Fearsome Critters- Monsters from American Folklore (3/5-Gallinipper added)

I didn't know there were multiple kinds of hodags... and the cave hodag is quite nifty. Love the roving eye ability.

This project is inspiring envy in me - you do really good work, especially with the expanded ecology and Knowledge checks (better, I think, than a lot of those Wizards publishes). Have you considered submitting some stuff to Dragon?

Demiurge out.
 

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demiurge1138 said:
I didn't know there were multiple kinds of hodags...

This project is inspiring envy in me - you do really good work, especially with the expanded ecology and Knowledge checks (better, I think, than a lot of those Wizards publishes). Have you considered submitting some stuff to Dragon?
It came as a surprise to me too, actually. I knew about the Wisconsin based 'Black' Hodag, but I never knew about other hodag types until I did some research on the subject (For this very bit here, actually). There's actually another 'Hodag' out there, but since it's a peaceful herbivore (And looks to just be another name for the Sidehill Gouger), I didnt think it was worth an entry.

Thanks. I try, but I cant help but feel I overdo it at times. I've thought about submitting in the past (And even downloaded the guidelines), but I'm very self critical on my own stuff and I fear rejection like you wouldnt believe. :p
 

Hoop Snake - CR 2 Magical Beast

Hoop Snake

In the distance, you see a long tail rise from the ground and curl forward forming a hoop shape. As you watch, the hooped creature starts spinning in your direction. As the creature closes rapidly, you make out that it is a reddish brown snake, about 5 feet long and grabbing its own tail with its mouth. As it gets closer you can see a large stinger in the snake's tail that drips a clear liquid. You are only given a few moments to react as the snake barrels toward you.

Hoop Snake CR 2
Always Neutral Medium Magical beast
Init +4; Senses Darkvision 60 ft., Lowlight Vision, Scent; Listen +4, Spot +9
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AC 17, touch 14, flat-footed 13, Wheel Shape
(+4 Dex, +3 natural)
hp 13 (2 HD)
Immune Acid
Fort +4, Ref +7, Will +0
---------------------------------------------
Speed 20 ft. (4 squares), Climb 20 ft., Swim 20 ft. Wheel Shape
Melee Sting +6 each (1d4 + Poison)
Atk Options Defoliant, Poison
Special Actions Rolling Up
Space 5 ft.; Reach 5 ft.
Base Atk +2; Grp +2
---------------------------------------------
Abilities Str 10, Dex 19, Con 12, Int 1, Wis 10, Cha 2
Feats Weapon Finesse
Skills* Balance +12, Climb +12, Hide +8, Listen +4, Spot +9, Swim +8
Includes +4 racial bonus to Hide, Listen and Spot checks, and +8 racial bonus to Balance, Climb, and Swim checks. A hoop snake makes climb checks using its Dex modifier.
Advancement 4-5 HD (Large)
---------------------------------------------
Defoliant (Ex) The venom in the hoop snake's tail is notoriously poisonous, even effecting trees and bushes with its toxicity. Plants are not immune to the poison of the hoop snake like they are with most poisons.
Poison (Ex) Injury, Fortitude DC 16, initial and secondary damage 2d6 Con. The save DC is Constitution-based and includes a +4 racial bonus.
Wheel Shape (Ex) The hoop snake is able to travel at higher speeds by holding its tail in its mouth and rolling along like a wheel, however it is less able to dodge incoming attacks while doing so. The hoop snake may spend a move action to assume wheel shape. In this position, its speed increases to 60 ft. but it loses its dex bonus to AC. It may let go of its tail as a swift action.
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The hoop snake is an aggressive serpent named after its unique mode of movement. Its poison is incredibly venomous for its size, felling the largest creatures in moments.

STRATEGIES AND TACTICS
Hoop snakes are incredibly aggressive, if not very bright. The hoop snake will use its wheel shape ability to rapidly close the distance, trusting in its high speed to allow it to outrun its victims. It will also use this ability to outrun any predators it feels it can not handle.

Unlike many predators, the hoop snake is not afraid of groups, and will single out what it perceives as the largest for its initial strike. Typically it will approach the target using wheel shape, uncurl using a swift action, and then attack with its stinger. Single minded, the hoop snake will attack a single target until it stops moving, stinging it several times if the poison does not seem to be taking effect. While waiting for its victim to die, the hoop snake will defend itself from other attackers, but is quite content to ignore them. If attacks are persistent, it will resume wheel shape and make its escape, coming back several minutes later to devour the poisoned victim.

ECOLOGY
Hoop snakes are reptiles and strict carnivores. An adult hoop snake is about 5 foot long from mouth to tail, although larger hoop snakes have been known to exist. Hoop snakes mate once a year, with the female laying a clutch of 3-4 eggs in out of the way places. Both parents defend the nest until the eggs hatch. Young hoop snakes are born fully venomous and are abandoned after hatching.

The hoop snake's venom is a highly potent necrotoxin that destroys the tissues it touches. This serves to help predigest the prey and allows the hoop snake to feed on much larger animals then other snakes. The bitten area quickly turns black as the tissue dissolves. The black patch spreads as the venom travels through the body. The toxin has a similar effect on plants, acting as a defoliant and withering agent. The mouth of the hoop snake, while similar to that of a normal snake, has changed to better suit its diet. The teeth help slice through skin and hide which allows the snake to enter into the body and suck out the semi digested slurry of its victims. Because of its power, many wizards believe the hoop snake did not develop naturally.

Predatory birds enjoy feeding on hoop snakes as their mode of movement often makes then high visible from the air. Several creatures which have developed immunity to poison will also feed on the stinging serpents.

Environment: Hoop snakes live in prairies and other flat, grassland areas. They avoid terrain such as forests or swamps as these interfere with their wheeled movement.
Typical Physical Characteristics: An adult hoop snake is around 5 feet long. Its tail holds a large, barbed stinger beneath its tip. Its head is not as heavily muscled as that of most vipers, but shares the same characteristic shape. Its coloration varies but is usually black, brown, or muddy red.
Alignment: Hoop snakes are unconcerned with alignment and not intelligent enough to really worry about it, making them all Neutral.

TYPICAL TREASURE
Hoop snakes do not collect treasure. Any treasure found will be on the remains of past and current victims.

CREATURE LORE

Characters with ranks in Knowledge (Arcane) and Knowledge (Nature) can learn more about the hoop snake. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

Knowledge (Arcane)
12 This rolling reptile is a hoop snake, an aggressive serpent with a stinging tail. This result reveals all magical beast traits.
17 The hoop snake can curl into a hoop like shape, thus its name. while doing so it can move very fast, but is not as able to dodge incoming blows.
22 Highly venomous, the hoop snake's poison is known to kill plants as well as animals.

Knowledge (Nature)
15 Hoop snakes have the head of a viper, but they lack the fangs. They still inject venom, but they do it through the sting in their tail.
20 Hoop snakes are very aggressive during the initial attack, but are almost passive after killing.
 

Gumberoo - CR 5 Magical Beast

Gumberoo

As you walk through the burnt out forest you suddenly hear a large growl. A large creature resembling a bear steps through the charred undergrowth, stirring up a cloud of ash. Except for a beard like patch and a few stray hairs around its head, the creature is completely furless. The bloated creature's smooth, taut skin is wrinkleless and covered with soot. It looks at you with greedy eyes, roars, and then charges.

Gumberoo CR 5
Always Neutral Large Magical beast
Init -1; Senses Darkvision 60 ft., Lowlight Vision, Scent; Listen +3, Spot +6
---------------------------------------------
AC 13, touch 8, flat-footed 13, Rubbery Redirection
(-1 Dex, -1 size, +5 natural)
hp 63 (6 HD); Regeneration 5; DR 10/Adamantine
Fort +10, Ref +4, Will +2
Weakness Vulnerability to Fire
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Speed 20 ft. (4 squares)
Melee Bite +13 (2d6+8) and 2 Claws +11 each (2d6+4)
or
Melee* Bite +7 (2d6+14) and 2 Claws +5 each (2d6+10)
*Power Attack at -6.
Atk Options Improved Grapple, Improved Natural Attack (Claws), Power Attack (-6 Attack, +6 Damage)
Special Actions
Space 10 ft.; Reach 5 ft.
Base Atk +6; Grp +18
---------------------------------------------
Abilities Str 27, Dex 9, Con 21, Int 3, Wis 10, Cha 5
SQ Death Throws, Float
Feats Improved Grapple, Multiattack, Power Attack
Skills Listen +3, Spot +6
Advancement 7-9 HD (Huge)
---------------------------------------------
Death Throws (Ex) The rapidly burning body of a gumberoo explodes spectacularly when it dies, showering the area with burning body parts and the smell of burning rubber. When a gumberoo dies, it explodes in a 30 ft. radius spread. Any creature within this area takes 6d6 points of damage, half of it fire, half of it bludgeoning.
Float (Ex) A gumberoo can never goes underwater, not even due to a failed swim check.
Regeneration (Ex) Gumberoos take normal damage from fire and adamantine. If a gumberoo loses a limb or body part, the lost portion regrows in 2d4 days. Unlike most regenerating creatures, gumberoo's may not reattach severed body parts.
Rubbery Retribution (Ex) The rubbery flesh of a gumberoo has a distressing habit of bouncing projectiles back at their firers and knocking the weapons out of the hands of those that strike it. Any projectile or thrown weapon that hits a gumberoo is bounced back at the firer. Compare the attack roll with the firer’s AC and treat the attack as if the firer was attacking himself. Additionally, anyone who strikes a gumberoo with a manufactured weapon can potentially be disarmed as the redirected blow knocks the weapon out of their hand. An attacker who fails a Ref save vs. a DC of 10+damage dealt is immediately disarmed. Weapons or projectiles made of Adamantine are not affected by this ability.
---------------------------------------------
The gumberoo is a greedy creature that scavenges through the aftermath of fires. It gorges itself on fire burnt carrion but prefers fresh meat. Slow moving, its rubbery skin allows it absorb most attacks and seems to regrow quickly.

STRATEGIES AND TACTICS
Gumberoos are simple minded creatures that focus on eating. They will attack the first creature they see and consume the body before going onto the next victim. They seem utterly unconcerned with anything attacking them, trusting in their damage resistance and regeneration. Gumberoos can be distracted by tossing them food, which they will eat before attacking another creature. Gumberoos prefer to open combat with power attack boosted strikes, softening up their prey before they attempt a grapple.

Gumberoos are deathly afraid of fire, this being the only thing that will cause a gumberoo to retreat.

ECOLOGY
Clearly not natural creatures, gumberoos are scavengers that have a unique life cycle based around fire. While extremely flammable, gumberoos rely on fire to gather their food as well as reproduce. During much of their life, gumberoos are dormant, sleeping in logs or caves. High heat, usually that of a wildfire, will wake them from their hibernation at which point they engage in their primary past time, gorging themselves on as much food as possible. When active, gumberoos will wander through their territory, eating anything vaguely edible, primarily the bodies of animals killed by passing wildfires but also berries, fruit, and anything live it can catch. When it has stripped its territory of anything edible, it finds an area safe from future fires and once again hibernates.

Gumberoos are constantly distended from the gases they produce while digesting, which is what causes them to be so explosive when killed. This is, in fact, how they reproduce. Any piece of a gumberoo larger then about 1 foot in diameter will regenerate into a larval form. These larva hide themselves and then hibernate in hidden areas where they slowly grow into adult forms, a process that typically takes about 10 years.

Environment: Gumberoos live in areas prone to fire such as cedar woods or chaparral.
Typical Physical Characteristics: The gumberoo resembles a large, corpulent brown bear. While they usually stand about 8 feet, they grow rapidly when food is present. A gumberoo is completely furless except for a beard like patch and some stray hairs. Its black skin is smooth, wrinkleless, and stretched tightly over its frame.
Alignment: The gumberoo is unconcerned with anything but stuffing its gullet with food. They are typically neutral. Those with any concern besides feeding tend toward evil alignments due to their greedy nature.

TYPICAL TREASURE
While gumberoos do not value treasure, the gluttonous creatures tend to swallow bits of their prey whole including anything they might be wearing or holding.

ADVANCEMENT
The death throws of a dying gumberoo are dependant on its size. Larger gumberoos do more damage when they explode due to their increased body mass. An advanced gumberoo deals 1d6 in damage per HD. For example, a Gumberoo with 9 HD will deal 9d6 hp of damage to those in the area. All other rules apply.

CREATURE LORE
Characters with ranks in Knowledge (Arcane) and Knowledge (Nature) can learn more about the gumberoo. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

Knowledge (Arcane)
15 This rubbery creature is a gumberoo, a gluttonous creature that thinks only about eating. This reveals all Magical beast traits.
20 The only thing that seems to get through a gumberoo's rubbery hide are adamantine and fire. To matters worse, their rubbery skin seems to heal over rapidly
25 Gumberoos explode when they die, showering the area in flaming body parts.

Knowledge (Nature)
17 The always ravenous gumberoo can be distracted by food, but not for long.
23 Gumberoos are often killed by the fires they rely on to feed themselves, but this is also how they spread. Burn any large pieces you find or you'll have more of them in the future.
 

...

Awesome. I was hoping that you'd stat up the gumberoo, and you have certainly not disappointed in its execution. I love this thread.

Demiurge out.
 

I've been working on some creatures of this type, so I was curious to see what you'd come up with. So far the only overlap is in the Hoop Snake. Heh, I had left the defoliation effect out of my own version. Good attention to detail there and throughout. I toyed with various descriptions, myself, and finally decided on just telling a Hoop Snake narrative for the intro. Seemed in keeping wit the spirit of the creature.

Most of the narratives don't just describe plants getting poisoned, they specifically make they baloon up. I wonder if some sort of debilitating bloat effect could be applied to the plants, something that temporarily enlarges them but also makes them weaker. Just a thought.
 
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Brimshack said:
Good attention to detail there and throughout.

Most of the narratives don't just describe plants getting poisoned, they specifically make they baloon up. I wonder if some sort of debilitating bloat effect could be applied to the plants, something that temporarily enlarges them but also makes them weaker. Just a thought.
Well, I didnt really describe the effects on plants in much detail, so it's certainly something that can be fiddled with. As it is, considering the strength of the poison, do we really need to add even MORE bad effects to the bite? The fact it can effect plants at all is strange enough in DnD.

That said, I did initially consider a form of 'rot' for the poison's effects on plants and other objects to better incorporate some of the more extreme tales of how toxic its poison is, but decided against it as being a bit to complicated. That and I'd be tempted to turn it into a grudge monster. (I even had Sundering as part of its write up in tactics, before I decided against it)

Anyways, I've been a bit slow in working on new conversions due to the holiday, but should hopefully have some new critters up next week.
 

Oh it's definitely a nasty enough poison as it is. It just occured to me on reading your version that it might be fun to try and get the whole "shingled my roof with a walking cane" type theme in there somehow. In terms of just fighting you type mechanics, I think it's pretty powerful as is.
 
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Snoligoster - CR 7 Magical Beast

Snoligoster

Hearing a sudden loud splash, you see a large crocodilian head leap out of the water and seize a porter near the edge of the swamp. With a scream, the porter is dragged under water. A few seconds later, a long spike emerges from the surface of the water, surrounded by soggy black fur that resembles the rotting vegetation around you. The creatures head rises just enough for you to make out the malevolent gleam in its eye and the struggling porter in its jaws. With a sudden flip of its head, the creature impales the porter on its dorsal spike. As the porter struggles to free itself, a long tail, its end tipped with blades, rises from the water and poises to strike.

Sloligoster CR 7
Usually NE Huge Magical beast
Init +1; Senses Lowlight Vision, Darkvision 60', Tremorsense 60'; Listen +6, Spot +6
Languages Aquan
---------------------------------------------
AC 17, touch 9, flat-footed 16, Cover of Water, Thin Bodied
(+1 Dex, -2 size, +8 natural)
hp 73 (7 HD)
Resist Hold Breath
Fort +7, Ref +3, Will +6
---------------------------------------------
Speed 10 ft. (2 squares), Swim 40 ft., Thin Bodied
Melee Bite +13 (1d12+7)and Tail Blades +8 (1d10+3/19-20)
Atk Options Improved Grapple
Special Actions Impale
Space 15 ft.; Reach 10 ft. (15 ft. with Tail Blades)
Base Atk +7; Grp +22
---------------------------------------------
Abilities Str 25, Dex 12, Con 21, Int 6, Wis 12, Cha 6
Feats Blind-Fight, Improved Critical (Tail Blades), Weapon Focus (Bite)
Skills Hide +1 (+9 when in vegetation or mud), Listen +6, Spot +6, Swim +15
Advancement 8-9 HD (Huge), 10-12 HD (Collosal)
---------------------------------------------
Cover of Water (Ex) The snoligoster is adept at using the water as protection when attacking its prey, revealing just the tip of its head. The snoligoster is treated as if it has improved cover (+8 bonus to AC, +4 bonus to Ref Saves, +8 to Hide check, Improved Evasion) vs. any opponent not underwater. To use this ability, the snoligoster must be in water at least 5 feet deep.
Hold Breath (Ex) A snoligoster can hold its breath for a number of rounds equal to 2 × its Constitution score (42 rounds) before it risks drowning.
Impale (Ex) The snoligoster's dorsal spike is often used to hold struggling prey until it has time to properly prepare it. As a full round action, the snoligoster can choose to impale a grappled opponent. An impaled opponent is dealt 1d10 points of damage per round from the snoligoster's movement, and also has a -4 penalty to AC and reflex saves. An impaled target
Improved Grapple To use this ability, a snoligoster must hit an opponent with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to Impale in the next round.
Thin Bodied (Ex) The snoligoster's long and lithe body allows it to squeeze into smaller spaces then most creatures of its size. The snoligoster is treated as if it were one size smaller when attempting to squeeze into smaller spaces.
Tremorsense (Ex) The snoligoster is treated as if it were of the aquatic subtype when using this ability.
---------------------------------------------
The snoligoster is a ruthless, greedy predator that dwells in swamps and muddy streams. It enjoys feeling the struggles of its prey on its dorsal spike and will often kill more then it needs to. It prefers humanoid prey over any other.

STRATEGIES AND TACTICS
The snoligoster prefers to attack from ambush. It lurks under the surface of the water near the shore, waiting for suitable prey to come close, then lashes out. Solitary opponents are 'played with,' as long as the snoligoster can keep its prey alive, and then devoured. If it faces multiple opponents, it will attempt to impale as many opponents as its spike can hold and then retreat. Any determined resistance will cause a snoligoster to retreat completely underwater, usually to return a few moments later to attempt another ambush.

A snoligoster prefers to target creatures on the surface, to better make use of its Cover of Water ability, and will not face opponents underwater unless it has a clear advantage. If forced to fight underwater opponents, it will attempt to lead them into shallower water or other tight areas that hamper their movement while leaving the snoligoster unaffected.

ECOLOGY
The snoligoster is a large predator that typically lives in areas of shallow water with plentiful vegetation. The snoligoster must eat a lot of food to keep its massive body going and occupies a large territory as a result. While a hungry snoligoster will eat anything, it has a distinct preference for humanoids, especially humans. It uses its tail blades like a saw, cutting a victim into more easily digestible chunks. Snoligosters dig out nests in areas of thick mud and often use these nests for butchering its food.

Snoligosters are solitary creatures, driving out any rivals. Females are fertile once every 5 years and males will compete with each other to see who can bring the female the most food during this time, the winner being chosen as a mate. Female snoligosters lay 1-3 eggs in clumps of vegetation at which point they are then abandoned. A young snoligoster typically reaches adulthood in 10 years, if they survive that long. Snolisgoters seem to enjoy the flesh of their own young almost as much as they like that of humans.

Environment: The snoligoster prefers to live in areas of slow moving, shallow water such as marshes and swamps.
Typical Physical Characteristics: The snoligoster resembles a large snake crossed with an alligator. Its long, limbless body is thick and squat, ending in a large alligator like head. Its semi-prehensile tail ends in a set of three large 'fan' blades which allow it to slice flesh into small chunks. On its back is a large, barbed spike that the snoligoster can lay flat against its back when not needed. Its entire body is covered with long, black fur that helps to conceal it in the rotting vegetation and mud where it lives.
Alignment: The snoligoster kills prey as much to entertain itself as to feed. It delights in slowly killing its food, usually by drowning or impalement, but is unconcerned in the more philosophical aspects of its nature. Most snoligosters are therefore neutral evil in alignment. Individual alignments do vary, but non-evil snoligosters are rare and good snoligosters are unheard of.

TYPICAL TREASURE
Snoligosters do not collect treasure; however their messy eating habits means they still collect a significant amount of loot from their victims. Items are often swallowed whole along with their previous owner’s body parts, or buried in the mud of a snolisgoster nest.

SOCIETY
Particularly canny snoligosters have been known to set up systems of tribute with local tribes, granting safe passage in exchange for 'gifts' of living humanoids.

CREATURE LORE
Characters with ranks in Knowledge (Arcane) and Knowledge (Nature) can learn more about the snoligoster. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

Knowledge (Arcane)
17 This is a snoligoster, a vicious predator that lives in shallow water. This reveals all magical beast traits.
22 The snoligoster has a large spike on its back that it can use to impale prey. It often uses this spike after siezing a victim in its jaws.
27 The thin, legless body of the snoligoster allows it to squeeze into a smaller space than many creatures of its size. It is also skilled in using the water around it as cover.

Knowledge (Nature)
19 From the look of its head and body, the snoligoster is an ambush predator and relatively clumsy on land.
 
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