Things from the east

Obly99

Hero
With the release of PF2 the Gumiho also came out (href.li) and with it its conversion to PF1 (https://thecreaturecodex (removethis).tumblr.com/post/687801749550039040/gumiho) but its version has quite disappointed me. Here is a predator from the Korean Peninsula, the malevolent Gumiho / Kumiho. Currently I also have Tamamo no Mae in the pipeline.
Gumiho CR 22

A gumiho is a legendary nine-tailed fox creature. They are often confused for kitsune, as they are also shapechangers and tricksters. Whereas a kitsune may be of any alignment, gumiho are almost universally evil, as they have an insatiable hunger for the livers of humanoids, and will stop at nothing to get them. A gumiho is supernaturally charming, and uses its abilities to lure travelers to an out of the way place where it can slaughter them.

Legend states that if a gumiho resists this temptation and refrains from eating liver for a hundrea years, it can assume its humanoid form permanently and becomes enlightened and goodly in nature. Perhaps kitsune are the descendents of such a progenitor gumiho.

The reality is less "imaginative" but more practical: if it resists for a long period of time from eating the liver of humanoids, a hundred years is only an indicative time, the compulsion to do so, which is purely psychological and almost more like a drug addiction, stops appearing. Many gumiho, after having re-tasted the humanoid liver after a prolonged period of abstinence but without having finished the "period of cure" often fall into the most total depravity due to the taste that gives them to the head and become psychotic monsters unable to think about anything other than killing and devouring humanoids. Shunned by the other gumiohs as well, often only death can free them from their miserable existence at that point. (see livers addiction).

Gumiho combine their magic and physical might in combat. Their claws and teeth do remarkable damage for their small size, but its precise strikes are even more deadly. A gumiho will often use repulsion to keep allies from reaching a befuddled victim, and then kill them and tear out their liver in a gory display before fleeing with their prize. Gumiho value their long lives, and never fight extended battles if they can help it.

Although gumiho do keep treasure, often beautiful clothing or jewels to add to their humanoid form’s allure, their most prized possession is the fox marble. A gumiho keeps a backup of all of their memories in the fox marble, allowing them to recall events from hundreds of years ago. A creature that steals a fox marble, or takes it once the gumiho is slain, can likewise sift through all of the gumiho’s memories, and gains the ability to make all Knowledge checks untrained and gains a competence bonus to Knowledge checks equal to ½ its Hit Dice. A fox marble is a major magic item, occupied the neck slot and can be sell for 70.000 gp. A gumiho will stop at nothing to get its fox marble back if it is somehow lost or stolen.

CE Medium magical beast (shapechanger)

Init +12; Senses darkvision 60 ft., low-light vision, scent, true seeing; Perception +40

Aura frightful presence (30 ft., DC 30)

AC 32, touch 27, flat-footed 24 (+9 deflection, +8 Dex, +5 natural)

hp 356 hp (23d10+230) regeneration 15 (cold iron)

Fort +26, Ref +30, Will +31

Defensive Abilities eldritch shield, freedom of movement; DR 15/cold iron and lawful; Immune charm, compulsion, mind-affecting effects; Resistance all elements 20; SR 33; 37 vs. divination

Weakness livers dependence

Speed 40 ft.

Melee bite +31 (1d12+4/18-20x4 plus energy drain), 2 claws +31 (1d8+4)

Ranged foxfire +31 touch (23d6)

Special Attacks energy drain (2 levels, DC 30), foxfire (23d6, DC 30), guileful charm (DC 30), sapping critical, sneak attack +5d6

Spell-Like Abilities (CL 23th, concentration +32)

Constant—freedom of movement, nondetection (self only), true seeing

At will—dimension door, dominate person (DC 24), invisibility, greater dispel magic, triggered suggestion (DC 23)

3/day—insanity (DC 26), mass suggestion (DC 25), quickened greater invisibility, project image (DC 26), repulsion (DC 25)

2/day—disguise self, charm person (DC 20), misdirection, invisibility, suggestion (DC 22), displacement, confusion (DC 23), dominate person (DC 24)

1/day—dominate monster (DC 28), greater teleport, overwhelming presence (DC 28)

1/week—soul dominion [E] (DC 29)

Sorcerer Spells Known (CL 23th; concentration +32)

11th (1/day)

10th (2/day)

9th (7/day)—energy drain (DC 28), greater create demiplane, mage’s disjuntion (DC 28), time stop, wish

8th (7/day)—death clutch (DC 27), greater possession (DC 27), mind blank, polymorph any object (DC 27), prismatic wall (DC 27)

7th (7/day)—create greater mindscape (DC 26), mage’s magnificent mansion, plane shift (DC 26), prismatic spray (DC 26), sequester

6th (7/day)—antimagic field, disintegrate (DC 25), flesh to stone (DC 25), programmed image (DC 25), stone to flesh

5th (8/day)—cone of cold (DC 24), dream, feeblemind (DC 24), mind fog (DC 24), mirage arcana (DC 24), sending

4th (8/day)—dimension door, dimensional anchor, emergency force sphere, greater invisibility, illusory wall (DC 23), mindscape door (DC 23), stoneskin

3rd (8/day)—displacement, fly, gaseous form, hold person (DC 22), matchmaker (DC 22), sepia snake sigil (DC 22)

2nd (8/day)—blur, disguise other, glitterdust (DC 21), hidden presence (DC 21), hideous laughter (DC 21), mirror image, quick change

1st (9/day)—alarm, detect secret doors, grease (DC 20), keep watch, mage armor, shield, ventriloquism

0 (at will)—arcane mark, dancing lights, detect magic, ghost sound, mage hand, mending, open/close, prestidigitation, read magic, resistance, stabilize

Str 18, Dex 26, Con 30, Int 26, Wis 23, Cha 29

Base Atk +23; CMB +27; CMD 54 (58 vs. trip)

Feats Combat Expertise, Combat Reflexes, Eschew Materials, Greater Feint, Greater Vital Strike, Improved Feint, Improved Initiative, Improved Vital Strike, Magical TailB x8, Quicken SLA (greater invisibility), Sorcerer’s Gift, Vital Strike, Weapon Finesse

Skills Acrobatics +34, Bluff +43, Climb +30, Diplomacy +35, Disguise +43, Escape Artist +31, Fly +34, Heal +29, Intimidate +35, Knowledge (all) +19, Perception +40, Sense Motive +32, Sleight of Hand +34, Spellcraft +31, Stealth +34, Swim +30, Survival +32, Use Magic Device +32; Racial Modifiers +8 Bluff, Disguise and Perception

Languages Abyssal, Celestial, Common, Elven, Infernal, Sylvan; telepathy 30 ft.

SQ change shape (any humanoid or fox, alter self or beast shape II), fox marble, gumiho magic, primal hunter, strength of the ages, trickster

Gear fox marble, diamond worth 25.000 gp (for wish)

Change Shape (Su)
A gumiho when assume a humanoid form retains its claw attacks. It always has at least one of its tails while in its humanoid form (can decide to keep them up to all 9 but never 0) and the fox ears, but can hide it with Disguise checks as usual. When assume the fox form it can chose to keep more than one tail but in that case it loses the Disguise bonus given by the polymorph effect. Otherwise this ability works like the normal Change Shape.

Eldritch Shield (Su)
A gumiho gains its Charisma modifier as a deflection bonus to AC and CMD and as a racial bonus to all saving throw.

Energy Drain (Su)
A gumiho has energy drain (2 levels) on its bite attack. In case of a critical hit the negative levels are only doubled not quadrupled.

Foxfire (Su)
A gumiho can fire a bolt of supernatural flame as a standard action with a ranged attack within 60 ft. The attack deals 1d6 damage per HD of the gumiho on a successful hit, half damage is fire when the other half is supernatural in origin and is therefore not subject to being reduced by fire resistance. Any target that takes damage from foxfire must succeed a Will save or be illuminated, as the spell faerie fire, for a number of rounds equal to the HD of the gumiho. The save DC is Charisma-based.

Fox Marble (Su)
A gumiho’s fox marble it’s a magic item that occupies the neck slot and allows the creature to make all Knowledge checks untrained, and gives it a competence bonus on Knowledge checks equal to ½ its Hit Dice. A gumiho cannot use its energy drain, foxfire and sapping critical abilities and lose its eldritch shield and guileful charm abilities if it is not wearing its fox marble. The fox marble not meld into the gumiho body when it use a polymorph effect, no matter what form it takes, and remains prominently visible on its chest unless it hides it with external means (such as with clothes when in human form).

Guileful Charm (Su)
Any creature conversing with a gumiho for an uninterrupted minute must succeed a DC 30 Will save or be charmed by the gumiho for one hour. A creature that succeeds this save is immune to this effect for the next 24 hours, but does not realize that the gumiho tried to charm him. This is a charm, mind-affecting effect. The save DC is Charisma-based.

Gumiho Magic (Su)
A gumiho casts spells as a sorcerer of its HD.

Livers Dependence (Ex)
A gumiho has a severe addiction to humanoid livers. For each day it doesn't eat a humanoid liver it must make a DC 20 Fortitude and Will saving throw. If it fails the Fortitude save, it takes -2 on all attack roll, saving throws and skill checks until it feeds on a humanoid liver. If it fails the Will save, it’s shaken until it feeds on a humanoid liver. For each day without eating humanoid livers, the DC of the addiction saving throw increases by +1. If it fails multiple Fortitude saving throws, the penalties are cumulative (up to a maximum equal to the HD of the gumiho). If it fails the Will save against addiction when already shaken by this effect, for 10 minutes it loses control and begins hunting humanoids for devour their liver, regardless of friend or foe. After 10 minutes, each round it can re-roll the Will saving throw. If successful, this compulsion ends (at least until the next day when the saving throws against addiction must be redone). If it manages not to eat humanoid livers voluntarily for a number of days equal to its HD (23 for many gumihos), all the penalties (the shaken and the penalties to attack, save and skill if it had failed any of the save during the "period of cure") are immediately removed and it loses the Livers Dependence trait and will never suffer from it again for the rest of its life. The alleviate addiction spell has no effect for this addiction while a wish or miracle spell reduces the remaining days by 1 and removes the need for saving throws for 1 day. A mythic wish spell reduces the remaining days of a number equal to the caster's mythic tier (minimum 2) (this delay does not count for the daily increase of the DC). The "redemption" takes place only if, however, it is the gumiho who wants it in the first place. A gumiho left without eating human livers against its will only obtains the penalties listed above without redeeming itself regardless of how long it takes. If for any reason it feeds on humanoid liver during the "cleansing" period, all penalties are removed but the addiction remains and the treatment must be started over again. Many gumiho, after having re-tasted the humanoid liver after a prolonged period of abstinence but without having finished the "period of cure" often fall into the most total depravity due to the taste that gives them to the head: if it feeds on humanoid liver after more than 15 days of abstinence but before the "period of cure" is completed, it must immediately make a Will save DC 40 or take the greater madness Psychosis with immediate onset. The DC of the saving throw for suppressing this madness each day is 45. The only way to remove this madness is a miracle spell cast by a worshiper of a good deity.

Primal Hunter (Su)
A gumiho gains a number of skill ranks in the Survival skill equal to its racial HD. Whenever a gumiho eats the liver of a humanoid creature with an Intelligence score of at least 3, they do not age for one day. This effect is cumulative.

Sapping Critical (Su)
Whenever a gumiho confirms a critical hit against a living creature, it heals damage equal to the damage dealt.

Strength of the Ages (Ex)
A gumiho gains Magical Tail as a bonus feat x8. Additionally, a gumiho can choose to use thought and emotional components instead of verbal and somatic components when casting its sorcerer spells (this allow it to cast spell in base and fox form). Although these thought and emotional components function as outlined in the psychic magic section of Occult Adventure, a gumiho’s spells still count as arcane spells while using thought and emotion components.

Trickster (Ex)
A gumiho gains Bluff, Diplomacy, Disguise, Intimidate, Sense Motive, Sleight of Hand, and Stealth as class skills. A gumiho unlike other magical beast have poor Fortitude save, good Reflex and Will save and use its Charisma bonus with Will saving throws in place of Wisdom. A gumiho gains 8 + Int skill points per racial HD (as a rogue) instead of 2 + Int like other magical beast.
 

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Obly99

Hero
Here, I finished the Fox. With Tamamo no Mae I had a rather troubled history: my first campaign with which I approached PF1 (and RPGs in general) was beyond level 10 and with mythic ranks. Heck, I didn't even know how the BaB worked or how the AC was calculated and I had people transforming into colossal ankylosaurs and doing 1000+ damage per turn. But hell did I have fun. Thanks to that experience I loved the mythic / epic levels. The most powerful enemy we met (luckily never faced) was Tamamo no Mae. A magical beast CR 36 / MR 10 that with only her aura (to which I also gave it to mine under the name of seductive presence as a tribute) stopped 8 PG out of 12. My version is a tribute to the one I met (and who killed, reanimated as a zombie and turned into a stone statue to use as a table leg my dwarf PG [I absolutely deserved it, it was my first experience and it was cringe stuff, to say the least, my interpretation of that character]) and deliberately over the top. Even though she has a divine rank 4 and qualifies as a Quasi-Deity, she effectively asphalt a Demi and can get a bad quarter hour through (or defeat under the right conditions) a Lesser. Here is the golden fox, the manipulator:

Tamamo no Mae

CE Medium magical beast (shapechanger)

Init +30 (always first); Senses blindsight 30 ft., darkvision 300 ft., detect good, detect law, divine sense (x3), low-light vision, scent, true seeing; Perception +69

Aura divine (125 ft., DC 36), frightful presence (30 ft., DC 56), seductive presence (DC 56)

AC 91, touch 79, flat-footed 67 (+22 deflection, +18 Dex, +4 divine, +6 dodge, +19 insight, +12 natural)

hp 1.600 hp (40d20+800) regeneration 30 (cold iron and epic)

Fort +89, Ref +85, Will +89; +50 against divination effects

Defensive Abilities eldritch shield, freedom of movement; DR 30/cold iron, epic and lawful; Immune ability damage and drain, charm effects, compulsion effects, death effects, disease, enchantment effects, energy drain, exhaustion, fatigued, illusion effects, mind-affecting effects, nonlethal damage, paralysis, poison, sleep, disintegration and transmutation effects, and death from massive damage; Resistance all elements 30; SR 54; 60 vs. divination

Speed 300 ft., burrow 40 ft. (hardness maximum 8), climb 30 ft., fly 300 ft. (perfect)

Melee bite +62 (6d10+17 plus energy drain), 2 claws +62 (4d10+17/18-20x4 plus energy drain), 9 tails +57 (1d10+10 plus energy drain)

Ranged foxfire +62 touch (40d10+4 divine damage)

Special Attacks energy drain (1 level, DC 56), foxfire (20d10+4, DC 56), guileful charm (DC 56), mythic surge 21/day (+1d12), pounce, rend (2 claws, 4d10+23), sapping critical, sneak attack +20d6

Spell-Like Abilities (CL 44th, concentration +70)

Constant—detect good, detect law, freedom of movement, tongues, true seeing

At will—animate objects, chaos hammer (DC 40), cloak of chaos (DC 44), commune, contagion (DC 39), dimension door, disintegrate (DC 43), dispel law, dominate person (DC 41), dream, earthquake, etherealness, geas/quest, greater dispel magic, greater teleport, harm (DC 42), implosion (DC 45), inflict critical wonds (DC 40), inflict light wounds (DC 37), invisibility, magic circle against law, magic jar (DC 41), mass inflict light wounds (DC 41), protection from law, scrying (DC 40), sending, shatter (DC 38), summon monster IX (chatic creatures only), tongues, triggered suggestion (DC 40), word of chaos (DC 44)

4/day—wish

3/day—dominate monster (DC 45), insanity (DC 43), mass suggestion (DC 42), quickened greater invisibility, overwhelming presence (DC 45), project image (DC 43), repulsion (DC 42), soul scry [E] (DC 46)

2/day—disguise self, charm person (DC 37), misdirection, invisibility, suggestion (DC 39), displacement, confusion (DC 40), dominate person (DC 41)

1/day—damnation [E] (DC 61), dreamscape [E] (DC 46), greater ruin [E] (DC 46), safe time [E], soul dominion [E] (DC 46)

1/week—contingent resurrection [E], crown of vermin [E] (DC 46), eclipse [E], eidolon [E], lord of nightmares [E], mass frog [E] (DC 46), rain of fire [E] (DC 46)

1/10 years—demise unseen [E] (DC 46)

1/100 years—memento mori [E] (DC 52)

Fox Spells Known (CL 44th; concentration +67)

19th (2/day)

18th (2/day)

17th (2/day)

16th (2/day)

15th (2/day)

14th (2/day)

13th (2/day)

12th (2/day)

11th (2/day)

10th (2/day)

9th (9/day)—any spells from the cleric/oracle, druid, psychic and sorcerer/wizard spell list;

8th (9/day)—any spells from the cleric/oracle, druid, psychic and sorcerer/wizard spell list;

7th (10/day)—any spells from the cleric/oracle, druid, psychic and sorcerer/wizard spell list;

6th (10/day)—any spells from the cleric/oracle, druid, psychic and sorcerer/wizard spell list;

5th (10/day)—any spells from the cleric/oracle, druid, psychic and sorcerer/wizard spell list;

4th (10/day)—any spells from the cleric/oracle, druid, psychic and sorcerer/wizard spell list;

3rd (11/day)—any spells from the cleric/oracle, druid, psychic and sorcerer/wizard spell list;

2nd (11/day)—any spells from the cleric/oracle, druid, psychic and sorcerer/wizard spell list;

1st (11/day)—any spells from the cleric/oracle, druid, psychic and sorcerer/wizard spell list;

0 (at will)—any spells from the cleric/oracle, druid, psychic and sorcerer/wizard spell list;

Psion Power Known (CL 44th; concentration +67; Power Points/Day: 3.343)

9th—any power from the psion/wilder power list;

8th—any power from the psion/wilder power list;

7th—any power from the psion/wilder power list;

6th—any power from the psion/wilder power list;

5th—any power from the psion/wilder power list;

4th—any power from the psion/wilder power list;

3rd—any power from the psion/wilder power list;

2nd—any power from the psion/wilder power list;

1st—any power from the psion/wilder power list;

Str 36, Dex 46, Con 50, Int 48, Wis 46, Cha 54

Base Atk +40; CMB +57; CMD 132 (136 vs. trip in normal and fox form)

Feats Alertness, Combat Expertise, Combat Reflexes, Dodge, Eschew MaterialsB, Greater Feint, Greater Fortitude, Greater Vital Strike, Improved Feint, Improved Initiative, Improved Vital Strike, Run, Magical TailB x8, Vital Strike, Weapon Finesse

Epic Feats Good Fortitude, Improved Dodge, Sixth Sense, Sky Walker, Subtle Body, Superior Initiative, Tenacious Body

Skills Acrobatics +60, Appraise +63, Bluff +69, Climb +33, Craft (torture device) +43, Disguise +69, Fly +53, Heal +62, Intimidate +69, Knowledge (all) +83, Linguistics +63, Perception +69, Perform (dance, sing) +46, Sense Motive +65, Sleight of Hand +65, Spellcraft +63, Stealth +65, Survival +45, Swim +40, Use Magic Device +66

Languages Aboleth, Abyssal, Aklo, Ancient Chinese, Ancient Indian, Ancient Japanese, Aquan, Arabic, Aramaic, Auran, Boggard, Celestial, Common, Coptic, Cyclop, Draconic, Dark Folk, Drow Sign, Druidic, Dwarven, D’ziriak, Elder Thing, Elven, Giant, Gnome, Goblin, Greek, Halfling, Ignan, Infernal, Labial, Latin, Mi-Go, Necril, Orc, Protean, Senzar, Sphinx, Sylvan, Tengu, Terran, Treant, Undercommon, Vegepygmy, Yithian, 14 other languages; tongues, telepathy 100 ft.

SQ change shape (any humanoid or fox, alter self or beast shape II), divine traits (quasi-deity), fox marble, fox magic, grant spells, might, mythic, portfolio (chaos, destruction), profane enlightening, strength of the ages, trickster, virtual size category +1

Gear fox marble, 8 diamond worth 25.000 gp (for wish), other treasures and consumable magic items worth 1.000.000 gp, luxurious clothes worth 20.000 gp

Divine Abilities

• Cozen (Su): You can steal the abilities of other beings (DC 56).

• Dream Stealer (Ex): You can steal the thoughts and dreams of others (DC 56).

• Learned Spell Immunity (Su): You can adapt to a spellcasters spells.

• Perfect Initiative (Ex): You always go first.

Divine Abilities (stolen with Cozen)

• Apocrypha (Su): You are difficult to detect or scry.

• Divine Sneak Attack (Ex): Half your sneak attack damage is treated as divine damage.

• Eternal Freedom (Su): You are immune to spells and effects which impede movement.

• Gravitas (Su): You increase the power of your abilities each round.


Chaos Portfolio Traits (Quasi-Deity)

Hostile Environment (lawful): Tamamo no Mae take a competence penalty (equal to her divine rank) on all die rolls while in a lawful aligned environment.

Axiomatic Vulnerability: Tamamo no Mae suffer 50% extra damage from lawful based attacks and spells.

• Transmutation Immunity: Tamamo no Mae is immune to transmutation based attacks.

• Scion of Chaos (Su): Competence bonus (equal to Tamamo no Mae divine rank) on attack rolls, damage rolls and armor class while she is within a chaos aligned locale.

• Improved Summoning (Chaos): Chaotic creatures summoned by Tamamo no Mae have 50% more HD.


Destruction Portfolio Traits (Quasi-Deity)

Healing Resistance: Tamamo no Mae only gain 50% effect from healing effects and spells (already calculated).

Lemming’s Wisdom: Tamamo no Mae take a competence penalty to wisdom (equal to her divine rank) (already calculated).

• Disintegration Immunity: Tamamo no Mae is immune to disintegration based spells and effects.

• Scion of Destruction (Su): Competence bonus (equal to Tamamo no Mae divine rank) on damage rolls (already calculated).

• Enraged Summoning: Creatures summoned by Tamamo no Mae gain damage bonus equal to her divine rank.

Change Shape (Su)
Tamamo no Mae when assume a humanoid form retains her claw attacks and a number of tail attack equal of the number of the keeped tails. She always has at least one of her tails while in her humanoid form (can decide to keep them up to all 9 but never 0) and the fox ears, but can hide it with Disguise checks as usual. When assume the fox form she can chose to keep more than one tail but in that case she loses the Disguise bonus given by the polymorph effect. Tamamo no Mae when assume a fox form retains a number of tail attack equal of the number of the keeped tails. True Seeing or similar effects unless heightened to 9th level, do not allow a creature to see through this polymorph effect. Otherwise this ability works like the normal Change Shape.

Divine Traits (Quasi-Deity) (Ex)
As a Quasi-Deity, Tamamo no Mae gains a +4 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, etc.); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance. Tamamo no Mae’s natural attacks or any weapons she wields, are treated as epic for the purpose of overcoming damage reduction. Tamamo no Mae does not age and requires no food or drink to sustain herself.

Eldritch Shield (Su)
Tamamo no Mae gains her Charisma modifier as a deflection bonus to AC and CMD and as a racial bonus to all saving throw, and her Intelligence modifier as an insight bonus to AC, CMD and to all saving throw.

Energy Drain (Su)
Tamamo no Mae has energy drain (1 level) on her natural weapons. In case of a critical hit the negative level is only doubled not quadrupled.

Foxfire (Su)
As a full round action, Tamamo no Mae can hurls 4 balls of pure divine energy at her foe. This ability work as fireball with the exception that deal 20d10+4 divine damage, the Reflex save DC is 56, its a supernatural not subject to SR and the range for each ball is 300 feet. Any target that takes damage from foxfire must succeed a Will save DC 56 or be illuminated, as the spell faerie fire, for 40 rounds. Alternatively, Tamamo no Mae can fire a single bolt of foxfire as a standard with a ranged touch attack within 300 ft. This version do not have a radial explosion (only the target take damage if the attack roll hit) or a Reflex save for half damage (but must still make the Will save) and deals 40d10+4. The save DC is Charisma-based.

Fox Magic (Su)
Tamamo no Mae has two spell list/psionic list. For all two she cast the spell/manifest power as caster/manifestation level equal to her HD. The first spell list casts spells as a sorcerer but from the sorcer/wizard-cleric/oracle-druid-psychic spell list. The second is that of the psion/wilder. Her spellcasting modifier for all of them is Intelligence. The save DC (if any) is 33 + spell level.

Fox Marble (Su)
Tamamo no Mae fox marble it’s a magic item that occupies the neck slot and allows the creature to make all Knowledge checks untrained, and gives her a competence bonus on Knowledge checks equal to ½ her Hit Dice. Tamamo no Mae cannot use her energy drain, foxfire and sapping critical abilities and lose her eldritch shield and guileful charm abilities if she is not wearing her fox marble. The fox marble not meld into Tamamo no Mae body when she use a polymorph effect, no matter what form she takes, and remains prominently visible on her chest unless she hides it with external means (such as with clothes when in human form).

Grant Spells (Su)
Tamamo no Mae can grant up to 9th-level spells. She give access to the Chaos, Charm, Evil, and Trickery Domains and Captivation (Charm), Corruption (Evil), Deception (Trickery), Demon (Chaos, Evil), Entropy (Chaos), and Whimsy (Chaos) subdomains.

Guileful Charm (Su)
Any creature conversing with Tamamo no Mae for an uninterrupted minute must succeed a DC 56 Will save or be dominated (as dominate monster) by the monster for 40 days. A creature that succeeds this save is immune to this effect for the next 24 hours, but does not realize that Tamamo no Mae tried to charm him. This is a compulsion, mind-affecting effect. The save DC is Charisma-based.

Might (Ex)
Tamamo no Mae deals d10's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and her damage dice cannot go below this dice but this cannot increase to more dice than Tamamo no Mae HD.

Mythic (Ex)
Tamamo no Mae has Mythic Power (21/day, Surge +1d12) and counts as a 10th-tier Mythic creature. Tamamo no Mae for calculate her daily uses of mythic power calculate her mythic ability as a tier instead of rank giving her uses of 3 + 2 x every mythic tier after the first instead of equal to mythic rank like the normal monster. Tamamo no Mae can use any of her spell-like abilities, spells and power effect as the Mythic versions of those spells/power (if a Mythic version of that effect exists), expending Mythic Power as normal. Tamamo no Mae can also expend Mythic Power to use the augmented versions of these effects.

Profane Enlightening (Su)
Millennia of profaning and stealing magical secrets from the gods have paid off. Tamamo no Mae know all spell and power for the spell list and manifestation list of her fox magic ability.

Sapping Critical (Su)
Whenever Tamamo no Mae confirms a critical hit against a living creature, it heals damage equal to the damage dealt.

Seductive Presence (Su)
Whenever Tamamo no Mae is in humanoid form, all creatures that see her must make a DC 56 Will save or be fascinated for as long as she is in sight. After she leaves the creature's sight, the effect changes to the equivalent of geas/quest (including penalties for each day not following the compulsion) where the compulsion is to seek out Tamamo no Mae in order to worship her. As soon as Tamamo no Mae re-enters the creature's view, the effect returns to being fascinated. The effect lasts for 1 day per HD of Tamamo no Mae. Multiple failed saves only reset the duration. If a creature under this effect is targeted with a hostile effect by Tamamo no Mae (attack, non-harmless spell, etc.), he can re-roll the save with a +4, but only once per round regardless of how many times is targeted with a hostile effect in one round by Tamamo no Mae. A creature that succeeds this save is immune to this effect for the next 24 hours. The fascinate effect is a charming, mind-affecting effect based on sight while the geas/quest is a compulsion, curse, mind-affecting effect. The save DC is Charisma-based.

Strength of the Ages (Ex)
Tamamo no Mae gains Magical Tail as a bonus feat x8. Additionally, Tamamo no Mae can choose to use thought and emotional components instead of verbal and somatic components when casting her fox spells (this allow her to cast spell in base and fox form). Although these thought and emotional components function as outlined in the psychic magic section of Occult Adventure, Tamamo no Mae’s fox spells still count as arcane spells while using thought and emotion components.

Trickster (Ex)
Tamamo no Mae gains Bluff, Diplomacy, Disguise, Intimidate, Sense Motive, Sleight of Hand, and Stealth as class skills. Tamamo no Mae unlike other magical beast have poor Fortitude save, good Reflex and Will save and use her Charisma bonus with Will saving throws in place of Wisdom. Tamamo no Mae gains 8 + Int skill points per racial HD (as a rogue) instead of 2 + Int like other magical beast.
 

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Bootlebat

Explorer
Here, I finished the Fox. With Tamamo no Mae I had a rather troubled history: my first campaign with which I approached PF1 (and RPGs in general) was beyond level 10 and with mythic ranks. Heck, I didn't even know how the BaB worked or how the AC was calculated and I had people transforming into colossal ankylosaurs and doing 1000+ damage per turn. But hell did I have fun. Thanks to that experience I loved the mythic / epic levels. The most powerful enemy we met (luckily never faced) was Tamamo no Mae. A magical beast CR 36 / MR 10 that with only her aura (to which I also gave it to mine under the name of seductive presence as a tribute) stopped 8 PG out of 12. My version is a tribute to the one I met (and who killed, reanimated as a zombie and turned into a stone statue to use as a table leg my dwarf PG [I absolutely deserved it, it was my first experience and it was cringe stuff, to say the least, my interpretation of that character]) and deliberately over the top. Even though she has a divine rank 4 and qualifies as a Quasi-Deity, she effectively asphalt a Demi and can get a bad quarter hour through (or defeat under the right conditions) a Lesser. Here is the golden fox, the manipulator:

Tamamo no Mae

CE Medium magical beast (shapechanger)

Init +30 (always first); Senses blindsight 30 ft., darkvision 300 ft., detect good, detect law, divine sense (x3), low-light vision, scent, true seeing; Perception +69

Aura divine (125 ft., DC 36), frightful presence (30 ft., DC 56), seductive presence (DC 56)

AC 89, touch 79, flat-footed 65 (+22 deflection, +18 Dex, +4 divine, +6 dodge, +19 insight, +10 natural)

hp 1.600 hp (40d20+800) regeneration 30 (cold iron and epic)

Fort +89, Ref +85, Will +89; +50 against divination effects

Defensive Abilities eldritch shield, freedom of movement; DR 30/cold iron, epic and lawful; Immune ability damage and drain, charm effects, compulsion effects, death effects, disease, enchantment effects, energy drain, exhaustion, fatigued, illusion effects, mind-affecting effects, nonlethal damage, paralysis, poison, sleep, disintegration and transmutation effects, and death from massive damage; Resistance all elements 30; SR 54; 60 vs. divination

Speed 300 ft., burrow 40 ft. (hardness maximum 8), climb 30 ft., fly 300 ft. (perfect)

Melee bite +62 (6d10+17 plus energy drain), 2 claws +62 (4d10+17/18-20x4 plus energy drain), 9 tails +57 (4d6+10 plus energy drain)

Ranged foxfire +62 touch (40d10+4 divine damage)

Special Attacks energy drain (1 level, DC 56), foxfire (20d10+4, DC 56), guileful charm (DC 56), mythic surge 21/day (+1d12), pounce, rend (2 claws, 4d10+23), sapping critical, sneak attack +20d6

Spell-Like Abilities (CL 23th, concentration +32)

Constant—detect good, detect law, freedom of movement, tongues, true seeing

At will—animate objects, chaos hammer (DC 40), cloak of chaos (DC 44), commune, contagion (DC 39), dimension door, disintegrate (DC 43), dispel law, dominate person (DC 41), dream, earthquake, etherealness, geas/quest, greater dispel magic, greater teleport, harm (DC 42), implosion (DC 45), inflict critical wonds (DC 40), inflict light wounds (DC 37), invisibility, magic circle against law, magic jar (DC 41), mass inflict light wounds (DC 41), protection from law, scrying (DC 40), sending, shatter (DC 38), summon monster IX (chatic creatures only), tongues, triggered suggestion (DC 40), word of chaos (DC 44)

4/day—wish

3/day—dominate monster (DC 45), insanity (DC 43), mass suggestion (DC 42), quickened greater invisibility, overwhelming presence (DC 45), project image (DC 43), repulsion (DC 42), soul scry [E] (DC 46)

2/day—disguise self, charm person (DC 20), misdirection, invisibility, suggestion (DC 22), displacement, confusion (DC 23), dominate person (DC 24)

1/day—damnation [E] (DC 61), dreamscape [E] (DC 46), greater ruin [E] (DC 46), safe time [E], soul dominion [E] (DC 46)

1/week—contingent resurrection [E], crown of vermin [E] (DC 46), eclipse [E], eidolon [E], lord of nightmares [E], mass frog [E] (DC 46), rain of fire [E] (DC 46)

1/10 years—demise unseen [E] (DC 46)

1/100 years—memento mori [E] (DC 52)

Fox Spells Known (CL 44th; concentration +67)

19th (2/day)

18th (2/day)

17th (2/day)

16th (2/day)

15th (2/day)

14th (2/day)

13th (2/day)

12th (2/day)

11th (2/day)

10th (2/day)

9th (9/day)—any spells from the cleric/oracle, druid, psychic and sorcerer/wizard spell list;

8th (9/day)—any spells from the cleric/oracle, druid, psychic and sorcerer/wizard spell list;

7th (10/day)—any spells from the cleric/oracle, druid, psychic and sorcerer/wizard spell list;

6th (10/day)—any spells from the cleric/oracle, druid, psychic and sorcerer/wizard spell list;

5th (10/day)—any spells from the cleric/oracle, druid, psychic and sorcerer/wizard spell list;

4th (10/day)—any spells from the cleric/oracle, druid, psychic and sorcerer/wizard spell list;

3rd (11/day)—any spells from the cleric/oracle, druid, psychic and sorcerer/wizard spell list;

2nd (11/day)—any spells from the cleric/oracle, druid, psychic and sorcerer/wizard spell list;

1st (11/day)—any spells from the cleric/oracle, druid, psychic and sorcerer/wizard spell list;

0 (at will)—any spells from the cleric/oracle, druid, psychic and sorcerer/wizard spell list;

Psion Power Known (CL 44th; concentration +67; Power Points/Day: 3.343)

9th—any power from the psion/wilder power list;

8th—any power from the psion/wilder power list;

7th—any power from the psion/wilder power list;

6th—any power from the psion/wilder power list;

5th—any power from the psion/wilder power list;

4th—any power from the psion/wilder power list;

3rd—any power from the psion/wilder power list;

2nd—any power from the psion/wilder power list;

1st—any power from the psion/wilder power list;

Str 36, Dex 46, Con 50, Int 48, Wis 46, Cha 54

Base Atk +40; CMB +57; CMD 132 (136 vs. trip in normal and fox form)

Feats Alertness, Combat Expertise, Combat Reflexes, Dodge, Eschew MaterialsB, Greater Feint, Greater Fortitude, Greater Vital Strike, Improved Feint, Improved Initiative, Improved Vital Strike, Run, Magical TailB x8, Vital Strike, Weapon Finesse

Epic Feats Good Fortitude, Improved Dodge, Sixth Sense, Sky Walker, Subtle Body, Superior Initiative, Tenacious Body

Skills Acrobatics +60, Appraise +63, Bluff +69, Climb +33, Craft (torture device) +43, Disguise +69, Fly +53, Heal +62, Intimidate +69, Knowledge (all) +83, Linguistics +63, Perception +69, Perform (dance, sing) +46, Sense Motive +65, Sleight of Hand +65, Spellcraft +63, Stealth +65, Survival +45, Swim +40, Use Magic Device +66

Languages Aboleth, Abyssal, Aklo, Ancient Chinese, Ancient Indian, Ancient Japanese, Aquan, Arabic, Aramaic, Auran, Boggard, Celestial, Common, Coptic, Cyclop, Draconic, Dark Folk, Drow Sign, Druidic, Dwarven, D’ziriak, Elder Thing, Elven, Giant, Gnome, Goblin, Greek, Halfling, Ignan, Infernal, Labial, Latin, Mi-Go, Necril, Orc, Protean, Senzar, Sphinx, Sylvan, Tengu, Terran, Treant, Undercommon, Vegepygmy, Yithian, 14 other languages; tongues, telepathy 100 ft.

SQ change shape (any humanoid or fox, alter self or beast shape II), divine traits (quasi-deity), fox marble, fox magic, grant spells, might, mythic, portfolio (chaos, destruction), primal hunter, profane enlightening, strength of the ages, trickster, virtual size category +1

Gear fox marble, 8 diamond worth 25.000 gp (for wish), other treasures and consumable magic items worth 1.000.000 gp, luxurious clothes worth 20.000 gp

Divine Abilities

• Cozen (Su): You can steal the abilities of other beings (DC 56).

• Dream Stealer (Ex): You can steal the thoughts and dreams of others (DC 56).

• Learned Spell Immunity (Su): You can adapt to a spellcasters spells.

• Perfect Initiative (Ex): You always go first.

Divine Abilities (stolen with Cozen)

• Apocrypha (Su): You are difficult to detect or scry.

• Eternal Freedom (Ex): You are immune to spells and effects which impede movement.

• Divine Sneak Attack (Ex): Half your sneak attack damage is treated as divine damage.

• Gravitas (Su): You increase the power of your abilities each round.


Chaos Portfolio Traits (Quasi-Deity)

Hostile Environment (lawful): Tamamo no Mae take a competence penalty (equal to her divine rank) on all die rolls while in a lawful aligned environment.

Axiomatic Vulnerability: Tamamo no Mae suffer 50% extra damage from lawful based attacks and spells.

• Transmutation Immunity: Tamamo no Mae is immune to transmutation based attacks.

• Scion of Chaos (Su): Competence bonus (equal to Tamamo no Mae divine rank) on attack rolls, damage rolls and armor class while she is within a chaos aligned locale.

• Improved Summoning (Chaos): Chaotic creatures summoned by Tamamo no Mae have 50% more HD.


Destruction Portfolio Traits (Quasi-Deity)

Healing Resistance: Tamamo no Mae only gain 50% effect from healing effects and spells (already calculated).

Lemming’s Wisdom: Tamamo no Mae take a competence penalty to wisdom (equal to her divine rank) (already calculated).

• Disintegration Immunity: Tamamo no Mae is immune to disintegration based spells and effects.

• Scion of Destruction (Su): Competence bonus (equal to Tamamo no Mae divine rank) on damage rolls (already calculated).

• Enraged Summoning: Creatures summoned by Tamamo no Mae gain damage bonus equal to her divine rank.

Change Shape (Su)
Tamamo no Mae when assume a humanoid form retains her claw attacks and a number of tail attack equal of the number of the keeped tails. She always has at least one of her tails while in her humanoid form (can decide to keep them up to all 9 but never 0) and the fox ears, but can hide it with Disguise checks as usual. When assume the fox form she can chose to keep more than one tail but in that case she loses the Disguise bonus given by the polymorph effect. Tamamo no Mae when assume a fox form retains a number of tail attack equal of the number of the keeped tails. True Seeing or similar effects unless heightened to 9th level, do not allow a creature to see through this polymorph effect. Otherwise this ability works like the normal Change Shape.

Eldritch Shield (Su)
Tamamo no Mae gains her Charisma modifier as a deflection bonus to AC and CMD and as a racial bonus to all saving throw, and her Intelligence modifier as an insight bonus to AC, CMD and to all saving throw.

Energy Drain (Su)
Tamamo no Mae has energy drain (1 level) on her natural weapons. In case of a critical hit the negative level is only doubled not quadrupled.

Foxfire (Su)
As a full round action, Tamamo no Mae can hurls 4 balls of pure divine energy at her foe. This ability work as fireball with the exception that deal 20d10+4 divine damage, the Reflex save DC is 56, its a supernatural not subject to SR and the range for each ball is 300 feet. Any target that takes damage from foxfire must succeed a Will save DC 56 or be illuminated, as the spell faerie fire, for 40 rounds. Alternatively, Tamamo no Mae can fire a single bolt of foxfire as a standard with a ranged touch attack within 300 ft. This version do not have a radial explosion (only the target take damage if the attack roll hit) or a Reflex save for half damage (but must still make the Will save) and deals 40d10+4. The save DC is Charisma-based.

Fox Magic (Su)
Tamamo no Mae has two spell list/psionic list. For all two she cast the spell/manifest power as caster/manifestation level equal to her HD. The first spell list casts spells as a sorcerer but from the sorcer/wizard-cleric/oracle-druid-psychic spell list. The second is that of the psion/wilder. Her spell casting modifier for all of them is Intelligence. The save DC (if any) is 33 + spell level.

Fox Marble (Su)
Tamamo no Mae fox marble it’s a magic item that occupies the neck slot and allows the creature to make all Knowledge checks untrained, and gives her a competence bonus on Knowledge checks equal to ½ her Hit Dice. Tamamo no Mae cannot use her energy drain, foxfire and sapping critical abilities and lose her eldritch shield and guileful charm abilities if she is not wearing her fox marble. The fox marble not meld into Tamamo no Mae body when she use a polymorph effect, no matter what form she takes, and remains prominently visible on her chest unless she hides it with external means (such as with clothes when in human form).

Grant Spells (Su)
Tamamo no Mae can grant up to 9th-level spells. She give access to the Animal, Chaos, Charm, and Evil Domains and Captivation (Charm), Corruption (Evil), Demon (Chaos, Evil), Entropy (Chaos), Fur (Animal), and Whimsy (Chaos) subdomains.

Guileful Charm (Su)
Any creature conversing with Tamamo no Mae for an uninterrupted minute must succeed a DC 56 Will save or be dominated (as dominate monster) by the monster for 40 days. A creature that succeeds this save is immune to this effect for the next 24 hours, but does not realize that Tamamo no Mae tried to charm him. This is a compulsion, mind-affecting effect. The save DC is Charisma-based.

Might (Ex)
Tamamo no Mae deals d10's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and her damage dice cannot go below this dice but this cannot increase to more dice than Tamamo no Mae HD.

Mythic (Ex)
Tamamo no Mae has Mythic Power (21/day, Surge +1d12) and counts as a 10th-tier Mythic creature. Tamamo no Mae for calculate her daily use of mythic power calculate her mythic ability as a tier instead of rank giving her uses of 3 + 2 x every mythic tier after the first instead of equal to mythic rank like the normal monster. Tamamo no Mae can use any of her spell-like abilities, spells and power effect as the Mythic versions of those spells/power (if a Mythic version of that effect exists), expending Mythic Power as normal. Tamamo no Mae can also expend Mythic Power to use the augmented versions of these effects.

Profane Enlightening (Su)
Millennia of profaning and stealing magical secrets from the gods have paid off. Tamamo no Mae know all spell and power for the spell list and manifestation list of her fox magic ability.

Sapping Critical (Su)
Whenever Tamamo no Mae confirms a critical hit against a living creature, it heals damage equal to the damage dealt.

Seductive Presence (Su)
Whenever Tamamo no Mae is in humanoid form, all creatures that see her must make a Will save DC 56 or be fascinated for as long as she is in sight. After she leaves the creature's sight, the effect changes to the equivalent of geas/quest (including penalties for each day not following the compulsion) where the compulsion is to seek out Tamamo no Mae in order to worship her. As soon as Tamamo no Mae re-enters the creature's view, the effect returns to being fascinated. The effect lasts for 40 days. Multiple failed saves only reset the 40 days duration. A creature that succeeds this save is immune to this effect for the next 24 hours. The fascinate effect is a charming, mind-affecting effect based on sight while the geas/quest is a compulsion, curse, mind-affecting effect. The save DC is Charisma-based.

Strength of the Ages (Ex)
Tamamo no Mae gains Magical Tail as a bonus feat x8. Additionally, Tamamo no Mae can choose to use thought and emotional components instead of verbal and somatic components when casting her fox spells (this allow her to cast spell in base and fox form). Although these thought and emotional components function as outlined in the psychic magic section of Occult Adventure, Tamamo no Mae’s fox spells still count as arcane spells while using thought and emotion components.

Trickster (Ex)Tamamo no Mae gains Bluff, Diplomacy, Disguise, Intimidate, Sense Motive, Sleight of Hand, and Stealth as class skills. Tamamo no Mae unlike other magical beast have poor Fortitude save, good Reflex and Will save and use her Charisma bonus with Will saving throws in place of Wisdom. Tamamo no Mae gains 8 + Int skill points per racial HD (as a rogue) instead of 2 + Int like other magical beast.
Is she a Gumiho also? Or does she just also have a fox theme?
 

Obly99

Hero
Is she a Gumiho also? Or does she just also have a fox theme?
Yes and no. Tamamo no Mae in mythology is a kitsune or something very similar. The Gumiho could be defined as the Korean "cousins" of the Japanese kitsune but absolutely more malevolent. For my Tamamo no Mae I used as the base creature the Gumiho (removing the more dustintivi traits such as the obsession for the liver) because the Kitsune in PF is a playable race. In short, no, Tamamo no Mae is not a Gumiho, she is a foxlike monster (her true form is a golden fox the size of a wolf with 9 tails) with many traits in common with the Kitsune, Gumiho and all the shapeshifting fox that abound in Eastern culture.
 
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