What monsters would fit in well in Louisiana?


Homebrew and House Rules

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From CCII
Abyssaly Lamprey(Giant Fiendish Leech thingy)
Acid Shambler/Bane Cloud(Different Creatures, but the go together. Acid zombies and evil yellow green fog that makes them. VOODOO!)
Bitter Tree
Blood Barnicles
Blood Maiden
Blood Moth(AIEEE! Even the butterflies are trying to kill us!)
Bloodreaper
Bloodfly(Giant horsefly/tick/bee thing! Evil)
Bloodman(Yes, there are a lot of blood things.)
More Carnival goodness.
Caniverious Tree
Dananshee(Prefect for those character who think with something other than their brain...)
Dark Womb(Creepy)
Dream Folk
Flesh Strippers(AIEEE Now it's the mice! Oh gods let's run away and never ever come back here.)
Forest Walker
Gallows Vine
Golems, quicksilver, serpent, and tar
Haglings
Howling Abomination(Nightmares come alive, plus the name is just cool 'What's that?' 'You identify this as a Howling Abomination' '....That sounds bad.')
Leeching Willow
Legion of One
Luker Below
Mirrow Fiend(In the scarred lands beware of everything, including mirrors. Perfect for the decrepied house in the swamp.)
Mistreaper
Pilfer Sprite
Piscean
Scar Twin
Shadow Lord
Shadowcat
Specteral Plant
Stone Zombie(Zombie in the bayou? Nonsense! Fall apart too quick and the smell offends the neighbors. Get yourself one of my stone zombies now and people will compliment you on your fine taste in sculpture.)
Sundered woman('This fine table was made from a dryad tree. Very exotic and hard to come by these days.' 'Yes. I know. You see, this was my tree...')
Swamp Tyrant
Touch Corrupter
Vermin Host
Vangal's Chosen
Template: Hex creature


Kirth Gersen wrote:


Rumor has it that "Baton Rouge" was named because of a huge wooden stake that the local Indians impaled visitors on, so that it ran red with blood. Dunno if that's true, but it makes for a cool campaign idea.

Not quite, but close.

The native tribes in the area used tall red cypress poles covered with animal skins and remains to mark the boundary between different tribe's hunting grounds. When the first explorers went up the Mississippi there was a large one visible from the river where Baton Rouge was founded.


mdt wrote:

Not quite, but close.

The native tribes in the area used tall red cypress poles covered with animal skins and remains to mark the boundary between different tribe's hunting grounds. When the first explorers went up the Mississippi there was a large one visible from the river where Baton Rouge was founded.

I've heard/read about four different versions of the story now -- just posted the one I did because it makes for a cooler campaign idea.


I like Kirth's idea quite a bit. I am going to end up using it in some form.


You might look at the Dreadmire campaign setting.


Interesting thread/Campaign Idea.

As a transplant to (Southern) Louisiana for the past 16 years, I second almost all of the above ideas.
Giant Crawfish for the win! (After you fight it, you have to boil it and eat it!) ;)

Also, (I'm trying to remember the actual name,...) There is a creature that has the body of a man, but the head and usually tail of an alligator. (Sort of the Louisiana version of the Bigfoot story) Possibly a were-gator?

Have fun with your game!

EDIT- And FYI, there is no 'Closest thing', Nutria ARE the modern world equivalent of the giant rat!

And to emphasize what was mentioned above,...
If it's edible, it's cooked in a spicy sauce and eaten. If it's not edible, it's boiled in even MORE spices and eaten anyway! :)


were-nutra

or the nutra version of rakin. Call them Dire-Ratkin


I love that State, go there every year if I can and have considered moving out there for good on a few occasions.

On the Cthulhu side - maybe have a swamp village of natives who the other villagers avoid and shun. Basically a village of human/deep one hybrids who worship the Great Old One. The villagers often trade their children or women to the Deep Ones on the coast/edge of the swamp in exchange for lost treasures, increased bounty when fishing and helpful magic to provide boons or to curse their neighbors.

I suppose the issue would be what time period are you attempting to replicate?
Is this the early days of the settlement? Under French or Spanish control, pre- or post- Civil War (the South in decline) era? Will the history be similar to ours, with just with fantasy equivalents (bringing in non-native creatures to the region, slavery, changing foreign allegiance/sponsorship)? Are their stately manors and plantations at their peak of production or have things gone on the decline with many of them in ruins (or maybe a mix)?

Once you get that pegged down you can decide a little more on the creatures that would fit. The more urbane it is the less "large" and "wild" monsters you would have running around - there would be more insidious and cryptic threats: Dopplegangers, vampires, werewolves, axe wielding serial killers (lol), cults, etc.

I think once you understand the mixes of ethnicities and cultures that came to make up Louisiana/NOLA and if you can replicate that, then you will be able to get the "proper" feeling going. I suppose you could substitute fantasy races for RL human distinctions - not sure how that would work.

I miss me some gumbo shop.

Some of the nicest people and best tasting food.

Maybe I got that last part mixed up?


Any thing that list as swamp Core
Bastiry 1
Swamp (Cold)

dire tiger, gray ooze, tarn linnorm, will-o'-wisp

Swamp (Temperate)

boggard, chuul, dire tiger, dracolisk, froghemoth, giant flytrap, giant frog, giant leech, giant slug, goblin dog, green hag, harpy, hydra, leech swarm, lizardfolk, medusa, ochre jelly, shambling mound, spirit naga, stirge, will-o'-wisp

Swamp (Warm)

black dragon, constrictor snake, crocodile, dire crocodile, dire tiger, giant frog, giant leech, giant slug, leech swarm, manticore, poison frog, shocker lizard, stirge, will-o'-wisp

Beastairy 2
Rivers /Lakes
behemoth hippopotamus, brine dragon, bunyip, devilfish, draugr,
freshwater merrow, giant dragonfly nymph, giant gar, giant
snapping turtle, hippocampus, hippopotamus, kelpie, locathah,
monstrous gar, nereid, snapping turtle, tylosaurus, water orm
Swamp (Cold )
catoblepas, faceless stalker, tentamort, weretiger, witchfire
Swamp (Temperate )
catoblepas, emperor cobra, faceless stalker, giant dragonfly,
giant fly, giant mosquito, giant toad, giant maggot, gray
render, grippli, marsh giant slurk, snapping turtle, tentamort,
vampiric mist, viper vine, weretiger, witchfire
Swamp (Warm )
catoblepas, emperor cobra, faceless stalker, giant anaconda,
giant dragonfly, giant fly, giant maggot, giant mosquito, giant
toad, grippli, mosquito swarm, snapping turtle, tentamort,
viper vine, weretiger, witchfire

Beastairy 3
RIVERS/LAKES
ahuizotl, fuath, grodair, grootslang, kappa, lukwata, nixie,
otter, river drake, rusalka, vodyanoi, voonith, water naga,
water yai
SWAMP (COLD)
annis hag, carbuncle, cold rider, fuath, fungus leshy, goblin
snake, nuckelavee, otter, vodyanoi, voonith, yuki-onna
SWAMP (TEMPERATE)
carbuncle, fey giant toad, fuath, fungus leshy, garden ooze,
goblin snake, great cyclops, hodag, lukwata, mobogo, otter,
vodyanoi, voonith
SWAMP (WARM)
carbuncle, fuath, fungus leshy goblin snake, great cyclops,
iguanodon, lukwata, otter, spinosaurus, vodyanoi, voonith

All of wich can be found in PRD Free with no conversion.

You could also add any other type of terrain you like and see as fit.

I would go for undead in general. Ghoul, Zombies, Shadows, Shades, & Ghost.

Also I am big fan of elemantals and cross ones like Mud, Earth, Warter.
Sorcer level in elemntal or sub elemant bood line

Fey any or all with(Bard, Rouge, Sorcers Fey, plant, shadow blood line.

Hags (with Witch levels)

Nagas (With snake blood line) , Snake, bugs giant and or Swam, Stirges.

will-o'-wisp with sorcers Aberrant,Elemental(air),Shadow, Fey, and undead blood lines levels or rouge

Trolls Rangers, Barbarian, Druids

Also New Oreans is port so distant traveler is not out of the question as well.

I like Sorcers, Bards, Oracle, Inquisitor, Summoner, Rouges, Rangers, Barbarian, Druids on my monster


LARGE AIR ELEMENTAL SORCER CR 6
XP 2,400
N Large outsider (air, elemental, extraplanar)
Init +11; Senses darkvision 60 ft.; Perception +12
DEFENSE
AC 21, touch 17, flat-footed 13 (+7 Dex, +1 dodge, +4 natural, –1 size)
hp 95 (8d10+2d6 +44)
Fort +11, Ref +13, Will +6
Defensive Abilities air mastery; DR 5/—; Immune elemental traits
OFFENSE
Speed fly 100 ft. (perfect)
Melee 2 slams +14 (1d8+4)
Space 10 ft.; Reach 10 ft.
Special Attacks whirlwind (DC 19)
STATISTICS
Str 18, Dex 25, Con 20, Int 6, Wis 13, Cha 15
Base Atk +9, CMB +14; CMD 32
Feats Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Mobility, Weapon FinesseB
Eschew Materials, Combat Casting
Skills Acrobatics +15, Escape Artist +15, Fly +21, Knowledge (planes) +10, Perception +12, Stealth +11
Whirlwind (Su) Some creatures can transform themselves into whirlwinds and remain in that form for up to 1 round for
every 2 HD they have. If the creature has a fly speed, it can continue to fly at that same speed while in whirlwind The
whirlwind is always 5 feet wide at its base, but its form, otherwise it gains a fly speed equal to its base land speed
(average maneuverability) while in whirlwind form. height and width at the top vary from creature to creature (minimum
10 feet high). A whirlwind's width at its peak is always equal to half of its height. The creature controls the exact height,
but it must be at least 10 feet high. The whirlwind form does not provoke attacks of opportunity, even if the creature
enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the
whirlwind, or if the whirlwind moves into or through a creature's space. A creature in whirlwind form cannot make its
normal attacks and does not threaten the area around it. Creatures one or more size categories smaller than the
whirlwind might take damage when caught in the whirlwind (generally damage equal to the monster's slam attack for a
creature of its size) and may be lifted into the air. An affected creature must succeed on a Reflex save (DC 10 + half
monster's HD + the monster's Strength modifier) when it comes into contact with the whirlwind or take damage as if it
were hit by the whirlwind creature's slam attack. It must also succeed on a second Reflex save or be picked up bodily
and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can
fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the
save is successful. Creatures trapped in the whirlwind cannot move except to go where the whirlwind carries them or to
escape the whirlwind. Trapped creatures can otherwise act normally, but must succeed on a concentration check (DC
15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on
attack rolls. The whirlwind can have only as many creatures trapped inside at one time as will fit inside the whirlwind's
volume. The whirlwind can eject any carried creatures whenever it wishes as a free action, depositing them in its space.
If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the creature
and has a diameter equal to half the whirlwind's height. The cloud obscures all vision, including darkvision, beyond 5
feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the
cloud of debris must succeed on a concentration check (DC 15 + spell level) to cast a spell.

Elemental Ray (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe
within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type + 1 for every two
sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier
OOOOO
Spell Level 0 Detect Magic, Mage Hand, Open/Close, Acid splash Touch of Fatigue
Level 1 Shocking Grasp, Burning Hands OOOOO


Dark Naga Cleric of Ydersius 3 Mystic Theurge 2 CR 12 XP 19,200
CE Large aberration
Init +7; Senses darkvision 60 ft., detect thoughts; Perception +19
Defense
AC 25 29, touch 17, flat-footed 17 21 (+7 Dex, +1 dodge, +8 natural,–1 size + 4 Shield )
hp 155 (13d8+2d6+90)
Fort +13, Ref +12, Will +11 (+13 vs. charm effects)
Defensive Abilities guarded thoughts; Immune poison
Offense
Speed 40 ft. 70ft
Melee bite +16 (1d4+1), sting +16 (2d4+2 plus poison)
Space 10 ft.; Reach 5 ft.
Spells Known Sorcer (CL 9th) Cast Defensively +17
4th (5/day)greater invisibility, black tentacles
3rd (7/day)—dispel magic, lightning bolt (DC 17), summon monster III (reptiles only), vampiric touch
2nd (7/day)—glitter dust(DC 16), invisibility, 2 scorching ray, delay poison, pernicious poison
1st (7/day)—expeditious retreat, 5 magic missile, ray of enfeeblement (DC 15), shield, vanish, hypnotism (DC 15)
Cantrips (at will)—daze, detect magic, light, mage hand, open/close, ray of frost, read magic,
acid splash
Cleric (CL 5th) Cast Defensively +13
3rd D rage, cure serious wounds, blindness/ deafness (DC 17),
2nd D touch of idiocy, cure moderate wounds, grace, disfiguring touch (DC 16)
1st D lesser confusion, cure light wounds, infernal healing, liberating command,
forbid action (DC 15)
Orisons (at will)—guidance, stabilize, bleed, vigor
Statistics
Str 14, Dex 24, Con 22, Int 16, Wis 19, Cha 19
Base Atk +10; CMB +13; CMD 30 (can’t be tripped)
Feats Alertness, Combat Casting, Dodge, Eschew MaterialsB, Stealthy,
Weapon Finesse, Mobility, Spring Attack, Sow Terror (DC 21)
Skills Bluff +14, Diplomacy +14, Disguise +21, Escape Artist+23, Intimidate +14,
Knowledge (arcane) +13, Knowledge(planes)+13, Knowledge (religion)+13, Perception +26,
Sense Motive +21, Spellcraft +13, Stealth +20
Languages Common, Abyssal, Aklo, Draconic, Infernal
Ecology
Environment any underground
Organization solitary or nest (2–4)
Treasure Belt of Dex +2, Hat of Disguise, Eyes of the Eagle, lesser rod of enlarge, Focus Ring and holy symbol 1250GP in diamond dust.

Special Abilities

Detect Thoughts (Su) A dark naga can continuously use detect thoughts as per the spell (caster
Level 15th; Will DC 19 negates). The save DC is Charisma-based.
Guarded Thoughts (Ex) Dark nagas are immune to any form of mind reading, such as that granted by detect thoughts. This ability also grants a +2 racial bonus on all saves against charm effects.
Poison (Ex) Sting—injury; save Fort DC 23; frequency 1 round; effect sleep for 2d4 minutes;
cure 1 save.

Spells Dark nagas cast spells as 9th-level sorcerers of the Serpentine Blood line

*Bloodline Arcana: Your powers of compulsion can affect even bestial creatures. Whenever you cast a mind-affecting or language-dependent spell, it affects animals, magical beasts, and monstrous humanoids as if they were humanoids who understood your language.

*Serpent's Fang (Ex): At 1st level, you can grow fangs as a free action. These fangs are treated as a natural weapon inflicting 1d4 points of damage plus your Strength modifier (1d3 if you are Small) plus poison (Bite—injury; save Fort DC 21frency 2/round for 6 rounds; effect 1d2 Con, these fangs are considered magical for the purpose of overcoming. This can be done number time day equal to 3 + your Charisma modifier.

*Serpentfriend (Ex): At 3rd level, you can use speak with animals at will with reptilian animals (including various forms of dinosaurs, lizards, and other cold-blooded creatures.)

*Snakeskin (Ex): At 9th level, you gain a +1 bonus to natural armor, a +2 racial bonus on saves against poison, and a +2 bonus on Escape Artist checks.

Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).

Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. 1d6 Negative Energy+ poison damage DC 15 Poison: Harm—Creatures take 1 point of Strength, Dexterity, or Constitution damage (your choice) as a poison effect. 7 time per day

Seize the Initiative (Su): Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability 7 times per day.

Touch of Chaos (Sp): You can imbue a target with chaos as a melee touch attack. For the next round, anytime the target rolls a d20, he must roll twice and take the less favorable result. You can use this ability 7 times per day.

Sow Terror
Source Classic Monsters Revisited 7
Bugbears are stealthy, and sometimes they use their skill at furtiveness to inspire dread in their prey.
Prerequisites: Stealthy.
Benefit: Anytime you win an opposed Stealth check by 5 or more you might sow terror as a standard action. You do so by scraping your nails slightly on a solid surface, causing a board to creak ever so lightly, or rapping on a window pane. The victim cannot detect the source of the sound and dismisses it as the wind or some other mundane source, but the idea that something might be lurking nearby festers in the victim�s subconscious. The victim must roll a Will save (DC 10 + 1/2 your character level + your Charisma modifier) or become shaken for 1d4 rounds.
**** Please note I did let this monster the hit dice count as class level in the serpent's blood line of Sorcer for free. With party size that we have I do not think it will matter. No CR change for that
You may want to give out EXP for it pre buff spells but that up to you. Note if it summon monster III before initiative is rolled then they add there CR to the fight.

Tactics start with some type of invisibly (+20 to Stealth) and sow terror to the party as a whole.
This monster is meant to hide and us it speed of 70ft zip cross the battle field to hit every body with its poison. Or to help it boss by healing it (if use with a boss change disfiguring touch to shield other that has been enlarged (70ft chain)). Invisibility is the key with it spellcraft it should know if some cast a spell the make it be seen. If so then it blind you with one of his spell or grapple you with black tentacles so they can not follow him (ie invisibility purge) unless the folk are walking around with the ability to see invisibility this monster will get the surprised round with sow terror and have his 3 spell up buffed (expeditious retreat, shield, and some type of invisibility most likely greater) The range spells or only meant finish off targets it can not reach because they are week. Single attack bite or sting + touch spell + poison is main attack. Its area effect spell and abilities are only meant if chasing it with invisibly purge.


Annis Hag
This repulsive, hunchbacked crone has skin the color of a fresh bruise. Despite her hunch, she looms taller than a human.
Annis Hag Witch 4 CR 8 XP 4,800
CE Large monstrous humanoid
Init +3; Senses darkvision 60 ft.; Perception +14
Defense
AC 22 21, touch 12 11, flat-footed 19 18 (+1 Dex, +10 natural, –1 size-2)
hp 118(7d10+4d6+66)
Fort +11, Ref +9+8, Will +8
DR 5/bludgeoning; SR 19
Offense
Speed 40 ft.
Melee bite +16 (1d6+9), 2 claws +16 (1d6+9 plus grab)
Melee bite +16 (1d8+10), 2 claws +16 (1d8+10 plus grab)
Space 10 ft. 15ft ; Reach 10 ft.15ft
Special Attacks rend (2 claws, 2d6+13)
Special Attacks rend (2 claws, 2d8+15)
Spell-Like Abilities (CL 11th; concentration +12)
3/day—alter self, fog cloud
Hex
Swamp Hag (Sp): While traveling through swamps, mires, bogs, and similar terrain, the witch leaves no trail and cannot be tracked, as the trackless step druid ability. The witch can walk through mud and even quicksand as if it were normal ground.
Healing (Su): A witch can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the witch's caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours.
Blight (Su): The witch can curse an animal, plant creature, or plot of land, causing it to wither and die. Blighting an area takes 1 round, during which time the witch and her familiar must be in contact with the target. If it's used on a plot of land, the land begins to wither the following day, and over the next week all plants in the area die. Nothing will grow in that area so long as the curse persists. A witch can affect an area with a radius equal to her class level × 10 feet. Blighting a creature is a standard action that requires a melee touch attack. If used on a creature of the animal or plant type, the creature gains the following curse: Blight Hex—type curse; save Will negates; frequency 1/day; effect 1 Con damage. Both types of curse can be removed with a remove curse or similar magic, using the save DC as the DC to remove the curse. A witch can only have one blight in effect at a time. If another blight hex is made, the first immediately ends.
Spells
Cantrips 4 bleed, dancing lights, putrefy food and drink, touch of fatigue.
1st 4 Darkness, Enlarge Person, Ray of Enfeeblement, Mage Armor DC 14
2nd 3 Fest of ashes, Web, Hold Person DC 15
Statistics
Str 28, Dex 12, Con 22, Int 17, Wis 13, Cha 10
Base Atk +9; CMB +19 (+23 grapple) +21 (+25 grapple) ; CMD 32 33
Feats Alertness, Blind-Fight, Improved Blind Fight, Great Fortitude, Intimidating Prowess, Rending Fury
Skills Bluff +8, Diplomacy +8 Intimidate +17, Knowledge (Arcane) +10, Knowledge (History)+10,
Knowledge (Nature) +10, Knowledge (Planes)+10, Spellcraft+10, Perception +18,
Sense Motive +10, Stealth +10, Survival+10 Disguise +10
Languages Common, Giant
Ecology
Environment cold marshes
Organization solitary or coven (3 hags of any kind)
Treasure standard Pear of Power 1st 2, Hat of Disguise, Potion of Invisibly CL 3, and Potion of Fly CL 5

Also known as black hags or iron hags, annis hags are the largest and most physically intimidating of their foul brood. Known for their iron-hard, wart-covered skin that varies from shades of deep blue to black and their claws like rusty blades, annis hags forgo much of the cunning and deceptiveness of their kind to revel in the more visceral evils of torture and slaughter. The typical annis hag stands just over 8 feet tall and weighs upward of 300 pounds.
Dwelling in dark caves, tangled hollows, and cursed ruins deep within frozen swamps or icy moors, annis hags stalk forth by night to sow fear and hunt the unwary. Although possessed of cunning minds, annis prove more decadent than most other hags, frequently indulging in their taste for living flesh and the music of pleading screams. Unlike green hags, they use their ability to assume humanoid form via alter self not to infiltrate societies but to lure victims into a false sense of security before attacking—often posing as travelers in need of aid or pilgrims seeking to share a camp.
Annis hags find the flesh of children, young animals, and the pure of heart particularly pleasing, both for the tenderness of such meals and for the sorrow such murders spread. After gorging themselves, these hags delight in stripping the skin from their victims, often garbing themselves in the grisly trophies. They are also known to retain and even preserve identifiable portions of their victims (such as heads) for later use in spreading misery. An annis who eats the children of a local farmer might keep the heads (or at least the faces) handy to return to the victims' parents, for example—often in the guise of an anonymous gift. The most insidious of annis hags present these gifts in ways that implicate friends or family in the victim's death.
Like most hags, annis sometimes join covens of their repulsive sisters, though many prove resistant to such cooperation. They are particularly unlikely to join covens that already include other annis, though groups of related annis—typically horrible triplets—are not unknown. A typical annis coven consists of one annis leader along with two green hags or sometimes even a witch or two. Annis covens often seek to recruit additional creatures as guardians and are particularly fond of trolls and ogres for such roles.


I had to go and look it up,

I believe the half man/half gator is called the 'Parlangua'.

Interesting creatures posted above guys. Nice work.


Some interesting thoughs. I will reply to them as soon as I can.


Just a note, there is no such thing as a cold swamp in Louisiana, so you can ignore that list. :)

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