American Mythicals

Chupacabra

Small Monstrous Humanoid (Idbeast)
HD: 2d8 +1
Init: +2
Speed: 40 ft., climb 30 ft.
AC: 18 (+2 dex, +5 natural, +1 size)
BAB/Grapple: +2/+1 (+4 racial bonus)
Attack: Bite +2 melee 1d8
Full Attacks: Bite +2 melee 1d8, 2 claw +0 melee 1d6
Special Attacks: Blood Drain, Improved Grab, Pounce
Special Qualities: Camouflage, Cunning, Low-light vision, Scent
Saves: Fort +0, Ref +2, Will +2
Abilities: Str 8, Dex 14, Con 12, Int 2, Wis 14, Cha 8
Skills: * Balance +8 , Escape Artist +2, * Hide (Id) +20, * Listen (Id) +10, * Move Silently (Id) +12, Spot (Id) +4, Survival +2
Feats: Multiattack
________________________
Environment: Temporate or warm forest
Organization: Solitary or pair
CR: 2
Alignment: Always Neutral
Treasure: None
Advancement:

(Id) +4 id bonus on Hide, Listen, Move Silently, and Spot
* +6 bonus on Balance, Hide, Listen, and Move Silently

This creature appears ferally humanoid, with a hunched, lithe body covered in dark, thick, horny plates similiar to an armadillo's. Starting at the base of the neck and running down to the tailess rump are backward curving, boney spines about two fingers long, extending from
each vertebrae of the creature's spine. The head is small and rounded
with large jaws of edged teeth and four very long, pronounced canines
jutting from the upper and lower lips. The slanted, albino-red eyes are nocturnally large and wild. Supporting the body are two thick, springy hindlegs with long, prehensile toes. The two arms are shorter and slightly thinner, with grasping fingers and retractible claws, which look to double as forelegs if needed.


An elusive beast of legend and lore, tales tell of how the chupacabra prowls the forests, some coming out at night when ahungered to feed on the blood of livestock and their keepers. But this is only when food runs scarce in the woods, where they will not hesitate to leap upon creatures many times their size.

They are quiet and wary beasts, few seeing them before they leap. They are almost always only seen while retreating from a recent feed, while sated and unhostile.


Attack:
A chupacabra prowls about the low branches of trees, searching for prey below. When it spots such prey it leaps down and latches onto its victim's neck with its powerful jaws and digs in with its claws. It then starts to tear into the throat, drawing forth blood upon which it feeds.

They only attack the unwary and alone, though if its prey is weak it will hazard to attack a small group of three or less.

Chupacabra's only hunt at night.

Camouflage (Ex): A chupacabra's natural coloring give it a +8 bonus to hide checks.

Cunning (Ex): A chupacabra is never caught flat-footed.

Improved Grab (Ex): To use this ability, a Chupacabra must hit 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 use the Blood Drain ability.

Pounce (Ex): If a chupacabra charges a foe, it can make a full attack.

Blood Drain (Ex):
A chupacabra drains blood for 1 point of Constitution damage each round it remains attached.
 

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Jackolope

Jackalope.jpg


Tiny Animal
HD: 1/2 d8 (2 HP)
Init: +2
Speed: +40, +10 burrow
AC: 14 (+4 size)
BAB/Grapple:
Attack: Gore -2 melee (1d4–3)
Full attack: Gore -2 melee (1d4–3)
Special Attacks: -
Special Qualities: Low-light vision, Scent
Saves: Fort +1, Ref +2, Will +2
Abilities: Str 3, Dex 15, Con 16, Int 2, Wis 14, Cha 8
Skills: Jump +7, Listen +6, Spot +6, Survival +2
Feats: *Improved Feint, Run
________________________
Environment: Any warm or moderate forest, hills or plains
Organization: Solitary 1, pair 2, family 3-10
CR: 1/3
Alignment: Neutral
Treasure: None
Advancement: -

* Racial feat

This odd creature appears as a large, lithe hare covered in sandy brown or grey fur and paler undersides. Its head is small with a set of large, pale ears on either side of a pair of hard antlers.

Attack:
A jackalope is a flighty creatures like other hares, but if cornered it'll show a very unrabbit-like ornery streak by lowering its head and charging at the legs of its persuer. Normally this is enough to startle away most predators, allowing it to escape.

Skills:
A jackolope gets a +6 racial bonus on bluff, listen and spot checks and a +2 racial bonus on survival checks.
 

Rod

Tiny Outsider (Air, extraplanar vermin)
HD: 1d8 +4
Init: +10
Speed: 500 ft. fly (perfect)
AC: 24 (+4 size, +10 dex)
BAB/Grapple: +1/-7
Attack: -
Full attack: -
Special Attacks: -
Special Qualities: Air Control, Blindsight, Extraplanar Traits, Extreme Velocity, Natural Shifting, Vermin Traits
Saves: Fort +1, Ref +11, Will +4
Abilities: Str 1, Dex 30, Con 18, Int -, Wis 16, Cha -
Skills: -
Feats: -
________________________
Environment: Any air
Organization: Solitary or swarm 1-15
CR: 3
Alignment: Neutral
Treasure: None
Advancement: Tiny 1-4 HD, Small 5-7 HD

This creature is only seen as a long blur unless during a rare state of hovering or somehow entrapped. Its name comes from its foot-long, cylindrical shape covered in a thin, slightly reflective integument. Going completely along each of its sides are wide, rippled flaps of membrane that aid in its lightning-fast flitting. Each end of the rod has a small orifice. Though very vaguely insectoid a rod has much more in common with a protozoa and is in fact a macrobe, a large single-celled organism.

Rods are seen in nearly every plane in existence, flitting about at awesome speeds and then later disapearing, sometimes never to be seen again. Some say they hail from the Elemental Plane of Air, others pinpoint it down to Pandemonium, but neither are known for certain. They are used by their enigmatic masters as spies or scouts mentally linked so as to be their distant eyes and ears. Little more is known as it is nigh impossible to keep up with them across the planes.

Blindsight (Ex):
A rod can sense all things within 600 feet by the changes in air pressure to which it is phenomenally sensitive.

Extreme Velocity (Ex):
A rod's speed is so great that it is difficult to notice one moving at full speed. A spot check DC (18) must be made every round to notice the creature, and even then it is but a brief blur. True Seeing and similiar spells are powerless to aid in this as the rod is perfectly visible. Those with blindsight or echolocation suffer no penalty.

Natural Shifting (Su):
A rod can use the plane shift ability in reguards to itself at will, allowing it to travel back to the realm from whence it was sent or to others entirely.

Wind Immunity (Su):
A rod is immune to even the roughest of winds as it reflexively changes the air pressure about itself so that it flies in a near vaccuum (which is also what allows for its phenomenal speeds). This permits it to ignore even air-based spells and telekinetic powers such as Tornado Blast and Control Air.
 

Skinwalker

Medium Humanoid
HD: 4d8 +2
Init: +1
Speed: 40 ft.
AC: 11 (+1 dex)
BAB/Grapple: +3/+6
Attack: Natural Attacks
Full attack: Natural Attacks
Special Attacks: Powder of Paralysis, Rabid Bite, Skinwalk
Special Qualities: Druidical, Telepathic
Saves: Fort +6, Ref +2, Will +5
Abilities: Str 17, Dex 12, Con 14, Int 13, Wis 16, Cha 12
Skills: Concentration 2, Craft (alchemy) 5, Diplomacy 2, Handle Animal 6, Heal 8, Knowledge (nature) 10, Listen 8, Spot 2, Survival 7, and Swim 2
Feats: Improved Initiative, Natural Spell
________________________
Environment: Any land
Organization: Solitary
CR: 7-8
Alignment: Any
Treasure: Powder of Paralysis, and an assortment of large, wearable skins.
Advancement: -


A skinwalker appears as an elderly woman with a wise expression and regal bearing. The woman's eyes are large and bright, but hard. Her clothing is a robe of furs or skins of a single type of animal.


A druidic witch of the forests, a skinwalker can be a hermit of the wilderness, or a guardian and teacher of a village. Those that live as hermits are usually evil, or chaotic neutral, and prey upon travelers and lords over the other animals of the woods. A village skinwalker is usually good or lawful neutral, protecting those within and healing their ailments and diseases.

Attack:
A Skinwalker chooses her fur garments carefully before entering into a hostile situation. For a strength-based battle she'll normally don a bearskin. A coyote skin is usually for speed, accurate sense of smell, and agility. A mountain lion skin for its climbing and stalking abilities. A boar or wolverine skin for its toughness.


Powder of Paralysis (Ex):
A skinwalker while in human form keeps on her person at all times a bag of powder made from toadstools and mixed with snake venom. Those who inhale the stuff must make a DC 15 Fortitude save or be paralyzed for 1d4+1 rounds. The save DC is Charisma-based. A handful produces a cloud 20 ft./20 ft. A Skinwalker is immune to her own powder.


Rabid Bite (Ex):
A bite from a Skinwalker in animal form infects the victim with rabies if failing a DC 20 Fortitude save. Unless healed by a disease-removing spell a victim becomes easily disoriented, and loses a point of intelligence and wisdom every day until at Int 2 the victim becomes permanently insane. While insane a Skinwalker will not drink any liquid and dies five days later. Anyone bitten by a victim while insane contracts the disease as well.

Skinwalk (Su):
A skinwalker has the ability to take the form of any non-magic animal of small to large size that it has skinned a pelt or hide from. To prepare the skin the witch must rub one (temporary) constitution point worth of her own blood into the skin and eat a meal of the meat from the beast that the skin was taken. Only one skin may be prepared per day.

The Skinwalker takes all the base creature's physical stats and its intimidate, listen, spot and swim skills, and any other extraordinary abilities, though no supernatural ones. It can also use all natural attacks.

A skinwalker can turn between its animal shape and human form at will, though removing and donning a new skin takes two rounds and allows attacks of opportunity.

Telepathy (Su):
A Skinwalker can communicate telepathically with any creature in a 60 foot radius.

--

Special Qualities -

Druidical:
A Skinwalker has all the special abilities and spells of a fourth level druid.
 

Rods are in the d20 Modern Menace Manual.

As to the skinwalker, maybe give it some sort of speed-boosting ability? I'm sure you were thinking of the Navajo ones, and there were a few sightings of them in the 1970s, or at least of things called skinwalkers -- some sort of canine humanoid, anyway. One of the reports has the skinwalker keeping pace with a car which was travelling at 45 mph I think.
 


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