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Hawaiin Mythologicals

Well, way back when I did a section on mainland 'American Mythicals' and now I'm onto hawaiin which is a bit different from the mainland. Thinking I might make it into a race. Maybe two ranks in monstrous humanoid and an LA of +1.

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Nana'ue


Type: Medium Monstrous Humanoid (shapechanger)
Hit Dice: 5d8+5
Initiative: +2
Speed: 30 ft.
AC: 13 (+2 dex, +1 natural)
BAB/Grapple: +5/+8
Space/Reach: 5 ft./5 ft.
Attack: Slam +8 melee (1d4+3)
Full attack: 2 slams +8 melee (1d4+3), or 1 bite +3 melee (1d6+3)
Special Attacks: -
Special Qualities: Ancestral Curse, Scent
Saves: Fort +5, Ref +6, Will +2
Abilities: Str 16, Dex 15, Con 13, Int 12, Wis 12, Cha 14
Skills: Listen +9, Spot +9, Swim +11
Feats: Improved Bullrush, Improved Unarmed Attack(B), Power Attack
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Environment: Warm Aquatic
Organization: Solitary
CR: 4
Alignment: Often chaotic evil
Treasure: None
Advancement: -

Nana'ue are ancestors from the liason between Kalei a beautiful human and Kamohoali'i, the shark god. They appear as ordinary people, albeit unusually attractive and strong, except for a the maw of a large shark within the middles of their backs. They almost exclusively live upon tropical islands or at the very least coastal towns in warm climates. They always wear a cloak or loose shirt to hide their backs and the movement of the mouth.

Only nana'ue whom have tasted meat sometime in life will succumb to their predatory nature. Those kept on a strict vegetarian diet their entire life are usually good or neutral aligned.

Combat:

The nana'ue prefer to stay around beaches near the water line and shove unsuspecting victims into the water. Once within the nana'ue may turn into a shark and devour its victim. It prefers women as its meal, often sweet talking them to the waterline, but in a pinch will attack men as well.

Ancestral Curse (Su):
A nana'ue whom has tasted meat becomes forever a being of bloodlust and hunger and their alignment changes from whatever it once was to chaotic evil. They find they have the ability to change into a large shark while within saltwater, gaining all the abilities and stats of the shark aside from intelligence and wisdom which remains the same. Wounds taken in either form do not heal upon changing from one to the other, though in shark form it gains 2 HD and the bonus HP that comes with it.
Vegetarian nana'ue do not gain this ability.

Skills: Even while in human form a nana'ue can always choose to take 10 on a Swim check, even if distracted or endangered.
 

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Huaka'i Po

Type: Medium Undead (ghost)
Hit Dice: 10d12
Initiative: +3
Speed: fly 30 ft. (perfect)
AC: 18 (+3 dex, +5 def)
BAB/Grapple: +10/+14
Space/Reach: 5 ft./5 ft.
Attack: Flame of Victory's Past (1d8 cold damage plus 1d4 negative energy)
Full attack: Flame of Victory's Past (1d8 cold damage plus 1d4 negative energy)
Special Attacks: Death Gaze, Drummings of Panic, Horrific Appearance, Manifestation
Special Qualities: Rejuvenation, Turn Resistance
Saves: Fort +7, Ref +3, Will +3
Abilities: Str 18, Dex 16, Con -, Int 11, Wis 14, Cha 20
Skills: Intimidate +10, Listen +6, Perform (Concussion) +15, Perform (Sing) +15, Spot +6
Feats: Dodge, Mobility, Spring Attack, Weapon Finesse
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Environment: Any warm
Organization: Solitary, Guard (2), Troop (10-20), Army (21+)
CR: 12-13
Alignment: Any
Treasure: None
Advancement: -

Huaka'i Po, also known as the Marchers of the Night, or simply Night Marchers, are ghost warriors of high rank. They march on certain nights to welcome new warriors or to march to old battle grounds. They float, just barely above the ground, but do not fly any higher. Their faces and bodies show the scars and wounds they possessed at their death.
They are weaponless, being retired of battle and life, some carrying wardrums, others torches that gleam with an eldritch fire.


Combat:
Caring little for the living world Night Marchers do not come into being very often. However, they permit no disturbances from mortals and if you look into their eyes or stand in their way they possess the power to steal the souls of interferers.

Death Gaze (Su):
Any living being that meet a marcher of the night's gaze must succeed on a DC 26 Fortitude save or die. The victim's soul then enters into this army of the dead.

Drummings of Panic (Su):
A ghost can begin to play their ghostly drums as a standard action. All living creatures within a 30-foot spread must succeed on a Will save or become panicked for as long as the drums are played. This is a sonic necromantic mind-affecting fear effect. A creature that successfully saves against the drumming cannot be affected by the same marcher's beatings for 24 hours.

Flame of Victory's Past (Su):
Within the hands of the Huaka'i po are torches with miniature scenes of battles etched into the wood. Their glow casting an eerie radiance around. A marcher that hits a living target with its flame deals 1d6 points of cold damage plus 1d4 negative energy. Against ethereal opponents, it adds its Strength modifier to attack and damage rolls and deals fire instead of cold. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only.

Horrific Appearance (Su):
Any living creature within 60 feet that views a ghost must succeed on a Fortitude save or immediately take 1d4 points of Strength damage, 1d4 points of Dexterity damage, and 1d4 points of Constitution damage. A creature that successfully saves against this effect cannot be affected by the same ghost’s horrific appearance for 24 hours.

Rejuvenation (Su):
The “destroyed” spirit of a Huaka'i Po will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A marcher that would otherwise be destroyed returns to its old battlefield with a successful level check (1d20 + marcher's HD) against DC 16.

Telekinesis (Su): A marcher can use telekinesis as a standard action (caster level 12th). When a marcher uses this power, it must wait 1d4 rounds before using it again.

Turn Resistance (Ex):
A Huaka'i Po has +8 turn resistance.

Skills:
Marchers of the Night gain a +5 bonus to Perform checks.
 




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