous humanoid. Do not recalculate base creature’s HD, BAB, or saves. Armor Class: Natural armor improves by +3. Weakness: Gains the ravenous quality (see above) Melee: Gains a bite attack modified by the devastating bite special ability. Special Attacks: Gains the devastating bite special ability (see above) Abilities: Str +4, Dex +4, Wis -2 Feats: Gains Dazzling Display and Weapon Focus (bite) as bonus feats.
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