Agta


Large Fey

Hit Dice: 8d6+32 (60 hp)
Initiative: +1
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 20 (-1 size, +1 Dex, +10 natural), touch 10, flat-footed 19
Base Attack/Grapple: +4/+15
Attack: Slam +10 melee (1d6+7)
Full Attack: 2 slams +10 melee (1d6+7)
Space/Reach: 10 ft./10 ft.
Special Attacks: Change size, great roar, rend 2d6+10, spell-like abilities
Special Qualities: Damage reduction 10/cold iron, invisibility, low-light vision, sunlight vulnerability, talisman
Saves: Fort +6, Ref +7, Will +7
Abilities: Str 24, Dex 13, Con 19, Int 10, Wis 12, Cha 11
Skills: Bluff +13, Climb +14, Diplomacy +11, Disguise +0 (+2 acting), Hide +10, Intimidate +13, Move Silently +10, Sense Motive +12, Sleight of Hand +12
Feats: Persuasive, Power Attack, Stealthy

Environment: Any forests
Organization: Solitary
Challenge Rating: 6
Treasure: Double coins, double goods (gems and jewelry), no items (except talisman)
Alignment: Always chaotic neutral
Advancement: 9-24 HD (Large)
Level Adjustment: -
 
This muscular, hairy humanoid has dark skin and a dark beard, and is clad in a loincloth. Two short ivory tusks jut upwards from its lower jaw, while a pair of shorter fangs curve downward. It smells of tobacco.

The agta (also known as the bawo or ungo), is a mischievous, forest-dwelling fey. It prefers to dwell in tall trees, such as banyans and mangroves. It belongs to a group of fey often referred to as a Filipino demons.

Although they love playing pranks on humanoids, they can be friendly, and have a fondness for human women. An agta that falls in love with a female human will follow her throughout her life.

An agta is 10-12 feet tall and weighs 700 pounds. Skin coloration varies from light brown to coal black.

Agta speak Common and Sylvan.

COMBAT

An agta loves trickery, and uses its invisibility, skills, and ability to change its size to confuse its target. If drawn into battle, it will generally unleash a great roar, increase to Huge size, and pummel foes with its fists.

Change Size (Su): An agta can change size from Tiny to Huge. The agta gains all size adjustments to space/reach, ability scores, skills, damage, and combat options such as grapple, as normal for a monster that changes size. An agta can remain in a given size until it chooses to assume a new one. A change in size cannot be dispelled, but an agta reverts to its natural size when killed. A true seeing spell or ability reveals its natural size.

Huge Agta
Hit Dice: 8d6+48 (76 hp)
Initiative: +0
Armor Class: 21 (-2 size, +13 natural), touch 8, flat-footed 21
Grapple: +23
Attack: Slam +13 melee (1d8+11)
Full Attack: 2 slams +13 melee (1d8+11)
Space/Reach: 15 ft./15 ft.
Special Attacks: rend 2d8+16
Saves: Fort +8, Ref +6
Abilities: Str 32, Dex 11, Con 23
Skills: Climb +19, Hide +5, Move Silently +9, Sleight of Hand +11

Medium Agta
Hit Dice: 8d6+16 (44 hp)
Initiative: +2
Armor Class: 20 (+2 Dex, +8 natural), touch 12, flat-footed 18
Grapple: +7
Attack: Slam +7 melee (1d4+3)
Full Attack: 2 slams +7 melee (1d4+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: rend 2d4+4
Saves: Fort +4, Ref +8
Abilities: Str 16, Dex 15, Con 15
Skills: Climb +11, Hide +15, Move Silently +11, Sleight of Hand +13

Small Agta
Hit Dice: 8d6+8 (36 hp)
Initiative: +3
Armor Class: 21 (+3 Dex, +8 natural), touch 13, flat-footed 18
Grapple: +1
Attack: Slam +6 melee (1d3+1)
Full Attack: 2 slams +6 melee (1d3+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: rend 2d3+1
Saves: Fort +3, Ref +9
Abilities: Str 12, Dex 17, Con 13
Skills: Climb +9, Hide +20, Move Silently +12, Sleight of Hand +14

Tiny Agta
Hit Dice: 8d6+8 (36 hp)
Initiative: +4
Armor Class: 22 (+4 Dex, +8 natural), touch 14, flat-footed 18
Grapple: -5
Attack: Slam +5 melee (1d2-1)
Full Attack: 2 slams +5 melee (1d2-1)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: rend 2d2-1
Saves: Fort +3, Ref +10
Abilities: Str 8, Dex 19, Con 13
Skills: Climb +7, Hide +25, Move Silently +13, Sleight of Hand +15

Great Roar (Su): Once per minute, an agta can emit a frightful roar. All creatures that can hear the agta must succeed on a DC 14 Will save or be panicked for 8 rounds. Even on a successful save, the victim is still shaken for 1 round. This is a sonic, mind-affecting, fear effect. The save DC is Charisma-based.

Rend (Ex): If an agta hits with both slam attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 4d6+10 points of damage.

Spell-Like Abilities: At will--invisibility (self only). Caster level 8th.

Sunlight Vulnerability (Ex): An agta is dazzled in natural sunlight and cannot use any of its spell-like or supernatural abilities while within the area.

Talisman (Su): An agta bears a talisman that is the source of its strength. If taken or otherwise obtained from the agta, the agta suffers 1d4 points of Strength damage, which is then transferred to the recipient as an enhancement bonus to Strength for 24 hours. If taken after its death, the bearer gains a +4 enhancement bonus to Strength for 24 hours.

Skills: An agta has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

Kapre

The kapre (or pugot) has all the abilities of the agta, and gains the following additional abilities. A kapre is CR 7.

Alternate Form (Su): A kapre can take the form of a cat, dog, boar, snow-white fowl (use the stats for a raven), or a headless, mutiliated corpse. A kapre can shift between its fey and other forms as a standard action. In animal forms, it cannot use its rend ability, but it can use its other special abilities. The animal's eyes appear fiery red, and the animal exhales a harmless blue-green fire and smoke. In corpse form, it retains all abilities and gains frightful presence.

A kapre remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the kapre revert to any particular form when killed. A true seeing spell, however, reveals both forms simultaneously.

Frightful Presence (Su): In its headless corpse form, a kapre can unsettle foes with its mere presence. The ability takes effect automatically whenever the kapre moves, attacks, or charges. Creatures within a radius of 60 feet are subject to the effect if they have fewer HD than the kapre. A potentially affected creature that succeeds on a DC 14 Will save remains immune to that kapre's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 5d6 rounds and those with 5 or more HD become shaken for 5d6 rounds. Agtas, kapres, and other similar fey ignore the frightful presence of other kapres.
 
1985 Wizards of the Coast, Inc.
Originally found in Imagine Magazine #25