A Monster for Every Season: Summer 2
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  1. - Top - End - #31
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    Default Re: Cryptozoological Compendium [3.5, Bestiary]

    Generic Lake Monster

    Tzuchinoko

    Hey Rap, I/m PM ing you the second set of your critters. Sorry about the format the Wizards boards has some issues...
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    Default Re: Cryptozoological Compendium [3.5, Bestiary]

    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.
    Last edited by Rappy; 2009-09-27 at 03:06 PM.
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  3. - Top - End - #33
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    Default Re: Cryptozoological Compendium [3.5, Bestiary]

    Emailed you round 3 Rap

    Mokele-Mbembe

    Nessie: Super Worm
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  4. - Top - End - #34
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    Default Re: Cryptozoological Compendium [3.5, Bestiary]

    I thought Nessie was more of a elasmosaurus

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    Default Re: Cryptozoological Compendium [3.5, Bestiary]

    Quote Originally Posted by Lvl45DM! View Post
    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.
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    Default Re: Cryptozoological Compendium [3.5, Bestiary]

    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).
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    Default Re: Cryptozoological Compendium [3.5, Bestiary]

    Quote Originally Posted by Rappy View Post
    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?
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    Default Re: Cryptozoological Compendium [3.5, Bestiary]

    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 ) 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.
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    Default Re: Cryptozoological Compendium [3.5, Bestiary]

    Quote Originally Posted by Rappy View Post
    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 )
    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.
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  10. - Top - End - #40
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    Default Re: Cryptozoological Compendium [3.5, Bestiary]

    2 more emails comin' your way Rap

    Nessie: Giant Eel

    Nessie: Giant Longnecked Seal
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    Default Re: Cryptozoological Compendium [3.5, Bestiary]

    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?
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    Default Re: Cryptozoological Compendium [3.5, Bestiary]

    Hey Rap. I've got almost everything moved over from the wizards thread. I sent you some more emails too.


    Bigfoot, Star People

    Bigfoot, Wise Ones

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

    BIG Sasquatch

    Sasquatch Kaiju seem a relatively common theme so...
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    Default Re: Cryptozoological Compendium [3.5, Bestiary]

    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.
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    Default Re: Cryptozoological Compendium [3.5, Bestiary]

    Last of my stuff from the old cryptid thread:

    Guariba-boia, cryptid version

    Mythical version


    Batsquatch

    So from now on I'm taking requests while trying to contact other posters in the wizards thread.
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    Default Re: Cryptozoological Compendium [3.5, Bestiary]

    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.
    Last edited by Rappy; 2009-10-03 at 02:23 PM.
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    Default Re: Cryptozoological Compendium [3.5, Bestiary]

    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


    Still awaiting comment from the others
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    Default Re: Cryptozoological Compendium [3.5, Bestiary]

    Originally posted by Dracomortis on the Wizards Forums (he gave me permission to repost his stuff! yays!).


    Drop Bear
    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.
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    Default Re: Cryptozoological Compendium [3.5, Bestiary]

    Also originally posted by Dracomortis on the Wizards Forums

    Converted from the Menace Manual for d20 Modern: Mothfolk
    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.
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    Default Re: Cryptozoological Compendium [3.5, Bestiary]

    http://www.unexplained-mysteries.com...p/t153749.html

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

    http://books.google.com/books?id=H1a...ryptid&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.
    Last edited by Bhu; 2009-10-13 at 04:08 AM.
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    Default Re: Cryptozoological Compendium [3.5, Bestiary]

    Any thoughts on the Hide? I can do the stingray like cryptid and the octopoid mythological beastie both.
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    Default Re: Cryptozoological Compendium [3.5, Bestiary]

    That'll work. It's good to see that we still have some creatures besides me reposting old stats (which I'll do later).
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    Default Re: Cryptozoological Compendium [3.5, Bestiary]

    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?
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    Default Re: Cryptozoological Compendium [3.5, Bestiary]

    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]
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    Default Re: Cryptozoological Compendium [3.5, Bestiary]

    Updated El Cuero. Wherever did you find the Devil Monkeys Rappy?
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    Default Re: Cryptozoological Compendium [3.5, Bestiary]

    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.
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    Default Re: Cryptozoological Compendium [3.5, Bestiary]

    Okay think the Cuero is okay as is? If so I'll be putting up the CR and doing the weird version.
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    Default Re: Cryptozoological Compendium [3.5, Bestiary]

    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.
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    Default Re: Cryptozoological Compendium [3.5, Bestiary]

    Ouch; sorry to hear that, bhu. 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.
    Last edited by Rappy; 2009-10-12 at 11:04 PM.
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    Default Re: Cryptozoological Compendium [3.5, Bestiary]

    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.
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    Default Re: Cryptozoological Compendium [3.5, Bestiary]

    http://www.unexplained-mysteries.com...p/t153749.html

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

    http://books.google.com/books?id=H1a...ryptid&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.
    Last edited by Bhu; 2009-10-15 at 04:10 AM.
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