Submit your suggestions for Oriental Monsters supplement

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Re: Submit your suggestions for Oriental Monsters supplement

Postby kipper » Wed Apr 17, 2013 3:39 am

Tengu (Greater)

Armour Class: 1
Hit Dice: 9****
Move: 120' (40')
Fly: 150' (50')
Attacks: 1 weapon
Damage: by weapon
No. Appearing: 1 (1-4)
Save As: Cleric: 9
Morale: 12
Treasure Type: F, O
Alignment: Lawful

Greater tengu are also known as dai-tengu or yamabushi-tengu. They have a red face with an unusually long sausage-shaped nose, and wear the garb of an ascetic monk. They have been known to ride boars as steeds. Greater tengu have the special abilities of a 9th-level shugenja, and gain the following bonuses of a 9th-level kensei: +2 initiative bonus; chosen weapon (normally the katana sword): +3 "to hit" and +3 damage; in addition, the -4 bonus to AC has already factored into the stat block above.

Greater tengu may also use each the following spell-like abilities (cast as a 9th-level wu ren) three times a day: ESP (they may also communicate this way), invisibility, phantasmal force (with both visual and auditory effects), polymorph others, polymorph self, magic jar, teleport.

The exact relationship between greater and lesser tengu is unclear.
Last edited by kipper on Wed Apr 17, 2013 10:14 pm, edited 6 times in total.
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Re: Submit your suggestions for Oriental Monsters supplement

Postby kipper » Wed Apr 17, 2013 3:40 am

Tengu (Lesser)

Armour Class: 6
Hit Dice: 1+1**
Move: 60' (20')
Fly: 240' (80')
Attacks: 1 bite or 1 weapon
Damage: 1-4 or weapon -1
No. Appearing: 1-6 (4-24)
Save As: Fighter: 1
Morale: 8
Treasure Type: D
Alignment: Chaotic

Lesser tengu are also known as ko-tengu or karasu-tengu. They are small avian humanoids (less than 2 feet tall), having the wings, tail, claws, head, and beak of bird (normally a raptor or a crow). They delight in causing mischief and creating trouble in the world, and particularly enjoy tormenting priests and monks.

Lesser tengu may use the following spell-like abilities (cast as a 9th-level wu ren) once each per day: ESP (they may also communicate this way), invisibility, phantasmal force (with both visual and auditory effects), polymorph others, polymorph self, magic jar, teleport.

The exact relationship between greater and lesser tengu is unclear.
Last edited by kipper on Wed Apr 17, 2013 11:13 pm, edited 1 time in total.
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Re: Submit your suggestions for Oriental Monsters supplement

Postby kipper » Wed Apr 17, 2013 5:23 pm

P'eng-hou

Armour Class: 5
Hit Dice: 2*
Move: 150' (50')
Attacks: See below
Damage: 0
No. Appearing: 0 (1)
Save As: Fighter: 4
Morale: 6
Treasure Type: U
Alignment: Neutral

P'eng-hou have the appearance of a tailless black dog with the face of a man. When a tree grows to be 1000 years old, it will generate a p'eng-hou tree spirit. A p'eng-hou can join or leave its tree at will, but it must not remain more than 240' away from its tree for more than a turn or the p'eng-hou will die. If their tree is cut while the p'eng-hou is inside, the tree will ooze blood as the p'eng-hou also takes damage and their dead body will emerge from the tree if the tree dies. P'eng-hou are shy and passive, preferring to avoid contact. Their only defence is a special form of charm person spell, the victim must save vs Spells at -2 or be drawn towards the p'eng-hou's tree and enter it, never to emerge again. Hidden among the roots around the base of the tree will be found the equipment, clothes, and treasure of previous victims (if any).
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Re: Submit your suggestions for Oriental Monsters supplement

Postby kipper » Wed Apr 17, 2013 6:26 pm

Rokuro-kubi

Armour Class: 8
Hit Dice: 2*
Move: 120' (40')
Attacks: 1 bite + special
Damage: 1-3
No. Appearing: 0 (1)
Save As: Fighter: 2
Morale: 7
Treasure Type: V
Alignment: Chaotic

Rokuro-kubi are cursed human beings, by day they live as normal humans but at night their necks stretch out to any desired length, the neck becoming thinner as the head travels farther away. Anyone upon first seeing them in this state must save vs Spells or be affected as by the 1st level shugenja spell cause fear (reverse of remove fear). Rokuro-kubi delight in trickery and spying. Some are merely mischievous, others are more malevolent. Upon a successful "to hit" roll, the rokuro-kubi will attach its mouth to a victim causing 1-3 points of damage each round as it drinks the victim's blood. This bite causes no pain, and will not wake sleeping victims. Some rokuro-kubi may not be aware of their curse, their necks stretch out at night involuntarily and they wake up in the morning with only fragmentary memories attributed to weird dreams.
Last edited by kipper on Wed Apr 17, 2013 9:21 pm, edited 12 times in total.
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Re: Submit your suggestions for Oriental Monsters supplement

Postby kipper » Wed Apr 17, 2013 6:27 pm

Nuke-kubi

Armour Class: 8 + see below
Hit Dice: 4*
Move: 120' (40') + see below
Attacks: 1 bite + special
Damage: 1-3
No. Appearing: 1-3 (2-8)
Save As: Fighter: 4
Morale: 9
Treasure Type: E
Alignment: Chaotic

Nuke-kubi are cursed human beings, by day they live as normal human families but at night their heads fully detach from their necks and fly (AC 6, MV 180'/60'), looking for prey. When they spot a human victim they let out a scream, whereupon anyone hearing it must make a save vs Spells or be affected as by the 1st level shugenja spell cause fear (reverse of remove fear). Upon a successful "to hit" roll, the nuke-kubi will attach its mouth to a victim causing 1-3 points of damage each round as it drinks the victims blood. While the head flies about the body remains inanimate, and the head has no awareness of the body so the body may be destroyed or hidden (for example) without the head's knowledge. The head must reattach to the body before sunrise or the nuke-kubi will die. There is always a small red mark where the head attaches to the body, but this is easily concealed under clothes during the daytime.
Last edited by kipper on Wed Apr 17, 2013 9:20 pm, edited 1 time in total.
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Re: Submit your suggestions for Oriental Monsters supplement

Postby kipper » Wed Apr 17, 2013 7:30 pm

Ama-no-zaku

Armour Class: 2
Hit Dice: 15*
Move: 150' (50')
Fly: 150' (50')
Attacks: 1 bite
Damage: 6-36
No. Appearing: 1 (1)
Save As: Fighter: 15
Morale: 10
Treasure Type: F
Alignment: Chaotic

Ama-no-zaku is a monstrous giantess standing over 20 feet tall, with a long nose, ears, and fangs. Her teeth are so strong that she can chew swords. She has a ferocious temper. She attacks by snatching a victim up in her hands on a successful "to hit" roll, and bringing the victim to her mouth to bite with her powerful teeth. She may use each the following spell-like abilities (cast as a 15th-level wu ren) three times a day: ESP (she may also communicate this way), invisibility, phantasmal force (with both visual and auditory effects), polymorph others, polymorph self, magic jar, teleport.
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Re: Submit your suggestions for Oriental Monsters supplement

Postby kipper » Wed Apr 17, 2013 8:06 pm

Aka-shita

Armour Class: 4
Hit Dice: 7*
Move: Fly: 120' (40')
Attacks: 2 claws/1 bite
Damage: 1-8/1-8/2-12
No. Appearing: 1 (1)
Save As: Fighter: 7
Morale: 9
Treasure Type: Nil
Alignment: Chaotic

Aka-shita appear as a thick black smokey cloud, out of which emerges the head and arms of a hairy beast with large claws, and a gaping red maw with sharp teeth and a large tongue. Anyone within melee range of the monster must save vs Poison at the end of each round or be doubled over coughing due to the noxious smoke and for the following round they will be unable to attack.
Last edited by kipper on Wed Apr 17, 2013 9:14 pm, edited 1 time in total.
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Re: Submit your suggestions for Oriental Monsters supplement

Postby kipper » Wed Apr 17, 2013 9:10 pm

Itsumaden

Armour Class: 6
Hit Dice: 4*
Move: 60' (20')
Fly: 480' (160')
Attacks: 2 claws + special
Damage: 2-5/2-5
No. Appearing: 1 (1)
Save As: Fighter: 4
Morale: 12
Treasure Type: Nil
Alignment: Lawful

An itsumaden is a bird spirit, believed to be created when many dead people are left unburied, such as from starvation or plague. The cry of this beast ("How much longer? How much longer?") calls for the dead to be buried. It has the legs, talons, and wings of a bird (15 foot wingspan), the body of a snake, and a human face. In general these spirits are not aggressive, unless their calls are ignored and the dead remain unappeased, in which case it will slowly and steadily escalate its attacks. It may breath fire at will, each such attack inflicting 4d6 points of damage against any one victim (save vs Dragon Breath for half damage).
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Re: Submit your suggestions for Oriental Monsters supplement

Postby kipper » Wed Apr 17, 2013 11:16 pm

Neko-mata

Armour Class: 7
Hit Dice: 6**
Move: 120' (40')
Attacks: 2 claws/1 bite
Damage: 1-2/1-2/1-4
No. Appearing: 1 (1-3)
Save As: Fighter: 6
Morale: 7
Treasure Type: C, L
Alignment: Chaotic

It is rumoured that if a domestic cat gets to reach an old age and a large size (usually about 10 years and 8 lbs) its tail will fork into two and the cat will transform into a neko-mata. A neko-mata is intelligent, can talk, and in its natural form it walks on its hind legs, standing almost 5 feet tall. However, it may transform itself at will back into a normal-sized cat, and it may also imitate any specific humanoid creature it sees up to 7 feet tall, although in all forms it will always have two cat tails. Neko-mata normally use the latter imitative ability just before or after they kill someone, in order to take their place. They are immune to all poisons, and in fact enjoy consuming poisons as food.

Neko-mata may create small (1 inch diameter) floating fire balls at will (maximum one at a time) and control them within a range of 240 feet. Upon striking an object they are extinguished without causing damage, but will start a normal fire which may then grow if conditions are suitable. Neko-mata may use each of the following spell-like abilities once per day (cast as a 9th-level wu ren): animate dead, ESP (may also use this ability to send dreams if the target is sleeping), fly, telekinesis.
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Re: Submit your suggestions for Oriental Monsters supplement

Postby kipper » Thu Apr 18, 2013 3:12 am

Koropokkuru

Armour Class: 7 or by armour type
Hit Dice: 1-1
Move: 90' (30')
Attacks: 1 weapon
Damage: 1-6 or by weapon
No. Appearing: 1-4 (4-16)
Save As: Halfling: 1
Morale: 7 or see below
Treasure Type: U, C + see below
Alignment: Neutral

Koropokkuru are fully detailed in the "Oriental Classes" supplement, and can also appear as NPCs. They live in small clan camps or villages of 20-80 inhabitants. For each 20 inhabitants, there will be a leader of levels 2-7, and each village will also have a single clan head (level 9). The DM should roll ability scores and determine magic items for these special individuals separately. Koropokkuru morale is raised to 9 when a leader is present, 10 if it is the clan head.
Last edited by kipper on Thu Apr 18, 2013 3:16 am, edited 1 time in total.
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