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Rappy
2009-09-10, 05:18 PM
At bhu's suggestion, I'm moving one of the projects I started a long time ago at a certain other d20 forum here. It's a bestiary project dedicated to giving stats to cryptids. First, a little ground rules, since I didn't do that last time:

What is a Cryptid?
A cryptid is a creature that is usually ethnoknown (known to the locals of its region as a "real" creature) and restricted to eyewitness reports, photographs, and/or conjectural evidence. Creatures of mythology folklore are sometimes cryptids, but not all (or even the majority).
Example: Sasquatch, or Bigfoot, is ethnoknown by tribes in the American Northwest, has eyewitness sightings, grainy photographs and videotapes, conjectural traces (scat, hair samples, and "nests"), and footprints (although most, if not all, of these all falsifiable or proven hoaxes).


Where Can I Find a List of Cryptids?
I'd suggest here (http://www.strangeark.com/checklist/guide.html) or here (http://www.lorencoleman.com/top_cryptids.html). The Wiki list is horrid.


What About Official WoTC Cryptids?
Well, yes, WoTC has done cryptid stats before. I don't necessarily think one stat to rule them all is a good method, however. Even if we've done one here, if you don't agree, we can just make another one.


Will You Contribute Stats?
Yes. Yes I will. In fact, I will submit some soon to get the ball rolling.


List of Creatures
By Me
Bunyip type 1 (http://www.giantitp.com/forums/showpost.php?p=6925394&postcount=11)
Bunyip type 2 (http://www.giantitp.com/forums/showpost.php?p=6999555&postcount=32)
Bunyip type 3 (http://www.giantitp.com/forums/showpost.php?p=7011859&postcount=38)
Devil Monkey (http://www.giantitp.com/forums/showpost.php?p=7079068&postcount=53)
Fur Suit Golem (http://www.giantitp.com/forums/showpost.php?p=7119091&postcount=61)
Hairy hominid (http://www.giantitp.com/forums/showpost.php?p=6904676&postcount=3)
Hairy Hominid Archetypes (http://www.giantitp.com/forums/showpost.php?p=7582405&postcount=163)
Hominid, True Giant (http://www.giantitp.com/forums/showpost.php?p=7045215&postcount=43)
Mongolian Death Worm, Supernatural Version (http://www.giantitp.com/forums/showpost.php?p=7404029&postcount=127)
Orange Eyes (http://www.giantitp.com/forums/showpost.php?p=7701536&postcount=181)
Thunderbird (http://www.giantitp.com/forums/showpost.php?p=6982738&postcount=29)

By bhu
Agogwe (http://www.giantitp.com/forums/showpost.php?p=7319078&postcount=107)
Alkali Lake Monster, Standard Version (http://www.giantitp.com/forums/showpost.php?p=8210397&postcount=273)
Alkali Lake Monster, Epic Version (http://www.giantitp.com/forums/showpost.php?p=8239605&postcount=276)
Dundas Island Black Flies (http://www.giantitp.com/forums/showpost.php?p=7845435&postcount=207)
El Cuero (http://www.giantitp.com/forums/showpost.php?p=7065667&postcount=49)
El Cuero, Mystic Version (http://www.giantitp.com/forums/showpost.php?p=7119051&postcount=60)
Giant Polychaete Worm (http://www.giantitp.com/forums/showpost.php?p=7893035&postcount=215)
List of alternative animal stats for cryptids (http://www.giantitp.com/forums/showpost.php?p=6919238&postcount=5)
Lizard Man of Scape Ore Swamp (http://www.giantitp.com/forums/showpost.php?p=8081909&postcount=250)
Loveland Frog (http://www.giantitp.com/forums/showpost.php?p=7251323&postcount=93)
Orang-Bati (http://www.giantitp.com/forums/showpost.php?p=8161627&postcount=266)
Owlman of Mawnan (http://www.giantitp.com/forums/showpost.php?p=8107585&postcount=255)
Xolchixe (http://www.giantitp.com/forums/showpost.php?p=7164540&postcount=69)

By Others
Bergman's Bear (Edwin) (http://www.giantitp.com/forums/showpost.php?p=7225922&postcount=87)
Drop Bear (Dracomortis, posted by bhu) (http://www.giantitp.com/forums/showpost.php?p=7059176&postcount=47)
Giant Anaconda (http://www.giantitp.com/forums/showpost.php?p=7320224&postcount=110)
Mothfolk (Dracomortis, posted by bhu) (http://www.giantitp.com/forums/showpost.php?p=7059179&postcount=48)
Mongolian Death Worm, animal version (Edwin) (http://www.giantitp.com/forums/showpost.php?p=7461666&postcount=136)

Bhu's Cryptozoologist Class (http://www.giantitp.com/forums/showpost.php?p=7605462&postcount=164)

GreatWyrmGold
2009-09-10, 08:09 PM
Darn, after I did a bio report on cryptids, I wanted to start a thread like this.

Ah, well.

Out of curiosity, what's wrong with Wikipedia's?

Quick substitutions (of some relativly unknown cryptids):
Ahool-Dire bat
Almas-Orc
Agogwe-Halfling
Rhinoceros dolphin-Porpoise
Wolpertinger-Hawk, but replace talons with gore

Rappy
2009-09-10, 08:57 PM
Wiki gets blurry in the lines at times, with things like centaurs (which are discernably unlikely cryptid candidates).

I'd say your Ahool and rhinoceros dolphin notes are spot on, and a humanoid version of unknown hominids would be proper as well.

Also, first entry here, a reinvent of one of my very old original pieces:

Hairy Hominid, Basic
Medium Monstrous Humanoid
Hit Dice: 3d8+9 (22 hp)
Initiative: +1 (+1 Dex)
Speed: 40 ft. (8 squares)
Armor Class: 12 (+1 Dex, +1 natural), touch 11, flat-footed 11
Base Attack/Grapple: +3/+8
Attack: Slam +8 melee (1d8+5) or log +8 melee (1d10+5)
Full Attack: Slam +8 melee (1d8+5) and bite +3 melee (1d6+2) or log +8 melee (1d10+5)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab
Special Qualities: Darkvision 60ft., scent, stench, woodland stride
Saves: Fort +4, Ref +4, Will +5
Abilities: Str 20, Dex 13, Con 17, Int 5, Wis 14, Cha 11
Skills: Hide +3, Intimidate +3, Listen +3, Spot +2
Feats: Improved Bull Rush, Power Attack
Environment: Any forests, hills, marsh, or plains (depends on breed)
Organization: Solitary or band (2-8)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Medium); 7-9 HD (Large)
Level Adjustment: -

A cacophony of screams, hoots, and whistles erupts in the forest, as a creature vaguely resembling an emaciated gorilla barrels out of the treeline. As it beats a stick along the ground in challenge, it raises up onto its hind legs to further intimidate your party.

Medium-size hairy hominids include the Yowie of temperate and warm forests of Australia, the Skunk Ape of Florida's boggy temperate forests, and the Almasty of the far north steppe; larger varieties (replicated by increased hit die progression) include the temperate Sasquatch, tropical Ucumar, and cold-weather "true giants". These creatures are reported from across the globe, and have varying habits, habitats, and temperaments. As a general rule of thumb, though, they rely more on common sense (Wis) than complexities and planning (Int). Some DMs may wish to increase the creature's Int level to display a human-like sapience, however.

Combat
Typically, hairy hominids of all shapes and sizes will perform increasingly violent threat displays; these begin with yells and calls, then progress to beating trees, rocks, and even the ground with large sticks. If this doesn't send the proper message to the intruder, mock charges will ensue, followed by physical contact. A hairy hominid fights by pummeling the enemy with its thick fists and grappling the opponent close to enact bites to exposed extremities. Some hairy hominids utilize logs as impromptu greatclubs.

Stench (Ex): Hairy hominids exhude a nauseating stench. All living creatures (with the exception of hairy hominids) within a 30-foot radius must make a Fortitude save (DC 14) or be sickened for 1d8 rounds. A creature that succeeds its save is immune to the stench for 24 hours.

Woodland Stride (Ex): A hairy hominid's thick fur allow it to move through briars, bogs, and other thick nonmagical undergrowth without impeded movement or damage.

Bhu
2009-09-11, 05:11 AM
Awright! Nice to see you back in business Rap!

I'll start asking people on Wizards for permission to repost their stuff, and I'll get together some links to the ones I reposted here in my critter thread for you.

Bhu
2009-09-13, 07:24 AM
Heres a few stat suggestions for Cryptids I made back on the Wizards boards:

Almas: Neanderthals (see Frostburn)
DeLoy's Ape: Baboon
Batutut: Baboon
Fouke Monster: Hairy Homind (see Raps first post)
Bili Ape: Ape
Hibagon: Medium Size foul smelling Hairy Hominid?
Gardarensis: Neanderthal
Maricoxi: Baboons with higher than animal Intelligence.
Momo: Skunk Ape (stats coming)
Mono Grande: Baboons
Ngoi Rung: Hairy Hominid or Neanderthal
Nyalmo: True Giant (Stats coming)
Old Yellow Top: Hairy Hominid
Tsul Kalu: Hairy Hominid
Orang Mawas: True Giant
Orang Pendek: Small sized Baboon
Yeren: Neanderthal, Hairy Hominid, or True Giant.
Andean Wolf: Wolf
Wucharia: Wolf
Anatolian Leopard: Leopard
Caspian Tiger: Tiger
Cat-Fox: Cat
Ennedi Tiger: Smilodon, but is a warm environment animal
Japanese Wolf: Wolf
Javanese Tiger: Tiger
Maltese Tiger: Tiger
Phantom Cats: Various big cats
Beast of Bray Road: Hairy Hominid or Anthropomorphic Wolf
Beast of Gevaudan: Hyena with Advanced HD
Bergman's Bear: Brown Bear
High Finned Sperm Whale: Cachalot Whale
Kting Voar: Bison
Lake Worth Monster: Skunk Ape
MacFarlanes Bear: Brown Bear (possibly with advanced HD)
Michigan Dogman: Anthropomorphic Wolf
Mitla :Riding Dog?
Mngwa: Lion
Olitiau: Dire Bat, or large pterosaur
Orang-Bati: Anthropomorphic Bat maybe?
Ozark Howler: Leopard maybe?
Phantom Kangaroo: Has anyone done Kangaroo stats?
Queensland Tiger/Marsupial Lion/Thylacine: All basically the same animal. I know someones done Thylacine stats.
Waheela: Dire Wolf?
Waitoreke: Otter
Wucharia: Wolf
Zanzibar Leopard: Leopard

more coming

Rappy
2009-09-13, 10:24 PM
That's a good note to have before we move on, yeah.

Sorry I haven't posted more creatures yet, I've been having a bout of depression lately.

Serpentine
2009-09-13, 10:30 PM
Yay! Real cryptids! :smallbiggrin:

Hm, some local ones... Are you including mythical features, or treating them like real cryptids, stripping them of everything supernatural? Cuz it'll alter some of these.

The Bunyip - descriptions vary. Can't remember the details, but it seemed to be suggestive of an inland sealion. Very noisy.
The Wowie - A huge man-eating lizard-like monster. Defeated by smoking it out and attacking it with spears.
The Rainbow Serpent - Giant snake, huge strength, polymorphing abilities (at least through swallowing enemies), earthmoving and possibly weathermaking abilities.
The Demon-Dog - A seasonal were-dingo, though it doesn't really seem to be able to change shape. Possibly could be based on the intermediate form of the werewolf.
Bat-dude (can't remember his real name) - a stinking beast with big feathered wings and a human face where the bird's neck would be. Swoops down and devours people.
Drop-bear - An oversized, ferocious koala-like beast, that leaps on its unsuspecting victims from above.
Thylacine - Dog-like marsupial.
Myndie Snake - a giant, desert-dwelling snake with venom- or acid-dripping fangs, hunts down sinners.
Carnivorous Kangaroo (can't remember it's real name) - A giant meat-eating kangaroo.
Black Bush-possum (reported in my area) - an unusually large, dark-coloured possum that leaps through the treetops.
Giant wombat (also reported in my area) - A... really really big wombat. Size of a grizzly bear.

Rappy
2009-09-13, 11:01 PM
The giant wombat has stats in Sandstorm (under the name diprotodon), but otherwise those are open options we can work with as far as I know.

Bhu
2009-09-14, 05:11 AM
Hey Rap the guys at teh World Wildlife Project are asking if you're restarting it here too.

Bhu
2009-09-14, 05:43 AM
Links to the Cryptids I've posted here:

Mahmabo (http://www.giantitp.com/forums/showpost.php?p=6009043&postcount=580)
Altamaha-Ha (http://www.giantitp.com/forums/showpost.php?p=6013902&postcount=582)
Succuriju Gigants (http://www.giantitp.com/forums/showpost.php?p=6023245&postcount=587)
Atmospheric Beast (Space Alien) (http://www.giantitp.com/forums/showpost.php?p=6045632&postcount=601)
Atmospheric Beast (Gasbag) (http://www.giantitp.com/forums/showpost.php?p=6049648&postcount=602)
Atmospheric Beast (Dimensional Ghost) (http://www.giantitp.com/forums/showpost.php?p=6052882&postcount=603)
Atmospheric Beast (Cloudbeast) (http://www.giantitp.com/forums/showpost.php?p=6063734&postcount=604)
Pugwis (http://www.giantitp.com/forums/showpost.php?p=6082581&postcount=610)
Cattle Mutilator (http://www.giantitp.com/forums/showpost.php?p=6093244&postcount=613)
Bigfoot (Cinematic) (http://www.giantitp.com/forums/showpost.php?p=6202771&postcount=655)
Umdhlebi (tree) (http://www.giantitp.com/forums/showpost.php?p=6315710&postcount=698)
Umdhlebi (shrub) (http://www.giantitp.com/forums/showpost.php?p=6322769&postcount=699)
Minhocao (http://www.giantitp.com/forums/showpost.php?p=6335360&postcount=702)
Beast of Busco (http://www.giantitp.com/forums/showpost.php?p=6340903&postcount=706)
Buru (http://www.giantitp.com/forums/showpost.php?p=6389383&postcount=718)
Canvey Island Monster (http://www.giantitp.com/forums/showpost.php?p=6397688&postcount=719)
Gazeka (http://www.giantitp.com/forums/showpost.php?p=6431429&postcount=735)
Mountain Boomer (http://www.giantitp.com/forums/showpost.php?p=6436792&postcount=746)
Dunak (http://www.giantitp.com/forums/showpost.php?p=6462507&postcount=755)
Veo (http://www.giantitp.com/forums/showpost.php?p=6470817&postcount=756)
Con Rit (Centipede) (http://www.giantitp.com/forums/showpost.php?p=6544901&postcount=772)
Con Rit (Whale) (http://www.giantitp.com/forums/showpost.php?p=6553199&postcount=773)
Con Rit (Dragon) (http://www.giantitp.com/forums/showpost.php?p=6561180&postcount=774)
El Chupacabra (bat winged humanoid) (http://www.giantitp.com/forums/showpost.php?p=6575211&postcount=775)
El Chupacabra (reptilian alien) (http://www.giantitp.com/forums/showpost.php?p=6596349&postcount=781)
El Chupacabra (bipedal dog/rat) (http://www.giantitp.com/forums/showpost.php?p=6604469&postcount=782)
El Chupacabra (hairless canine) (http://www.giantitp.com/forums/showpost.php?p=6611868&postcount=784)
El Chupacabra (grey canine) (http://www.giantitp.com/forums/showpost.php?p=6620088&postcount=785)
Fear Liath Mor (Ape) (http://www.giantitp.com/forums/showpost.php?p=6648157&postcount=789)
Fear Liath Mor (mythical version) (http://www.giantitp.com/forums/showpost.php?p=6655417&postcount=790)
Mulilo (Salamander) (http://www.giantitp.com/forums/showpost.php?p=6670285&postcount=795)
Mulilo (Slug) (http://www.giantitp.com/forums/showpost.php?p=6683122&postcount=796)
Tatzelwurm (http://www.giantitp.com/forums/showpost.php?p=6698652&postcount=798)
Wolpertinger (http://www.giantitp.com/forums/showpost.php?p=6741008&postcount=804)
Kalanoro (http://www.giantitp.com/forums/showpost.php?p=6866388&postcount=841)

Rappy
2009-09-14, 05:48 AM
The World Wildlife thread I'm not so sure about. ENWorld has a pretty big animal thread, and I participate there.

EDIT: New creature time.

Bunyip Variant 1: Brute Seal
Huge Animal
Hit Dice: 10d8+40 (85 hp)
Initiative: -1 (-1 Dex)
Speed: 10 ft. (2 squares), swim 40 ft. (8 squares)
Armor Class: 15 (-2 size, -1 Dex, +8 natural), touch 7, flat-footed 15
Base Attack/Grapple: +7/+21
Attack: Bite +11 melee (2d6+6)
Full Attack: Bite +11 melee (2d6+6)
Space/Reach: 15 ft./10 ft.
Special Attacks: Frightful presence
Special Qualities: Darkvision 60 ft., hold breath (20 rounds), low-light vision, scent
Saves: Fort +11, Ref +6, Will +5
Abilities: Str 23, Dex 8, Con 18, Int 2, Wis 14, Cha 8
Skills: Hide -2 (+4 when submerged), Listen +4, Move Silently +2, Spot +3, Swim +13
Feats: Blind Fighting, Improved Bull Rush, Power Attack, Track
Environment: Warm marshes
Organization: Solitary or pair
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 11-20 HD (Huge); 21-30 HD (Gargantuan)
Level Adjustment: -

What you thought was a log turns out to be a massive seal-like creature with a thick muzzle filled with large teeth. Two enlarged canines protrude outward from its upper lips like tusks.

This incarnation of the Bunyip reflects the idea that it might be a seal-like predator.

Combat
Brute-seal bunyips tend to launch ambushes from underwater, using their natural camouflage as a weapon. They won't pursue prey far on land, however, and will retreat into deeper water if threatened by terrestrial hazards.

Frightful Presence (Ex): The bunyip's roar is so unnerving that most creatures tend to cower in fear upon hearing it. Any creature within 60 feet that hears a brute seal bunyip's roar must make a Will save (DC 14) or be shaken for 1d8 rounds. An opponent that succeeds on the saving throw is immune to the bunyip's frightful presence for 24 hours.

Skills: Brute seal bunyips gain a +6 bonus to Hide checks when submerged. A bunyip can move through water without making Swim checks. It gains a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. The bunyip always can choose to take 10 on a Swim check, even if distracted or endangered when swimming. It can use the run action while swimming, provided that it swims in a straight line.

Bhu
2009-09-15, 06:21 AM
More stat suggestions:

Mussie: Medium or Large Lake Monster (my stats for lake monsters are coming soon).
Storsie: Huge Lake Monster
Dobhar-Chu: Despite being otter like, it could use crocodile stats
Maryland Mystery Animal: Thylacine
Incanyamba: Elasmosaurus
Lizard Man of Scape Ore Swamp: Lizard Man
Tjutjuna: Neanderthal
Mbielu-Mbielu-Mbielu: Stegosaurus with Aquatic subtype and swim speed equal to half land speed (maybe Ampbibious as well).

GreatWyrmGold
2009-09-15, 03:27 PM
Bat-dude (can't remember his real name) - a stinking beast with big feathered wings and a human face where the bird's neck would be. Swoops down and devours people.
It sounds a lot like Moth Man.


(reported in my area)
There are giant marsupials around a haunted dragon cemetary? :smallconfused:

Also, :smalltongue:

Thurbane
2009-09-15, 10:14 PM
Thylacine - Dog-like marsupial.
Just FYI, the Tasmanian Tiger (thylacine) isn't a cryptid any more than the dodo or woolly mammoth - there is at least one preserved specimen, and movie footage of a living thylacine in a zoo.

Rappy
2009-09-16, 03:48 AM
Just FYI, the Tasmanian Tiger (thylacine) isn't a cryptid any more than the dodo or woolly mammoth - there is at least one preserved specimen, and movie footage of a living thylacine in a zoo.
The thylacine is classed as a cryptid because of the potential but not provenness of survival. The "living fossil" cryptid is one definition I forgot to list.

Athaniar
2009-09-16, 04:05 AM
It'd be interesting to see stats for the Allghoi Khorkoi (I'm sure I spelled it wrong), the Mongolian Death-Worm.

Bhu
2009-09-17, 05:52 AM
Mngwa: Tiger?

Chemosit/Nandi Bear: Could be a Brown Bear, Ape, or an Advanced Hyena.

Ropen: Pterosaur ranging from Rhamphorhynchus to Pteranodon.

Owlman: Giant Owl

Barmanou: Neanderthal or Ape

Woolly Cheetah: Cheetah

Shunka Wara'kin: Advanced Hyena

Trunko: Baleen Whale perhaps



Hey Rap do you have all your critters saved? If not I can port them over from Wizards.

Rappy
2009-09-17, 06:47 AM
I don't have all of them saved. If you'd please, bundle 'em up and PM them to me so I can look them over and revise/rewrite them as I feel.

Thurbane
2009-09-17, 06:58 AM
The thylacine is classed as a cryptid because of the potential but not provenness of survival. The "living fossil" cryptid is one definition I forgot to list.
Fair 'nuff. :smallwink:

GreatWyrmGold
2009-09-17, 08:07 PM
The thylacine is classed as a cryptid because of the potential but not provenness of survival. The "living fossil" cryptid is one definition I forgot to list.

While we're on the subject of missed categories, out-of-place critters (American kangaroos, for example) are another type. In-game, cryptid-hunters would be more likely to try to find white dragon eggs in the Desert of the Sun's Face (or whatever), but it's the same basic idea.

Rappy
2009-09-18, 05:36 AM
Okay, I have two more bunyip types; which should I do first? We have either:

The Thing That Should not Be: An amalgamation of various Australian animals, and one of the more popular renditions of the Bunyip.

Or...

King of the Waters: A vaguely fey-like bunyip from Aboriginal lore. Can control the waters and swamp entire villages.

Bhu
2009-09-18, 05:39 AM
I don't have all of them saved. If you'd please, bundle 'em up and PM them to me so I can look them over and revise/rewrite them as I feel.

First set is on it's way. What about the Spec thread?

Rappy
2009-09-19, 04:18 AM
I think the Spec thread should lay in peace. It was a cool experiment, but after some issues I've had in the recent past, working on the premise of someone else's intellectual property has become a bit daunting for me. Also, they have been received. Next creature: an updated version of my two Champs.

Bhu
2009-09-19, 05:38 AM
My current set of paranormal/cryptozoological links. Sorry the paranormal/ufo stuff is mixed in, so many sites have all 3 mixed togehter it was becoming difficult to separate. Oh and I'm rebuilding my PC soon. Be back soon as I can.

AARF http://www.trueseekers.org/
AIBR http://209.85.50.7/~skookum/
ARFRA http://www.arfra.org/
About Paranormal http://paranormal.about.com/
About UFO's/Aliens http://ufos.about.com/
About Weird Creatures and Monsters http://paranormal.about.com/od/weirdcreaturesmonsters/Weird_Creatures_and_Monsters.htm
Ahool http://en.wikipedia.org/wiki/Ahool
Altered Dimensions http://www.altereddimensions.net/index.htm
American Monsters http://www.americanmonsters.com/home.php
Andy Colvins Moth Blog http://www.andycolvin.com/wordpress/
Anomalies http://anomalyinfo.com
Assorted Strangeness they aren't kidding http://www.mactonnies.com/strangeness.html
Australian Yowie Research http://www.yowiehunters.com/
BCSCC http://www.bcscc.ca/
Beast Watch UK http://homepage.ntlworld.com/chris.mullins/
Big Cat Monitors http://www.bigcatmonitors.co.uk/
Big Cats http://www.darksites.com/souls/goth/heartshowl/Bigcats.html
Big Cats UK http://www.scs.abelgratis.co.uk/bigcats2/index.html
Big Cats in Britain http://www.scottishbigcats.co.uk/
Bigfoot Forums http://www.bigfootforums.com/
Bigfoot Forums http://www.bigfootforums.net/
Bigfoot Research http://www.bigfootencounters.com/
Bigfoot Sasquatch FAQ http://home.nycap.rr.com/wwilliams/BigfootFAQ.html
Bigfoot Searcher http://www.geocities.com/Bigfootsearcher68/
Bigfoot in New York beware popups http://www.angelfire.com/ny4/nyout/nybf.html
Bigfoot: Fact or Fantasy http://www.rfthomas.clara.net/bigfoot.html
Bigfot Central http://www.angelfire.com/biz/bigfootcentral/
Bizarre Creatures http://www.tarotplanet.com/Mekka/articles/BizzareCreatures.htm
Bluenorth Research http://www.bluenorth.com/
Boudillion http://www.boudillion.com/
British Big Cats Society http://www.britishbigcats.org/
British Bigfoot Research beware popups http://british-bigfoot.tripod.com/
CFZ http://www.cfz.org.uk/
CHRP beware popup http://www.geocities.com/cascadehominid/cascade1.html
CREATURE http://www.geocities.com/keithzilla8375/
CSICOP http://www.csicop.org/
Cameron's Cryptozoology Page http://www.geocities.com/capedrevenger/
Casa de Chupacabra beware popups http://incorporateds.faithweb.com/chupacab.htm
Charles WIlliam Beebe http://hometown.aol.com/chines6930/mw1/beebe1.htm
Charles William Beebe Wiki http://en.wikipedia.org/wiki/Charles_William_Beebe
Coast to Coast AM with George Noory http://www.coasttocoastam.com/
Creature Chronicles http://home.cinci.rr.com/kd8afh/
Cryptid Wiki http://tinwiki.org/wiki/Cryptid
Crypto http://www.geocities.com/cheinselman/
Crypto Bipedal Primatology http://ourworld.compuserve.com/homepages/dtrapp/bigfoot.htm
Crypto Safari http://www.cryptosafari.com/
Crypto Squared http://cryptosquared.tripod.com/
Crypto-Blog http://crypto-blog.blogspot.com/
Cryptomundo http://www.cryptomundo.com/index.php
Cryptozoological Realms http://www.cryptozoologicalrealms.com/
Cryptozoology beware popup http://kodos86.tripod.com/
Cryptozoology http://www.sniggle.net/cryptozoo.php
Cryptozoology Web Ring http://b.webring.com/hub?ring=cryptoring
Cryptozoology Web page http://www.angelfire.com/realm/cryptology/
Cryptozoology Wiki note that many of the creatures listed here belong under myth http://en.wikipedia.org/wiki/Wikipedia:WikiProject_Cryptozoology/Articles
Cryptozoology.com http://www.cryptozoology.com/
Cryptozoology: A Critical Approach http://www.geocities.com/capedrevenger/index.html
Dale Cozort's Cryptozoology Page http://members.aol.com/dalecoz/dale3.htm
Dan's Skunk Ape Page http://www.geocities.com/sutek316/
Devil Monkeys http://tech.groups.yahoo.com/group/DevilMonkeys/
Directory of the Strange and Unusual http://www.1netcentral.com/strange-weird.html
EOBIC http://www.angelfire.com/oh/ohiobigfoot/home.html
Enigma Cryptozoo http://www.parascope.com/en/cryptozoo/index.htm
Evidence of the Giant Birds firefox only, beware popup http://sped2work.tripod.com/evidence.html
Fantastic Fish of the Middle Ages http://www.godecookery.com/ffissh/ffissh.htm
Farshores CryptoCorner http://farshores.org/
Flatwoods Monster http://www.flatwoodsmonster.com/
Florida Skunk Ape http://www.floridaskunkape.com/
Fortean Times http://www.forteantimes.com/
FromCryptidMy http://www.fromcryptidmy.blogspot.com/
GCBRO http://www.gcbro.com/
GHOULI http://www.ghouli.com/
GUST http://www.cryptozoology.st/
Genesis Park http://www.genesispark.org/genpark/park/park.htm
Harvest Fields http://www.harvestfields.ca/
Honey Island Swamp Monster firefox only http://jmichaelms.tripod.com/HIS/
How Stuff Works: Bigfoot http://www.howstuffworks.com/bigfoot.htm
IFRS BEWARE POPUPS, firefox only http://forteansociety.tripod.com/
International Bigfoot Society http://www.internationalbigfootsociety.com/
J Vaughn's Bigfoot Page http://www.geocities.com/j_vaughn/bigfoot.html
Jersey Devil Wiki http://en.wikipedia.org/wiki/Jersey_Devil
Joe's Cryptozoology pages beware popups http://dinojoe.8m.com/crypto/crypto1.html
Karl Shuker http://members.aol.com/karlshuker/
Kentucky Bigfoot http://www.kentuckybigfoot.com/
Kentucky Cryptids beware popups http://www.geocities.com/cryptidwrangler/index.html
Lake Norman Monster http://www.lakenormanmonster.com/home.shtml
Lake Norman Monster http://www.lakenormanmonster.com/
Lake and River Monsters http://www.angelfire.com/bc2/cryptodominion/lakebeasts.html
Legend of Nessie http://www.nessie.co.uk/
Leut's jersey Devil Page http://users.adelphia.net/~leuter/
List of Cryptids http://en.wikipedia.org/wiki/List_of_cryptids
Loch Murray Monster http://www.geocities.com/LochMurray/
Loch Ness Information Site http://www.loch-ness.org/
Loch Ness Investigation http://www.lochnessinvestigation.org/
MAAR http://www.maar.us/
MARCA beware popup http://www.webace.com.au/~pwest/marca/
Mad River Sasquatch Study http://members.tripod.com/~shadows-end0/MRSS.html
Matthew Bille http://hometown.aol.com/mattwriter/
Metareligion: Cryptozoology beware popup http://www.meta-religion.com/Paranormale/cryptozoology_section.htm
Michigan Bigfoot Information Center http://www.michiganbigfoot.org/
Minnesota Bigfoot http://www.angelfire.com/mn2/mnbf/
Mokole-mbembe http://www.mokelembembe.com/
Monster Tracker beware popup http://www.monstertracker.com/index.cfm
Mothman Lives http://www.mothmanlives.com/
Mothman Wiki http://en.wikipedia.org/wiki/Mothman
Museum of Unnatural Mystery do not accept the crescendo update popup, click no http://unmuseum.mus.pa.us/
Mysterious Britain http://www.mysteriousbritain.co.uk/index.html
Mysterious Places http://www.mysteriousplaces.com/index2.html
Mysterious World Digest http://www.mysteriousworld.com/Journal/
Mysteriousreality.com http://www.mysteriousreality.com/myst.asp
MysteryMag http://www.mysterymag.com/whatsnew/index.php
NORKA of Akron http://www.geocities.com/saqatchr/
Nessie's Grotto beware popup http://www.simegen.com/writers/nessie/
Nguoi Rung http://coombs.anu.edu.au/~vern/wildman.html
North America's Great Ape http://www.bigfootbiologist.org/
North Louisiana Bigfoot http://www.geocities.com/northlabigfoot/index.html
Northwest Bigfoot Research Organization http://www.geocities.com/northwestbigfoot/
Occultopedia http://www.occultopedia.com
Official Loch Ness Monster Site http://www.lochness.co.uk/
Ohio Bigfoot Research Team http://www.geocities.com/squatch_45694/index123.html
Ohio/Pennsylvania Bigfoot Research Group firefox only http://members.tripod.com/sasquatchsearch/
Online Lake Monster Directory scroll down, BEWARE POPUPS http://dive.to/lakemonsters
Operation Appalachia http://www.angelfire.com/oh/ohiobigfoot/OA.html
Oregon Bigfoot http://www.oregonbigfoot.com/
Paranormal News http://www.paranormalnews.com/
Parascope.com http://www.parascope.com/
Paraview http://www.paraview.com/index.htm
Pennsylvania Bigfoot Society http://pabigfootsociety.com/
Pib's Home on the Web http://www.pibburns.com/
Pterosaurs Still Living http://www.laattorneyvideo.com/nonlegal/pterosaurs/
Rock Mountain Bigfoot Project http://geocities.com/ivb4/
Sasquatch Information Society http://www.bigfootinfo.org/
Sasquatch Research Center http://www.cactusventures.com/saswatch.htm
Shadowlands http://theshadowlands.net/home1.htm
Strange Ark http://www.strangeark.com/
Strange Links http://wtv-zone.com/feast/html/html2/strange/strangdlinx.html
Strange Links 3 doesn't appear to be a strange links 2 http://wtv-zone.com/feast/html/html2/strange/strangelynx3.html
Strangemag.com http://www.strangemag.com/
Study Group of Subhuman Primates http://www.stgr-primates.de/index.html
Surreal Seal Campaign http://www.cornes1.fsnet.co.uk/
Taking A Hard Look At Cryptozoology http://www.ncf.carleton.ca/~bz050/HomePage.cryptoz.html
Tangled Forest http://www.tangledforest.com/
Texas Bigfoot http://texasbigfoot.net/
Texas Bigfoot Research Center http://www.texasbigfoot.com/
The Anomalist http://www.anomalist.com/
The Beast of Gevaudan http://labete.7hunters.net/
The Bigfoot Field Researchers Organization http://www.bfro.net/
The Bigfoot Recordings http://www.bigfootsounds.com/
The Book of Thoth http://www.book-of-thoth.com/thebook/index.php/Main_Page
The Cryptid Zoo http://www.newanimal.org/
The CryptoWeb beware popups, also at http://come.to/the_cryptoweb http://www.fortunecity.com/roswell/siren/552/
The Cryptodominion http://www.angelfire.com/bc2/cryptodominion/frames.html
The Cryptozoo http://cryptozoo.monstrous.com/
The Cryptozoologist http://www.lorencoleman.com/
The Devil Hunters http://njdevilhunters.com/
The Honey Island Swamp Monster http://www.angelfire.com/la2/SwampMonster/
The Legend of One Eye http://www.geocities.com/legendary_spider_man/GRANBURY.HTM
The Migo of Bhutan http://www.pbs.org/edens/bhutan/a_migo.htm
The Mjoes Orm http://www.mjoesormen.no/english.htm
The Mohawk Reporter http://groups.msn.com/TheMohawkReporter/
The Monster of Weatherford Texas http://www.geocities.com/legendary_spider_man/WEATHERFORD.HTM
The Mothman http://www.themothman.info/
The New Jersey Bigfoot Reporting Center http://strange.myeyez.net/bigfootnj/
The Supernatural Zone http://www.qsl.net/w5www/ufo.htm
Thunderbird Site List http://www.angelfire.com/electronic/bodhidharma/giantbirds.html
Trunko http://en.wikipedia.org/wiki/Trunko
Twilit Grotto http://www.esotericarchives.com/
UFO Wisconsin What's with Wisconsin anyway? I find more weird sites about it than any other state. http://www.ufowisconsin.com/
Unexplained http://istina.rin.ru/eng/ufo/
Unexplained America http://www.prairieghosts.com/unex_america.html
Unexplained Mysteries http://www.unexplained-mysteries.com/forum/index.php?act=idx
Unsolved Mysteries beware popup http://www.unsolvedmysteries.com/
Utah Creatures http://www.aliendave.com/UUFOH_Creatures.html
Virginia Bigfoot Research http://www.virginiabigfootresearch.org/
Virtual Institute of Cryptozoology http://perso.wanadoo.fr/cryptozoo/welcome.htm
WCSRO http://www.freewebs.com/casr/
WSSSG http://www.wsssg.net/
Weird New Jersey http://www.weirdnj.com/
Weird Wisconsin http://www.weird-wi.com/
Weird Wisconsin http://groups.yahoo.com/group/weirdwi/
West Coast Sasquatch Research http://www.westcoast-sasquatch.com/
West Virginia's True Ghost Stories http://www.wvghosts.com/index.php
Winnipeg River Sasquatch Association http://wriversasquatchassoc.net/
World Mysteries.com http://www.world-mysteries.com/index.html
Wyrdology http://www.wyrdology.com/index.html

Bhu
2009-09-20, 06:02 AM
Few more links to my stuff:

Jersey Devil version 1 (http://www.giantitp.com/forums/showpost.php?p=6963181&postcount=872)

Jersey Devil 2 (http://www.giantitp.com/forums/showpost.php?p=6963198&postcount=873)

Jersey Devil 3 (http://www.giantitp.com/forums/showpost.php?p=6963214&postcount=874)

Set
2009-09-20, 09:42 AM
Mngwa: Tiger?

I'd use an advanced (size large, 6 HD) Leopard (for the climbing and stuff), but increase the Hide/Move Silently bonus to +8 and replace the Weapon Finesse Feat with the Improved Natural Attack (bite, claws) feats of the Tiger.

It would end up stronger, stealthier and more agile / maneuverable than a Tiger, which fits my mental picture of them.

As much as one can have a mental picture of a creature whose claim to fame is remaining unseen...

A Magical Beast variation would have Blur, Hide in Plain Sight and / or Swift Invisibility-type powers. Perhaps even an Int of 6 or so and a Rogue level (or just a Sneak Attack die, or Skirmish dice and Moveby Attack?).

Bhu
2009-09-21, 05:58 AM
The World Wildlife thread I'm not so sure about. ENWorld has a pretty big animal thread, and I participate there.



There's a request on wizards for the address of the ENWorld animal thread. I need an address for them. Oh and what was the last cryptid critter of yours in the PM?

Few more of mine

Lukwata 1-3 (http://www.giantitp.com/forums/showpost.php?p=6970101&postcount=875)

Lukwata 4 (http://www.giantitp.com/forums/showpost.php?p=6970113&postcount=876)

Bhu
2009-09-22, 06:38 AM
Ahool (http://www.giantitp.com/forums/showpost.php?p=6976624&postcount=880)

The Lake Flatwoods Monster (http://www.giantitp.com/forums/showpost.php?p=6976641&postcount=881)

Rappy
2009-09-23, 02:41 AM
Here's the current animal thread (http://www.enworld.org/forum/general-monster-talk/260747-converting-real-world-animals-vermin.html). It's pretty much a conversion effort, but there's a lot of potential creatures already hammered out there. Also, don't feel shy about contributing suggestions for how to work the creatures we are currently working on. Interestingly enough, the current creature is the Hide, a cryptid.

Also, I changed my mind about what I plan on updating first. The Champ builds look kind of ugly to me now, so they'll be receiving a full rewrite. The updated creature is instead:

Thunderbird
Huge Animal
Hit Dice: 8d8+72 (108 hp)
Initiative: +4 (+4 Dex)
Speed: 30 ft. (4 squares), fly 60 ft. (poor)
Armor Class: 17 (-2 size, +4 Dex, +5 natural), touch 14, flat-footed 13
Base Attack/Grapple: +6/+27
Attack: Bite +17 melee (2d6+13)
Full Attack: Bite +17 melee (2d6+13) or 2 claws +17 melee (1d6+13)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab (claws)
Special Qualities: Low-light vision
Saves: Fort +15, Ref +10, Will +3
Abilities: Str 36, Dex 18, Con 29, Int 2, Wis 13, Cha 12
Skills: Intimidate +2, Listen +5, Spot +7
Feats: Snatch, Track, Wingover
Environment: Warm or temperate plains, deserts, forests, or mountains
Organization: Solitary, pair, or nest (3-6)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 9-16 HD (Huge); 17-24 HD (Gargantuan)
Level Adjustment: -

Swooping down from the heights is a massive condor, its talons grasping toward your companions.

Thunderbirds are massive birds of prey, similar to a vulturine version of the Roc. These creatures sometimes associate with, but are not to be confused with, the supernatural Thunderbird (from Sandstorm).

Combat
Thunderbirds are fairly simplistic in their combat methods: snatch, fly up to a high height, and drop. Any creature too large to be carried or too hard to grapple long enough is assaulted by its thick beak.

Bhu
2009-09-24, 06:07 AM
Oh and my Bunyip voe is the ever popular Thing That Should Not Be :D


Emela-ntouka (http://www.giantitp.com/forums/showpost.php?p=6989386&postcount=882)

Mamlambo (http://www.giantitp.com/forums/showpost.php?p=6989406&postcount=883)

Mamlambo II (http://www.giantitp.com/forums/showpost.php?p=6989420&postcount=884)


Still trying to get ahold of our former Wizards posters. I don't think they visit the boards much anymore.

Bhu
2009-09-25, 05:17 AM
Generic Lake Monster (http://www.giantitp.com/forums/showpost.php?p=6995995&postcount=886)

Tzuchinoko (http://www.giantitp.com/forums/showpost.php?p=6996006&postcount=887)

Hey Rap, I/m PM ing you the second set of your critters. Sorry about the format the Wizards boards has some issues...

Rappy
2009-09-25, 06:25 PM
It's fine, I can read them anyway.

Bunyip Type 2: The Thing That Shouldn't Be
Huge Aberration (Aquatic)
Hit Dice: 22d8+110 (209 hp)
Initiative: +0
Speed: 20 ft. (4 squares), swim 60 ft. (12 squares)
Armor Class: 19 (-2 size, +11 natural), touch 8, flat-footed 19
Base Attack/Grapple: +16/+33
Attack: Bite +23 melee (2d6+9)
Full Attack: Bite +23 melee (2d6+9) and 2 claws +18 melee (1d8+4)
Space/Reach: 15 ft./15 ft.
Special Attacks: Breath weapon, fear aura
Special Qualities: Damage reduction 8/-, darkvision 60ft., scent, spell resistance 20
Saves: Fort +14, Ref +7, Will +16
Abilities: Str 28, Dex 11, Con 20, Int 4, Wis 16, Cha 12
Skills: Hide +13, Knowledge (nature) +7, Listen +5, Spot +5, Swim +17
Feats: Awesome Blow, Blind Fighting, Die Hard, Endurance, Great Fortitude, Improved Bull Rush, Power Attack, Track
Environment: Warm marsh
Organization: Solitary
Challenge Rating: ?
Treasure: Standard
Alignment: Usually Chaotic Neutral
Advancement: 23-44 HD (Huge)
Level Adjustment: -

The water parts as an armored mass of blubbery flesh erupts from beneath the billabong. The creature has a head vaguely resembling that of a wild boar mixed with a wombat, and four flippers tipped with thick claws. It moves with supernatural swiftness beneath the boiling tide in spite of its bulk.

This is the aberrant "mixture of animals" form of Bunyip, stronger and definitely more hazardous than the brute-seal variant. TTSB bunyips speak Aquan.

Combat
A TTSB bunyip violently assaults those around its billabong, using the water to its advantage. Intimidation with its fear aura is a must. If enemies attack from a range or attempt to flee, it will barrage them with its breath weapon.

Breath Weapon (Su): Once every 1d8 rounds, TTSB bunyip can unleash a blast of fetid water from its maw as a standard action. This blast deals 1d12 damage and has a 50% chance of carrying filth fever. A Reflex save (DC 26) halves the damage taken.

Fear Aura (Su): As a free action, the TTSB bunyip creates a foul aura of unease in a 40 foot radius around itself. Creatures within the aura must make a Will save (DC 22) or be affected as per the fear spell.

Skills: TTSB bunyips gain a +10 bonus to Hide checks due to their natural camouflage. A bunyip can move through water without making Swim checks. It gains a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. The bunyip always can choose to take 10 on a Swim check, even if distracted or endangered when swimming. It can use the run action while swimming, provided that it swims in a straight line.

Bhu
2009-09-27, 05:59 AM
Emailed you round 3 Rap

Mokele-Mbembe (http://www.giantitp.com/forums/showpost.php?p=7009291&postcount=888)

Nessie: Super Worm (http://www.giantitp.com/forums/showpost.php?p=7009308&postcount=889)

Lvl45DM!
2009-09-27, 08:40 AM
I thought Nessie was more of a elasmosaurus

Bhu
2009-09-27, 09:20 AM
I thought Nessie was more of a elasmosaurus

There are also theories it's a zeuglodon relative, a giant invertebrate, a long necked seal, and a giant eel.

Rappy
2009-09-27, 09:45 AM
Nessie has one of the most numerous interpretations of any cryptid, from living plesiosaurids (one of the most unlikely hypotheses) to giant snails (THE most unlikely hypothesis).

GreatWyrmGold
2009-09-27, 12:55 PM
Nessie has one of the most numerous interpretations of any cryptid, from living plesiosaurids (one of the most unlikely hypotheses) to giant snails (THE most unlikely hypothesis).

Snails? Wow. Say, you wouldn't happen to know why that theory is, do you?

Rappy
2009-09-27, 03:22 PM
I cannot remember its origin, similar to my inability to remember the origin of the idea that Nessie is a giant freshwater squid (you know...that one might be a bit dumber an idea than an uber-snail :smallannoyed: ) Anyway, here's the final bunyip variant. Both it and its predecessor need an evaluation for Challenge Rating.

Bunyip Type 3: The Guardian
Colossal Fey (Aquatic)
Hit Dice: 40d6+320 (460 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 10 ft. (2 squares), swim 80 ft. (16 squares)
Armor Class: 24 (-8 size, +2 Dex, +20 natural), touch 4, flat-footed 22
Base Attack/Grapple: +20/+48
Attack: Bite +24 melee (4d6+12)
Full Attack: Bite +24 melee (4d6+12) and 2 claws +22 melee (2d8+6)
Space/Reach: 40 ft./35 ft
Special Attacks: Gaze of madness
Special Qualities: Fast healing 5, low-light vision, scent, spell immunity, spell-like abilities
Saves: Fort +21, Ref +24, Will +29
Abilities: Str 35, Dex 14, Con 26, Int 8, Wis 20, Cha 15
Skills: Concentration +48, Intimidate +17, Knowledge (Arcana) +29, Knowledge (History) +19, Knowledge (Local) +29, Knowledge (Nature) +39, Listen +10, Spot +20, Survival +15, Swim +30
Feats: Awesome Blow, Blind Fighting, Cleave, Die Hard, Endurance, Great Cleave, Improved Bull Rush, Improved Initiative,Improved Overrun, Iron Will, Multiattack, Power Attack, Snatch, Track
Environment: Warm aquatic
Organization: Solitary
Challenge Rating: ?
Treasure: Double standard
Alignment: Usually Chaotic Neutral
Advancement: -
Level Adjustment: -

The creature within the water is gigantic...if you can even consider it being in the water. It actually looks to be more a part of the roaring tide around it, slowly solidifying into a massive creature resembling a crocodile bred with a wombat.

This variant of the Bunyip is more of a nature spirit than a flesh and blood creature, and as such is tied to the water much stronger than either of the other variants. They can sometimes be found in the company of other feykind of the water, and are keen to defend the waters around their central (and unusually deep) billabong. Guardian bunyips speak Aquan and Sylvan.

Combat
Guardian bunyips prefer to have an advantage in combat, and as such prefer using their water form or under a dense fog.

Spell-like Abilities (Sp): At will-Create water, fog cloud, soften earth and stone; 3/day-contagion, quench; 2/day-rusting grasp, summon nature's ally V, transmute rock to mud; 1/day-elemental swarm (water elementals only), storm of vengeance.
Caster level 20; save DCs are Charisma-based.

Gaze of Madness (Sp): Unlike most bunyips, that instill fear, guardian bunyips can induce utter panic and insane terror in those that meet their gaze. This gaze has a 30-foot range; any creature within this range looking directly into the guardian bunyip's eyes must make a Will save (DC 32) or be affected as per the insanity spell.

Skills: A bunyip can move through water without making Swim checks. It gains a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. The bunyip always can choose to take 10 on a Swim check, even if distracted or endangered when swimming. It can use the run action while swimming, provided that it swims in a straight line.

GreatWyrmGold
2009-09-27, 06:48 PM
I cannot remember its origin, similar to my inability to remember the origin of the idea that Nessie is a giant freshwater squid (you know...that one might be a bit dumber an idea than an uber-snail :smallannoyed: )

Nah, snail's stranger. I can see how a squid's tentacle could be mistaken for the same things a plesioraur's head looks like. And besides, snails don't swim. At least, not well.

Bhu
2009-09-30, 04:14 AM
2 more emails comin' your way Rap

Nessie: Giant Eel (http://www.giantitp.com/forums/showpost.php?p=7029377&postcount=896)

Nessie: Giant Longnecked Seal (http://www.giantitp.com/forums/showpost.php?p=7029408&postcount=897)

Bhu
2009-10-01, 03:35 AM
Stat suggestions:

Manipogo/Morag/Muckie (Generic Lake Monster)

Megalodon: Dire Shark

Muc-sheilch: Dire Eel or Generic Lake Monster

Selma: Dre Eel

Phaya Naga: Dire Eel

Ogopogo: Generic Lake Monster

Nahuelito: Elasmosaur, Giant Lake Monster, or Giant Snake

Storsjoodjuret: Large Lake Monster

Turtle Lake Monster: Generic Lake Monster

Akkorokamui: GIant Octopus?

Bhu
2009-10-02, 05:18 AM
Hey Rap. I've got almost everything moved over from the wizards thread. I sent you some more emails too.


Bigfoot, Star People (http://www.giantitp.com/forums/showpost.php?p=7043222&postcount=901)

Bigfoot, Wise Ones (http://www.giantitp.com/forums/showpost.php?p=7043228&postcount=902)

These first two are a version of the Sasquatch described by Joan Ocean on her website. She sounds...interesting...cough...

BIG Sasquatch (http://www.giantitp.com/forums/showpost.php?p=7043236&postcount=903)

Sasquatch Kaiju seem a relatively common theme so...

Rappy
2009-10-02, 02:52 PM
Sorry it's taken me this long to post another revision, but I've been bedridden with another rather nasty sinus strike.

Hominid, True Giant
Huge Monstrous Humanoid
Hit Dice: 7d8+28 (59 hp)
Initiative: +1 (+1 Dex)
Speed: 40 ft. (8 squares)
Armor Class: 12 (-2 size, +1 Dex, +3 natural), touch 9, flat-footed 11
Base Attack/Grapple: +7/+20
Attack: Slam +10 melee (1d8+5) or bone club +5 melee (3d8+2)
Full Attack: 2 Slams +10 melee (1d8+5) or bone club +5 melee (3d8+2)
Space/Reach: 15 ft./15 ft.
Special Attacks: Improved grab
Special Qualities: Darkvision 60ft., scent, woodland stride
Saves: Fort +6, Ref +6, Will +6
Abilities: Str 21, Dex 12, Con 19, Int 3, Wis 12, Cha 8
Skills: Climb +6, Listen +4, Move Silently +4, Spot +4
Feats: Cleave, Endurance, Power Attack
Environment: Cold and temperate forests, hills, and plains
Organization: Solitary, family (2-5), or tribe (6-9)
Challenge Rating: 4
Treasure: None
Alignment: Usually True Neutral
Advancement: 8-12 HD (Huge); 15-19 HD (Gargantuan)
Level Adjustment:

The forest shudders as a gigantic apeman crashes through the trees.

Surpassing even the mighty sasquatch in size, true giants have been reported to be anywhere from 16 to nearly 20 feet in height. Some individuals have been said to carry mammoth bones as impromptu clubs to defend themselves against big cats and to strike at prey. true giants vary in appearance from species to species. For their size, these colossal primates are surprisingly agile, being able to appear and disappear from the brush with great speed.

Combat
True giants tend to warn off prey by beating their clubs against trees or rocks as a clear resonating warning that they are present and angered. If the threat does not retreat, they will attack from the darkest spots they can find in quick ambushes and attempt to smash the offender with their club before retreating until the next strike. They only utilize their natural slam attacks when they desire to grapple a creature with improved grab or subdue rather than kill.

Woodland Stride (Ex): True giants, due to their size and thick hides, can move in brush without hindrance. They may move through any sort of non-magical undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at normal speed and without taking damage or suffering any other impairment.

Skills: True giants have a +4 bonus to Climb, Listen, and Spot checks.

Bhu
2009-10-03, 06:26 AM
Last of my stuff from the old cryptid thread:

Guariba-boia, cryptid version (http://www.giantitp.com/forums/showpost.php?p=7048577&postcount=904)

Mythical version (http://www.giantitp.com/forums/showpost.php?p=7048583&postcount=905)


Batsquatch (http://www.giantitp.com/forums/showpost.php?p=7048588&postcount=906)

So from now on I'm taking requests while trying to contact other posters in the wizards thread.

Rappy
2009-10-03, 02:22 PM
Thanks for all your effort, bhu. You've gone above and beyond in the call of duty.

As an aside, I found the source of the Nessie-as-squid hypothesis. It's from infamous hoaxer Anthony Shiels, who conned up an "elephant squid" identity for the monster; his "theory" was that the Nessie head and neck were a proboscis/trunk (!) on the end of the monster's head, with vestigial tentacles still trailed beneath the water and a fat, elongated humped body as well. The idea was already absurd, but the fact that it's from Anthony "Doc" Shiels makes it in the zero credibility range. For the history of the Doc Shiels "sighting" and others, go here (http://scienceblogs.com/tetrapodzoology/2007/12/nessie_on_film.php).

Bhu
2009-10-04, 05:07 AM
It appears Jellyfish of Doom no longer has a Wizards account, so I can't ask his permission to post the Thylacine and Olgoi-Khorkoi :smallfrown:


Still awaiting comment from the others

Bhu
2009-10-05, 05:58 AM
Originally posted by Dracomortis on the Wizards Forums (he gave me permission to repost his stuff! yays!).


Drop Bear http://www.wizards.com/d20modern/images/mm_gallery/51679_CN.jpg
Medium Animal
Hit Dice: 2d8+4 (13 hp)
Initiative: +2
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12 Base Attack/Grapple: +1/+4
Attack: Bite +4 melee (1d6+4)
Full Attack: Bite +4 melee (1d6+4) and 2 claws –1 melee (1d4+2) Space/Reach: 5 ft./5 ft.
Special Attacks: Stealthy pounce
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 16, Dex 14, Con 14, Int 2, Wis 13, Cha 6
Skills: Balance +6, Climb +14, Hide +8, Move Silently +8, Spot +3 Feats: Stealthy
Environment: Warm plains
Organization: Solitary, pair, or group (3–8)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3–5 HD (Medium); 6–8 HD (Large)
Level Adjustment: —

This hunched, bestial creature resembles a koala bear with brown mangy fur and large, pronounced fangs. Its hands and feet, upon closer inspection, are unusually large. Named for their preferred mode of attack—hurtling down from the shelter of trees onto the heads of unsuspecting creatures—drop bears are the scourge of parks and forests in warm climates everywhere. Although drop bears traditionally feed on rabbits, declines in rabbit populations has lead many to turn to a more plentiful food source—humans. A drop bear strongly resembles the much more mundane koala bears that often live in the same climates; in fact, the differences are recognizable only to trained observers. A drop bear can even imitate the sleepy demeanor of its cousin as a sort of behavioral camouflage. Because drop bears can so easily be mistaken for koalas, roughly one-third of all fatalities from drop bear attacks occur when well-meaning individuals try to get close to the creatures.

Combat A drop bear prefers to initiate combat by pouncing on an unsuspecting foe. Thereafter, it uses its teeth and claws to tear at its prey.

Stealthy Pounce (Ex): If a drop bear leaps upon a flat-footed foe, it can make a full attack even if it has already taken a move action.

Skills: Drop bears have a +8 racial bonus on Climb checks. They can always choose to take a 10 on Climb checks, even if rushed or threatened.

Bhu
2009-10-05, 06:01 AM
Also originally posted by Dracomortis on the Wizards Forums

Converted from the Menace Manual for d20 Modern: Mothfolk http://www.wizards.com/d20modern/images/mm_gallery/51702_CN.jpg
Large Outsider
Hit Dice: 2d8 (9 hp)
Initiative: +1
Speed: 30 ft. (6 squares), fly 300 ft. (good)
Armor Class: 12 (–1 size, +1 Dex, +2 natural), touch 10, flat-footed 11
Base Attack/Grapple: +2/+7
Attack: Claw +2 melee (1d6+1)
Full Attack: 2 claws +2 melee (1d6+1)
Space/Reach: 5 ft./10 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft., fear aura
Saves: Fort +3, Ref +4, Will +5
Abilities: Str 12, Dex 13, Con 10, Int 10, Wis 14, Cha 10
Skills: Balance +7, Climb +7, Hide +5, Listen +8, Move Silently +7, Sense Motive +4, Spot +4
Feats: Stealthy
Environment: Any land and underground
Organization: Solitary
Challenge Rating: 1
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +4

This gaunt, fuzzy humanoid resembles what might pass for a moth, with four large, scaled wings and bright red eyes. Among the most enigmatic outsiders on the Material Plane are the mothfolk, strange creatures known to primitive cultures the world over but which only recently made their presence known to modern cultures. Although the species includes both males and females, the term “mothmen” continues to enjoy widespread use among humanoids. The actual name of the species, like everything else about the mothfolk, is shrouded in secrecy. Mothfolk appear as tall, lanky humanoids covered in short, dark fur. Their large wings have a wingspread of over 20 feet. Their most arresting feature are their eyes: large, red, and luminescent, and occasionally described as looking like oversized reflectors of some sort. They are also incredibly fast in flight. The mothfolk are not native to the Material Plane—but they are not precisely aliens, either. Mothfolk arrived on the Material from an alternate dimension, as part of a millennia-spanning nomadic migration, and they have been hunting throughout less populated regions for centuries. Though deeply spiritual, they view humans like chimpanzees—intelligent in their own way, but still lower life forms. Mothfolk would happily hunt humans, but they don’t find the meat palatable. Instead, humans are usually regarded as obstacles to avoid or chase away.

Combat Mothfolk aren’t particularly skilled combatants despite their frightening appearance. They usually try to scare foes away using their fear aura, or failing that, they rely on their incredible speed to escape.

Fear Aura (Su): A mothfolk projects an aura of fear around itself in a 20-foot radius. Creatures within this area that wish to remain must attempt a Will save (DC 10 + ½ the mothfolk’s Hit Dice + its Charisma modifier) or be affected as by a fear spell. A mothfolk is immune to the fear auras of other mothfolk.

Skills: Mothfolk have a +4 racial bonus on Balance, Climb, Listen, and Move Silently checks.

Bhu
2009-10-06, 06:32 AM
http://www.unexplained-mysteries.com/forum/lofiversion/index.php/t153749.html

http://www.unknownexplorers.com/elcuero.php

http://books.google.com/books?id=H1axCZifXdwC&pg=PA88&lpg=PA88&dq=cuero+cryptid&source=bl&ots=UQ2t9-lKDc&sig=fmOy72D5k5gmrlRkO1eoFfWNjAI&hl=en&ei=M_qDSpONH8uLtgeQk72uCg&sa=X&oi=book_result&ct=result&resnum=10#v=onepage&q=cuero%20cryptid&f=false

http://myths.freshcaffeine.com/african/

Okay I can sort of almost see the octopus explanation but stingrays??


El Cuero
Large Animal (Aquatic)
Hit Dice: 5d8+10 (32 hp)
Initiative: +6
Speed: Swim 30 ft. (6 squares)
Armor Class: 15 (-1 Size, +2 Dex, +4 Natural), touch 11, flat-footed 13
Base Attack/Grapple: +3/+13
Attack: Wrap +4 melee touch (Grapple)
Full Attack: Wrap +4 melee touch (Grapple)
Space/Reach: 10 ft./5 ft.
Special Attacks: Wrap, Blood Drain
Special Qualities: Low Light Vision, Amphibious
Saves: Fort +6, Ref +6, Will +2
Abilities: Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 2
Skills: Hide +0 (+8 water), Jump +4, Listen +5, Spot +5, Swim +10
Feats: Alertness, Improved Initiative
Environment: Warm or Temperate Aquatic
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always Neutral
Advancement: 6-10 HD (Large)
Level Adjustment: ---

"Whut fool left a perfectly good cowhide in the water?"

"BERT! DON'T...!"

El Cuero appears to be either an octopoid or stingray that looks like a reddish cowhide floating in the water. It has eyes at the end of stalks and a strange proboscis on it's underside.

Wrap (Ex): If El Cuero makes a successful touch attack it can Attach itself to any opponent Large Size or smaller. Effectively it is Grappling it's opponent and is Denied it's Dex Bonus to AC. To be removed it must be successfully Pinned in a Grapple or struck with a light weapon. El Cuero has a +4 Racial Bonus to Grapple Checks.

Blood Drain (Ex): El Cuero does 1d3 temporary Constitution damage with a successful Grapple check.

Skills: El Cuero has a +8 Racial Bonus to Swim Checks, and may always Take 10 on a Swim check. It may use the Run action while swimming in a straight line. It also has a +8 Racial Bonus to Hide checks while in the water.

Combat: El Cuero floats on the water surface pretending to be a discarded cowhide (which it resembles). Whenever something comes close enough, it pounces, wrapping itself around the victim and drinking their blood.

Bhu
2009-10-07, 03:42 AM
Any thoughts on the Hide? I can do the stingray like cryptid and the octopoid mythological beastie both.

Rappy
2009-10-07, 04:10 AM
That'll work. It's good to see that we still have some creatures besides me reposting old stats (which I'll do later).

Bhu
2009-10-08, 03:59 AM
The whole bit about eyes being on stalks makes me think cephalopod though. Some of the octopuses can sort of extend their eyes a little, and I'd find a Stingray hard pressed to somehow grab people from boats.

On the other hand an octopoid isnt going to be leaping through the air either.

And neither of them have weird tube mouths on their underside.

Plus if its a ray, why doesnt it have a tail that it uses?

Rappy
2009-10-08, 05:56 AM
Yeah, the Cuero isn't the most logical pseudo-cryptid. Another repost of an older cryptid of mine:

Devil Monkey
Large Animal
Hit Dice: 3d8+12 (25 hp)
Initiative: +2 (+2 Dex)
Speed: 40 ft. (8 squares), climb 30 ft. (6 squares)
Armor Class: 13 (-1 size, +2 Dex, +2 natural), touch 11, flat-footed 11
Base Attack/Grapple: +2/+9
Attack: Bite +4 melee (1d8+3) or 2 claws +4 melee (2d4+3)
Full Attack: Bite +4 melee (1d8+3) or 2 claws +4 melee (2d4+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Rake
Special Qualities: Low-light vision, unbridled leaper, scent
Saves: Fort +7, Ref +5, Will +2
Abilities: Str 17, Dex 14, Con 18, Int 2, Wis 13, Cha 5
Skills: Jump +12, Listen +3, Spot +2
Feats: Endurance, Track
Environment: Temperate forests
Organization: Solitary or gang (2-7)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Large); 7-9 HD (Huge)
Level Adjustment:

Named for their terrifying demeanors, Devil Monkeys are the largest known species of baboon, and dwell in the temperate forests of the Northlands. Their mournful and chilling howls can strike fear into even the bravest warriors, and their teeth and claws make for dangerous melee weapons. While normally quadrupedal in motion, Devil Monkeys are also (in)famous for suddenly shifting gears into side-leaping movement like that of a Sifaka lemur, often leaping right into the paths of oncoming carts, grappling horses that are seen as prey. These large primates are sometimes mistaken for werewolves during surprise attacks.

Combat
A disturbing tactic of Devil Monkeys is to grab onto prey with their front claws, then "kangaroo kick" their back claws into the target's flesh, performing a quad-slash against the opponent. In all other aspects, however, they are fairly routine hit-and-run opponents.

Unbridled Leaper (Ex): The DC for any Jump check across long distances is decreased by 5, and the Devil Monkey only receives a double DC penalty for jumping after 10 feet rather than 20 like most creatures.

Skills: Devil Monkeys have a +6 bonus to Jump checks. [/LIST]

Bhu
2009-10-10, 04:31 AM
Updated El Cuero. Wherever did you find the Devil Monkeys Rappy?

Rappy
2009-10-10, 05:17 AM
I believe the first time I saw them mentioned was in Loren Coleman's Cryptozoology A-Z: The Encyclopedia of Loch Monsters, Sasquatch, Chupacabras, and Other Authentic Mysteries of Nature.

Bhu
2009-10-11, 05:22 AM
Okay think the Cuero is okay as is? If so I'll be putting up the CR and doing the weird version.

Bhu
2009-10-12, 05:40 AM
okay warning up for anyone trying to research lake monsters in chile and argentina over the web: almost every site I click on in the google search is infected with an exploit or a virus. I may end up giving up on this one or retreat to looking through books.

Rappy
2009-10-12, 09:26 AM
Ouch; sorry to hear that, bhu. :smallfrown: And the Cuero looks good to go.

I've been fighting a virus of the physical sort myself, but hopefully I'll feel well enough by tomorrow to post a new critter.

Bhu
2009-10-13, 04:12 AM
Im going with CR 3 for now. I'll be trying to get the next critter up shortly. I'm still trying to make sure everything is off hte PC and research the other version of it.

Bhu
2009-10-14, 04:04 AM
http://www.unexplained-mysteries.com/forum/lofiversion/index.php/t153749.html

http://www.unknownexplorers.com/elcuero.php

http://books.google.com/books?id=H1axCZifXdwC&pg=PA88&lpg=PA88&dq=cuero+cryptid&source=bl&ots=UQ2t9-lKDc&sig=fmOy72D5k5gmrlRkO1eoFfWNjAI&hl=en&ei=M_qDSpONH8uLtgeQk72uCg&sa=X&oi=book_result&ct=result&resnum=10#v=onepage&q=cuero%20cryptid&f=false

http://myths.freshcaffeine.com/african/



The Hide mythic version
Large Aberration (Aquatic)
Hit Dice: 5d8+10 (32 hp)
Initiative: +6
Speed: Swim 30 ft. (6 squares)
Armor Class: 15 (-1 Size, +2 Dex, +4 Natural), touch 11, flat-footed 13
Base Attack/Grapple: +3/+13
Attack: Wrap +4 melee touch (Grapple)
Full Attack: Wrap +4 melee touch (Grapple)
Space/Reach: 10 ft./5 ft.
Special Attacks: Wrap, Constrict, Control Winds
Special Qualities: Low Light Vision, Amphibious
Saves: Fort +3, Ref +3, Will +5
Abilities: Str 15, Dex 15, Con 15, Int 12, Wis 12, Cha 12
Skills: Hide +6 (+14 water), Jump +5, Knowledge (Nature) +4, Listen +5, Move Silently +5, Spot +5, Survival +3, Swim +10
Feats: Alertness, Improved Initiative
Environment: Warm or Temperate Aquatic
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always Neutral
Advancement: 6-10 HD (Large)
Level Adjustment: ---

"Whut fool left a perfectly good cowhide on the beach?"

"___DAMMIT BERT WE TALKED ABOUT THIS!"

The Hide appears to be a large floating cowhide with either a pair of eyes at it's top, eyes or claws ringed around it's diameter, or with eyes/claws on it's tentacles, making it some sort of octopoid. There are descriptions of it being an octopus with clawed hands on it's tentacles, and ears covered with eyes of various sizes, but this sounds more like one description of the Lusca.

Wrap (Ex): If the Hide makes a successful touch attack it can Attach itself to any opponent Large Size or smaller. Effectively it is Grappling it's opponent and is Denied it's Dex Bonus to AC. To be removed it must be successfully Pinned in a Grapple or struck with a light weapon. El Cuero has a +4 Racial Bonus to Grapple Checks.

Constrict(Ex): The Hide does 1d6+2 plus 2d6 Acid damage with a successful Grapple Check.

Control Winds (Su): The Hide may cast Control Winds 3 times per day as a Supernatural Ability.

Skills: The Hide has a +8 Racial Bonus to Swim Checks, and may always Take 10 on a Swim check. It may use the Run action while swimming in a straight line. It also has a +8 Racial Bonus to Hide checks while in the water.

Combat: The Hide floats on the water surface pretending to be a discarded cowhide (which it resembles). Whenever something comes close enough, it pounces, wrapping itself around the victim and consuming them. It often uses it's ability to Control Winds to interfere with boats.

Rappy
2009-10-14, 04:17 AM
Fur Suit Golem (Fauxsquatch)
Large Construct
Hit Dice: 7d10+30 (68 hp)
Initiative: +0
Speed: 30 ft. (6 squares), climb 20 ft. (4 squares) (can't run)
Armor Class: 12 (-1 size, +3 natural), touch 9, flat-footed 12
Base Attack/Grapple: +5/+14
Attack: Slam +9 melee (2d6 +5)
Full Attack: Slam +9 melee (2d6 +5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Breath weapon, improved grab
Special Qualities: Aura of disbelief, construct traits, damage reduction 5/adamantine or fire, darkvision 60ft., low-light vision
Saves: Fort +2, Ref +2, Will +1
Abilities: Str 21, Dex 10, Con -, Int -, Wis 8, Cha 1
Skills: -
Feats: -
Environment: Any
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 8-14 HD (Large); 15-21 HD (Huge)
Level Adjustment: -

A large ape-like body shambles toward you, making the uncanny whir of gears as it advan...wait, gears?

Crafted from gnomish tehnology, a fuzzy ape suit with rubber hands reinforced by heavy metals, and arcane power, fur suit golems wander around for their masters as tools to scary away pesky interlopers and spread rumors that a sasquatch may be in the area. Sasquatch themselves, however, don't find the joke amusing, and will use all their power to rend a suit golem to cloth confetti.

Combat
When not ordered by their masters to perform specifics, fur suit golems bash things with their rubber-coated chilled iron hands (as such, all fur suit golem slams are treated as cold iron for the purposes of damage reduction). If that doesn't work, it beats heavily on its chest, forcing open the suit mouth as the beats wheel out the weapon mounted within: cold rays.

Breath Weapon (Su): Once every 1d8 rounds, the fur suit golem can release a 30-foot cone of frosty air, dealing 1d10 points of cold damage. A Reflex save (DC 10 + fur suit golem's Strength modifier) halves the damage

Immunity to Magic (Ex): A fur suit golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below. A magical attack that deals fire damage slows a fur suit golem (as the slow spell) for 2d8 rounds, with no saving throw. A magical attack that deals cold damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a fur suit golem hit by a cold breath weapon heals 3 points of damage if the attack would have dealt 11 points of damage. A fur suit golem gets no saving throw against attacks that deal cold damage.

Aura of Disbelief (Su) A fur suit golem emits a thick hazy aura that disorients the mind. Any creature within a 20-foot radius of the fur suit golem must make a Will save (DC 10 + 1/2 the golem's HD + the golem's Wisdom modifier) or be dazed for 1d6 rounds trying to discern falsehood from reality. A target that has succeeded in their Will save is immune to the fur suit golem's aura of disbelief for 24 hours.

Construction
Two iron blocks in the shape of fists and a reasonably sasquatch-like furred ape suit are needed to craft a fur suit golem. Assembling the body requires a DC 22 Craft (Hidework) check or a DC 22 Craft (Taxidermy) check. CL 8th; Craft Construct, bull’s strength, chill metal, commune with nature, caster must be at least 8th level; Price 20,000 gp; Cost 10,500 gp + 780 XP.

Bhu
2009-10-15, 04:12 AM
That one still makes me giggle. Hide is done. What critter shall we do next?

Cyanidesoul
2009-10-15, 04:29 AM
That one still makes me giggle. Hide is done. What critter shall we do next?

The Popobawa! The bat creature of Zanzibar!
http://www.cryptomundo.com/wp-content/uploads/popobawa.jpg

Bhu
2009-10-16, 06:24 AM
The Popobawa is more of a demon type thingie than a cryptid. I can do it in my monster thread as a mythical entity, assuming the mods will let me do a homosexual rapist demon...

Cyanidesoul
2009-10-16, 06:29 AM
The Popobawa is more of a demon type thingie than a cryptid. I can do it in my monster thread as a mythical entity, assuming the mods will let me do a homosexual rapist demon...

:smallfrown:I think we should steer clear of the possible minefield that could ensue...

Bhu
2009-10-18, 06:10 AM
http://en.wikipedia.org/wiki/Sigbin

how bout this one

Bhu
2009-10-19, 03:53 AM
Hmm...well since large bloodsucking rodents that may have inspired legends arent popular how bout this one:

http://www.cryptozoology.com/gallery/display_picture.php?id=1994

Rappy
2009-10-20, 06:03 AM
Strangely, I've never heard of any of those cryptids, so...go for it, I guess?

Bhu
2009-10-21, 06:19 AM
http://www.cryptozoology.com/gallery/display_picture.php?id=1994

http://blogs.myspace.com/index.cfm?fuseaction=blog.view&friendId=214751458&blogId=509631218

http://blogs.myspace.com/index.cfm?fuseaction=blog.ListAll&friendId=214751458

Xolchixe
Large Animal
Hit Dice: 5d8+15 (37 hp)
Initiative: +5
Speed: 30 ft. (6 squares), Climb 20 ft.
Armor Class: 15 (-1 Size, +1 Dex, +5 Natural), touch 10, flat-footed 14
Base Attack/Grapple: +3/+12
Attack: Claw +7 melee (1d10+5/19-20, x3)
Full Attack: 2 Claws +7 melee (1d10+5/19-20, x3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Eviscerating Claws
Special Qualities: Low Light Vision, Hold Breath
Saves: Fort +7, Ref +5, Will +2
Abilities: Str 20, Dex 13, Con 16, Int 2, Wis 13, Cha 8
Skills: Balance +10, Climb +14, Listen +6, Spot +6, Swim +9
Feats: Alertness, Improved Initiative, Brachiation (B)
Environment: Warm Forest
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always Neutral
Advancement: 6-10 HD (Large)
Level Adjustment: ---

"We do not go near the shores at night. There are devils who live i nthe forest who come down to the beaches to hunt. We dare not encounter them."

The Xolchixe are large sloths the size of lions that have turned carnivorous (or at least they look like sloths). They are both apparently decent swimmers and climbers, and move far more quickly than their smaller tree sloth cousins.

Eviscerating Claws (Ex): The Xolchixe's claw attacks threaten a critical on a 19-20 and do x3 damage on a successful critical.

Skills: The Xolchixe gain a +8 Racial Bonus to all Balance and Climb Checks, and can always Take 10 on a Climb Check. They also have a +4 Racial Bonus on Swim checks.

Combat: The Xolchixe tend to be ambush predators that charge quickly into combat, and retreat to the forest to regroup and attack again just as quickly.

Bhu
2009-10-22, 04:47 AM
It mentions these things are always near the beach. Should I give it a swm move, or maybe just a bonus with the skill?

Rappy
2009-10-22, 06:24 AM
I'd go for swim speed. Normal sloths can swim, and there are some prehistoric examples that were full-on amphibious sloths.

Bhu
2009-10-23, 05:17 AM
Do sloths have any abilities I havent thought of?

Rappy
2009-10-23, 08:01 AM
You could probably get away with giving it a rake attack, something that the Mapinguari stats in Menace Manual sadly lacked (although Wizards also thought it was a smart idea to give a giant ground sloth a slam attack instead of a 2 claw attacks, so....yeah).

Bhu
2009-10-24, 02:00 AM
Didja peek at some of the articles? Apparently there may be two critters a Mapinguari (sloth) and a Mapinguary (bigfoot), and a similar mythical being.

Also: finished the Xolchixe

Bhu
2009-10-25, 06:32 AM
http://www.cryptozoology.com/gallery/display_picture.php?id=1994

this appears to be the only webpage i can find mentioining the axolotis. Has anyone else heard of it?

Bhu
2009-10-25, 08:51 PM
http://xenophilius.wordpress.com/2009/09/02/prehistoric-monster/

a 320 pound coelacanth...

Bhu
2009-10-26, 04:31 AM
My mistake 320 kilograms! That puts it at a little over 700 pounds. Does that make it the largest specimen known?

I'm skipping the Axolotis for now since I can;t find anymore on it.

Rappy
2009-10-26, 09:05 AM
The problem with the claim is that the photograph is most certainly not a coelacanth...

It's an epinepheline fish (grouper). I can't say for certain what species it is, but it's certainly not a coelacanth.

Bhu
2009-10-27, 05:25 AM
Hadn't peeked at the picture. Damn thats disappointing...

http://www.angelfire.com/sc2/Trunko/index.html

did find a neat little site though

Bhu
2009-10-28, 06:20 AM
Does anyone know anything about the Willamette valley skookum? One site describes it as a cephalopod, but others say its a bigfoot like critter.

Rappy
2009-10-28, 06:27 PM
Skookum more or less means "Monster", IIRC. But it would seem that it's more often utilized to refer to Sasquatch-like creatures.

Bhu
2009-10-29, 04:18 AM
You want the cephalopod version?

Cyanidesoul
2009-10-29, 04:21 AM
You want the cephalopod version?

How about something that's both ape-like and cephalopodish?

Rappy
2009-10-29, 08:41 PM
Go for it if you want to, bhu.

Bhu
2009-10-30, 07:22 AM
Go for it if you want to, bhu.

Kewl. lemme see if theres enough info to cobble something together.

Bhu
2009-10-31, 07:05 AM
http://www.oregon.com/history/oregon_trail/kalapuya_tribe

http://www.angelfire.com/bc2/cryptodominion/invertebrates.html

2 links...not much to really go on. Lemme look thu my books, and if I dont find much of anything else I'll try another critter.

Edwin
2009-10-31, 08:55 AM
So, what, we just pick a cryptid and make a stat block?

Sounds fun!

Bear-god, Bergman's Bear
Huge magical beast
Hit Dice: 12d8+96 (144 hp)
Initiative: +6
Speed: 40 ft.
Armor Class: 16 AC(+7 natural, +1 dex, -2 size)
Base Attack/Grapple: +9,+4/+29
Attack: Claw +21 (2d6+12 20/x2)
Full Attack: 2 Claw +21 (2d6+12 20/x2) and Bite +21 (3d6+6 20/x2)
Space/Reach: 15 ft./ ft. 5
Saves: Fort +16, Ref +10, Will +5
Abilities: Str 35, Dex 14, Con 27, Int 14, Wis 13, Cha 19
Skills: knowledge: nature +15, listen +15, spot +15, knowledge: geography +15
Feats: multi-attack, power attack, improved initiative, improved multi-attack
Environment: Forests, mountains, jungles
Organization: none
Challenge Rating: *
Treasure: none
Alignment: Varies
Advancement: 1-6 medium, 7-10 large, 11-13 huge, 14-20 gargantuan
Level Adjustment: -

These massive bears are gods of the animal world, given form by worship from local tribes. They live deep in the forest, on the highest of mountains, where they wander, seeking their destiny. Myth's tell of Bear-gods controlling armies of animals in the defense of their worshippers, even bringing back brave warriors in the form of powerful animals.

Improved Grab: a Bear-god can must strike an enemy with it's claw attack to use this ability. It may then initiate a grapple as a free action, without provoking an Attack of Opportunity.

Animal God: Bear-gods are the living embodiment of tribal traditions worship, effectively a god. They are immune to mind-affecting effects, does not need to breath, eat or sleep, and do not age. They are also immune to all non-magic diseases and poison.

Spell-like abilities: DC 14+spell level. At-will; Charm animal, calm animals, speak with animals. 3/day:Animal trance, animal messenger, bear's endurance. 1/day:Dominate animal, greater magic fang, summon nature's ally IV(brown bear only). 1/week:Reincarnate (except only animal forms, subject to DM's choice).

Bhu
2009-11-01, 04:34 AM
Why did you make it as a magical beast?

Edwin
2009-11-01, 09:41 AM
Why did you make it as a magical beast?

Because few beasts have magical abilities, and are immortal.

Plus, it seemed more appropriate given that the fluff paints it as a "god".

Also, reminded me that the BAB is wrong..

Bhu
2009-11-02, 06:22 AM
Ah, I thought you'd be doing the cryptid version as opposed to the mythical one.

Edwin
2009-11-02, 10:00 AM
Ah, I thought you'd be doing the cryptid version as opposed to the mythical one.

I thought doing a mythical bear-god would be more interesting than simple an oversized bear, eh? :smallbiggrin:

Bhu
2009-11-03, 07:09 AM
http://www.buildup.com/kaiki/index.html

Anyone here speak japanese?

Bhu
2009-11-04, 07:36 AM
Hi Rappy. As I have elsewhere I'm letting you know here I'll be having problems in participation from now one since I'll be putting in 10-14 hour days till the holidays are over. I'll still be posting, it's just I may not be able to post to all the threads daily for a bit.

http://en.wikipedia.org/wiki/Loveland_frog

http://www.newanimal.org/loveland.htm

http://www.cryptozoology.com/forum/topic_view_thread.php?tid=20&pid=177154

http://www.xprojectmagazine.com/archives/cryptozoology/lovelandfrog.html

http://www.weird-encyclopedia.com/Loveland-frog.php

http://www.scaryforkids.com/loveland/



The Loveland Frog
Small Monstrous Humanoid (Aquatic)
Hit Dice: 1d8 (4 hp)
Initiative: +1
Speed: 30 ft. (6 squares), Swim 30 ft.
Armor Class: 13 (+1 Size, +1 Dex, +1 Natural), touch 12, flat-footed 12
Base Attack/Grapple: +1/-3
Attack: Bite +1 melee (1d3) or Wand +2 melee touch (see below)
Full Attack: Bite +1 melee (1d3) or Wand +2 melee touch (see below)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Dark Vision 60', Amphibious
Saves: Fort +0, Ref +3, Will +2
Abilities: Str 10, Dex 12, Con 10, Int 10, Wis 10, Cha 8
Skills: Jump +8, Listen +4, Spot +4, Survival +4, Swim +8
Feats: Alertness
Environment: Temperate Aquatic, Hills, and Plains
Organization: Solitary
Challenge Rating: 1/3
Treasure: None
Alignment: Always Neutral
Advancement: By Character Class (usually Ranger)
Level Adjustment: +0

"Abner...when did frogs come with cattle prods? ERK!"

Frogmen are small froglike humanoids with leathery skin and ridged backs about 4' tall. They speak their own language if they speak at all, and usually prefer fleeing to communication.

Skills: Frogmen get a +8 Racial Bonus to Jump and Swim checks, and may always Take 10 on a Swim Check. They may use the Run action while swimming in a straight line.

Combat: Frogmen prefer to avoid combat, relying on their sparking wands if they are forced into confrontation. For the sparking metal wands use a Wand of Shocking Grasp.

Bhu
2009-11-05, 06:25 AM
The frogmen are done. It seems highly likely they're a hoax, but it semed to amusing to pass up.

Rappy
2009-11-05, 08:23 PM
I like them!

Although Ranger seems a bit of an odd choice for enigmatic wand-using frogs....seems like Sorcerer or something might have fit better.

Bhu
2009-11-07, 06:33 AM
Has anyone else heard of this?

http://forgetomori.com/2007/criptozoology/ningen-a-bizarre-japanese-cryptid/

http://www.geocities.co.jp/Technopolis/9567/031.html

Rappy
2009-11-07, 02:13 PM
Nope, never heard of it. Seems a wee bit silly to me.

Bhu
2009-11-07, 05:49 PM
Nope, never heard of it. Seems a wee bit silly to me.

Me too, but since DnD is a fantasy game I thought it'd be okay to stat out one of the hoaxes every so often. Hence the spark wielding man frogs.

Bhu
2009-11-09, 06:41 AM
http://en.wikipedia.org/wiki/Pope_Lick_Monster

Apparently theres a humanoid goat besides the one in Maryland...

Hey Rap, you want me to go back to making cryptid versions of common DnD monsters for a bit?

Rappy
2009-11-09, 05:30 PM
It's up to you, bhu.

Sorry I haven't been around, but for the past week my grandmother's been in the hospital, so I've mostly been up there during the day, then worn out at night when I come in.

Bhu
2009-11-10, 05:35 AM
I buried a friend last weekend. Believe me I understand completely.

Bhu
2009-11-11, 05:39 AM
http://www.bigfootencounters.com/articles/beaman_monster.htm

The Beaman Monster could use Ape stats (or perhaps an Anthropomorphic Wolf).

Bhu
2009-11-12, 07:15 AM
Found me a list of rare cryptids:

http://www.cryptomundo.com/cryptozoo-news/lesser-knowns/


I now have a project to work on :smallbiggrin:

Bhu
2009-11-13, 06:04 AM
http://www.cryptomundo.com/cryptozoo-news/lesser-knowns/

Harpagornis: Giant Eagle?

Toanginas: Sasquatch

Rapuwai: True Giant

Kawekawau: Lizard

Kumi Lizard: Monitor Lizard (perhaps some burrow or swim move)

Moehau: Neanderthal with claw attacks

Rappy
2009-11-14, 03:10 AM
I'd say the harpagornis does better as a regular eagle with maxed-out hit dice or a dire hawk, whichever the particular DM using them chooses. Dire eagles are a bit too large, and the giant eagle is both large and supernaturally intelligent (shades of Tolkein...).

Bhu
2009-11-14, 07:55 AM
I'd forgotten about the intelligence part...

http://www.cryptomundo.com/cryptozoo-news/lorens-top-50/

another list for me to peruse for makeable critters.

mebbe I'll do a cryptozoologist PrC...

Bhu
2009-11-15, 05:20 AM
http://en.wikipedia.org/wiki/Agogwe

http://www.unknownexplorers.com/agogwe.php




Agogwe
Small Humanoid
Hit Dice: 1d8+1 (5 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 13 (+1 Size, +2 Dex), touch 13, flat-footed 11
Base Attack/Grapple: +0/-5
Attack: Bite +2 melee (1d3-1)
Full Attack: Bite +2 melee (1d3-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Low Light Vision
Saves: Fort +1, Ref +4, Will +1
Abilities: Str 8, Dex 14, Con 12, Int 4, Wis 12, Cha 8
Skills: Hide +10, Listen +7, Move Silently +6, Search +5, Spot +7, Survival +5
Feats: Alertness, Weapon Finesse (B)
Environment: Warm Forest
Organization: Solitary, Pair, or Group (3-4)
Challenge Rating: 1/3
Treasure: None
Alignment: Always Neutral
Advancement: By Character Class (usually Scout)
Level Adjustment: +0

"Bert...Bert wake up were surrounded by furry red nekkid monkey people..."

The Agogwe are a race of diminutive cryptid anthropoids with reddish fur.

Skills: Agogwe have a +4 Racial Bonus to Hide, Listen, Move Silently, Search, Spot, and Survival checks.

Combat: Agogwe aren't natural combatants for the most part, and except for insane or exceptional individuals run away at the earliest opportunity.

Rappy
2009-11-15, 07:11 AM
Go for monstrous humanoid; best of both worlds.

Bhu
2009-11-15, 07:26 AM
well i was thinking animal initially cause the description says they dont bother baboons (nor does it ever mention tool use), but they seem like they might have an Int of 3 or 4.

Edwin
2009-11-15, 01:25 PM
The Giant Anaconda
Colossal Animal
Hit Dice: 16d8+144 (216 hp)
Initiative: +9
Speed: 60 ft., 120 ft. swim (12 squares)
Armor Class: 21 AC (+24 natural, +5 dex, -8 size)
Base Attack/Grapple: +12/+46
Attack: Bite +30 (4d8+18+poison x2) or tail slap +30 (6d6+27 x2)
Full Attack: Bite +30 (4d8+18 x2), and tail slap +30 (6d6+9, secondary)
Space/Reach: 20 ft./30 ft.
Special Attacks: Natural attacks, poison, swallow whole
Special Qualities: DR 10/magic, acid immunity, immunity to poison, immune to polymorph effects, immune to mind-affecting effects from caster level lower than it's HD,
Saves: Fort +19, Ref +15, Will +5
Abilities: Str 47, Dex 21, Con 29, Int 3, Wis 10, Cha 8
Skills: Listen + 13, spot +13, hide +12, move silently +13,
Feats: Multi-attack, improved multi-attack, improved natural attack (tail slap), power attack, ability focus (poison), improved initiative
Environment: Jungle
Organization: None
Challenge Rating: -
Treasure: none
Alignment: Usually neutral
Advancement: 1-5 large, 6-9 huge, 10-14 gargantuan, +15 colossal
Level Adjustment:-

"It was huge! More than a hundred feet long, it's jaws reaching higher than I could see in that blasted cave!
Rambling words of the African explorer, David Livingstone.

Vast snakes living along the Amazon river, as well as in the underground caves surrounding the region, the Giant Anacondas are enormous snakes, feared and worshipped by the native african tribes. They are very few, and are rarely encountered outside their natural nests inside the caverns, or when particularly large boating expeditions travel the Amazon, which they tend to attack and feed on. Female Anacondas tend stay at their cave at all times when nursing, only moving if strictly necessary.

Skills: Giant Anacondas have a +8 to listen, spot, hide and move silently.

Swallow whole: The Giant Anaconda can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+9 points of crushing damage plus 2d8+4 points of acid damage per round from the Anaconda's digestive juices. A swallowed creature can cut its way out by dealing 50 points of damage to the Anaconda’s digestive tract (AC 25). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The Anaconda’s gullet can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures.

Poison: anyone hit by the Anaconda's bite attack suffers from it's poison attack, unless it succeed on a fortitude save of 30 (10+half HD+con mod, +ability focus). The poison does 1d10 constitution damage, and then another 1d10 after 1d6 rounds.

Constrict: If a Giant Anaconda successfully grapples of a larger size than huge, it may instead constrict it's target, dealing 1d12+27 for each round it grapples.

Bhu
2009-11-17, 07:21 AM
Any objections to their stats so far?

Bhu
2009-11-18, 05:51 AM
Hmmm...no description of the Agogwe mentions tool use...should I have them attacking with unarmed strike or do you think they should have a bite?

Rappy
2009-11-19, 08:53 AM
Go for a bite. It's suitably chimpanzee-like to have it.

Bhu
2009-11-20, 07:51 AM
Hmm...maybe I should give them some skill bonuses. As they stand now they arent really even a +O LA

Bhu
2009-11-21, 07:49 AM
OK Agogwe is done. If you like it the next critter comes up hopefully tomorrow.

Thurbane
2009-11-21, 07:12 PM
I like the Agogwe. As a playable race, it would get -2 STR, +4 DEX, +2 CON, -6 INT, +2 WIS, -2 CHA. If the hit to INT wasn't do high, it would make a decent Druid. I think maybe it should have some natural armor or scent? Just a thought.

Bhu
2009-11-22, 04:40 AM
Scent is maybe a go, but they seem kinda fragile to have an AC Bonus.

Bhu
2009-11-24, 08:43 AM
Have there ever been stats done for the flying snakes? It's assumed the cryptid Arabhara is one of them, but I don't recall seeing stats for them

http://www.flyingsnake.org/

Thurbane
2009-11-24, 06:54 PM
I'm pretty sure there's some type of flying snake in Serpent Kingdoms (FR 3.5).

Rappy
2009-11-24, 07:05 PM
I'm pretty sure there's some type of flying snake in Serpent Kingdoms (FR 3.5).
There's one in Races of Faerûn, at least. Not sure about Serpent Kingdoms.

Thurbane
2009-11-24, 07:17 PM
There's also the Sailsnake in MM IV.

Bhu
2009-11-25, 05:13 AM
Moving along then...

Blue/Black Tigers: use tiger stats

Buffalo Lion; Use lion stats, maybe advanced HD

Anyone want stats for Bobo?

Rappy
2009-11-25, 08:36 AM
I'm not sure it'd really differ that far from your standard sea serpent.

Also, I finally managed to get enough free time away to update the first post with an index of creatures made so far.

Also also, I'm currently up for one request of a supernatural version of a cryptid, based upon its more paranormal interpretations in either some media piece or local legends.

Bhu
2009-11-26, 04:58 AM
well we dont officially have the Mongolian Death Worm yet...

Bhu
2009-11-27, 03:23 AM
http://en.wikipedia.org/wiki/Buru_%28cryptozoology%29

http://www.trueauthority.com/cryptozoology/buru.htm

http://www.newanimal.org/buru.htm

did we do the buru yet? It seems familiar.

Bhu
2009-11-28, 05:42 AM
oops guess I did, moving on:

http://en.wikipedia.org/wiki/Ebu_Gogo

http://www.primates.com/ebu-gogo/index.html

http://www.monstropedia.org/index.php?title=Ebu_gogo

http://www.unknown-creatures.com/ebu-gogo.html

These guys seem similar to the Agogwe except they are maybe faster running and more intelligent. Maybe lessen the Int penalty?

Rappy
2009-11-29, 02:19 PM
The Ebu Gogo idea makes sense.

Also, a supernatural Allghoi-Khorkhoi? I'm on it.

Allghoi-Khorkhoi (Death Worm) Version 1; Supernatural Terror
Small Magical Beast
Hit Dice: 2d10+4 (15 hp)
Initiative: +3 (+3 Dex)
Speed: 20 ft. (4 squares), burrow 20 ft. (4 squares)
Armor Class: 18 (+1 size, +3 Dex, +4 natural), touch 14, flat-footed 15
Base Attack/Grapple: +2/-2
Attack: Bite +3 melee (2d4 plus 1d6 electricity)
Full Attack: Bite +3 melee (2d4 plus 1d6 electricity)
Space/Reach: 5 ft./0 ft.
Special Attacks: Breath weapon, deathblast
Special Qualities: Darkvision 60ft., low-light vision
Saves: Fort +5, Ref +6, Will +1
Abilities: Str 11, Dex 16, Con 15, Int 1, Wis 12, Cha 6
Skills: Hide +8, Listen +2, Move Silently +6
Feats: Track
Environment: Any deserts
Organization: Solitary or knot (2-6)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Small); 5-6 HD (Medium)
Level Adjustment: -

The sands tear apart as half a dozen small trails appear within it. In seconds, the leading trail opens up to reveal a creature that resembles nothing so much as an intestine with teeth.

Of all the strange beasts of the desert, none is quite so repulsive as the death worm. Resembling an intestinal tract stretched out and given a vicious fanged maw and bathed in blood and mucus, it slithers beneath the sand in a constant search for food. Thankfully for most humanoids, they live in regions far from human habitation...

Combat
Allghoi-Khorkhoi prefer to stay hidden, then suddenly unleash either a breath weapon or snip with their electrical bite before retreating back into the soil to repeat the process until they are able to use their deathblast.

Breath Weapon (Ex): The Allghoi-Khorkhoi can release a 40-foot line of lightning, dealing 1d8 points of electricity damage. A creature can make a Reflex save for half damage (DC 13).

Deathblast (Su): Once per day, an Allghoi-Khorkhoi can unleash a foul miasma of energy as an attack action. Any creature within a 10-foot radius must make a Fortitude save (DC 13) or be affected as per a death knell cast by an 8th-level Wizard.

Bhu
2009-12-01, 07:22 AM
How much damage does the breath weapon do?

Rappy
2009-12-01, 07:04 PM
Fixed. That's what I get for trying to be in a hurry. :smallredface:

Bhu
2009-12-02, 08:25 AM
No worries, happens to us all. GOd knows how many oopsies I've made posting at 5 am...

Bhu
2009-12-03, 06:44 AM
http://www.pantheon.org/articles/h/hantu_jarang_gigle.html

http://www.bigfootencounters.com/creatures/hantu.htm

http://en.wikipedia.org/wiki/Hantu_Demon

http://www.cryptomundo.com/cryptozoo-news/racism-name-malay/

http://www.theuniversalseduction.com/articles/are-there-three-kinds-of-malaysian-bigfoot

http://en.wikipedia.org/wiki/Orang_Mawas

http://www.cryptomundo.com/cryptozoo-news/dalam-looks/

This one could use True Giant or Bigfoot stats

Bhu
2009-12-05, 03:23 AM
http://www.strangeark.com/reprints/beasts.html

The Lau is described as either a 40' long anaconda (despite being african) or a catfish/lungfish. Think Dire Shark stats would be appropriate enough or it would be different enough for its own entry.

Rappy
2009-12-06, 12:08 PM
Slap some tentacle attacks on a dire shark. Tada!

Also, unless something goes wrong with shipping, I should be getting a copy of Nyambe: African Adventures in a week or two. Apparently it replaces standard halflings with playable Agogwe...I can't wait to compare theirs and yours, bhu.

Bhu
2009-12-08, 06:33 AM
The Peruvian Mystery Jaguar seems about the same as a regular one (are there official Jaguar stats?)

http://www.angelfire.com/bc2/cryptodominion/homins.html
The Ucu could use bigfoot stats

Rappy
2009-12-08, 02:24 PM
The Peruvian Mystery Jaguar seems about the same as a regular one (are there official Jaguar stats?)
There's a jaguar in Tome of Horrors II, which is about as close as you'll get to official without it being from Wizards of the Coast.

Edwin
2009-12-08, 03:33 PM
Didn't see it on the front page, so I thought I might as well do it. :smallsmile:

I present to you, the Mongolian Deathworm!

Mongolian Deathworm
Large animal
Hit Dice: 6d8+6 (36 hp)
Initiative: +8
Speed: 40 ft.
Armor Class: 19 (+4 dex, +5 natural), touch 14, flat-footed 15
Base Attack/Grapple: +4/+14
Attack: +10 bite (1d8+6 x2)
Full Attack: +10 bite (1d8+6 x2) and 2x +8 claw (1d6+3)
Space/Reach: 5 ft./10 ft.
Special Attacks: Breath weapon
Special Qualities: Low-light vision, DR 5/piercing or magic, immune to constitution damage
Saves: Fort +6, Ref +9, Will +3
Abilities: 22 str, 13 con, 19 dex, 2 int, 12 wis, 10 cha
Skills: Listen +6, spot +5
Feats: Multiattack, improved initiative, power attack
Environment: Deserts
Organization: none, or "family"(one adult Deathworm, 1-3 babies)
Challenge Rating: *
Treasure: none
Alignment: Neutral
Advancement: 1-4 HD (medium), 5-8 HD (large), 9-12 HD (huge).
Level Adjustment: -

"It was the darnest thing! This long, slivering worm-like critter crawled right out that cave over there, killed my cattle, and was off with it before I could even get out me old crossbow!"
Desert cattle farmer, McMonroe

The Mongolian Deathworm dwells in the humid caverns below sunny desert, mating and raising their young ones without interfering with the top-side world. However, when the odd terran creature ceases to provide enough food, they slip out in the open, and snatch away nearby cattle.

Breath Weapon: The Mongolian Deathworm's breath attack is a line of gas (10 ft.), and does 1d3 constitution damage upon contact, and an additional 1d3 constitution damage after 1d4 rounds, DC 13, can be used once every 1d4 rounds.

DR: Due to it's shell-like carapace, the Mongolian Deathworm possesses a powerful hide that reflects most slashing weapons, as well as bouncing off hammers and the like.

DracoDei
2009-12-08, 04:37 PM
Also, unless something goes wrong with shipping, I should be getting a copy of Nyambe: African Adventures in a week or two. Apparently it replaces standard halflings with playable Agogwe...I can't wait to compare theirs and yours, bhu.

FWIW I have that book...

Bhu
2009-12-09, 07:02 AM
CHeck out what I found:

http://www.scribd.com/doc/2621714/Mysterious-CreaturesA-Guide-To-Cryptozoology

http://www.scribd.com/doc/15003033/Mysterious-America-The-Ultimate-Guide-to-the-Nations-Weirdest-Wonders-Strangest-Spots-and-Creepiest-Creatures

http://www.scribd.com/doc/15003033/Mysterious-America-The-Ultimate-Guide-to-the-Nations-Weirdest-Wonders-Strangest-Spots-and-Creepiest-Creatures

Bhu
2009-12-10, 05:22 AM
The Xing-Xing is described as a small unknown Chinese ape, possibly a relative of the Orangutan. I'm assuming baboon stats wont do, and I don't think there are any stats for Orangs yet are there?

Rappy
2009-12-10, 05:24 AM
Orangutan, (http://www.enworld.org/cc/converted/view_c.php?CreatureID=1158) you say?

Bhu
2009-12-10, 05:32 AM
Well Ill be darned...

Rappy
2009-12-11, 04:42 AM
Yep, the Creature Catalog and Tome of Horrors are some of the best places to hunt for obscure conversions from previous editions. Also, the latest creatures have been added to the index.

Bhu
2009-12-12, 01:45 AM
http://www.twincities.com/ci_13968657?src=yahoohome&nclick_check=1

anyone heard any more on this?

Bhu
2009-12-14, 05:25 AM
http://www.cryptomundo.com/cryptozoo-news/takitaro/

http://www.monstropedia.org/index.php?title=Takitaro

use large shark stats?

Rappy
2009-12-14, 05:34 AM
The general consensus is that the "Trail Cam Bigfoot" is actually a person in either a wool suit or raincoat.

As for the Takitaro, it's probably somewhat weaker than a shark; it could deserve its own stats.

Debihuman
2009-12-14, 08:51 AM
Shouldn't the Mongolian Deathworm be Magical Beast instead of Animal? It has a breath weapon. If you succeed on the DC for the breath weapon what happens? Does negate the damage or is it save for half damage? Also, DC should be 14 not 13. [DC 10 + ½ breathing creature’s racial HD + breathing creature’s Con modifier] 10 + 3 + 1 = 14.

Originally I thought it should be Vermin but it is too smart for Vermin. Also, Breath weapons are usually Supernatural abilities.

As for Nyambe: it's very much 3.0 so most of the monster feats are totally wrong. However, the flavor of Nyambe is awesome.

Debby

Rappy
2009-12-15, 05:09 PM
As for Nyambe: it's very much 3.0 so most of the monster feats are totally wrong. However, the flavor of Nyambe is awesome.
Yep. Since it's Open Game Content, I'm thinking the next portion of this thread might just be converting the cryptids in the book to 3.5 rules.

Speaking of which, to bhu: Your Agogwe is vastly different than the Nyambe Agogwe, which have such features as claw attacks and burrowing.

Bhu
2009-12-16, 03:10 AM
I found no mention of them being able to burrow, nor any reference to claws. I basically go with what references I have acces to.

Rappy
2009-12-16, 03:50 AM
I found no mention of them being able to burrow, nor any reference to claws. I basically go with what references I have acces to.
Yeah, I was just noting comparisons. The Nyambean Agogwe seems to be more built around "this is supposed to be a cool player character race. What can we call it to make it more African?" rather than "this is a legend from Africa. How can we build a player race around it?"

Also, the main two cryptids in Nyambe are supernatural versions of the Mokele-Mbembe and Kongamoto. Which should I update first?

Bhu
2009-12-16, 05:13 AM
Whichever you feel like of course, though I've never seen supernatural abilities for either. What is it they are supposed to be able to do?

Rappy
2009-12-16, 04:18 PM
The Nyambean Mokele isn't too bad, it could potentially pass as an animal type, since it only has capsizing ability, poisonous flesh, and trample. The Nyambe Kongamoto is definitely supernatural, though; it's the Dragon creature type and has a sonic breath weapon.

Bhu
2009-12-17, 07:42 AM
I dont recall the Mokele having poison flesh. Where did they get that from?

Rappy
2009-12-17, 02:39 PM
Apparently there's a story of some Baka pygmies in the Congo that killed a Mokele-M'bembe, and proceeded to eat it. According to this tale, all of the tribe that had partaken the Mokele's flesh died.

Bhu
2009-12-18, 07:59 AM
http://books.google.com/books?id=_pEpAAAAYAAJ&pg=PA53&lpg=PA53&dq=el+pichu+cuate&source=bl&ots=HwFdY-4ltV&sig=uXS2KKh_W9yDbQMIQsw4SlVoyAc#v=onepage&q=&f=false

http://www.cryptozoology.com/glossary/glossary_topic.php?id=618

El Pichucuate could be a Tiny Viper with deadlier venom maybe?

Bhu
2009-12-19, 08:30 AM
http://en.wikipedia.org/wiki/Hibagon

http://www.monstropedia.org/index.php?title=Hibagon

http://www.cryptomundo.com/cryptozoo-news/hibagon/


A medium sized Skunk Ape perhaps???

Rappy
2009-12-21, 02:08 AM
The great red ape. (http://scienceblogs.com/tetrapodzoology/2009/12/encounters_gigantic_orangutans.php)

Advanced orangutan or an orangutan with the Savage template, perhaps?

Bhu
2009-12-21, 07:16 AM
thats just spooky

Bhu
2009-12-22, 05:47 AM
http://en.wikipedia.org/wiki/Kasai_rex

http://www.trueauthority.com/cryptozoology/kasai.htm

T Rex stats??

Bhu
2009-12-24, 06:35 AM
http://en.wikipedia.org/wiki/Moehau

http://www.bigfootencounters.com/creatures/moehau.htm

http://nzcryptozoologist0.tripod.com/id11.html

apparently even New Zealand has a Bigfoot

Rappy
2009-12-25, 12:50 PM
Welp, I'm back from my vacation. And yes, the hairy hominid legend is spread far and wide, most likely as some sort of cultural imprinting from some central origin. It's almost tempting to have a few "mini-templates" addable to the hairy hominid I created as a way of displaying specific breeds; what do you say, bhu?

Bhu
2009-12-26, 12:42 AM
sounds good to me :smallbiggrin:

Bhu
2009-12-27, 04:50 AM
http://en.wikipedia.org/wiki/Onza

http://www.newanimal.org/onza.htm

http://cryptozoology.suite101.com/article.cfm/onza_mystery_mexican_big_cat

differenet enough to warrant its own stats?

Rappy
2009-12-28, 02:24 AM
Nah, it could probably just use cougar stats. Anyway, here's a few of those mini-templates for the Hairy Hominid.

Hominid Archetype: Apeman
This archetype reflects more intelligent hairy hominids, that have some modicum of understanding of higher tools and culture. Examples of this archetype include the Almas and some of the True Giants (see below).

Feats: Replace Improved Bull Rush with Martial Weapons Proficiency (weapons utilized are at the GM's discretion).
Abilities: Int either +2 or +4, Cha + 2.


Hominid Archetype: Feral
Ferals are barely humanoid in intellect, just surpassing animals in intelligence. Such creatures, including the ferocious Amomongo, are territorial, unpleasantly violent predators.

Feats: Replace Improved Bull Rush with Cleave.
Abilities: Str +4, Int -2, Wis +2, Cha -2.

Bhu
2010-01-01, 12:44 AM
Okay it's time I did this. You guys prefer a magic or woodsy oriented class?

THE CRYPTOZOOLOGIST

Picture URL

"Good Evening! And welcome to Mutual of Omaha's Wild Kingdom! I'm your host Marlin Perkins. Tonight you'll be watching Jim in the field being maritally violated by the legendary Snake Woman of the Burning Hell Desert while I sit safely in my tent surrounded by steak, ale, and nubile Half-Elves."

Cryptozoologists are individuals (usually with well developed woodcraft skills) who have encountered a cryptid and become obsessed with them, or perhaps they've simply heard of the encounters of others and gotten curious. They lead lives of excitement and danger as they attempt to prove the existence of the most hidden and legendary beings of the natural world. And sometimes of the not so natural world given that magic exists. Many are also unfortunately derided as frauds and hustlers.

BECOMING A CRYPTOZOOLOGIST
The Cryptozoologist needs a great deal of skills if he wishes to survive and pursue his quest, let alone ever become successful. Generally the requisite training and a desire to go out into the wilderness alone after potentially hostile critters capable of devouring you whole are the only requirements.

ENTRY REQUIREMENTS
Skills: Climb 4 ranks, Gather Information 4 ranks, Knowledge (Nature) 4 ranks, Ride 4 ranks, Survival 4 ranks, and Swim 4 ranks
Feats: Exotic Weapon Proficiency (Net), Investigator, Track
Base Saving Throw: Any one Base Save at +5


Class Skills
The Cryptozoologist's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (Dungeoneering, Geography, History, Local, Nature)(Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Speak Language, Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skills Points at Each Level : 8 + int

Hit Dice: d6


BAB Fort Ref Will Abilities
1. +0 +0 +2 +2 See the Unseen
2. +1 +0 +3 +3 Lore
3. +2 +1 +3 +3 Toughness
4. +3 +1 +4 +4 See the Unseen
5. +3 +1 +4 +4 Lore
6. +4 +2 +5 +5 Toughness
7. +5 +2 +5 +5 See the Unseen
8. +6 +2 +6 +6 Lore
9. +6 +3 +6 +6 Toughness
10.+7 +3 +7 +7 A Hard Man to Fool

Weapon Proficiencies: Cryptozoologists gain no new armor or weapon proficiencies.

See the Unseen (Ex): At 1st level you gain a +4 Competence Bonus to Spot Checks, but only when you're making an opposed Spot vs. Hide Check.

At 4th level the Bonus increases to +6, and if your opponent has the Camouflage ability he doesn't gain it against you.

At 7th level the Bonus increases to +8, and if your opponent has the Hide in Plain Sight ability he doesn't gain it against you.

Lore (Ex): By second level you've been traveling quite a bit and gain the Lore ability. This is identical to the Bardic Knowledge ability on page 28 of the PHB.

At 5th level you no longer take penalties to Lore checks due to the Class or Special Abilities of opponents.

At 8th level you no longer take penalties (or suffer automatic failure) to Knowledge Checks due to the Class or Special Abilities of opponents.

Toughness (Ex): By 3rd level you have been bitten, stung, zapped, poisoned, and god knows what else by just about any critter imaginable. And it's only gonna get worse from here. You gain a +2 Resistance Bonus to Fortitude Saves.

At 6th level you can reroll a failed Fortitude Save a number of times per day equal to your Hit Dice divided by 5.

At 9th level you can reroll any failed opposed combat check a number of times per day equal to you Hit Dice divided by 5. You've gotten used to wrasslin' uncooperative Bigfoots.

A Hard Man to Fool (Ex): Beginning at 10th level you may always track an opponent, even if they have the Trackless Step ability, or the benefit of a Pass Without Trace spell. You also gain a Resistance Bonus to Willpower Saves against Illusion and Enchantment spells equal to you Wisdom Bonus.

PLAYING A CRYPTOZOOLOGIST
Cryptozoologists are obsessed with proving Cryptids real, no matter how much crap they have to take form the uneducated masses. A difficult task as most Cryptids only wish to be left alone, and their Prestige Class abilities make them fairly good at it. Sometimes the two become unlikely allies temporarily (Cryptozoologists also tend to be lovers of nature, and don't like to see it despoiled), but they usually part ways again.
Combat: You really prefer to be a scholar more than a fighter. This isn't to say that you can't fight if pressed, but you generally prefer not to if oyu can at all avoid it. After all, if you die, someone else will become famous for proving Bigfoots existence, and that will not do.
Advancement: Cryptozoologists enter many varied professions as part of their careers. Most become scholars or intellectuals of some kind, or perhaps guides or scouts. Pursuing cryptids is their side hobby, one which consumes them for most of their days. A span of time which can be short if they ever actually encounter what they;re looking for...
Resources: You have the occasional curious wealthy patron or university backing you, but if results aren't quick and obvious in coming many don't have the patience to keep giving you funds. Most cryptozoologists end up on their own with whatever they can scrape up.

CRYPTOZOOLOGISTS IN THE WORLD
"That feller down ta tha wizerds skewl keeps a 'sayin' Bigfoots don't plant their seed in wimmens bellies. Well how does he 'splain mah dotter?"!
You take a lot of grief for your beliefs. The mind bending abilities of experienced Cryptids doesn't help much either. One day you'll be more resistant to them, and not go all gibbery. Hopefully your reputation isn't beyond repair by then. On the other hand your tolerance for a diversity of cultures and beliefs does make for some friends in odd places.
Daily Life: Much of your life is daily drudgery waiting for news of new sightings, while doing research in your spare time. Occasionally there's some mild excitement such as a native uprising, or vampires trying to nibble you in your sleep, but mostly it's waiting in between quests to prove the existence of ever more improbable critters.
Notables: Jim XIV (Neutral Good Human Male Scout 6/Cryptozoologist 6) is the latest in a long line of Jim clones created to serve the aging Wizard Marlin Perkins. He hopes vainly to escape the fate of his predecessors.
Organizations: Cryptozoological organizations are usually a band of like-minded individuals hoping to pool what little resources they have together in hopes of increasing their chances of success.You also know that when bad events happen, cryptids usually get the blame when there are much less exotic explanations (such as corrupt local nobles), and you do your best to look after them.

NPC Reaction
NPC reactions vary. After all you've been found naked in the woods babbling about were sheep before. You've tried explaining that was a temporary mental aberration due to supernatural influences, but small minded people are difficult to reassure. The Cryptids don't like you much better since you try to prove their existence, but you truly do believe they can live in peace with the rest of the world.

CRYPTOZOOLOGISTS IN THE GAME
Cryptozoologists obsessions can lead them to hog the spotlight if cryptids aren't the subject of a campaign, or make them feel pointless if there are no cryptids at all. So make sure the campaign has the appropriate theme if you wish to allow this class.
Adaptation: This is mostly meant for silly campaigns, much like the Cryptid PrC.
Encounters: Cryptozoologists are usually encountered in far off places in the weirdest of situations. Usually with odd beings for company.

Sample Encounter
EL 12: "You see that old man laughing maniacally in the tent? That's Marlin Perkins. Wizard extraordinaire. Help me please, he plans to kill me like he has all the other Jim clones. We wrestle animals for his amusement you see."


Jim XIV
Neutral Good Human Male Scout 6/Cryptozoologist 6
Init +4, Senses: Listen +6, Spot +6
Languages Comon, Goblin, Orc
------------------------------------------------
AC , touch , flat-footed (+3 Dex, )
hp 66 (12 HD)
Fort +7, Ref +13, Will +9
Uncanny Dodge, Battle Fortitude +1
------------------------------------------------
Speed 40 ft. (8 squares)
Melee
Base Atk +8, Grp +9
Atk Options Skirmish (+2d6, +1 AC)
Combat Gear
-----------------------------------------------
Abilities Str 13, Dex 16, Con 14, Int 10, Wis 14, Cha 8
SQ Trapfinding, Fast Movement, Trackless Step, Evasion, Flawless Stride
Feats Endurance, Exotic Weapon Proficiency (Net), Improved Grapple, Improved Unarmed Strike, Investigator, Track, Improved Initiative (B),
Skills Balance +7, Bluff +5, Climb +5, Decipher Script +4, Diplomacy +5, Gather Information +7, Handle Animal +5, Hide +7, Jump +4, Knowledge (Dungeoneering, Geography, Nature) +4, Listen +6, Move Silently +7, Ride +7, Search +7, Spot +6, Survival +6, Swim +5, Use Rope +7
Possessions



EPIC CRYPTOZOOLOGIST

Hit Die: d6
Skills Points at Each Level : 8 + int
Class Ability
Class Ability
Bonus Feats: The Epic Cryptozoologist gains a Bonus Feat every x levels higher than 20th

Rappy
2010-01-01, 03:44 AM
Go for woodsy type. We can have a mage-type later if there's enough desire for it.

Debihuman
2010-01-02, 09:03 AM
I haven't been keeping tabs on this thread as much as I should. I agree with Rappy; go for woodsy type. I'm rather "magicked" out at the moment.

Debby

Bhu
2010-01-04, 06:36 AM
Woodsy it is then. Got some minor fluff up, hopefully some of you are old enough to get the quote.

Bhu
2010-01-05, 06:37 AM
Oh and I dont believe Ive posted this here yet :

Cryptid PrC (http://www.giantitp.com/forums/showpost.php?p=4231753&postcount=103)

Bhu
2010-01-06, 05:48 AM
Minor update to Cryptozoologist and some good news/bad news.

Monster Quest has been renewed!

However it is now being released in half seasons...

bastids...

Bhu
2010-01-07, 04:27 AM
http://www.cryptomundo.com/cryptozoo-news/strawberry-crab/

too weird not to post...

Bhu
2010-01-08, 06:50 AM
Okay got all the Cryptozoologist up cept the class abilities. Now is the chance to influence me if theres a class feature you'd like to see :smallbiggrin:

Rappy
2010-01-09, 04:58 AM
Good news for this thread. While I'm still waiting for my copy of Weird Louisiana to ship, I did get my copy of The Field Guide to North American Monsters in the mail day before yesterday. While a good dose is dedicated to urban legends, UFO critters, and Native American lore, there are enough cryptids in it to supply some new blood in the thread. Some, such as Orange Eyes, I'd never even heard of before.

Bhu
2010-01-09, 05:37 AM
Anything you want to see special in the cryptozoologist while were waiting Rappy?

Debihuman
2010-01-09, 08:35 AM
Bhu, I think you are being excessive with this prestige class. You are requiring too many cross-class skills as prerequisites rather than requiring more ranks in fewer skills. This should be a no-brainer for a ranger to want but you make it far too difficult. Why not simply require Knowledge (Nature) and Knowledge (Geography) at 8 ranks each?

Also, you are giving out too many skills as class skills for this class. Remove the following: Bluff, Diplomacy, Speak Language, and Decipher Script.

Track feat should required. You can give them the Exotic Weapon Proficiency (Net) as a bonus feat at first level rather than making it a requirement. Feats are far too precious to most players to want to have to take it just for a prestige class but this feat seems integral to the prestige class so make it benefit.

Requiring a base save is odd. Rather, you should require a Base Attack at +5.

Debby

Bhu
2010-01-10, 04:42 AM
Bhu, I think you are being excessive with this prestige class. You are requiring too many cross-class skills as prerequisites rather than requiring more ranks in fewer skills. This should be a no-brainer for a ranger to want but you make it far too difficult. Why not simply require Knowledge (Nature) and Knowledge (Geography) at 8 ranks each?

Also, you are giving out too many skills as class skills for this class. Remove the following: Bluff, Diplomacy, Speak Language, and Decipher Script.

Track feat should required. You can give them the Exotic Weapon Proficiency (Net) as a bonus feat at first level rather than making it a requirement. Feats are far too precious to most players to want to have to take it just for a prestige class but this feat seems integral to the prestige class so make it benefit.

Requiring a base save is odd. Rather, you should require a Base Attack at +5.

Debby

It was designed more for Scout than Ranger :smallbiggrin:
The skills you listed are there because a Cryptozoologist will have to deal with lots of odd cultures in his travels.
They're more scholars than hardcore fighters, so I used the Base Save instead of BAB.
Cant believe i forgot to add Track...

Bhu
2010-01-11, 07:37 AM
Tweaked hte prerequisites a lil, and I'm starting to edit i nthe abilities.

Bhu
2010-01-12, 06:16 AM
The First ability seem okay so far? It doesnt really grant a Save...

Rappy
2010-01-13, 04:43 AM
I'm not sure, I'm not terribly good at judging classes. Anyway, since I'm still unsure about whether or not the Nyambe cryptids are good for this thread or not (I'm leaning towards not, since they are a bit guessing work and not as grounded in the actual legends), I'm looking at the creatures of The Field Guide to North American Monsters, and finding that several leap out at me. Which would you like to see first, bhu? We have:

The fear aura-producing hairy hominid stalker Orange Eyes.
The scaly, amphibious apeman Letiche.
The stench-ridden, venomous Alkali Lake Monster.
The small but deadly Snow Snake.
The massive mammal-like reptile known as the Bear Lake Monster.
The obscenely large (50+ feet in length) Giant Alligator.

Bhu
2010-01-13, 07:10 AM
I'll go with Orange Eyes. Isn't it from Ohio?

Bhu
2010-01-14, 05:51 AM
Second class ability is up. I'm not sure about it, I dont know how many classes have any abilities that it would apply to other than Cryptid.

Rappy
2010-01-15, 10:18 PM
I felt it would be more interesting to go full-tilt with the urban legend version of this one (who knows? I might broaden the scope of this thread eventually, it wouldn't hurt). For a more down-to-earth Orange Eyes, simply add the following to the hairy hominid stats:

Fearful Eyes (Su): The eyes of Orange Eyes causes unnerving panic in those that gaze upon them. Any creature that meets Orange Eyes's gaze within a 30-foot range must make a Will save (DC 12) or be shaken for 2d4 rounds.

Anyway, on with the show.

Orange Eyes
Large Outsider
Hit Dice: 10d8+50 (95 hp)
Initiative: +1 (+1 Dex)
Speed: 50 ft. (10 squares)
Armor Class: 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple: +10/+21
Attack: Bite +16 melee (2d6+7)
Full Attack: Bite +16 melee (2d6+7) and 2 claws +11 melee (2d4+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Gaze of despair, improved grab
Special Qualities: Darkvision 60ft., spell resistance 16, spell-like abilities
Saves: Fort +12, Ref +8, Will +10
Abilities: Str 24, Dex 12, Con 20, Int 14, Wis 16, Cha 16
Skills: Climb +17, Hide +12, Intimidate +16, Knowledge (nature) +12, Knowledge (the planes) +9, Listen +16, Move Silently +16, Search +15, Sense Motive +16, Spot +15, Survival +16
Feats: Power Attack, Run, Stealthy, Track
Environment: Any forests
Organization: Solitary (Possibly Unique)
Challenge Rating: 9
Treasure: None
Alignment: Always Neutral Evil
Advancement: -
Level Adjustment: -

The shadows on the lonely road seem to dance around a massive, hulking figure in the bushes. Its orange eyes glow with a maniacal intent.

No one is quite sure what Orange Eyes is or where it comes from (or how many Orange Eyes exist, for that matter), but its modus operandi is well known. It stalks deserted roads in search of caravans or coupled travelers, whom it will stalk for miles, feeding upon their fear. Any such traveler has an impending sense of dread that can lead to permanent psychological trauma if left exposed to Orange Eyes's voyeuristic hunting for too long. Any attempts to incite violence toward Orange Eyes results in it using its supernatural quickness and shadowy magic to disappear. If Orange Eyes speaks a language, it is one unknown to the tongues of any other being but whatever others of its kind may exist.

Combat
If forced into a combat situation with no way out, Orange Eyes will attempt to use its gaze of despair to weaken opponents before feeding upon their fear. If they don't go mad from the experience, Orange Eyes will go into melee full-tilt as a last resort.

Gaze of Despair (Su): Any creature within 40 feet of Orange Eyes that meets its horrifying gaze must make a Will save (DC 18) or be shaken for 1d10 rounds. In addition, each of those rounds the creature must make a Fortitude save (DC 18) or be dealt 1 point of Wisdom damage each round. Each Wisdom point lost grants Orange Eyes a temporary +1 bonus to Strength.

Spell-like Abilities (Sp): At will-Fog cloud, invisibility, longstrider, pass without trace; 1/day-Stoneskin, tree stride.
Caster level 12; saves are Charisma-based.

Bhu
2010-01-16, 05:45 AM
http://www.bigfootencounters.com/stories/orange.htm

http://www.cactusventures.com/webstuff6/ohio_orange_eyes_monster.htm

Well since it seems hard to hurt and harder to find maybe Stonesking and one of the Invisibility spells?

Also: I have third cryptozoologist ability up.

Bhu
2010-01-18, 02:15 PM
http://www.forteantimes.com/features/articles/2572/the_great_waikato_saurian_scare.html

Anyone else heard of this?

Bhu
2010-01-19, 04:24 AM
Any thoughts on a capstone for the Cryptozoologist? Im kind of drawing a blank...

Bhu
2010-01-20, 05:31 AM
How does a Luck ability sound for the capstone?

Bhu
2010-01-21, 05:52 AM
Well that went over well....

Okay how about some Charisma related abilities such as a Bonus when dealing with Cryptids?

Thurbane
2010-01-21, 06:38 AM
Interesting idea - a Cryptozooligist class. Maybe something like a re flavored Factotum? He should get big bonuses on Knowledge checks to identify creatures...

Bhu
2010-01-21, 06:52 AM
It does have some knowledge type abilities. Im thinking of making a crytpid companion the capstone now.

Bhu
2010-01-24, 02:18 AM
Had minor surgery due to an infection Friday, and I'm not feeling so well Rap. I'll be back to the cryptozoologist soon, I just need some rest right now.

Rappy
2010-01-24, 07:35 AM
Trust me, I know the feeling. I had no medical problems, but some issues with my estranged family have been cropping up lately, plus a lack of Internet earlier this week. I will continue on Orange Eyes when I can, though.

Thurbane
2010-01-24, 06:22 PM
Had minor surgery due to an infection Friday, and I'm not feeling so well Rap. I'll be back to the cryptozoologist soon, I just need some rest right now.
Sorry to hear that, hope you're feeling better soon.

Bhu
2010-01-25, 08:09 AM
Sorry to hear that, hope you're feeling better soon.

I'll be okay. They just cut a chunk of meat out of my finger the size of a pencil eraser using scissors, so I'm supposed to keep it immobile (and it kinda hurts).

Serpentine
2010-01-25, 08:10 AM
Interesting idea - a Cryptozooligist class. Maybe something like a re flavored Factotum? He should get big bonuses on Knowledge checks to identify creatures...OMG OMG OMG OMG OMG OMG OMG

I must see this when it's done. I'd do it, but I have no idea where to start.

Cyanidesoul
2010-01-26, 02:22 AM
http://en.wikipedia.org/wiki/Moehau

http://www.bigfootencounters.com/creatures/moehau.htm

http://nzcryptozoologist0.tripod.com/id11.html

apparently even New Zealand has a Bigfoot

We do? We have the Canterbury Black Panther, an ABC that stalks the Highland areas... and some people think there could be Moas surviving in Fjordland (a large rainforest at the southwest corner of the South Island of New Zealand where virtually no one has set foot) and the Maori have their legends of Taniwhas... but I didn't know we had a bigfoot.

Bhu
2010-01-26, 04:39 AM
OMG OMG OMG OMG OMG OMG OMG

I must see this when it's done. I'd do it, but I have no idea where to start.

I'm trying to work it out on page 6 now. Mostly need to decide on capstone.

Bhu
2010-01-28, 03:27 AM
Okay for the Capstone Im thinking of one of hte following possibilities:

Bonuses on charisma related skills/abilities vs cryptids

Enhanced tracking abilities (i.e. you can track someone with abilities like Pas Without Trace)

Combat bonuses

A cryptid cohort

An ability to summon cryptids

Any thoughts on this?

Bhu
2010-01-29, 04:49 AM
Okay since there's no real commentary I guess I'll just pick the cryptid cohort and run with that.

Now the problem is how to define cryptid in a dnd sense...

Rappy
2010-01-30, 11:23 AM
Spell-like abilities added.

Bhu
2010-01-30, 07:11 PM
Thumbs up from kitteh. Most appropriate given the stories.

Bhu
2010-02-02, 05:19 AM
Okay the cohort idea was a lil tough to work out, so I did something different. You guys think the capstone fro the Cryptozoologist is okay?

Bhu
2010-02-04, 04:22 AM
Crickets. I hears them...

speaking of crickets, some invertebrate cryptids to come perhaps ?
http://www.angelfire.com/bc2/cryptodominion/invertebrates.html

Rappy
2010-02-04, 02:25 PM
Those'd be pretty easy to work out, actually. A mix of vermin you can find in various OGC books and the Gigantic template from the Book of Templates Deluxe Edition 3.5 for big ones, and new stats for the others. So yeah, I could go with doing some big bugs next.

EDIT: Alright, going through the first lines, we have...

Freshwater Octopi and Williamette Valley Skookum: Both probably just using octopus stats.
Giant Freshwater Crustaceans: Tome of Horrors has both monstrous crabs and crayfish.


So it looks like the "underwater flies" are our first priority.

Bhu
2010-02-05, 08:26 AM
I'm trying to find more on them. Not much luck so far tohugh so I may just wing it

Bhu
2010-02-06, 06:25 AM
After peeking about, that site is the only reference point i can get to these underwater flies. There's no otehr mention of them anywhere i can find...

Rappy
2010-02-06, 08:36 AM
Hmm...odd, then. Should we still stat them, or move farther down the list?

Bhu
2010-02-07, 07:18 AM
Hmm...odd, then. Should we still stat them, or move farther down the list?

I'll try seeing if I can find anything else on the others first

Bhu
2010-02-08, 05:39 AM
http://www.latitude38.com/changes/Changes08-00.html

well at least one other site mentions these, so away we go:

Dundas Island Black Flies
Fine Vermin
Hit Dice: 3d8 (13 hp)
Initiative: +4
Speed: Fly 40 ft. (8 squares), Average
Armor Class: 22 (+8 Size, +4 Dex), touch 22, flat-footed 18
Base Attack/Grapple: +2/-
Attack: Swarm (1d6)
Full Attack: Swarm (1d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, Blood Drain
Special Qualities: Dark Vision 60', Swarm traits, Vermin traits, Immune to Weapon damage
Saves: Fort +3, Ref +5, Will +2
Abilities: Str 1, Dex 18, Con 10, Int -, Wis 12, Cha 1
Skills: -
Feats: -
Environment: Cold Forest
Organization: Solitary or Group (3-6 Swarms)
Challenge Rating: 3
Treasure: None
Alignment: Always Neutral
Advancement: ---
Level Adjustment: ---

"Peek outside ans see if they're still there."

"AAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHH!"

"Quick! Get that hatch closed!

The Dundas Island flies travel in huge swarms and are notable for chewing through the skin of victims to get at their blood leaving horrible welts behind. They are technically considered a cryptid simply because no one wants to study bloodsucking insects at remote locations. They are well hated by the fishermen who sometimes go there.

Distraction (Ex): Any living creature that begins its turn within a swarm of Black Flies must make a DC 11 Fortitude Save or be Nauseated for 1 round. Save DC is Constitution Based.

Blood Drain (Ex): Any opponent successfully damaged by the FLies Swarm attack also takes 1 point of temporary Constitution damage.

Combat: Much like any other swarm the flies just swarm and bite away. They aren't tactical geniuses.

Rappy
2010-02-09, 08:12 AM
I hope that 660-foot darkvision is a typo. :smalleek:

Otherwise, it's a promising start.

Bhu
2010-02-10, 06:24 AM
Woopsie! Yah thats a typo. Fixed now.

Bhu
2010-02-11, 06:09 AM
Flies are done. Should i do the ghost insects?

Bhu
2010-02-12, 05:51 AM
well the Kon Tiki creatures arent really described, and everything else is giant spiders/squid/octopi. Except the Polychete worm. We havent done one of those, so if you'd like I can whip one up.

Rappy
2010-02-12, 07:11 PM
The ghost insects seem able to use rod stats, so...yeah. Go for the polychaete worm.

Bhu
2010-02-13, 07:55 AM
They vary a great deal from species to species. Should I just pick one?

Rappy
2010-02-14, 06:57 AM
Yeah, pick the most interesting to you and work from it.

Bhu
2010-02-15, 07:45 AM
http://en.wikipedia.org/wiki/Bobbit_worm

this one seems suitably horrifying:

Giant Polychaete Worm (Aquatic)
Large Vermin
Hit Dice: 4d8+8 (26 hp)
Initiative: +0
Speed: 20 ft. (4 squares), Burrow 20 ft., Swim 10 ft.
Armor Class: 13 (-1 Dex, +4 Natural), touch 9, flat-footed 13
Base Attack/Grapple: +3/+9
Attack: Bite +5 melee (1d10+4, 19-20, x4)
Full Attack: Bite +5 melee (1d10+4, 19-20, x4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Bristles, Ambush, Deadly Jaws, Photoreceptive Reflexes
Special Qualities: Blind, Vermin traits, Mindless, Amphibious, Tremor Sense 60', Blindsense 20'
Saves: Fort +6, Ref +1, Will +2
Abilities: Str 14, Dex 10, Con 14, Int -, Wis 12, Cha 1
Skills: Hide +4 (+12 buried)
Feats: -
Environment: Any Aquatic
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always Neutral
Advancement: 5-8 HD (Large), 9-16 HD (Huge)
Level Adjustment: ---

"Okay we won't have many chances to get these things. Bob will detonate the flash grenades when we're at a safe distance. Have your spearguns ready before he sets them off, we won't get a second chance. Once you fire, get the hell out of there whether you hit or not. We'll finish off the rest tomorrow"

Polychaete worms (or at least this giant version) are ambush predators armed with poison bristles along their body that can cause permanent numbness. Some cryptids are suspected to be enormous Polychaetes.

Bristles (Ex): Contact, DC 14 Fortitude Save, Initial and Secondary Damage is 1d8 Dex. If the victim rolls a natural 1 on the Saving Throw, the Dexterity loss is permanent instead of temporary (though it can still be healed by any spell curing ability damage). Any being attacking the Polychaete Worm with an Unarmed Strike, Grapple, or natural weapon must make a Save. Attacking with a melee weapon that doesn't have Reach gives the opponent a 20% chance each round he attacks of having to make a Save.

Ambush (Ex): The Polychaete Worm can burrow in the bottom until virtually none of it is exposed, gaining Total Concealment. It waits until prey moves overhead and lunges, potentially doing mass damage. The Worm gains +3d6 Sneak Attack for that round, and if it successfully critically hits it automatically does maximum damage.

Deadly Jaws (Ex): The Polychaete Worms bite attack does x4 damage on a successful critical hit. It threatens a critical hit on a Natural 19-20

Photoreceptive Reflexes (Ex): The Polychaete Worm is attracted to light moving past it, which is it's signal to attack. Due to reflexive action the Worm gains an Attack of Opportunity against anything passing within 5' of it with a light source. This does not count against the limit of Attacks of Opportunity it normally has for the round.

Blind (Ex): The Polychaete Worm is technically blind, and therefore immune to attacks/abilities that require sight to work.

Skills: Polychaete Worms have a +8 Racial Bonus to Hide Checks. When fully buried within the bottom this increases to +16.

Combat: Polychaete Worms are ambush predators that burrow in the ocean bed, and ambush prey traveling above them. They rarely stand and fight unless the initial strike was successful, retreating into the burrow.

Bhu
2010-02-16, 05:40 AM
Do these suckers swim? I'm under the impression they travel the bottom.

Rappy
2010-02-17, 02:34 AM
I don't think they can swim very well, but at least give them a small swim speed; maybe 15-20 feet.

Bhu
2010-02-17, 06:24 AM
How do you want to do the potential permanent numbness thing? Have it removed by Heal, or should we do a lower level spell?

Rappy
2010-02-18, 05:22 AM
How do you want to do the potential permanent numbness thing? Have it removed by Heal, or should we do a lower level spell?
I'd say lower level spell.

Bhu
2010-02-19, 06:07 AM
How do you like the wording for Bristles Rap?

Bhu
2010-02-21, 05:57 AM
Poly is done cept the CR. I was gonna go for a 2 or 3.

Rappy
2010-02-21, 06:30 AM
It's vicious enough that I'd say it warrants the higher of the two CRs.

Bhu
2010-02-23, 06:30 AM
Any requests for next critter?

Bhu
2010-02-24, 07:30 AM
Hey Rap, things kinda went south today (see my other threads). I may have to take some tme off.

Rappy
2010-02-24, 08:52 PM
That's fine, I understand completely. Things haven't been going well on my end either.

Bhu
2010-02-25, 06:35 AM
i don't find out if lose my job till tuesday. until then I could use some distractions, so if there's any requests....

Bhu
2010-02-26, 07:35 AM
http://www.newanimal.org/gmonkey.htm

anyone up for giant monkeys?

Bhu
2010-02-28, 05:45 AM
Wow that was a resounding cheer for the monkeys...

http://www.monstropedia.org/index.php?title=Drekavac
how bout this one?

Rappy
2010-02-28, 07:03 AM
I think giant monkeys are more the domain of the Gigantic template.

On the other hand, since there are no lemur stats as such, the uber-aye-aye version of the Drekavac sounds keen!

Bhu
2010-03-01, 06:42 AM
http://www.monstropedia.org/index.php?title=Drekavac
http://en.wikipedia.org/wiki/Drekavac
http://www.mythicalcreaturesguide.com/page/Drekavac
http://www.newanimal.org/gmonkey.htm


Drekavac
Small Animal
Hit Dice: 1/2d8 (2 hp)
Initiative: +2
Speed: 20 ft. (4 squares), Climb 20 ft.
Armor Class: 13 (+1 Size, +2 Dex), touch 13, flat-footed 11
Base Attack/Grapple: +0/-5
Attack: Bite +2 melee (1d3-1)
Full Attack: Bite +2 melee (1d3-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Screech
Special Qualities: Enhanced Low Light Vision
Saves: Fort +2, Ref +4, Will +2
Abilities: Str 8, Dex 14, Con 11, Int 2, Wis 14, Cha 8
Skills: Balance +10, Climb +11, Jump +11, Listen +5, Spot +5
Feats: Alertness, Weapon Finesse (B)
Environment: Underground or Temperate Forest
Organization: Solitary or Pair
Challenge Rating: 1/4
Treasure: None
Alignment: Always Neutral
Advancement: ---
Level Adjustment: ---

"Bert...I know they want one of these for some reason...but if it doesn't get off my face and stop screaming..."

Drekavac have been described as various different beings. It has been said to resemble a large Aye-Aye, a canine whose hind legs are similar to a kangaroos, or even an odd looking bird. This is the cryptid version (which is far more harmless than the mythical one).

Screech (Ex): The Drakavac's screams are particularly unnerving (particularly if you didn't realize it was there before). A Drekavac may scream as a Swift Action and all living beings within 30' must make a DC 12 Willpower Save (Save DC is Con Based with a +2 Racial Bonus) or be Frightened for 1 round.

Enhanced Low Light Vision (Ex): As regular Low Light Vision, but has twice the range.

Light Sensitivity (Ex): Drekavac are Dazzled in sunlight on in the area of effect of a Daylight spell.

Skills: Drekavac have a +8 Racial Bonus to Balance, Climb, and Jump Checks. It may always Take 10 on a Balance or Climb Check, and it may use either it's Str or Dex Modifier for Climb and Jump Checks, whichever is better.

Combat: Drekavac are irritable and easily spooked and usually flee after screeching. If someone approaches they bite hysterically before fleeing. Fleeing is the operative word here.

Bhu
2010-03-03, 05:53 AM
Aye-aye are basically nocturnal squirrel like primates right? Or are there any other abilities i should know of?

Rappy
2010-03-04, 04:42 AM
I'd give them full-on darkvision, to be honest. Everything else seems fine, though.

Bhu
2010-03-04, 06:35 AM
Animals dont have Dark Vision though. Perhaps some enhanced low light vision?

Bhu
2010-03-05, 06:28 AM
Think this thing should have Light Blindness or Light Sensitivity?

Rappy
2010-03-05, 06:33 AM
Light sensitivity, but not light blindness.

Bhu
2010-03-07, 05:40 PM
Drekavac is done. You want the mythical version?

Rappy
2010-03-07, 06:02 PM
If you want to do it, you can. Although it'd probably be better suited to your Critters thread.

Also, sorry I haven't been posting much lately. I've been in a depression over the past week that's been proving hard to shake.

Bhu
2010-03-07, 06:11 PM
Bad week for you too huh?

Rappy
2010-03-07, 06:20 PM
Yeah. I'm feeling better now, but all this week (including earlier today) my family has been trying to get back in touch with me in ways I'd rather not. But that is neither here nor there, nor the purpose of this thread (and would border on the politics/religion ban of the forums), so...

I could do some mini-templates for your lake monsters like I did for my hairy hominid, if you wish.

Bhu
2010-03-08, 09:08 PM
Sounds good to me. Also, I have a job interview!

So I may be able to keep doing critters!

Bhu
2010-03-09, 05:49 PM
Updated Cryptozoology Site List:

AARF http://www.trueseekers.org/
AIBR http://209.85.50.7/~skookum/
ARFRA http://www.arfra.org/
About Paranormal http://paranormal.about.com/
About UFO's/Aliens http://ufos.about.com/
About Weird Creatures and Monsters http://paranormal.about.com/od/weirdcreaturesmonsters/Weird_Creatures_and_Monsters.htm
Ahool http://en.wikipedia.org/wiki/Ahool
Altered Dimensions http://www.altereddimensions.net/index.htm
American Monsters http://www.americanmonsters.com/home.php
Andy Colvins Moth Blog http://www.andycolvin.com/wordpress/
Anomalies http://anomalyinfo.com
Assorted Strangeness they aren't kidding http://www.mactonnies.com/strangeness.html
Australian Yowie Research http://www.yowiehunters.com/
BCSCC http://www.bcscc.ca/
Beast Watch UK http://homepage.ntlworld.com/chris.mullins/
Beastpedia http://beastpedia.blogspot.com/
Big Cat Monitors http://www.bigcatmonitors.co.uk/
Big Cats http://www.darksites.com/souls/goth/heartshowl/Bigcats.html
Big Cats UK http://www.scs.abelgratis.co.uk/bigcats2/index.html
Big Cats in Britain http://www.scottishbigcats.co.uk/
Bigfoot Forums http://www.bigfootforums.net/
Bigfoot Forums http://www.bigfootforums.com/
Bigfoot Research http://www.bigfootencounters.com/
Bigfoot Sasquatch FAQ http://home.nycap.rr.com/wwilliams/BigfootFAQ.html
Bigfoot Searcher http://www.geocities.com/Bigfootsearcher68/
Bigfoot in New York beware popups http://www.angelfire.com/ny4/nyout/nybf.html
Bigfoot: Fact or Fantasy http://www.rfthomas.clara.net/bigfoot.html
Bigfot Central http://www.angelfire.com/biz/bigfootcentral/
Bizarre Creatures http://www.tarotplanet.com/Mekka/articles/BizzareCreatures.htm
Bluenorth Research http://www.bluenorth.com/
Boudillion http://www.boudillion.com/
British Big Cats Society http://www.britishbigcats.org/
British Bigfoot Research beware popups http://british-bigfoot.tripod.com/
CFZ http://www.cfz.org.uk/
CHRP beware popup http://www.geocities.com/cascadehominid/cascade1.html
CREATURE http://www.geocities.com/keithzilla8375/
CSICOP http://www.csicop.org/
Cameron's Cryptozoology Page http://www.geocities.com/capedrevenger/
Casa de Chupacabra beware popups http://incorporateds.faithweb.com/chupacab.htm
Charles WIlliam Beebe http://hometown.aol.com/chines6930/mw1/beebe1.htm
Charles William Beebe Wiki http://en.wikipedia.org/wiki/Charles_William_Beebe
Coast to Coast AM with George Noory http://www.coasttocoastam.com/
Creature Chronicles http://home.cinci.rr.com/kd8afh/
Cryptid Wiki http://tinwiki.org/wiki/Cryptid
Crypto http://www.geocities.com/cheinselman/
Crypto Bipedal Primatology http://ourworld.compuserve.com/homepages/dtrapp/bigfoot.htm
Crypto Safari http://www.cryptosafari.com/
Crypto Squared http://cryptosquared.tripod.com/
Crypto-Blog http://crypto-blog.blogspot.com/
Cryptomundo http://www.cryptomundo.com/index.php
Cryptozoo-oscity http://cryptozoo-oscity.blogspot.com/
Cryptozoological Realms http://www.cryptozoologicalrealms.com/
Cryptozoology beware popup http://kodos86.tripod.com/
Cryptozoology http://www.sniggle.net/cryptozoo.php
Cryptozoology Web Ring http://b.webring.com/hub?ring=cryptoring
Cryptozoology Web page http://www.angelfire.com/realm/cryptology/
Cryptozoology Wiki note that many of the creatures listed here belong under myth http://en.wikipedia.org/wiki/Wikipedia:WikiProject_Cryptozoology/Articles
Cryptozoology.com http://www.cryptozoology.com/
Cryptozoology: A Critical Approach http://www.geocities.com/capedrevenger/index.html
Dale Cozort's Cryptozoology Page http://members.aol.com/dalecoz/dale3.htm
Dan's Skunk Ape Page http://www.geocities.com/sutek316/
Devil Monkeys http://tech.groups.yahoo.com/group/DevilMonkeys/
Directory of the Strange and Unusual http://www.1netcentral.com/strange-weird.html
EOBIC http://www.angelfire.com/oh/ohiobigfoot/home.html
Enigma Cryptozoo http://www.parascope.com/en/cryptozoo/index.htm
Evidence of the Giant Birds firefox only, beware popup http://sped2work.tripod.com/evidence.html
Fantastic Fish of the Middle Ages http://www.godecookery.com/ffissh/ffissh.htm
Farshores CryptoCorner http://farshores.org/
Flatwoods Monster http://www.flatwoodsmonster.com/
Florida Skunk Ape http://www.floridaskunkape.com/
Fortean Times http://www.forteantimes.com/
FromCryptidMy http://www.fromcryptidmy.blogspot.com/
GCBRO http://www.gcbro.com/
GHOULI http://www.ghouli.com/
GUST http://www.cryptozoology.st/
Genesis Park http://www.genesispark.org/genpark/park/park.htm
Global Lake Monster Database http://www.lakedragons.livingdinos.com/
Harvest Fields http://www.harvestfields.ca/
Honey Island Swamp Monster firefox only http://jmichaelms.tripod.com/HIS/
How Stuff Works: Bigfoot http://www.howstuffworks.com/bigfoot.htm
IFRS BEWARE POPUPS, firefox only http://forteansociety.tripod.com/
International Bigfoot Society http://www.internationalbigfootsociety.com/
J Vaughn's Bigfoot Page http://www.geocities.com/j_vaughn/bigfoot.html
Jersey Devil Wiki http://en.wikipedia.org/wiki/Jersey_Devil
Joe's Cryptozoology pages beware popups http://dinojoe.8m.com/crypto/crypto1.html
Karl Shuker http://members.aol.com/karlshuker/
Kentucky Bigfoot http://www.kentuckybigfoot.com/
Kentucky Cryptids beware popups http://www.geocities.com/cryptidwrangler/index.html
Kryptid's Keep beware popup http://www.angelfire.com/sc2/Trunko/index.html
Lake Norman Monster http://www.lakenormanmonster.com/
Lake Norman Monster http://www.lakenormanmonster.com/home.shtml
Lake and River Monsters http://www.angelfire.com/bc2/cryptodominion/lakebeasts.html
Legend of Nessie http://www.nessie.co.uk/
Leut's jersey Devil Page http://users.adelphia.net/~leuter/
List of Cryptids http://en.wikipedia.org/wiki/List_of_cryptids
Loch Murray Monster http://www.geocities.com/LochMurray/
Loch Ness Information Site http://www.loch-ness.org/
Loch Ness Investigation http://www.lochnessinvestigation.org/
MAAR http://www.maar.us/
MARCA beware popup http://www.webace.com.au/~pwest/marca/
Mad River Sasquatch Study http://members.tripod.com/~shadows-end0/MRSS.html
Matthew Bille http://hometown.aol.com/mattwriter/
Metareligion: Cryptozoology beware popup http://www.meta-religion.com/Paranormale/cryptozoology_section.htm
Michigan Bigfoot Information Center http://www.michiganbigfoot.org/
Minnesota Bigfoot http://www.angelfire.com/mn2/mnbf/
Mokole-mbembe http://www.mokelembembe.com/
Monster Tracker beware popup http://www.monstertracker.com/index.cfm
Monsters Sightings http://www.monsterssightings.com/
Mothman Lives http://www.mothmanlives.com/
Mothman Wiki http://en.wikipedia.org/wiki/Mothman
Museum of Unnatural Mystery do not accept the crescendo update popup, click no http://unmuseum.mus.pa.us/
Mysterious Britain http://www.mysteriousbritain.co.uk/index.html
Mysterious Creatures: A Guide to Cryptozoology http://www.scribd.com/doc/2621714/Mysterious-CreaturesA-Guide-To-Cryptozoology
Mysterious Places http://www.mysteriousplaces.com/index2.html
Mysterious World Digest http://www.mysteriousworld.com/Journal/
Mysteriousreality.com http://www.mysteriousreality.com/myst.asp
MysteryMag http://www.mysterymag.com/whatsnew/index.php
NORKA of Akron http://www.geocities.com/saqatchr/
Nessie's Grotto beware popup http://www.simegen.com/writers/nessie/
New Zealand Cryptozoology http://nzcryptozoology.ucoz.com/
Nguoi Rung http://coombs.anu.edu.au/~vern/wildman.html
North America's Great Ape http://www.bigfootbiologist.org/
North Louisiana Bigfoot http://www.geocities.com/northlabigfoot/index.html
Northwest Bigfoot Research Organization http://www.geocities.com/northwestbigfoot/
Occultopedia http://www.occultopedia.com
Official Loch Ness Monster Site http://www.lochness.co.uk/
Ohio Bigfoot Research Team http://www.geocities.com/squatch_45694/index123.html
Ohio/Pennsylvania Bigfoot Research Group firefox only http://members.tripod.com/sasquatchsearch/
Online Lake Monster Directory scroll down, BEWARE POPUPS http://dive.to/lakemonsters
Operation Appalachia http://www.angelfire.com/oh/ohiobigfoot/OA.html
Oregon Bigfoot http://www.oregonbigfoot.com/
Paranormal News http://www.paranormalnews.com/
Parascope.com http://www.parascope.com/
Paraview http://www.paraview.com/index.htm
Pennsylvania Bigfoot Society http://pabigfootsociety.com/
Pib's Home on the Web http://www.pibburns.com/
Pterosaurs Still Living http://www.laattorneyvideo.com/nonlegal/pterosaurs/
Rock Mountain Bigfoot Project http://geocities.com/ivb4/
Sasquatch Information Society http://www.bigfootinfo.org/
Sasquatch Research Center http://www.cactusventures.com/saswatch.htm
Shadowlands http://theshadowlands.net/home1.htm
Strange Ark http://www.strangeark.com/
Strange Links http://wtv-zone.com/feast/html/html2/strange/strangdlinx.html
Strange Links 3 doesn't appear to be a strange links 2 http://wtv-zone.com/feast/html/html2/strange/strangelynx3.html
Strangemag.com http://www.strangemag.com/
Study Group of Subhuman Primates http://www.stgr-primates.de/index.html
Surreal Seal Campaign http://www.cornes1.fsnet.co.uk/
Taking A Hard Look At Cryptozoology http://www.ncf.carleton.ca/~bz050/HomePage.cryptoz.html
Tangled Forest http://www.tangledforest.com/
Texas Bigfoot http://texasbigfoot.net/
Texas Bigfoot Research Center http://www.texasbigfoot.com/
The Anomalist http://www.anomalist.com/
The Beast of Gevaudan http://labete.7hunters.net/
The Bigfoot Field Researchers Organization http://www.bfro.net/
The Bigfoot Recordings http://www.bigfootsounds.com/
The Book of Thoth http://www.book-of-thoth.com/thebook/index.php/Main_Page
The Cryptid Zoo http://www.newanimal.org/
The CryptoWeb beware popups, also at http://come.to/the_cryptoweb http://www.fortunecity.com/roswell/siren/552/
The Cryptodominion http://www.angelfire.com/bc2/cryptodominion/frames.html
The Cryptozoo http://cryptozoo.monstrous.com/
The Cryptozoologist http://www.lorencoleman.com/
The Devil Hunters http://njdevilhunters.com/
The Honey Island Swamp Monster http://www.angelfire.com/la2/SwampMonster/
The Legend of One Eye http://www.geocities.com/legendary_spider_man/GRANBURY.HTM
The Migo of Bhutan http://www.pbs.org/edens/bhutan/a_migo.htm
The Mjoes Orm http://www.mjoesormen.no/english.htm
The Mohawk Reporter http://groups.msn.com/TheMohawkReporter/
The Monster of Weatherford Texas http://www.geocities.com/legendary_spider_man/WEATHERFORD.HTM
The Mothman http://www.themothman.info/
The New Jersey Bigfoot Reporting Center http://strange.myeyez.net/bigfootnj/
The Supernatural Zone http://www.qsl.net/w5www/ufo.htm
Thunderbird Site List http://www.angelfire.com/electronic/bodhidharma/giantbirds.html
Trunko http://en.wikipedia.org/wiki/Trunko
Twilit Grotto http://www.esotericarchives.com/
UFO Wisconsin What's with Wisconsin anyway? I find more weird sites about it than any other state. http://www.ufowisconsin.com/
Unexplained http://istina.rin.ru/eng/ufo/
Unexplained America http://www.prairieghosts.com/unex_america.html
Unexplained Mysteries http://www.unexplained-mysteries.com/forum/index.php?act=idx
Unknown Creatures http://www.unknown-creatures.com/
Unsolved Mysteries beware popup http://www.unsolvedmysteries.com/
Utah Creatures http://www.aliendave.com/UUFOH_Creatures.html
Virginia Bigfoot Research http://www.virginiabigfootresearch.org/
Virtual Institute of Cryptozoology http://perso.wanadoo.fr/cryptozoo/welcome.htm
WCSRO http://www.freewebs.com/casr/
WSSSG http://www.wsssg.net/
Weird New Jersey http://www.weirdnj.com/
Weird Wisconsin http://www.weird-wi.com/
Weird Wisconsin http://groups.yahoo.com/group/weirdwi/
West Coast Sasquatch Research http://www.westcoast-sasquatch.com/
West Virginia's True Ghost Stories http://www.wvghosts.com/index.php
WikiProject Cryptozoology http://en.wikipedia.org/wiki/Wikipedia:WikiProject_Cryptozoology
Winnipeg River Sasquatch Association http://wriversasquatchassoc.net/
World Mysteries.com http://www.world-mysteries.com/index.html
Wyrdology http://www.wyrdology.com/index.html

Bhu
2010-03-10, 08:15 PM
http://americanmonsters.com/site/2009/12/pinatubo-monsters-philippine-islands/

So whaddya think? Generic lake monster or should i go for actual stats?

Rappy
2010-03-10, 08:31 PM
It's probably just a generic lake monster. Also, I updated the first post with all of the current cryptid stats, unless I missed one or more (in which case, please inform me of where they are).

I've begun work on the lake monster archetypes, but I want to know which of these seems the most beneficial before I start working on them:
Cold-Weather Lake Monster
Draconic Lake Monster
Great Fish
Poisonous Lake Monster
Supernatural Terror

Bhu
2010-03-10, 08:52 PM
I like them all. :smallbiggrin:

Cold weather and giant fish seem the most obvious so far.

Rappy
2010-03-11, 09:08 AM
The following archetypes are mainly for use with Bhu's Generic Lake Monster (http://www.giantitp.com/forums/showthread.php?p=6995995&highlight=%22lake+monster%22#post6995995) stats.

Lake Monster Archetype: Cold Weather Monster
Beasts of the great northern waters, cold-weather lake monsters (sometimes referred to as "icebreakers") slog their way through the deep waters. Make changes to the generic lake monster as follows:

Gains the cold subtype.
Decrease base speed by 10 feet
Str +2, Con +2, Dex -4; cold-weather lake monsters are strong and hardy, but sluggish.
Optional: Grant use of a low-powered icy breath weapon via the Breath Weapon template (from Book of Templates Deluxe Edition 3.5); in this case, the lake monster is a Magical Beast rather than an Animal.
Environment changes to "Cold Aquatic".


Lake Monster Archetype: Great Fish
As the name implies, a giant fish. Make changes to the generic lake monster as follows:

Increase base speed by 10 feet.
Replace Hold Breath with the Aquatic subtype.
Dex +4, Wis -2, Cha -4; great fish are quick to action for their size, but not particularly witty or personable. Note that this Dexterity bonus makes the great fish a perfect combination with the Cold Weather Lake Monster archetype (as is evidenced by lake monsters such as the Iliamna beasts) due to it gaining the benefits of said archetype while offsetting the drawback.


More to come.

Bhu
2010-03-12, 01:47 PM
http://anomalyinfo.com/articles/sa00011.php

http://thesouthern.com/news/article_b06c6316-8e36-5a7f-9e80-1b7a4aa0ec23.html

http://www.associatedcontent.com/article/250809/the_big_muddy_monster_1973_bigfoot.html?cat=16

http://www.unknown-creatures.com/murphysboro-mud-monster.html

http://en.wikipedia.org/wiki/Big_Muddy_Monster

normal Hairy Hominid stats?

Rappy
2010-03-12, 04:53 PM
Yeah, it seems like an albino version of a standard hairy hominid that happened to go rolling in the mud.

Bhu
2010-03-13, 04:29 PM
Well Rap, can you think of anything we haven't done whose stats arent similar to something that already exists? If not all thats left is making fantasy cryptids for d20.

Rappy
2010-03-15, 01:07 AM
The Alkali lake monster seems more dragonish than your standard lake monster, with a horrid smell and "fouling breath of desecration" type stuff...

Do we have a Scape Ore lizardman yet?

Same question for flying humanoids...

And that's all I can think off off the top of my head.

Bhu
2010-03-15, 08:50 AM
http://en.wikipedia.org/wiki/Lizard_Man_of_Scape_Ore_Swamp

http://cryptozoology.suite101.com/article.cfm/the_lizard_man_of_scape_ore_swamp

Lizard Man of Scape Ore Swamp
Medium Monstrous Humanoid
Hit Dice: 6d8+18 (45 hp)
Initiative: +3
Speed: 40 ft. (8 squares), Climb 30 ft., Swim 20 ft.
Armor Class: 17 (+3 Dex, +4 Natural), touch 13, flat-footed 14
Base Attack/Grapple: +6/+12
Attack: Claw +12 melee (1d6+6)
Full Attack: 2 Claws +12 melee (1d6+6) and 1 Bite +7 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved Grab, Rend
Special Qualities: Dark Vision 60'
Saves: Fort +7, Ref +8, Will +6
Abilities: Str 22, Dex 16, Con 16, Int 3, Wis 13, Cha 12
Skills: Climb +14, Listen +4, Jump +9, Spot +4, Swim +14
Feats: Diehard, Endurance, Great Fortitude
Environment: Temperate Swamp
Organization: Unique?
Challenge Rating: 4
Treasure: None
Alignment: Always Neutral
Advancement: 7-12 HD (Medium)
Level Adjustment: ---

"Damn lizard man been eating the car agin Jessi. Ah say we need tuh kilt him."

The Lizard Man of Scape Ore Swamp is a bizarre reptilian humanoid known for chewing on and damaging cars.

Improved Grab (Ex): If the Lizard Man hits with it's claw attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it may Rend.

Rend (Ex): If the Lizard Man successfully hits with both claws it latches on and Rends for an additional 2d6+12 damage. It may also rend with a successful Grapple Check.

Skills (Ex): The Lizard Man gets a +8 Racial Bonus on Climb and Swim Checks, and may always Take 10 on a Climb or Swim Check.

Combat: The Lizard Man doesn't seem to be a tactical genius. Most of his tactics seem to be "charge and tear into opponent".