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I still think of ratfolk as a player race not a "monster race" so there the only ones on the list that do not make sense to me.
In Pathfinder, maybe. But ratfolk = skaven. And skaven have been villains for much longer than Pathfinder has been a thing. Get some of the crossover sales that way.
Hibagon CR 4
N Medium monstrous humanoid
Init +2; Senses darkvision 60 ft., low-light vision, Perception +7, scent
Aura stench (10 ft., DC 15)
AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
hp 45 (6d10+12)
Fort +6, Ref +7, Will +7
Speed 40 ft., climb 30 ft.
Melee Large greatclub +9 (2d8+7), bite +7 (1d4+2) or 2 slams +9 (1d4+5), bite +9 (1d4+5)
Str 20, Dex 15, Con 15, Int 4, Wis 15, Cha 8
Base Atk +5; CMB +9; CMD 21
Feats Great Fortitude, Multiattack, Nimble Moves
Skills Climb +12, Perception +7, Stealth +7, Survival +7
SQ strong back
Environment temperate mountains and forests
Organization solitary, pair, troop (3-6) or band (4-24 plus 100% non-combatants)
Treasure half standard
Strong Back (Ex) A hibagon is treated as a Large quadruped for the purposes of carrying capacity. In addition, they can wield Large weapons without penalty.
Hibagons are secretive monsters that combine features of apes, baboons and humans. Some sages hypothesize that they are even more feral, animalistic cousins of the sasquatches that lurk in the deepest forests. Hibagons are profoundly social creatures living in small troops of both sexes. Several of these troops may circulate throughout the year over a wide territory, coming together during times of plenty to mate and share information. The most dangerous hibagons are males without a troop, which may attack humanoids looking for food or lash out at them as perceived rivals.
Hibagons are most notable for their stench, which is said to resemble a sun-ripened corpse, and their ability to resist the effects of mundane weapons. Among hunters and trappers living in hibagon territory, it is said that the only way to injure a hibagon is to aim for the eyes—although a magical weapon works just as well. Hibagons, like the monkeys and apes they resemble, are omnivores with a strong bias towards plant foods and insects, although they will sometimes band together to hunt prey. Such hunting parties are among the few times hibagons make a lot of noise, as they drum on trees and hoot wildly in order to panic small game and flush it from hiding.
Siestas are a thing for a reason. At low levels exploring in Wati, if they're trekking around and fighting in the mid-day sun on the streets of the necropolis, have them make saves. If they stick to trekking to the ruins during early morning and do their underground exploration during the day, they should be alright.
The tall grass sequence in Lost World: Jurassic Park is a classic, and the PCs are just the right level for it. A pack of four-six deinonychus, a lot of cover and concealment... some scared players.
The most fun I've had with prehistoric beasts has been with a quetzalcoatlus. In a prehistoric themed game I ran, the kobold weapon master got swallowed whole by one, burst a full dust of dryness and then rode the geyser out.
As promised, a yokai based on modern Japanese folklore, aka urban legends. There are a number of distinctive modern spooks in Japan's cities these days, it seems.
Teke Teke statistics:
Teke Teke CR 13
CE Small undead
Init +9; Senses darkvision 60 ft., Perception +25
Aura frightful presence (30 ft., DC 23), life suppression (30 ft.)
AC 30, touch 23, flat-footed 30 (+1 size, +7 Dex, +1 dodge, +7 natural, +4 deflection)
hp 161 (19d8+76); fast healing 5
Fort +10, Ref +15, Will +14
Defensive Abilities horror screen, uncanny dodge; SR 24
Immune undead traits
Speed 30 ft., climb 20 ft.; bladewalker
Melee scythe +23/+18/+13 (2d4+12/19-20x4 plus bleed and trip) or 2 claws +23 (1d4+8 plus bleed)
Special Abilities bleed (1d6), infuse weapons, mutilate
Str 27, Dex 25, Con –, Int 13, Wis 16, Cha 19
Base Atk +14; CMB +21 (+23 trip); CMD 43 (45 trip)
Feats Combat Expertise, Combat Reflexes, Dodge, Improved Initiative, Improved Critical (scythe), Lightning Reflexes, Mobility, Spring Attack, Whirlwind Attack
Skills Acrobatics +26 (+30 jumping), Climb +16, Intimidate +26, Perception +25, Sense Motive +25, Stealth +33; Racial Modifiers +4 to Acrobatics when jumping
Languages Abyssal, Common
Su oversized weapons (Medium)
Environment any land or underground
Organization solitary, pair or clot (3-8)
Aura of Life Suppression (Su) Whenever a spell with the healing subschool or channeled positive energy targets a creature within 30 feet of a teke teke, the caster must succeed a caster level check equal to the teke teke’s spell resistance or lose the spell or effect. This ability is suppressed in the area of a consecrate or hallow spell.
Bladewalker (Ex) A teke teke can move without penalty while using its hands to walk, even if it is wielding a weapon.
Bleed (Ex) The bleed dealt by a teke teke’s scythe attack is a property of the teke teke, not of the weapon.
Horror Screen (Su) A teke teke gains a deflection bonus to its Armor Class and Combat Maneuver Defense equal to its Charisma modifier.
Infuse Weapons (Su) Any weapon wielded by a teke teke is treated as magic, chaotic and evil for the purposes of overcoming damage reduction.
Mutilate (Ex) Any creature killed by a teke teke is mutilated to the point which it cannot be restored to life via a raise dead spell. Other methods that do not require an intact corpse function normally.
Teke tekes are created from the souls and bodies of those killed in spectacularly gruesome fashions. Many of them are spawned from accident victims, although the victims of monster attacks or particularly creative serial killers may also manifest a teke teke. Whatever kindness and compassion the victim of this heinous death possessed in life is lost in undeath—a teke teke only exists to mutilate others and spread the curse of a violent demise.
Teke tekes are rare and typically solitary creatures, but if multiple individuals are killed in the same fashion simultaneously, they may all arise together and act as a pack of killers. The victims of a teke teke are typically left out in the open, all the better to attract attention and revulsion. Although they delight in bloodshed, teke teke can be subtle and patient, stalking a chosen target for hours and drawing out their fear before striking.
I currently have no plans to publish these in a bestiary. I do have several other short bestiary products published over at Demiurge Press, but this was intended as a free-only venture. If you demand art for your monsters, I have been reblogging these at my tumblr, Probing the Membrane of Science twice a week under the "Year of Yokai" tag with art drawn from classic yokai books as well as the fantastic yokai.com.
I do have plans for the finale of the Year of Yokai, and it does involve the Night Parade. The grand marshal of the festivities, as it were. I also intend to stat up at least one more tsukumogami, a few "modern" yokai inspired by cryptids and Japanese urban legends, and some miscellaneous monsters that have fallen through the cracks previously.
Tsuchinoko CR 3
Small CN magical beast
Init +7; Senses darkvision 60 ft., low-light vision, Perception +6, scent
AC 16, touch 14, flat-footed 13 (+1 size, +3 Dex, +2 natural)
hp 32 (5d10+5)
Fort +5, Ref +7, Will +3
Defensive Abilities elusive; Immune poison
Speed 30 ft., climb 20 ft., swim 20 ft.
Melee bite +9 (1d6 plus poison)
Special Attacks powerful charge (bite, 3d6), springing charge
Str 11, Dex 17, Con 13, Int 8, Wis 14, Cha 12
Base Atk +5; CMB +4; CMD 17 (cannot be tripped)
Feats Improved Initiative, Run (B), Skill Focus (Bluff), Weapon Finesse
Skills Acrobatics +7, Bluff +6, Climb +8, Perception +6, Stealth +11, Swim +8
Environment temperate forests
Organization solitary or pair
Treasure half standard
Elusive (Su) A tsuchinoko is constantly under the effects of a pass without trace spell. In addition, except when it is in combat, it is considered to be under the effects of a nondetection spell. Both of these spell effects are at caster level 10th and cannot be dispelled.
Poison (Ex) Bite—injury; save Fort DC 13; frequency 1/round for 6 rounds; damage 1d3 Con; cure 2 saves. The save DC is Constitution based.
Springing Charge (Ex) A tsuchinoko ignores difficult terrain when making charge attacks.
Considered to be mythical by many, the elusive snake-like creatures known as tsuchinoko are intelligent predators with a mischievous streak. Their diet consists of small mammals, birds and other reptiles, but they have a pronounced fondness for alcohol. Many of their encounters with humanoids are in order to obtain such a beverage, which they accomplish using lies, threats or empty promises. Tsuchinoko are consummate liars and enjoy sending other creatures on wild goose chases based on their empty words.
Tsuchinoko are exceedingly rare; a single forest may only be home to one of these creatures. They are good parents, raising their young together until they mature, then splitting up as their children find territories of their own. Tsuchinoko keep little treasure, although they may treasure a prized bauble or two as a keepsake of a particularly impressive con.
Unlike other snakes, tsuchinoko do not slither—rather, they crawl in inchworm fashion with startling speed. This strength allows them to launch themselves fully a yard into the air when threatened, sending them hurtling towards enemies with a mouth full of tiny, venomous teeth. When a tsuchinoko cannot win a battle, it flees, gripping its tail in its teeth and rolling to safety.
Note: I haven't playtested these monsters, so these are just my thoughts on a read-through.
One thing I am noticing in general throughout the PDF is that the relevant abilities aren't listed for the special attacks. Typically, after the description of a unique ability, it will say something like "the save DC is Constitution-based".
The guttergrime beetles are not immune to acid. Is this intentional? The death throes ability could end up with some rather nasty combats, with one beetle exploding and triggering another, etc.
The cindersprite and clockwork parrot alike would benefit from a rather obscure clause in the combat maneuver rules: "Creatures that are size Tiny or smaller use their Dexterity modifier in place of their Strength modifier to determine their CMB."
The fountain dragon deals 1.5 times its Strength modifier on its bite attacks, so it should have an ability, powerful attack (bite) or the like, to make that explicit. The steam shroud ability has no save, which makes it super-powerful. To compare, incendiary cloud, a spell that does the exact same thing, allows a Reflex save for half and is an 8th level spell (albeit not the most powerful 8th level spell). Slap a save onto it (either Reflex or Fort for half damage). In addition, if this dragon spends all of its time disguised as a statue in a fountain, shouldn't it at least have some ranks in Swim?
Swarms, like the fool's gold swarm, have a CMB and CMD of -.
How long does the deafness of the wingrat's sonic burst ability last? It doesn't have a listed duration. Permanent would be too harsh for a CR 2, when remove blindness/deafness isn't readily available.
The xenocoon appears to use the 3.5 rules for natural weapons. In Pathfinder, both bite and claws are primary, meaning they use the full Base Attack Bonus of the monster.
Hope this helps!
So my bank canceled the credit card that I'm using for my subscription payments and issued me a new one. I've uploaded the new card as a payment option to Paizo.com, and that's great. But! I can't delete the old card, nor is the website allowing me to change my subscription payment method to either of the other cards the website recognizes. What do I do?
A companion piece to the latest yokai I posted.
Yama-jijii CR 10
CN Small aberration
Init +7; Senses darkvision 60 ft., low-light vision, Perception +9
AC 24, touch 17, flat-footed 18 (+1 size, +3 Dex, +3 dodge, +7 natural)
hp 126 (12d8+72)
Fort +12, Ref +8, Will +11
Defensive Abilities fortunate, incredible balance
Immune sonic; SR 21
Speed 30 ft. climb 20 ft., hopping stride
Melee bite +20 (4d6+15/19-20)
Special Attacks manipulate luck, powerful attack (bite)
Spell-like Abilities CL 12th, concentration +15
At will—detect thoughts (DC 15)
3/day—invisibility, shout (DC 17)
1/day—vermin shape II*
*see the Pathfinder Roleplaying Game: Ultimate Magic
Str 30, Dex 17, Con 22, Int 7, Wis 10, Cha 16
Base Atk +9; CMB +18; CMD 31 (34 vs. trip)
Feats Dazzling Display, Improved Critical (bite), Improved Initiative, Intimidating Prowess, Vital Strike, Weapon Focus (bite)
Skills Acrobatics +19, Climb +18, Intimidate +22, Perception +9, Stealth +16; Racial Modifiers uses Strength for Acrobatics checks
Environment temperate mountains
Organization solitary, pair or squad (3-6)
Fortunate (Su) A yama-jijii gains a luck bonus on all saving throws equal to its Charisma bonus.
Hopping Stride (Ex) A yama-jijii can ignore all difficult terrain created by earth or sand. Magically altered terrain, like a spike stones spell, affects a yama-jijii normally.
Incredible Balance (Ex) A yama-jijii gains a +3 dodge bonus to AC and to its CMD to avoid being tripped.
Manipulate Luck (Su) Three times per day, a yama-jijii can change the fate of a single individual within 30 ft. This ability can take one of two forms
Bane: If the target fails a DC 19 Will save, it becomes cursed. It takes a -2 luck penalty to all attack rolls, saving throws, skill and ability checks. This is a curse effect and is permanent unless removed with a remove curse or similar effect. The save DC is Charisma based.
Boon: The target gains a +2 luck bonus to all attack rolls, saving throws, skill and ability checks. This benefit lasts for one minute per Hit Die of the yama-jijii (12 minutes for the average yama-jijii).
Yama-jijii, sometimes called “mountain coots”, are bizarre creatures native to remote mountains. Despite their cyclopic appearance, yama-jijii actually do have two eyes—one of them is so small that it is barely visible, and it drifts to the side of the creature’s head as they mature. All yama-jijii are male—their reproductive habits are mysterious, and they do not discuss the matter with others. They are fantastically strong for their small size, capable of crushing bones and boulders with their teeth and blowing the leaves off of trees with their powerful shouts.
Yama-jijii are omnivorous and their interactions with mortals can vary from treating them as prey to bestowing them with gifts of good fortune and treasure. Yama-jijii use their ability to read minds to find prospective victims; they typically do not attack people whose minds they cannot read. Some mountaineers go out of their way to befriend yama-jijii; these relationships are somewhere between alliances and domestication due to the yama-jijii’s general lack of culture and social conventions. The mountaineers gain the yokai’s powerful jaws as a defense mechanism and their abilities to manipulate luck, whereas the yama-jijii get the benefits of civilization such as cooked food (mochi is their favorite), clothing and shiny jewelry and gemstones.
Hiderigami CR 8
LN Small fey (earth, fire)
Init +5; Senses low-light vision, Perception +17, scent
Aura aridity (1 mile)
AC 21, touch 19, flat-footed 13 (+1 size, +5 Dex, +2 natural, +3 dodge)
hp 103 (11d6+66)
Fort +9, Ref +12, Will +10
DR 10/cold iron; Immune fire; SR 19
Defensive Abilities incredible balance
Weakness vulnerable to cold, vulnerable to water
Speed 40 ft., hopping stride
Melee claw +11 (1d4+2 plus desiccating touch)
Special Attacks sneak attack +4d6
Spell-like Abilities CL 11th, concentration +15
Constant—pass without trace
At will—diminish plants, produce flame
3/day—dispel magic, invisibility
1/day—flame strike (DC 19), waves of fatigue
Str 15, Dex 21, Con 22, Int 14, Wis 16, Cha 19
Base Atk +5; CMB +10 (+12 disarm); CMD 27 (29 disarm, 30 trip)
Feats Agile Maneuvers, Combat Expertise, Defensive Combat Training, Improved Disarm, Improved Feint, Weapon Finesse
Skills Acrobatics +19 (+23 when jumping), Bluff +18, Climb +16, Escape Artist +19, Knowledge (nature) +16, Perception +17, Stealth +23, Survival +17
Languages Common, Ignan, Sylvan
Environment warm deserts and mountains
Organization solitary or pair
Aura of Aridity (Su) The ambient air temperature for 1 mile around a hiderigami is raised one increment, from cold to temperate, from temperate to very hot and from very hot to severely hot. It cannot raise the temperature to extremely hot. No natural precipitation falls within the aura of aridity. Any creature that attempts to cast a spell with the water descriptor or to control the weather to create precipitation must succeed a DC 19 caster level check or the spell is lost.
Desiccating Touch (Su) Any living creature struck by a hiderigami must succeed a DC 19 Fortitude save or take 1d6 points of non-lethal damage and be fatigued. This damage and fatigue cannot be healed magically unless the creature drinks at least 1 gallon of water. Plant creatures and creatures with the water subtype take a -2 penalty on their save. The save DC is Charisma based.
Hopping Stride (Ex) A hiderigami can ignore all difficult terrain created by earth or sand. Magically altered terrain, like a spike stones spell, affects a hiderigami normally.
Incredible Balance (Ex) A hiderigami gains a +3 dodge bonus to AC and to its CMD to avoid being tripped.
Vulnerable to Water (Ex) The touch of water damages a hiderigami. A pint of water affects a hiderigami as a flask of acid, and being immersed in water or caught in a rainstorm deals 10d6 points of damage to a hiderigami each round.
Hiderigami are fey creatures of the desert who maintain the delicate balance of that ecosystem and prevent it from being overtaken by climate change or mortals with an interest in reclamation. No rain falls within their arid auras, but in order to make sure that hardy desert plants can grow, hiderigami are frequently on the move in their large territories. A single hiderigami may maintain a number of lairs inside of caves, hollowed-out desert plants or canyons that it meanders between over the course of a year.
Hiderigami come into conflict with mortals when their wanderings bring them close to civilization, or when human beings attempt to dig irrigation systems into the desert. They rarely kill their opponents, preferring to leave them alive but dehydrated and exhausted in the desert—this is not out of cruelty towards their enemies so much as a kindness to the desert predators whose lives depend on scavenging and making easy kills. A hiderigami may have allies among mortal druids and nature oracles as easily as she may have enemies, depending on the priorities of the priests.
All hiderigami are female, but show little interest in bewitching and reproducing with humanoid males as dryads and nymphs do. How they reproduce is still unknown—some sages hypothesize that their males are among the various other “half-humanoid” races such as fachen and yama-jijii. Their pelts come in a variety of colors but tend towards blonde and auburn tones.
A short entry today, which is fitting, since this is the smallest and lowest CR monster in the thread. Likely to remain that way, too.
Bake-Zōri CR ¼
CN Diminutive construct (tsukumogami)
Init +3; Senses darkvision 60 ft., Perception +0
AC 17, touch 17, flat-footed 14 (+4 size, +3 Dex)
hp 5 (1d10)
Fort +0, Ref +3, Will +0
Defensive Abilities soul-powered
Weakness haunted, vulnerable to fire
Speed 10 ft.
Melee 2 claws +0 (1-5 plus trip)
Space 1 ft.; Reach 0 ft.
Special Attacks underfoot
Str 1, Dex 16, Con —, Int 6, Wis 11, Cha 10
Base Atk +1; CMB +0 (+4 when using trip); CMD 5
Feats Nimble Moves
Skills Perception +0, Perform (sing) +1, Stealth +15
Organization solitary, pair, closet (3-8) or store (10-40)
Underfoot (Ex) A bake-zōri treats its size penalty to CMB as a size bonus when making combat maneuvers to trip opponents.
Bake-zōri are animate objects formed from neglected, worn-out and old sandals. They are most frequently found in pairs, but will gather into enormous packs if able. Although bake-zōri are practically harmless, they are a nuisance—houses that a bake-zōri haunts are liable to experience minor acts of vandalism, and their raucous choruses are most likely to be heard in the middle of the night. More malevolent tsukumogami may use the dim-witted bake-zōri as a distraction for their own activities.
Thomas Jones wrote:
From the 3.x Monster Manual. Not from all of the other sources of monsters that were published for D&D, either 3.x or other editions. A goodly number of classics (and less-than-classics) made it in through a special agreement to publish the Tome of Horrors, which is why Pathfinder has decapus and flumphs and Orcus as a fat guy with a ram's head and a bunch of others. But it's not infinite. No "yugoloths", for example, and they only got a few of the classic (1e) daemons.
Ask and ye shall receive! I had to dig around quite a bit to find out anything about binbōgami that didn't have to do with the Binbō-gami Ga! manga or anime.
Binbōgami CR 6
CN Medium outsider (kami, native)
Init +3; Senses darkvision 60 ft., Perception +13
Aura ill luck (DC 16, 30 ft.)
AC 16, touch 14, flat-footed 12 (+3 Dex, +2 natural, +1 dodge)
hp 60 (8d10+16); fast healing 3
Fort +8, Ref +5, Will +8
DR 10/cold iron; Immune bleed, disease, mind-influencing effects, petrification, polymorph, poison; Resist acid 10, electricity 10, fire 10
Speed 30 ft., climb 15 ft.
Melee 2 slams +10 (1d6+2) or touch +10 (corrosion)
Spell-like Abilities CL 8th, concentration +10 (+14 casting defensively)
At will—shatter (DC 14), warp wood (DC 14)
1/day—contagion (DC 15), curse of poverty (DC 15), rusting grasp (DC 16), stinking cloud (DC 15)
Str 15, Dex 17, Con 14, Int 14, Wis 14, Cha 15
Base Atk +8; CMB +10; CMD 23
Feats Blind-fight, Combat Casting, Dodge, Stealthy
Skills Acrobatics +14, Climb +21, Escape Artist +16, Handle Animal +13, Knowledge (local) +13, Perception +13, Sense Motive +13, Stealth +16
Languages Common, Sylvan, telepathy 60 ft.
SQ merge with ward, vermin empathy +10, ward (house)
Aura of Ill Luck (Su) All humanoids within 30 feet of a binbōgami must succeed a DC 16 Will save or suffer a -2 penalty on all attack rolls, saving throws, skill checks and ability checks for the next 24 hours. Creatures that successfully save are immune to the aura of ill luck of that binbōgami for the next 24 hours. This is a curse effect. The save DC is Charisma based.
Curse of Poverty (Sp) This spell functions as bestow curse, with the following modifications. Whenever the cursed individual touches any amount of gold, it is permanently transformed into copper. This is the equivalent of a 3rd level spell.
Touch of Corrosion (Su) Once per round, a binbōgami can touch an item and give it the broken condition. Magic and attended items may make a DC 16 Fortitude save to resist this effect. If a binbōgami touches an item with the broken condition, it crumbles into useless junk. The save DC is Charisma based.
Vermin Empathy (Ex) This ability functions as a druid's wild empathy, save that a binbōgami can only use this ability on vermin. A mite gains a +4 racial bonus on this check. Vermin are normally mindless, but this empathic communication imparts on them a modicum of implanted intelligence, allowing mites to train vermin and teach them tricks. Vermin empathy treats swarms as if they were one creature possessing a single mind—a binbōgami can thus use this ability to influence and direct the actions of swarms with relative ease.
Binbōgami are spirits of poverty and ill-fortune that reside in mortal dwellings. Although they are not evil, they delight in squalor and paucity, believing it to be key to elevating weak mortals on the road towards enlightenment and salvation. Needless to say, anyone who seeks to evict a binbōgami and restore the good fortune of the family hosting it will receive a destructive reaction.
Binbōgami are closer in appearance to humans than most other kami, but their underslung jaws and permanent emaciation mark them as something other than mortal. They love vermin and household pests of all kinds, treating them as favored pets and encouraging the growth of molds, insect colonies and other living nuisances. Although they do not need to eat, they enjoy human foods, especially miso—during certain days of the year, a binbōgami can be lured from a home for good with baked miso.
Nure-onna CR 18
NE Huge monstrous humanoid (aquatic)
Init +7; Senses blindsense 60 ft., darkvision 60 ft, Perception +27, scent
AC 32, touch 13, flat-footed 28 (-2 size, +3 Dex, +1 dodge, +20 natural)
hp 319 (22d10+198)
Fort +16, Ref +16, Will +17
DR 15/cold iron; Immune acid, cold, poison; SR 29
Speed 40 ft., swim 80 ft.
Melee bite +28 (3d6+9 plus bleed), 2 claws +28 (2d6+9/19-20), tail slap +23 (3d10+13 plus grab)
Space/Reach 15 ft. /15 ft. (30 ft. with tail slap)
Special Attacks bleed (2d6 plus 2 Con), burden, constrict (3d10+13), powerful blows (tail slap), rend (2d6+13 plus spell-rend)
Str 28, Dex 17, Con 28, Int17, Wis 15, Cha 18
Base Atk +22; CMB +32 (+36 grapple); CMD 46 (cannot be tripped)
Feats Blind Fight, Combat Expertise, Combat Reflexes, Dodge, Improved Critical (claw), Improved Initiative, Iron Will, Mobility, Spring Attack, Stand Still, Whirlwind Attack
Skills Bluff +26, Climb +36, Disguise +26 (+36 when using change shape), Intimidate +29, Perception +27, Sense Motive +24, Stealth +20, Swim +16
SQ amphibious, change shape (animal or humanoid, polymorph), endless coils, quick change
Environment temperate coastlines
Burden (Su) All nure-onna can transform a simple stone or bundle of leaves into a cursed object as a standard action once per day. This object is covered with an illusion of the nure-onna’s choice, which can be disbelieved with a successful DC 25 Will save. Any creature other than a nure-onna that holds or carries a nure-onna’s burden is treated as if he is carrying a heavy load for the purposes of movement, maximum Dexterity bonus and armor check penalty, and must succeed a DC 25 Fortitude save every round or be unable to take any actions that round. A creature carrying a nure-onna’s burden cannot get rid of the burden; only a remove curse or break enchantment spell against 22nd caster level or a miracle or wish can remove the burden. This is a curse effect. The save DC is Charisma based.
Endless Coils (Ex) A nure-onna does not take penalties for grappling using only her tail. In addition, a nure-onna can maintain a grapple of up to 9 creatures as a swift action.
Quick Change (Su) A nure-onna can change shape as a swift action.
Spell-rend (Su) If a nure-onna hits an opponent with both claw attacks, not only does it deal additional damage, but it also targets the opponent with a greater dispel magic (CL 22nd).
Nure-onna are among the most powerful of the predatory monsters that mimic human shape. Despite their incredible physical power and size, they prefer to use trickery and guile to torment and murder their victims. A nure-onna’s schemes are typically limited in scope to spreading misery and death, but they can become quite elaborate in the monster’s attempts to ruin entire villages.
Nure-onna are most often found within a day’s travel of water, and they maintain their lairs in sea caves and underwater grottos. Due to their shared dietary habits and habitats, nure-onna often ally with ushi-oni, draining the blood of victims and giving the monstrous beast the bones and flesh. Such monsters often fall into the nure-onna’s schemes, acting as a pawn in anything as simple as a quick “damsel in distress” ploy to be the patsy for their reigns of terror.
A nure-onna stretches up to 100 feet long, but more than 80 feet of that length is tail.
Kijo CR 8
LE Medium outsider (native, oni, shapechanger)
Init +9; Senses darkvision 60 ft., low-light vision, Perception +14
AC 20, touch 15, flat-footed 15 (+5 Dex, +5 natural)
hp 85 (9d10+36); regeneration 5 (acid, fire)
Fort +10, Ref +8, Will +10
Speed 30 ft., fly 60 ft. (good)
Melee dagger +14/+9 (1d4+5/19-20) or 2 claws +14 (1d4+5), gore +14 (1d6+5)
Special Attacks spell-theft
Spells CL 7th, concentration +11 (+15 casting defensively)
4th—crushing despair (DC 18), poison (DC 18)
3rd—blink, dispel magic, lightning bolt (DC 17)
2nd—cure moderate wounds, invisibility, spectral hand, touch of idiocy
1st—charm person (DC 15), cure light wounds, enlarge person, ray of enfeeblement (DC 15), ventriloquism (DC 15)
0th—bleed (DC 14), detect magic, read magic, touch of fatigue (DC 14)
* see Pathfinder Roleplaying Game Advanced Player’s Guide
Str 20, Dex 21, Con 19, Int 19, Wis 14, Cha 14
Base Atk +9; CMB +14; CMD 30
Feats Brew Potion, Combat Casting, Combat Expertise, Improved Initiative, Iron Will
Skills Bluff +14, Disguise +14, Fly +5, Knowledge (arcana) +16, Knowledge (planes) +16, Knowledge (local) +13, Perception +14, Sense Motive +14, Spellcraft +16, Stealth +17, Use Magic Device +14
Languages Aklo, Common, Giant, Sylvan
SQ change shape (Small or Medium humanoid, alter self), familiar, flight
Environment temperate hills and mountains
Organization solitary, pair or coven (1-3 plus 0-2 hags)
Treasure double standard
Familiar (Su) All kijo have a spirit oni familiar (see Pathfinder Roleplaying Game Bestiary 3). This functions as the familiar of a 7th level witch. Levels in witch stack with a kijo’s caster level for the purposes of the familiar’s abilities, but no other class levels do so.
Flight (Su) A kijo’s flight is supernatural in nature and cannot be dispelled
Spells A kijo casts spells as a 7th level witch. Although she does gain a patron, she does not gain hexes unless she takes levels in the witch class.
Spell-theft (Su) As an immediate action three times per day, a kijo can attempt to steal a harmless or beneficial spell cast within 30 feet of them. The kijo and the caster of the spell make opposed Spellcraft checks—if the kijo succeeds the check, she is treated as being the target of the spell. Using this ability lowers the kijo’s spell resistance for 1 round.
Unlike most oni, the hag-like creatures known as kijo are not created from a disincarnate spirit building itself a body in order to make mischief and feed its desires. Rather, a kijo is created when these spirits, especially ones devoted to envy, spite and revenge, fuse with the body of a mortal woman. Some of these women invite the oni spirits into themselves in order to fulfill a grudge or by accident tampering with powerful spiritual forces, but some are transformed unawares when their own emotional pain and hatred attracts the attention of like-minded souls.
Most kijos are hermits, living alone in remote cabins and caves in order to nurse their sinister plots. Some surround themselves with sycophantic mortals who serve as their agents or pose as mortal soothsayers, healers or herbalists in order to manipulate the desperate. Despite their nature as incarnate souls, they count as hags for the purpose of forming covens, and may ally with either other kijos or with true hags in order to orchestrate truly grand schemes.
A kijo’s spiritual nature makes them natural witches, drawing on the power of their own spite and hatred to gain their spells. Although the sample kijo shown here focuses her spells on stealth and weakening her enemies, other kijo may have very different spell selections indeed. All kijo have a spirit oni familiar, which serves as loyally as is possible for these sullen, wicked things.
Not a whole lot of high CR monsters in this thread, and not a lot of good aligned ones either. Let's kill two birds with one stone, shall we?
Hakutaku CR 15
LG Large outsider (extraplanar, good, lawful)
Init +6; Senses darkvision 60 ft., Perception +25, scent, true seeing
AC 30, touch 15, flat-footed 28 (-1 size, +2 Dex, +4 sacred, +15 natural)
hp 225 (18d10+126)
Fort +22, Ref +12, Will +21
DR 10/chaotic and evil; Immune disease, poison; Resist acid 10, electricity 10, cold 10, fire 10; SR 26
Defensive Abilities adaptive defense, all-around vision, serene grace
Speed 40 ft., fly 60 ft. (perfect)
Melee gore +25 (4d6+8), 2 hooves +20 (1d8+4)
Ranged searing beam +19 touch (3d10)
Space 10 ft.; Reach 5 ft.
Special Attacks gaze of weal and woe, powerful charge (gore, 8d6+16)
Spell-like Abilities CL 18th, concentration +23 (+27 casting defensively)
Constant—magic circle against evil, tongues, true seeing
3/day—break enchantment, dismissal (DC 20), greater dispel magic, heal, holy smite (DC 19)
1/day—holy aura (DC 23), holy word (DC 22), summon monster IX (good creatures only)
Str 27, Dex 14, Con 24, Int 29, Wis 19, Cha 20
Base Atk +18; CMB +27; CMD 39 (43 vs. trip)
Feats Combat Casting, Dodge, Flyby Attack, Improved Initiative, Iron Will, Point Blank Shot, Precise Shot, Skill Focus (Sense Motive), Wind Stance
Skills Diplomacy +26, Fly +6, Heal +22, Knowledge (all) +30, Perception +25, Sense Motive +31, Spellcraft +30
Languages Celestial, Common, Draconic, Sylvan, tongues
Organization solitary or conclave (2-12)
Treasure double standard
Adaptive Defense (Su) As a swift action, a hakutaku may make a Knowledge check against any enemy it faces with a DC of 25 + the creature’s CR. If it succeeds this check, the benefits of its serene grace increase by +2 against enemies of that specific creature type for 24 hours. For example, a hakutaku could use its adaptive defense against horned devils, but would not get any bonuses against other devils or evil outsiders. A hakutaku can only benefit from one adaptive defense at a time.
Gaze of Weal and Woe (Su) 30 ft., Will DC 24. Good aligned creatures in the area of a hakutaku’s gaze of weal and woe gain the effects of a good hope spell as long as they remain in the area and for 1 minute thereafter. Evil aligned creatures that fail the saving throw are affected as by a crushing despair for as long as they remain in the area and for 1 minute thereafter. Neutral creatures are unaffected. In addition, creatures that avert their gaze from a hakutaku have only a 20% chance to avoid having to make a save, due to its multiple eyes.
Loremaster (Ex) All Knowledge skills are class skills for a hakutaku.
Searing Beams (Su) As a standard action, a hakutaku can fire nine beams of heavenly light from its eyes. These are treated as ranged touch attacks with a range of 180 feet and no range increment. Creatures struck by these beams take 3d10 points of typeless damage per beam—undead and creatures harmed by sunlight take double damage. A hakutaku can only aim three beams at a single target per round.
Serene Grace (Su) A hakutaku gains a sacred bonus to its Armor Class and to all saving throws equal to its Wisdom modifier.
Hakutaku are great celestial beasts who are knowledgeable in all things. Many spells designed to commune with goodly spirits or extraplanar entities pass through hakutaku, allowing these sage entities to survey the mortal world constantly. Although they are most comfortable with spreading wisdom and gathering information, they are also valiant soldiers against the forces of evil, answering the call to battle undead, fiends and other dark powers without hesitation.
Mortal sages have dozens of conjectures about their origins, listing them as composite spirits of entire colleges or as the ascended souls of goodly beasts like shedu and lammasu or the fabric of Heaven itself pulled into a physical form. Hakutaku are silent on such matters, and questions about their origins are among the few that hakutaku will not answer.
Each AP I've run has gotten a massive overhaul, some more than others. The least modified was probably Curse of the Crimson Throne, which was pretty close to being run out-of-the-box. The most was Council of Thieves, in which I replaced more than half of the first module, added multiple recurring NPC allies and enemies and dramatically changed how the McGuffin worked.
For all adventures I run, AP or not, I spend some time tweaking statistics. My games are run with rolled stats and pretty experienced players, so I like to spice things up by optimizing monster feats, spell selections and so forth.
Satori CR 5
NE Medium monstrous humanoid
Init +8; Senses darkvision 60 ft., Perception +12, scent
Aura mind reading (60 ft., Will DC 15 negates)
AC 19, touch 17, flat-footed 12 (+4 Dex, +3 insight, +2 natural)
hp 51 (6d10+18)
Fort +5, Ref +9, Will +8
Defensive Abilities evasion, intuition
Speed 30 ft., climb 30 ft.
Melee 2 slams +9 (1d6+3), bite +9 (1d6+3)
Ranged rock +10/+5 (2d6+4)
Special Attacks babble, rock throwing (50 ft.)
Str 17, Dex 18, Con 17, Int 8, Wis 17, Cha 14
Base Atk +6; CMB +9; CMD 26
Feats Improved Initiative, Nimble Moves, Quick Draw
Skills Bluff +12, Climb +11, Perception +12, Stealth +13; Racial Modifiers +4 Bluff
Environment temperate mountains
Organization solitary, pair or gang (3-6)
Treasure half standard
Aura of Mind Reading (Su) A satori is constantly aware of the presence and number of thinking minds in a sixty foot radius around itself, as per the detect thoughts spell. Any creature within this area must succeed a DC 15 Will save or the satori can read its surface thoughts for as long as the creature remains in the area. Unlike a detect thoughts spell, a satori does not have to concentrate to use this ability The save DC is Charisma based.
Babble (Su) As a swift action, a satori can speak a rapid patter of thoughts, both from those it is currently reading and those from long ago. All creatures within 30 feet of a babbling satori must succeed a DC 15 Will save or be confused for 1d4+1 rounds. Creatures that pass this save are immune to the babble of that satori for the next 24 hours. A creature that has failed its save against the satori’s aura of mind reading takes a -2 penalty to their save. The save DC is Charisma based.
Intuition (Su) A satori gains an insight bonus to its AC and CMD equal to its Wisdom modifier. It loses this bonus when it is flat-footed.
Although they exude an aura of tranquility and peace, the simian creatures known as satori are in fact bloodthirsty monsters that delight in tormenting and devouring humanoids. They most closely resemble oversized macaques with human-like proportions, although satori families with facial features and coloration matching those of langurs, proboscis monkeys or mangabeys are not unheard of. They are ambush predators of an odd sort, as they delight in catching prey unaware through conversation as much as they do via stealth. A satori will often play as a harmless creature and engage in whimsical patter with a traveler in order to catch them off guard before striking.
Satori are proud to the point of conceit over their ability to read minds, which they view as a sign of their superiority (despite their lack of technological prowess and overall barbarity). If they cannot read the mind of an opponent, due to trained will or good luck, they are likely to leave that individual alone unless starving or threatened. Although satori use their mental abilities to gain the upper hand in battles, they are visceral creatures that delight in tearing prey apart with their bare hands or crushing their bones with hurled rocks. Satori have little need or desire for physical goods or wealth, but they recognize its use in setting traps for greedy people.
The feathered devil is entirely original, although it does fill the "tempter devil" role that most D&D devils neglect. The ungudaemon doesn't have a folkloric antecedent, but draws inspiration from the Robert E. Howard story "The Hoofed Thing". It basically reads like a Lovecraft story, until the protagonist picks up the old broadsword that's been in the family for generations...
Ittan-Momen CR 7
CE Large construct (tsukumogami)
Init +4; Senses darkvision 60 ft., Perception +0
AC 17, touch 17, flat-footed 13 (-1 size, +4 Dexterity, +1 dodge, +3 deflection)
hp 106 (9d10+57)
Fort +3, Ref +9, Will +3
DR 10/slashing and magic
Defensive Abilities haunted, soul-powered; Immune construct traits; Vulnerable fire
Speed 30 ft., fly 40 ft. (average)
Melee slam +13 (3d6+7 plus grab)
Space 10 ft.; Reach 10 ft.
Special Abilities constrict 3d6+7, swift grapple, strangle
Str 20, Dex 18, Con —, Int 3, Wis 11, Cha 16
Base Atk +9; CMB +15 (+19 grapple); CMD 29
Feats Dodge, Flyby Attack, Hover, Lightning Reflexes, Mobility
Skills Fly +12
Languages Common (cannot speak)
SQ improved compression
Organization solitary, pair or cluster (3-8)
Improved Compression (Ex) An ittan-momen can move through an area equal in size to one eighth its space without squeezing, or one sixteenth its space when squeezing.
Swift Grapple (Ex) An ittan-momen can maintain a grapple as a swift action once per round, allowing it to attack opponents while grappling.
Ittan-momen are among the most dangerous of the tsukumogami, for they approach humanoids with malice rather than mischief. Created from bolts of fabric that remained unused due to tragedy and loss, ittan-momen take their bitterness on the world out on randomly selected victims. Although most ittan-momen lurk in the ruins of abandoned houses and shops, they will leave their haunts in order to fly through the streets in order to prey on passers-by. Ittan-momen do not cooperate with each other, but tailor shops or mansions may be host to a number of these murderous entities.
In combat, ittan-momen use their mobility and flight to harass and debilitate their opponents. Ittan-momen are so long and flexible that they can strangle and constrict one foe while simultaneously lashing out at potential rescuers. An ittan-momen measures thirty feet long and weighs about half a ton.
This particular critter was also a request, based on its appearance in 100 Yokai and The Great Yokai War. I struggled for a while on how to make it unique and memorable, when stories involving it are basically "I heard something and it was spooky", but I'm satisfied with how I captured the flavor of the monster (and a regional variant!) with the mechanics. Enjoy.
Azuki Arai statistics:
Azuki Arai CR 3
CN Small monstrous humanoid
Init +6; Senses low-light vision, Perception +4
AC 15, touch 13, flat-footed 13 (+1 size, +2 Dex, +2 natural)
hp 32 (5d10+5)
Fort +4, Ref +6, Will +3
Speed 20 ft., swim 20 ft.
Melee 2 claws +7 (1d3), bite +7 (1d4)
Special Abilities confounding flourish, distracting song, sneak attack +1d6
Spell-like Abilities CL 5th, concentration +7
At will—ghost sound (DC 12)
3/day—invisibility, ventriloquism (DC 13)
1/day—scare (DC 14), sound burst (DC 14)
Str 10, Dex 15, Con 12, Int 9, Wis 11, Cha 14
Base Atk +5; CMB +4; CMD 15
Feats Great Fortitude, Improved Initiative, Weapon Finesse
Skills Climb +5, Craft (weaving) +7, Intimidate +6, Perception +4, Perform (sing) +3, Stealth +10, Survival +4, Swim +12; Racial Modifiers +4 Craft (weaving)
Special Qualities gifted musician
Environment temperate forests
Organization solitary, pair, clan (3-6) or tribe (8-32)
Confounding Flourish (Su) As a standard action when it is using its distracting song or bardic music, a azuki arai can unleash a pulse of disorienting sonic energy. All creatures within 60 feet must succeed a DC 14 Fortitude save or fall prone. By using this ability, the azuki arai must end its distracting song or bardic performance. This is a sonic mind-influencing effect. The save DC is Charisma based.
Distracting Song (Su) As a standard action, a azuki arai can begin to sing an eerie and unpleasant song that hinders those that hear it. All enemies of an azuki arai that hear its distracting song take a -1 penalty on attack rolls, weapon damage rolls and saves against fear and charm for as long as the azuki arai continues to sing. An azuki arai can sing for as many rounds as a bard of his Hit Dice (12 rounds for a typical azuki arai) as a free action each round after the first. This is a language-dependent mind-influencing ability that requires verbal components.
Gifted Musician (Ex) An azuki arai’s rounds of distracting song add to any duration of bardic music effects he gains when taking levels in the bard class.
Those that travel along the most remote forest streams report hearing the sound of beans being washed in the river, accompanied by eerie singing about catching and eating people. This song is sung by the azuki arai, a strange humanoid with mystical, musical powers.
Despite their traditional song involving the consumption of human flesh, azuki arai rarely eat the flesh of sentient creatures. Most of their diet consists of azuki beans, and azuki arai villages are often enshrouded in these vines. Almost all azuki arai are male, living either alone or in small communes on hidden islands or remote glens where they farm and weave. Azuki arai cloth and baskets are coarse and rough, but durable enough to last several human lifetimes.
Azuki arai are shy and retiring creatures that are more likely to flee from adventurers or even a lone wanderer than attack or converse. The one exception is when an azuki arai desires to mate. Female azuki arai, known as azuki baba, are vicious and cruel creatures that demand nuptial gifts of treasure and humanoid meat for the privilege. Normally peaceful azuki arai in a mating frenzy descend on remote villages and lone wanderers in order to obtain these trophies. Azuki baba are poor parents, leaving their babies to be cared for by the father until they reach adulthood.
By request, I present the enenra. I really wish I could find more info on this particular yokai--all I have to go on is a single print by Seikan and a poorly sourced Wikipedia article. So I had to get creative.
Enenra CR 6
CG Small fey (fire)
Init +4; Senses low-light vision, Perception +16, vapor sight
AC 18, touch 18, flat-footed 14 (+1 size, +4 Dex, +3 deflection)
hp 55 (10d6+20); fast healing 2
Fort +7, Ref +11, Will +10
Defensive Abilities amorphous, heat shimmer; DR 5/cold iron and magic; Immune fire; Vulnerable cold
Speed fly 20 ft. (perfect)
Melee 2 touches +10 (2d6 fire)
Special Attacks smoke breath
Spell-like Abilities CL 7th, concentration +10
At will—ghost sound, invisibility, mage hand, pyrotechnics (DC 15)
1/day—flaming sphere (DC 15)
Str –, Dex 19, Con 15, Int 13, Wis 16, Cha 16
Base Atk +5; CMB –; CMD –
Feats Dodge, Great Fortitude, Persuasive, Skill Focus (Stealth), Weapon Finesse
Skills Acrobatics +17, Bluff +16, Diplomacy +20, Fly +27, Intimidate +20, Perception +16, Stealth +27
Languages Auran, Common, Ignan, Sylvan
SQ smoke body
Environment temperate forests and plains
Heat Shimmer (Ex) The heat radiating from an enenra’s body distorts the air around it, granting it concealment as per the blur spell. Any attack that deals at least 15 points of cold damage cools the creature sufficiently to remove this miss chance for 1d4 rounds.
Smoke Body (Ex) An enenra is composed of a thick, smoke-like vapor. An enenra does not have a Strength score and cannot manipulate solid objects. This form grants it the amorphous defensive ability and allows it to move through gaps and cracks without penalty. An enenra cannot enter fluids, and is treated as a creature two size categories smaller than its actual size for the purposes of wind effects.
Smoke Breath (Su) Three times per day, but no more than once every 1d4 rounds, an enenra can breathe a 20 foot cone of choking smoke. Any creature in the area that fails a DC 17 Fortitude save begins to choke on the smoke, becoming staggered and taking 2d6 points of non-lethal damage each round. This effect lasts until the creature succeeds a Fortitude save or 5 rounds, whichever comes first. The save DC is Constitution based.
Vapor Sight (Ex) An enenra can see through any smoke, mist, fog or similar concealing vapor, even if it is magically created or manipulated.
Enenras are elusive spirits of ash and smoke that maintain the process of natural fires. It is enenras who light fires to clear brush, germinate seeds and create nutritious ash to supplement soils. They are kindly, but shy, and are rarely seen by others unless they choose to be. In the presence of others who guard nature’s balance, they may manifest to trade rumors and gossip from over an open fire. Enenras hate arsonists and others who use fire indiscriminately and will inflict on these malcontents fitting, and scorching, punishments.
It is indeed the RPG Superstar entry, after a few revisions. Basically, my stats with a brand new background. And yes, it's still a CR 2, 5 HD monstrous humanoid.
Basan CR ½
N Small magical beast (fire)
Init +2; Senses darkvision 60 ft., low-light vision, Perception +5, scent
AC 13, touch 13, flat-footed 11 (+1 size, +2 Dex)
hp 11 (2d10)
Fort +3, Ref +5, Will +1
Immune fire; Vulnerable cold
Speed 20 ft., fly 40 ft. (poor)
Melee bite +1 (1d4-1)
Special Attacks breath weapon (10 ft. cone, 1d6 fire, DC 11, once every 1d4+1 rounds)
Str 9, Dex 14, Con 11, Int 2, Wis 13, Cha 10
Base Atk +2; CMB +1; CMD 12
Skills Fly +0, Perception +5, Stealth +10
Environment temperate forests and mountains
Organization solitary, pair, clutch (3-8) or flock (12-20)
Breath Weapon (Su) Creatures that take damage from a basan’s breath weapon are outlined as if by the spell faerie fire for 1 minute. The save DC is Constitution based.
Native the most remote forested mountains, the resplendent basan is a type of game bird with a strong affinity for fire. Their guts burn with an internal heat, and they can only digest the most charred of plant matter—ashes, charcoal and partially burnt logs. Most of a basan’s diet comes from plants they burn themselves, but huge flocks of basan gather in the wake of forest fires to feed, mate and lay speckled eggs buried deep in still-warm ash piles. Both male and female basan are brightly colored and bear wattles and combs. They are fairly clumsy fliers, and prefer to walk unless threatened or crossing water.
Basan come into conflict with humanoids in a number of ways. They may be attracted to the smell of bonfires, cooking fires or house fires. Basan are easily startled, and their habit of blowing flames at their assailants can cause serious injury to a well-meaning onlooker. They are also hunted, both for their lovely plumage and in a case of mistaken identity—they are often confused for cockatrices or other, more dangerous, magical birds. Those burned by a basan’s fire are limned in the stuff briefly, a property that makes them coveted by nobles, wealthy merchants and others who fear death at the hands of invisible assassins.
I have been lax in my duties!
Work has been crazy for me the past couple of weeks, which combined with a lingering illness has led to the Year of Yokai project laying fallow. I skipped a week, and I apologize.
Hopefully two entries this week will help make it up to you.
Wa-Nyūdō CR 11
LE Large outsider (evil, extraplanar, lawful, kyton)
Init +8; Senses darkvision 60 ft., low-light vision, Perception +19
AC 24, touch 14, flat-footed 19 (-1 size, +4 Dex, +10 natural, +1 dodge)
hp 149 (13d10+78); regeneration 6 (silver, good weapons, good spells)
Fort +14, Ref +8, Will +11
DR 10/silver or good; Immune cold, fire; SR 22
Speed 60 ft.
Melee slam +19 (2d6+7 plus burn), bite +19 (1d6+7 plus bleed)
Space 10 ft.; Reach 5 ft.
Special Attacks bleed (1d6), burn (2d6, DC 22), searing flames, trample (2d6+10 plus burn, DC 23), unnerving gaze (DC 19, 30 ft.)
Spell-like Abilities CL 13th, concentration +16
At will—locate creature
3/day—bestow curse (DC 16), fly, scorching ray
1/day—find the path, plane shift (DC 20, Material Plane and Plane of Shadow only), trap the soul (DC 22)
Str 24, Dex 19, Con 22, Int 13, Wis 16, Cha 17
Base Atk +13; CMB +21; CMD 36
Feats Blind-fight, Dodge, Improved Initiative, Mobility, Nimble Moves, Spring Attack, Wind Stance
Skills Acrobatics +20 (+32 to jump), Bluff +19, Fly +20, Intimidate +19, Knowledge (planes) +17, Perception +19, Sense Motive +19
Languages Common, Infernal
Environment Plane of Shadow
Organization solitary, pair or convoy (3-12)
Searing Flame (Su) Any creature that takes fire damage dealt by a wa-nyūdō must succeed a DC 22 Fortitude save or be sickened with pain for 1d4 rounds. The save DC is Constitution-based. This is a pain effect.
Unnerving Gaze (Su) Creatures affected by a wa-nyūdō’s gaze cower in fear for 1 round. This is a mind-influencing fear effect.
Although the sinister outsiders known as kytons prefer to indoctrinate willing converts to their philosophy of pain and mutilation, there are those whom they select to be “forcibly rewarded”. The hideous wa-nyūdō are the collection agents of the kytons, tasked with retrieving mortal assets and dragging them back, alive or dead, to the Plane of Shadow. Fanatical zealots, wa-nyūdō have discarded almost all of their humanoid forms, leaving nothing but a hateful, leering head. Wa-nyūdō have chassis of wood, metal and bone built to hold their heads and give them phenomenal speed.
Wa-nyūdō are typically found on the Material Plane on a mission of retrieval, but they often take detours to torment and destroy mortals besides their targets. Wa-nyūdō take delight in focusing their attention on those who pay attention to them, punishing their victims for the sins of curiosity and fear. In combat, a wa-nyūdō is constantly mobile, rolling over opponents and setting them ablaze before returning to inflict deep, bleeding wounds with their fangs.
Jakostubaba CR 8
LN Medium outsider (kami, native)
Init +9; Senses darkvision 60 ft., detect undead, Perception +17
Aura unnatural aura (30 ft.)
AC 21, touch 14, flat-footed 17 (+4 Dex, +3 natural, +4 armor)
hp 93 (11d10+33); fast healing 4
Fort +10, Ref +7, Will +10
DR 10/cold iron; Immune bleed, mind-influencing effects, petrification, polymorph; Resist acid 10, electricity 10, fire 10; SR 19
Speed 30 ft.
Melee 2 snakebites +16 (2d4+4/19-20 plus poison)
Space 5 ft.; Reach 5 ft. (10 ft. with snakebites)
Spell-like Abilities CL 11th, concentration +16 (+20 casting defensively)
Constant—detect undead, mage armor
3/day—spectral serpent (DC 18)
1/day—disrupting weapon, mass cure moderate wounds (DC 21)
Str 18, Dex 19, Con 17, Int 13, Wis 16, Cha 20
Base Atk +11; CMB +15; CMD 29
Feats Combat Casting, Combat Reflexes, Dazzling Display, Improved Critical (snakebite) Improved Initiative, Weapon Focus (snakebite)
Skills Intimidate +19, Knowledge (religion) +15, Perception +17, Sense Motive +17, Spellcraft +15, Stealth +18, Survival +17
Languages Common, Celestial, telepathy 100 ft.
SQ merge with ward, ward (cemetery or gravesite)
Environment temperate land
Poison (Ex) bite—injury; save Fort DC 18; frequency 1/round for 6 rounds; damage 1d3 Dex; cure 2 saves. The save DC is Constitution based.
Spectral Serpent (Sp) This spell functions as spiritual weapon, except that any creature struck must succeed a Reflex save (DC 18) or be entangled as 1 round as they are bound by the spectral serpents. This is the equivalent of a 3rd level spell.
Jakotsubabas are kami that guard the dead and protect them from both living marauders and the depredations of the undead. Although they can be found in large cemeteries, they are more frequently found warding a lonesome tomb or a mass grave hidden in the wilderness. Due to their emaciated forms, they are typically mistaken for undead creatures, but jakotsubabas are nothing of the sort and indeed despise the undead above all else.
The unnatural aura of a jakotsubaba is typically sufficient to guard the bodies they protect from mundane predators, but either mortal or undead marauders must be repelled with force. Most jakotsubabas will begin by attempting to frighten away trespassers, but if this fails, they attack with the snakes growing from their bodies and swarms of phantasmal serpents conjured by their magic. Mortal intruders will typically be left unconscious by the jakotsubaba’s venom and dragged to a remote spot to recover or succumb to the elements.
Todomeki CR 2
CN Medium aberration
Init +2; Senses darkvision 60 ft., Perception +6
AC 15, flat-footed 13, touch 12 (+2 Dex, +2 natural, +1 armor)
hp 17 (5d8-5)
Fort +0; Ref +3; Will +4
DR 10/slashing or piercing; Defensive Abilities all-around vision
Speed 30 ft.
Melee 2 slams +4 (1d4+1)
Str 12, Dex 14, Con 9, Int 13, Wis 10, Cha 11
Base Atk +3; CMB +4; CMD 16
Feats Combat Reflexes, Nimble Moves, Stealthy
Skills Acrobatics +7, Bluff +3, Climb +6, Disable Device +4, Disguise +3, Escape Artist +9, Knowledge (local) +6. Perception +6, Sleight of Hand +9, Stealth +9; Racial Modifiers +4 Sleight of Hand
Languages Common, Undercommon
SQ eat coins
Environment urban or underground
Organization solitary, pair or band (3-6)
Treasure double standard (padded armor, other treasure)
Eat Coins (Su) As a standard action that does not provoke attacks of opportunity, a todomeki can consume up to 10 coins, imbuing itself with magical ability. The effect that this has is determined by the values of the coins consumed.
Copper: The todomeki can gain a +2 competence bonus to one d20 roll of its choice. It can use this ability as a free action once within a duration equal to the number of coins consumed.
Silver: The todomeki gains a +1 resistance bonus to all saving throws for a number of rounds equal to the number of coins consumed.
Gold: The todomeki gains a +2 insight bonus to attack rolls, skill and ability checks for a number of rounds equal to the number of coins consumed.
Platinum: The todomeki gains fast healing 2 for a number of rounds equal to the number of coins consumed.
A todomeki that eats a mixture of coins at once gains the benefit of the coin with the least value. A todomeki can only have one bonus from eating coins at a time.
Todomeki number among the ranks of human-mimics—creatures of roughly human body plan which lurk in the outskirts of cities and villages, preying on society while contributing nothing. Todomeki are less aggressive and dangerous than many of these creatures, as they care nothing for human lives or flesh—only wealth. Todomeki are excellent sneak-thieves, and make their livings out of the pockets of others.
Todomeki feed on metal, but they can only consume it in small amounts at a time. Rather than having a slavering maw like a xorn or the ability to disintegrate metals like a rust monster, todomeki must feed using dozens of tiny mouths scattered around the surface of their bodies. When closed, these mouths are nearly invisible, but they bear long tongues and speak with piping, bird-like voices. Todomeki will eat metals of all kinds, but precious metals are their favorites, imbuing them with magical energy in addition to nutrition. A todomeki lair is typically strewn with coins and other stolen baubles of all kinds—a larder as much as it is a horde.
Townsfolk tell tales that todomeki are the damned souls of the avaricious or thieves, doomed to live out their old actions inside of a monstrous body. There is little evidence for such claims—todomeki reproduce as do other creatures, laying a clutch of leathery-shelled eggs and guarding them for months. Todomeki are good parents, but drive away their children once they reach full size. Todomeki lairs are built in abandoned houses and wells, in played out mine-shafts, anywhere a bit of structure can shelter them from the elements. Although todomeki have little material culture of their own, they are obsessed with clothing, wearing dozens of mismatched layers to protect themselves and conceal their inhuman features.
Wannabe Demon Lord wrote:
Thank you for your kind words!
Heikegani CR 1
N Small magical beast (aquatic)
Init +1; Senses darkvision 60 ft., Perception +4
AC 14, touch 12, flat-footed 13 (+1 size, +1 Dex, +2 natural)
hp 13 (2d10+2)
Fort +4, Ref +4, Will +0
Defensive Abilities negative energy affinity, retributive strike
Speed 30 ft., swim 20 ft.
Melee 2 claws +3 (1d3)
Str 10, Dex 12, Con 13, Int 1, Wis 10, Cha 13
Base Atk +2; CMB +1; CMD 12 (20 vs. trip)
Feats Combat Reflexes
Skills Perception +4, Stealth +9, Swim +8
Environment temperate costal
Organization solitary, pair, gang (3-6) or cast (4-24)
Retributive Strike (Su) Whenever a heikegani is struck with a melee weapon, a touch attack or a natural weapon, it can make an attack of opportunity against the creature that made the successful attack. This attack deals 1d8 points of damage and is considered to be slashing, magic and force for the purposes of bypassing damage reduction. Weapons with exceptional reach do not endanger their wielder in this way.
In bays and shoals where massive battles have been fought, the seas have run red with the blood of slain soldiers. The scavenging invertebrates of these places feed well on such bounty, but their descendants are forever changed. The resulting crabs are marked with shells that resemble the battle masks of a samurai and are haunted by their ghosts. The possessing spirits imbue their hosts with only a slight modicum of intelligence, but they react violently if their crab bodies are harmed, lashing out with spectral blades. Due to this supernatural protection, the heikegani, or samurai crabs, are rarely disturbed by either predators or fishermen, and can live hundreds of years scuttling along the coasts and seafloors.
Heikegani are somewhat more aggressive than other crabs of their size, as their supernatural abilities protect them from retribution. As such, heikegani are active predators as often as they are scavengers—although they will rarely attack a party of humans, a lone halfling or gnome may find themselves prey. Their ghostly intelligence has no humanity to it, but they do find themselves attracted to metal items, perhaps in memory of the weapons and armor their souls once used. Heikegami lairs are decorated with scraps of iron, silver and bronze, and the occasional valuable may be found there.
Bound to water and enchanting music? Sounds to me like you might want to reskin a Bestiary 4 fossegrim. Switch it from fey to monstrous humanoid, maybe swap out the treasure form ability for something more melee-focused, and you've got yourself a nokken.
Of course, Paizo hasn't put B4 into its rules archive quite yet, but I think d20pfsrd.com has.
Ushi-Oni CR 16
CE Huge outsider (aquatic, native, oni)
Init +5; Senses darkvision 60 ft., Perception +24
AC 32, touch 9, flat-footed 31 (-2 size, +1 Dex, +22 natural)
hp 235 (18d10+136), regeneration 10 (acid, fire)
Fort +19, Ref +9, Will +14
Defensive Abilities shifting anatomy
Speed 40 ft., climb 40 ft., swim 40 ft.
Melee bite +27 (2d6+11 plus poison), gore +27 (2d8+11), 5 claws +28 (1d8+11/19-20)
Space 15 ft.; Reach 15 ft.
Special Attacks breath weapon, powerful charge (gore, 4d8+16), unstable form
Str 32, Dex 12, Con 27, Int 9, Wis 17, Cha 18
Base Atk +18; CMB +31; CMD 42 (54 vs. trip)
Feats Critical Focus, Dazzling Display, Improved Critical (claw), Improved Initiative, Intimidating Prowess, Lightning Reflexes, Shatter Defenses, Staggering Critical, Weapon Focus (claw)
Skills Climb +40, Intimidate +35, Perception +24, Sense Motive +24, Swim +40
Environment temperate coastlines
Breath Weapon (Su) 60 ft. cone, Reflex DC 27 half, once every 1d4 rounds, 18d6 fire damage. Creatures that take damage from an ushi-oni’s breath weapon must also make a saving throw against the creature’s poison. The save DC is Constitution based.
Poison (Ex) Bite or breath weapon—injury; save Fort DC 27; frequency 1/round for 6 rounds; effect 1d6 Str; cure 2 saves. The save DC is Constitution based.
Shifting Anatomy (Ex) An ushi-oni has a 75% chance to ignore any bonus damage from a sneak attack or critical hit.
Unstable Form (Su) As a move action, an ushi-oni can reshape its body to grant itself one of the following abilities. The ability lasts for 1 minute or until the ushi-oni spends another move action to change it.
Rip and tear—the ushi-oni gains the grab (claw) and rake (4 claws, +28, 1d8+11) universal monster abilities
Flight—the ushi-oni gains a fly speed of 80 feet with good maneuverability
Armor plating—the ushi-oni gains a +4 enhancement bonus to its natural armor and DR 5/-
Reach—the ushi-oni’s reach increases by 5 ft for all of its attacks.
Quills—the ushi-oni gains the ability to fire up to four quills as a ranged attack as a standard action (+17, 1d10+11), and any creature that strikes an ushi-oni with a natural weapon, touch attack or melee weapon takes 1d10+11 damage. Melee weapons with reach do not endanger their wielder in this way.
Trample—the ushi-oni gains the trample universal monster ability (1d8+16, DC 30)
Ushi-oni are simultaneously among the least and the greatest of the oni. Formed from spirits envious of the freedom and savagery of minotaurs and other monstrous humanoids, ushi-oni are trapped in a rebellious shell of ever-shifting flesh and their intellect is a dull flicker beside that of most other oni. Their strength is, however, legendary, and their metamorphic abilities make them unpredictable and dangerous opponents.
Ushi-oni rarely associate with others of their own kind, but may strike up crude friendships with other powerful aquatic horrors such as scylla, krakens or nure-onna. These monsters use the ushi-oni as muscle, the ushi-oni gains a more adroit brain to assist it in preying on mortals and gathering treasure, and they both benefit from another pair of eyes to look for either prey or adventurers seeking to stop their depredations.
Goth Guru wrote:
The eri-tate-goromo are the third tsukumogami I've statted for this thread, and they won't be the last. Expect to see more in the months to come!
Eri-Tate-Goromo CR 5
CN Small construct (tsukumogami)
Init +1; Senses darkvision 60 ft., Perception +4
Aura interdiction (30 ft., DC 16)
AC 16, flat-footed 14, touch 16 (+1 size, +1 Dex, +1 dodge, +3 deflection)
hp 69 (7d10+21 plus 10)
Fort +5, Ref +6, Will +9
DR 5/slashing; Defensive Abilities sacred shield, soul-powered
Speed 20 ft.
Melee slam +9 (1d4+3)
Spells CL 5th, concentration +8 (+12 casting defensively)
2nd (5/day)—enthrall (DC 15), spiritual weapon
1st (7/day)—command (DC 14), cure light wounds, inflict light wounds (DC 14), sanctuary (DC 14)
0th—detect magic, light, mending, purify food and drink, read magic, stabilize
Str 15, Dex 13, Con -, Int 15, Wis 14, Cha 16
Base Atk +7; CMB +8; CMD 23 (cannot be tripped)
Feats Combat Casting, Dodge, Iron Will, Nimble Moves
Skills Bluff +4, Diplomacy +4, Knowledge (local) +6, Knowledge (religion) +6, Perception +4, Spellcraft +4, Stealth +7
Languages Common, Celestial, Draconic
Organization solitary, pair or cloister (3-6)
Aura of Interdiction (Su) Any time a creature attempts to cast a divine spell within 30 ft. of an eri-tate-goromo, it must succeed a DC 16 Will save or lose the spell. The spell is expended, but it has no effect. Eri-tate-goromos are immune to their own auras of interdiction and the interdictions of other eri-tate-goromos.
Sacred Shield (Su) An eri-tate-goromo gains a deflection bonus to AC and a resistance bonus to its saves equal to its Charisma modifier.
Spells An eri-tate-goromo casts spells as a 5th level oracle. It does not gain any other oracle class abilities, such as a mystery or revelations, from this ability.
Objects that survive long enough can become invested with a personality, and the robes of priests are no exception. Those vestments that become transformed into eri-tate-goromos are those that are passed down through generations of the priesthood, but this effect is not sufficient to imbue a garment with life. Only robes possessed by multiple generations of prideful clergy are so transformed, the self-satisfaction and confidence of the robes’ owners becoming a part of the clothing itself. Such creatures are likely to crawl away as soon as they become aware, convinced that they could do a better job tending to the spiritual needs of the community than their owners.
Eri-tate-goromos brook little insolence or competition, and prefer to be in situations where they are the only source of faith in town. These creatures often patch together hodge-podge faiths based on folk traditions and local practices, scoffing at the ignorance of those who disbelieve. The tendency for divine magic to fail around them serves them as evidence for their grandiose claims of divine truth and may easily encourage their veneration by the laity. They are craven creatures, preferring negotiation or flight to a direct confrontation, but will defend themselves with heavy slams and magic if cornered.
The only religious authority an eri-tate-goromo can stand is another eri-tate-goromo, and when these creatures encounter each other, they form odd confederations and syncretic faiths. It is not unknown for a traveler to seek the wisdom of a remote college of scholars only to discover a gang of bickering eri-tate-goromos seeking new converts.
Is the Namazu also a Yokai?
"Yokai" is such a broad tent that the namazu is definitely covered. Namazu don't usually show up in yokai prints or books, but I see no reason why they shouldn't.
And now, for this week's featured creature:
Suiko CR 8
NE Medium monstrous humanoid (aquatic)
Init +5; Senses darkvision 60 ft., Perception +11
AC 20, touch 15, flat-footed 15 (+5 Dex, +5 natural)
hp 103 (9d10+55)
Fort +11, Ref +11, Will +10
DR 5/cold iron; Resist acid 10, cold 10
Speed 30 ft., swim 40 ft.
Melee bite +14 (1d8+3), 2 claws +14 (1d6+3 plus grab)
Special Attacks blood drain (1d4 Con), nimble grappler, rake (4 claws +14, 1d6+3)
Spell-like Abilities CL 9th, concentration +11
At will—invisibility, ventriloquism (DC 13)
3/day—chill touch (DC 13)
1/day—charm monster (DC 16, creatures with the aquatic subtype only), enervation, inflict serious wounds (DC 15), vampiric touch
Str 17, Dex 20, Con 23, Int 11, Wis 14, Cha 14
Base Atk +9; CMB +13 (+17 grapple); CMD 26
Feats Agile Maneuvers, Great Fortitude, Iron Will, Stealthy, Weapon Finesse
Skills Escape Artist +17, Intimidate +11, Perception +11, Sense Motive +8, Stealth +16, Swim +20; Racial Modifiers +4 Escape Artist
Environment temperate aquatic
Organization solitary, pair, band (3-6) or gang (1d6 plus 4-24 kappa)
Treasure double standard
Nimble Grappler (Ex) A suiko can make rake attacks the round that it successfully grapples an opponent. In addition, a suiko takes no penalty to Dexterity when grappling and is not flat-footed when pinning an opponent.
Those who live near the water’s edge understand the dangers posed by kappa. These amphibious humanoids are tricksters and pranksters, but they are usually violent only when met with violence. When kappa become more violent and aggressive, it is a sign that their activities may be controlled by a suiko. Suiko are cousins of the kappa, but lack both the physical and psychological weaknesses of their kin. A suiko’s skull is fully closed, trapping its life-giving water within, and suiko care nothing for politeness or cucumbers—only the allure of gold and blood can sate their desires.
Suiko are giants among the kappa, but are still fairly short—being the height of a dwarf, but lean and lanky. They are bullies through and through, happiest when controlling a gang of weaker creatures (especially kappa) through threats, violence and mind-altering magic. Most suiko are ambitious creatures and may gain power through the service of more magical and fearsome aquatic monsters such as sea-going dragons, giants or krakens. Suiko are as comfortable in salt water as freshwater, and their schemes can bring those far from the sea into the clutches of malign oceanic interests.
Suiko delight in wrestling even more than do their smaller relatives, but when a suiko grabs hold of an opponent, it aims to kill. The clawed knees and feet of a suiko allow it to rapidly shred a held victim, and their hollow fangs drain blood quickly. Legends attribute to suiko soul-stealing abilities, rumors that the suiko themselves are happy to spread, but this is likely an exaggeration of their talent for necromantic magic.
Continuing the nautical theme from the last entry, I present the latest horror!
Funa-Yūrei CR 7
LE Medium undead (aquatic)
Init +7; Senses darkvision 60 ft., Perception +14
AC 20, touch 13, flat-footed 17 (+3 Dex, +7 natural)
hp 85 (10d8+40)
Fort +6, Ref +8, Will +8
DR 10/magic and bludgeoning; Immune cold, electricity, undead traits
Defensive Abilities channel resistance +2
Speed 30 ft., swim 20 ft
Melee +1 quarterstaff +13/+8 (1d6+7 plus energy drain) or 2 claws +11 (1d4+4 plus energy drain)
Special Attacks create spawn, energy drain (DC 18), flood
Spell-like Abilities CL 7th, concentration +10
3/day—fog cloud, hydraulic torrent*
1/day—major image (DC 16)
Str 18, Dex 17, Con –, Int 14, Wis 12, Cha 17
Base Atk +7; CMB +11; CMD 24
Feats Improved Initiative, Lightning Reflexes, Toughness, Weapon Focus (quarterstaff), Weapon Specialization (quarterstaff)
Skills Climb +17, Perception +14, Profession (sailor) +16, Stealth +16, Survival +15, Swim +25; Racial Modifiers +4 Profession (sailor), +4 Survival
SQ staff master
Environment any aquatic
Organization solitary, pair or crew (3-30)
Treasure standard (masterwork quarterstaff, other treasure)
*see the Pathfinder RPG Advanced Player’s Guide
Create Spawn (Su) Any humanoid slain by a funa-yūrei becomes a funa-yūrei itself in 1d4 minutes. Spawn are less powerful than typical funa-yūrei; they suffer a -2 penalty on all d20 rolls and checks, as well as -2 hp per Hit Die. Spawn are under the command of the funa-yūrei that created them and remain enslaved until that funa-yūrei dies, at which point they lose their spawn penalties and become full-fledged funa-yūrei. They do not possess any of the abilities they possess in life.
Energy Drain (Su) A funa-yūrei can only use its energy drain through its quarterstaff once per round, no matter how many attacks it makes per round.
Flood (Su) As a standard action that doesn’t provoke attacks of opportunity, a funa-yūrei can create a five foot radius burst of water from its staff. This burst is centered on a five foot square adjacent to the funa-yūrei. Any creature within the burst must succeed a DC 18 Reflex save or take 4d6 points of nonlethal damage and be knocked prone. On a successful save, the creature takes half damage and is not knocked prone. A funa-yūrei is immune to its own flood attack and the flood of all other funa-yūrei.
Staff Master (Ex/Su) A funa-yūrei is treated as a fighter with a base attack bonus equal to its HD for the purpose of qualifying for feats using the quarterstaff. Any staff held by a funa-yūrei is treated as a +1 weapon.
Funa-yūrei are created from the bodies of sailors who died due to the foolishness of their captains. These hideous undead are surprisingly organized, capable of forming crews and sailing ships with an ease envied by mortals. These ghostly crews have only one purpose—drown more sailors and create more of their kind.
A funa-yūrei attack is typically heralded by a dense bank of magical fog. Some funa-yūrei attacks commence by ramming the enemy ship, whereas others are launched by distracting the enemy crew with illusions before stealthily coming close. Smaller vessels are likely to be flooded from afar using the water created by the funa-yūrei’s ladle-tipped staves, whereas larger vessels are boarded and the sailors engaged in hand-to-hand combat. Funa-yūrei fight with single-minded dedication, stopping only when they or their enemy crew is slain to a man. Most ships captured by the funa-yūrei are scuttled, but if an attack is especially successful in creating new monsters, the undead crew might split in two and sail their separate ways.
Funa-yūrei collect treasure, possibly as a reminder of their mortal lives, and their haunted ships are laden with booty. Few are the adventurers, however, who can battle these undead on their own territory and claim this treasure without succumbing to endless claws, staves and blasts of water.
Unfortunately, things have been crazy, so I wasn't able to get this week's yokai up on the usual Monday date. It's a wee bit late, but I'd like to think this one is worth the wait.
Sazae-oni CR 10
NE Medium outsider (aquatic, native, oni)
Init +5; Senses darkvision 60 ft., Perception +19
AC 25, touch 15, flat-footed 20 (+5 Dex, +10 natural)
hp 123 (13d10+52); regeneration 5 (acid or fire)
Fort +8, Ref +13, Will +11
Speed 20 ft., swim 60 ft.
Attacks sting +16 (1d4+3 plus poison), tail slap +16 (1d8+3)
Special Attacks sneak attack +4d6, steal appendage
Spell-like Abilities CL 13th, concentration +17 (+21 casting defensively)
At will—charm person (DC 15), invisibility, water breathing
3/day—fly, gentle repose, hold person (DC 16), suggestion (DC 17)
1/day—charm monster (DC 18), dominate person (DC 19), mass suggestion (DC 20), song of discord (DC 19)
Str 17, Dex 21, Con 18, Int 15, Wis 16, Cha 18
Base Atk +13; CMB +16; CMD 31
Feats Combat Casting, Combat Expertise, Deceitful, Dodge, Improved Feint, Mobility, Spring Attack
Skills Bluff +25, Disguise +25, Knowledge (local) +18, Knowledge (nature) +18, Perception +19, Sense Motive +19, Stealth +21, Swim +19
Languages Common, Aquan, Elven
SQ amphibious, change shape (humanoid, alter self), reattach
Environment temperate aquatic and costal
Organization solitary or pair
Treasure double standard
Poison (Ex) Injury—sting; Fort DC 22; damage 1d6 Dex; duration 6 rounds; cure 2 saves. The save DC is Constitution based.
Reattach (Su) A sazae-oni can, as a full round action that provokes attacks of opportunity, attach a minor appendage to a willing or helpless living creature. Such new appendages can grant the creature a claw attack, low-light vision, darkvision or scent or other minor extraordinary abilities at GM discretion.
Steal Appendage (Su) As a full-round action that provokes attacks of opportunity, a sazae-oni can steal a minor appendage from a willing or helpless creature. A sazae-oni can steal a hand, foot, eye, ear or nose. A creature with a stolen hand cannot use that hand and takes a -4 penalty on skill checks requiring the use of both hands, such as Disable Device or Climb. A creature with a stolen foot reduces its land speed by 10 feet. A creature with a stolen sensory appendage takes a -4 to Perception checks. A sazae-oni can steal other body parts of similar size, at GM discretion.
Sazae-oni are one of the few fully aquatic oni, being formed from spirits envious of the free lives of the merfolk and other ocean-dwelling humanoids. Despite their power, they are among the most petty and spiteful of the oni, wreaking massive havoc to avenge trivial slights.
Like the gastropods they superficially resemble, all sazae-oni are hermaphroditic, capable of acting as a male or female as they please. Sazae-oni are lustful creatures, and many half-fiends and tieflings with oni blood can trace their ancestry back to one of these creatures. Sazae-oni are sculptors of flesh, capable of removing and attaching appendages from their victims as easily as a human can change clothes. Sazae-oni use this power to extort tributes of gold or slaves from their victims and the mightiest of sazae-oni have armies of slaves befuddled by mind-influencing magic and rendered monstrous through stolen, grafted body parts.
Sazae-oni prefer to avoid fair fights, beguiling their way into an enemy’s confidence with a false face and charming words before slaying or enthralling him. If discovered and forced into battle, sazae-oni remain mobile and strike with their tails and sharp, harpoon-like sting. This sting delivers potent paralytic venom, incapacitating enemies for the oni to remove or replace appendages from at its discretion.
Dorotabō CR 4
LN Medium outsider (kami, native)
Init +1; Senses darkvision 60 ft., Perception +10
Aura frightful presence (DC 14, 30 ft.)
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
hp 47 (5d10+20)
Fort +8, Ref +4, Will +6
DR 5/cold iron and bludgeoning; Immune bleed, mind-influencing effects, petrification, polymorph; [b]SR 15
[b]Speed 20 ft., burrow 20 ft., swim 20 ft.
Melee 2 claws +8 (1d4+3)
Ranged mudball +6 touch (entangle)
Spell-like Abilities CL 5th, concentration +7
At will—speak with plants
3/day—fog cloud, quench (DC 15), soften earth and stone
Str 17, Dex 13, Con 18, Int 10, Wis 15, Cha 14
Base Atk +5; CMB +8; CMD 19 (cannot be tripped)
Feats Lightning Reflexes, Point Blank Shot, Precise Shot
Skills Intimidate +10, Knowledge (local) +8, Perception +10, Stealth +9, Survival +10, Swim +19
Languages Common, Sylvan
SQ merge with ward, ward (cultivated land of 2.5 acres or smaller)
Environment agricultural land
Organization solitary, pair or coalition (3-6)
Mudball (Ex) As a standard action, a dorotabō can throw a lump of mud at an opponent within 30 feet. A creature struck by this mud is entangled for 5 rounds, and must succeed a DC 16 Fortitude save or be sickened for 1 round. At least a gallon of water washes off the mud and ends the entangled effect. The save DC is Constitution based.
Due to their grotesque appearance, many believe the specters known as dorotabō to member among the undead. They are in fact a form of kami, devoted to protecting the sanctity and the productivity of agricultural land. Most dorotabō keep as their ward a rice paddy, although some dwell in orchards or fields of other grains. When a dorotabō is pleased, they are rarely seen—their effects felt only by the reduction of pests and the high yields of crops. When a field guarded by a dorotabō is tended by a slothful or profligate farmer, however, they make their displeasure known with appearances intended to either shame owners into improving their performance or frighten them into leaving and selling the land to someone more worthy.
By request, I bring you the akaname! Interestingly enough, it fits with the parameters of this year's RPG Superstar monsters--below CR 4 and urban. If you haven't voted yet, go now! Time's almost up!
Akaname CR 3
N Medium monstrous humanoid
Init +3; Senses darkvision 60 ft., low-light vision, Perception +7
AC 15, touch 14, flat-footed 11 (+3 Dex, +1 natural, +1 Dodge)
hp 30 (4d10+8)
Fort +3, Ref +7, Will +5
Immune acid, disease; Weakness light sensitivity
Speed 30 ft., climb 20 ft.
Melee slam +6 (1d6+3 plus 1d6 acid plus alkali slime)
Special Attacks alkali slime
Str 14, Dex 17, Con 14, Int 9, Wis 13, Cha 6
Base Atk +4; CMB +6; CMD 20
Feats Dodge, Stealthy
Skills Climb +14, Escape Artist +8, Perception +7, Stealth +11, Swim +8
Environment urban and underground
Organization solitary, pair or pack (3-8)
Treasure half standard
Alkali Slime (Ex) The acid of an akaname’s slam attack deals double damage to oozes or other acidic creatures. Any ooze struck by an akaname’s slam attack must succeed a DC 14 Fortitude save or suffer a -1 penalty to the save DC of its acid attack for the next 24 hours. Multiple failed saves cause stacking penalties. The save DC is Constitution based.
Although the sight of a red-skinned monster lovingly combing the surfaces of a privy with its tongue is a revolting sight, the creatures behind these sightings, the akaname, are fairly benevolent urban scavengers. They delight on feeding on refuse of all types and will slip into the dwellings of townspeople to pick over their leavings. Akanames have extremely sensitive senses of taste and can be quite choosy about what filth they decide to consume. They have a particular fondness for oozes of all types, which inadvertently saves communities with an akaname population from much grief.
Akanames dwell in the shadows of settlements, sleeping by day in sewers or abandoned buildings before emerging at night to feed. Their society is rudimentary and often reflective of a distorted version of the way its host society lives. They rarely use armor or weapons, preferring to protect themselves with their muscular, acidic tongues. Akanames rarely go out of their way to attack people, but will defend themselves violently if attacked.