Goth's Freakshow


Homebrew and House Rules


4 people marked this as a favorite.

This is a place for my, and maybe your ideas that fit RAW but they don't allow in other topics here.
For example...

Vampire Unicorn
It loos like a unicorn, but emaciated, and it's horn looks like a rino's tusk. It's tail, mane, and goatee are all black. It's eyes are red.

Name: Vampire Unicorn CR: 7

Type:Undead Terrain: Forrest Climate:Temperate

XP: 3,200

Alignment: CE Size: Large Type(Subtype): Undead Undead(Augmented Beast)

Init: +3 ; Senses dkvsn 60 ft. Low light, scent Perception +10
___________________________________________________________________________ ____________________________________________
Defense

AC 23 Touch 14 Flat footed 20 ;(+3dex,+9natural,-1size;+2 deflection )

Hp 32 ( 4 d 8 + 12 ) Fast healing 5

Fort +7 ,Ref +7 ,Will +6
DA: Channel Resistance+4, DR 10/Magic and Silver;
Immune Undead Traits, Resist Cold 10, Electricity 10
Weaknesses, Vampire Weaknsses

Offense
Powerful charge(Gore,2D8+8)

Speed 60

Melee gore +8(1D8+4),2 holves +4(1D3+2)
Energy Drain, 2 levels once a round.

Space 10 Reach 5feet

Special Attacks, Powerful charge(Gore,2D8+8)

Spell-Like Abilities(CL9th)
At will-detect Good(Free Action),darkness
3/day-Cause light wounds
1/day-cause moderate wounds,Greater Teleport(Within the forrest it once lived in), poison(DC21)

Statistics

Str 24 ,Dex 21 ,Con - ,Int 13 ,Wis 23 ,Cha 28

Base Atk. +4 ;CMB +9 ;CMD 22(26 vs. trip

Feats, Multiattack, Weapon Focus (horn)

Skills Acrobatics +8, Bluff+8, Perception +18, Sense Motive +8, Stealth +16,
Survival +7(+10 in forrests),
Racial Modifiers +3Survival, +4 Stealth

Languages Common and Sylvan

SQ Magical Strike(Magical and Evil) Wild Empathy +17

Ecology Temperate Forrests, Dungeons, Underdark

Environment Forrest(at night of course)

Organization Solitary or family(vampire plus 2-8 spawn)

Treasure Usually none

Special Abilities
Magic circle against good(SU)
Magical Strike (EX) Its gore attack is treated as a magic evil weapon for the purposes of damage
reduction.
Wild Empathy(SU)They retain their wild empathy because they are defending nature in their own way.
When a unicorn dies there is a chance it will rise as a vampire to seek it's revenge. It feeds only on humaniods and domestic animals. It cannot turn it's fellow unicorns unless they are already dead. It can turn other sorts of horses, cows, mules, ect. It cannot take back it's original horn, but
it will seek the one who took it. They may serve as mounts for winter druids or Gnoll rangers.

Phantom Hitchhikers are beings that don't know they are dead, and with the strength of that belief they form an illusionary (sp) body that's 75% real. They hitch rides to their destination with cars, trucks, caravans, or whatever.

"See the hitcher with the sad eyes?
Be ready for a bad surprise.
Give a ride or leave them be.
The murderous ambushers you soon will see!"

If near their remains, they act out their death.
If avenged or given a funeral, they transform into a petitioner.

Taunting Fruit.
This orange colored fruit grows on semi tropical trees.
It has eyes and a mouth that is forever taunting everyone.
It is often grown in glass and wood houses which the fruit calls "Not really greenhouses." Note that it has lots of vitamin C and is a sovern cure for scurvy. It is often juiced or made into tarts. Some like to throw them into dungeon rooms to set off traps and ambushes.
Supposedly, they came in a time machine that crashed and noone could repair.
It's a tiny plant monster. It crawls like a worm, and can roll.
Speed 5, Hits 1D2 +jester or bard levels.


If you check out my Avatar on Facebook, you will see a Dracula Pegataur.
My vampire Unicorn can't turn into a bat. If Dracula is a Prestige class for vampires maybe.


1 person marked this as a favorite.

I'm working on the Oogler.
Ooglers
Also known as Aberrant Eyeballs, Lost Lookers, the Unblinking Ones, or Iris.
This floating eyeball has an iris with a swirling pattern.
Usual power: Charm person beam. Will save or trust thoughts it puts in target’s head.
Name: Tiny Oogler Bud CR: ½
Type: Aberration Terrain: Any air Climate: Not Arctic
XP: 200
Alignment: LE Size: Tiny Type(Subtype): Aberration
Init: +4 ; Senses darkvision 60 ft Perception +4
___________________________________________________________________________ ______________________
Defense
___________________________________________________________________________ ______________________________________________
AC 17 Touch 17 Flat footed 17 ;( 15+size adjustment )
Acid reflex-Any weapon must fort save or take acid damage if it hits the
white of the eye.
Hp 5 ( 1d8 + 1 ) [1D4 if attached]
Fort +0 ,Ref +0 ,Will +2
___________________________________________________________________________ ______________________________________________
Offense
___________________________________________________________________________ ______________________________________________
Speed 30 (Flying only)
Melee Acid touch (1D4)
Space N/A Reach N/A
Spell-Like Abilities: Constant Mage Hand and Fly.
___________________________________________________________________________ ______________________________________________
Statistics
___________________________________________________________________________ ______________________________________________
Str 6 ,Dex 10 ,Con 10 ,Int 18 ,Wis 16 ,Cha 16
Base Atk. +2 ;CMB 0 ;CMD 0
Feats Improved initiative
Skills Fly: 5 Intimidate 5 Knowledge(The Planes): 5 Perception: 5
Stealth 5 Survival 5
Languages Common, undercommon, Dragon, Goblinoid (Can't speak itself)
Telepathic (100 feet)
___________________________________________________________________________ ______________________________________________
Ecology
___________________________________________________________________________ ______________________________________________
Environment any (far realm)
Organization Solitary or gang, usually charmed minions.
Treasure Armor, small tools, special lenses, etc.
___________________________________________________________________________ ______________________________________________
Special Abilities
___________________________________________________________________________ ______________________________________________
Usual power: Charm beam. Will save or trust thoughts it puts in target’s head. Range 50 feet + 10ft per dice. Save DC 15 (14+dice) Will. Works on anything intelligence 1 or higher and not immune.
Internal gas bag. Will drift if unconscious.
Race memory: Will know everything parent knows but may not be able to use everything till they grow larger.
Inflate/Deflate: Can grow or shrink 2 size categories without changing hits or abilities. AC will change as normal.
If attached; All saves are as parent body, Hit points are 1D4, and does not think for itself. Dice dependent things, like eye beam saves and range are as parent body.
If unattached: Usually eats bugs and tries to grow larger.
Name: Oogler-Adult CR:
Type: Aberration Terrain: Any air Climate: Not Arctic
XP:
Alignment: LE Size: M Type(Subtype): Aberration
Init: ; Senses Perception
___________________________________________________________________________ ______________________
Defense
___________________________________________________________________________ ______________________________________________
AC Touch Flat footed ;( )
Hp 40 ( 6d8+6 )
Fort ,Ref ,Will
Offense
___________________________________________________________________________ _________________________________________________________________
Speed
Melee
Space Reach
Spell-Like Abilities
Statistics
Str ,Dex ,Con ,Int ,Wis ,Cha
Base Atk. ;CMB ;CMD
Feats
Skills
Languages
Ecology
Environment
Organization
Treasure
Special Abilities
Usual power: Charm beam. Will save or trust thoughts it puts in target’s head. Range 100 feet. Save DC 15 (14+dice) Will. Works on anything intelligence 1 or higher and not immune.
5 buds, one on; top, lower surface, right side, one left side, and on back. Usually Dispel on right, Scorching ray on back, Sleep on top, Cause wounds on left,
Internal gas bag. Will drift if unconscious.
Race memory: Will know everything parent knows but may not be able to use everything till they grow larger.
Inflate/Deflate: Can grow or shrink 2 size categories without changing hits or abilities. AC will change as normal.
Can regrow buds, dictate eye beam, alignment, etc.
Name: Oogler Rex CR:
Type: Aberration Terrain: Any air Climate: Not Arctic
XP:
Alignment: Size: Type(Subtype):
Init: ; Senses Perception
___________________________________________________________________________ ______________________
Defense
___________________________________________________________________________ ______________________________________________
AC Touch Flat footed ;( )
Hp ( 10d8+10)
Fort ,Ref ,Will
Offense
___________________________________________________________________________ _________________________________________________________________
Speed
Melee
Space Reach
Spell-Like Abilities
Statistics
Str ,Dex ,Con ,Int ,Wis ,Cha
Base Atk. ;CMB ;CMD
Feats
Skills
Languages
Ecology
Environment
Organization
Treasure
Special Abilities
General. All ooglers have internal gas bags and strange ring shaped brains behind their iris.
These strange brains generate their eye beam, their telepathy, their flight, and their mage hand.
The flight and mage hand are both telekinetically based. Aside from the brain and iris the thing is amorphous, allowing it to shrink or blow up like a balloon. This also allows it to instantly repair minor punctures so it won't pop like a balloon unless dead.
Eye powers: Range 50ft + 10ft per dice. Save DC 15 (14+dice)
1: Charm Monster: Will save or trust thoughts it puts in target’s head. Range 100 feet. Save DC 15 (14+dice) Will. It works on anything intelligence 1 or higher and not immune. Duration 1 hour per hit dice, then they get another save.
2: Dispel Ray. Acts as Dispel magic except as noted. Hit dice is caster level for checks. It dispels one magical effect for each 2 levels
3: Sleep Ray: Hit dice is maximum hit dice affected by sleep.
4: Cause wounds beam: (1D8 per 2 dice) + 1per level damage. Heals undead.
5: Scorching ray: 1D6 per hit die. Spell resistance, yes
6: Lightning beam: 1D6 per hit dice ref save for half. No spell resistance.
7: Freeze ray: 1D6 per hit dice ref save for half.
8:Vibro ray: 1D6 per hit dice ref. save for half. Failed save includes deafness for 1D6 minutes.
It's getting harder as I progress. Any help would be appreciated.
I could increase natural armor as it gets bigger, but its rubbery.
Should I give the central eye a cone shaped ray? Would that be a monster feat?


1 person marked this as a favorite.

Order Loving Geometric Golems
These things that reside in the plane of pure law are made of an unfamiliar alloy. They come in several forms.
Type I Sphere
Type II 4 sided pyramid
Type III Cube
Type IV 8 sided spindle
Type V 10 sider triangle formed
Type VI 12 sided pentigon formed
Type VII 20 sided triangle formed
Type VIII 30 sider (very rare)
Type IX The unique godlike 100 sider.
They all have spirits of purest lawful neutral ancored inside of their hull by a soul symbol. Their eyes(1 per roman numeral) can be closed and their limbs can be retracted (2 arms and 2 legs seemed practicle) allowing them to roll for charges and running speed.
Thus a OLGG Sphere is size M and can slam for 2D6 with at least a 10 start. It might have 4D8 before class levels.


The Were-Cephlapoid
New details.
It has telepahic powers. If it succeds in reading thoughts, charming, or dominating, the target must fort save to avoid contracting the disease. An infected Were Cephlapoid can only read thoughts, and the DC is just 15. A born Were-Cephlapoid would have a DC of 20.
They have a beak instead of a mouth(1-4 damage and it attaches) as well as tenticles(4 for infected, 6 for full born) around the beak that also attach.


NPC classes such as warriors will be supplanted by Lycantrophy. Thus an infected Were Cephlapoid will normally be a 2 dice creature, DA 5/silver.


Order Loving Geometric Golems are outsiders, and will regenerate if summoned and killed. Even if truly destroyed, their replacement will be hard to tell from the original.


Bump


1 person marked this as a favorite.

Necro Knight
A knight in field plate stands by the door. He moves stiffly as he brings his spear to bear. He speaks in a metallic rasp. "Welcome to your last encounter, as mere humans!" The door opens and 6 more of whatever "He" is march out.
CR 8
N Medium Construct
Init -1 Senses Lowlight vision and undead lifesense. Perception +0
Defense
AC 29, touch 8, flatfooted 29(-1 dex, +20 natural)
HP 80(9D10+38)
Fort +4, Ref +1, Will +4
DR 10/adamantine; Immune construct traits, magic
Offense
Speed 20 ft
Melee 2 slams +14(2D8+6) or weapon
Space 5ft reach 5ft
Special attack: Crushing grapple
Str:22, Dex 7, Con nil, Int usually 10, Wis usually 10, Cha 0
Base attack 10,
Languages: Common (Plus any bonus languages)
Organization solitary or up to 6(squad)
Treasure: Usable only.
Special abilities
Special berserk: 1% cumulative chance it becomes permanently uncontrolled. It will use the special ritual to make more of its kind from corpses and armor. Anything, magical or otherwise, that involves emotion, will make it uncontrolled, as will electrical attacks.
Crushing Grapple: By crushing the windpipe or other bones of a foe it does double and a half the damage of a slam and crits on 19-20.
Immunity to magic: Any spell that allows spell resistance will have no effect, except electrical and emotion based magic. Electrical hastes the creature for 2D6 rounds while emotion based effects slow it for a like amount of time.
Construction: 50% of a corpse and a suit of armor are combined using wires, chains, gears, and other machinery. A special ritual requiring 5,000 gp. in materials has an effect combining animate dead and animate object. If successful the thing retains all its character levels and all mental abilities not dependent on emotions(no rage). Failure produces a standard creature already berserk. Using my ritual system, the chance of success is knowledge engineering + the heal skill + craft arms and armor. The DC is 30.


Pre-petitioners
and I would also like a separate land of the dead. It’s an overlap of the astral, ethereal, and shadow. Where the Pre-petitioners try to figure out if they will head for the outer planes or fight to the prime and become undead. With them are shadowy versions of all the people, places, and objects they interacted with, causing haunts in the prime material.
Basicly, they are enough like they were, that they might not be aware of their death. Other Pre-petitioners or outer planer creatures, might wake them up and help them adjust.
I'm going to develop the prestige classes here. If someone practices being a poltergeist for 5 levels before his buds can wish him back, he'll have those levels.


so, when is this poltergeist stuff coming? it is something I am intrigued by.


Poltergeist
Prestige class. Must be a spirit to start.
Role. They can lift and move objects in both worlds with their mind. The objects must be familiar to the poltergeist, be in a place, or near a person they know.
Alignment: Any
Hit Dice: d6
Class Skills: Bluff(Cha), Fly(Dex), Intimidate(Cha), Knowledge(Arcana)(Int), Knowledge(Planes)(Int), Spellcraft(Int), and Use Magic Device(Cha)
Skill Ranks per level: 3+Int modifier.
Class Features
Weapon and armor proficiency: Must be something they handled extensively while alive. Even if they never used it during life they could make the item dance.
Spells-SA: Same as a sorcerer with telekinesis as their bloodline.
See page 72, Core Rulebook, Table 3-14 Sorcerer, and 3-15: Sorcerer Spells Known. Most of the spells are effective only in the Land of the Dead.
Spirit vision. All prepetitioners can see everything in the area of a haunt as long as they are with the object in the Land of the Dead. Everything else in the living game world will look ghostly.


Reaper
Prestige class. Must be a spirit to start.
Role. They can return to life, but only to collect people who should be dead. 10 kills and they get to bring back one person. It can be themselves, or someone else. Like Specter, from DC comics.
Alignment: Not chaotic, but they may change when the offer is made.
Hit Dice: D8
Level 1: Death Touch(constantly on, Dc 10+Cha bonus + level or hit dice), Patron(Outsider with death portfolio), Astral Cloak, Death Scythe(Cold iron weapon that Death touches on a crit)
Level 2: Extra combat feat. Death Scythe becomes +1 to hit and damage.
Level 3: Extra combat feat. Death Scythe becomes +2 to hit and damage.
Level 4: Extra combat feat. Death Scythe becomes +3 to hit and damage.
Level 5: Extra combat feat. Death Scythe becomes +4 to hit and damage.
Level 6: Extra combat feat. Death Scythe becomes +5 to hit and damage.
Patron: Could be a high level angel of death, Inevitable, or Prince of Hell. If the reaper has any spell caster levels, they can teach them any spells from the necromancy school or domain spells from death, law, or the other alignment axis.
Astral Cloak: It allows the wearer to travel to the game world, persist there, and come back. If they hand it to anyone they snap back to the land of the dead, but anyone who wears it can travel to the Land of the Dead, similarly. Snapping back causes one round stunning like Dimension Door.
When they achieve life, they can still turn into their Reaper form when necessary.


While wearing the Astral Cloak, all attacks are ghost touch.

Combat Feat-Rip the soul.
Someone with the ghost touch quality on any kind of weapon can (on a crit)reach into a spirit, grab or spear the divine inspiration, and pull it out. Once it's removed, it goes back to the gods, and the spirit is destroyed. The shreds can become part of an Illip or something, but only a True Res. or the open grave ritual has a chance of bringing the personality back together.
Prereqs. Ghost touch and it only works on an intangible spirit, on a crit. Gassious form is vulnerable too.
Normal. Ghosts keep coming back till their issues are resolved, normally.


Rider
Prestige class. Must be a spirit to start.
Role. They don’t call it Malevolence or magic jar. They call it riding, like the living are beasts of burden. With practice they can add their skills and class abilities to those of their ‘host’. Some learn from Baron Samedi himself. Unlike a simple ghost, they cling to their alignment and personality they had in life. If they ‘stray from the path’ and abuse their powers they will become an actual ghost or similar corporeal undead(such as a Horla). Another consequence of being a rider is if they are raised or resurrected. They become a medium. A medium can see the dead and must aid them with their unfinished business. Their level as a rider actually subtracts from their saves vs possession.

1st level: They can combine 1 skill with the host, switching the combined skill is a quick action, that can only be done once a round. Riding is like a Magic Jar Spell. Your DC vs the host’s Will save is 10 + highest mental bonus + all levels. The mental bonuses are Wisdom, Intelligence, and Charisma.
2nd level: They can combine the bonus of one of their physical abilities with one of the host’s physical abilities. (Deadman of DC comics would always add his +5 to dex to the host’s dexterity.) The physical abilities are Strength, Dexterity, and Constitution.
3rd level: They can use a feat or class feature(as long as it isn’t a supernatural ability) from the host. Thus they could trigger the hosts rage. They cannot trigger a blast from a forceborn.

Special: When possessed, a medium gives a possessing spirit the benefit of their rider levels. This is involuntary.


Worm infested corpses
Maggots with the mutant ability to animate dead would use the same stats as my worm infested corpses. It's a zombie with an extra hit dice. It can infest anything in an adjacent square. Reflex save DC16 if alive(a corpse is automatically infested). The target of infestation has it's con. bonus in rounds before the maggot reaches the brain or heart before they die and get animated.
Unfortunately for my little worms, they can be killed during the first round of trying to infest by burning oil, cure disease, or possibly other methods.
(I've made some changes. If you are playing 4th or 5th ed. you can use the original material Orig Son of..


Cosmic Warrior
Prestige class. Must be a spirit to start.
Role. There are methods of fighting, without fatigue, hesitation, fear, distraction, or any things besides fighting. The energy exerted is pulled back in and used for more fighting. These are the techniques taught by the battle masters who died of old age, and went right on perfecting their methods.
Hit dice, saves, and combat bonuses are as a fighter level.

1st level: They get a fighter feat, and an energy blast. The blast comes from their hand, does level damage, is close range(25 feet +5 foot for every 2 character levels).
2nd level: Fighter feat.
3rd level: Life energy ball. Tapping the life of an entire planet or demiplane, they create and hurl a ball of force that does 1D6 per level to everything it encounters. If it puts a hole in something it continues at full strength. Long range 400 feet plus 40 feet per caster level. It takes 1D6 rounds to regather the energy to use again.
4th level: Fighter feat.
5th level: Life energy ball now bursts like a fireball when it hits something.


Vixen Deamon.
Looks like a Kitsune, but is detectably neutral evil. When first created has one tail and 4 hit dice.

Special powers
All powers are charisma based, +2DC per tail.
Seduce: By wrapping her tail around a being can polymorph into an additional tail. Each tail add 2 hit dice and adds 2 of DC to all powers. Has access to entire mind of victim, can take on physical appearance of victim as a quick action(then use any of their special abilities instead of their own), and can become pregnant if victim was male. Victim can only be resurrected or reincarnated if that tail is cut off and magic is cast on it.
Baleful Polymorph:
Once per combat round. Usually turns target into mouse or bird, then swallows whole.
Polymorph any object: Once a day.
Usually uses on daughters to make them full Deamons.
Multiple brains: One in their head, and one in each of their tails. Attacks that target their mind or head might fail. Each mind gets it's own will save.

Has all strengths and weaknesses of Deamons otherwise.


Haint O'Nine Tails
A malevolent spirit and undead creature created when a simple cat is killed through malicious violence. It seeks to attack the offender or others close to them at random times until they die or suffer an arbitrary amount of punishment or loss. The creature resembles a perfectly ordinary black cat in all ways. It might have some features of the cat that spawned it, but since most people can only judge cats by marking or color, they'd have to be very familiar with it.

Haint O'Nine Tails (1 tail):
---------------------------------------
CR 1 [equals 1 + 1/2 number of tails.]
A common, black cat with a single tail unless viewed ethereally, where it has glowing eyes, spiked wiry hair, and a variable number of waving tails. Below are stats for a 1-tailed haint o'nine tails.

NE tiny undead
Init +2 Senses darkvision 60, lowlight vision, scent
Defenses
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size, +0 natural)
hp 5 (1d8+1)
Fort +2, Ref +4, Will +1
Defensive abilities ethereal jaunt, Animal saves and skills, DR 1/good, resistances all energy types (including positive) 1, immunities undead traits

Offense
Speed 30 ft.
Melee 2 claws +4 (1d2–4), bite +4 (1d3–4), tail +4 touch (energy drain and fear).
Spell-like Abilities (CL = HD)
3/day ghost sound (cat noises only)

Space 2-1/5 ft., Reach 0 ft.
Special attacks Ethereal ambush, ambush trip
Statistics
Str 3, Dex 15, Con —, Int 2, Wis 12, Cha 10
Base Atk +0, CMB +0, CMD 6 (10 vs. trip)
Feats Weapon Finesse
Skills Climb +6, Perception +5, Stealth +14
Racial Modifiers +4 Climb, +4 Stealth
Special Abilities
Animal saves and skills Despite being Undead, a haint o'nine tails has base saves, class skills and ranks as an Animal (Good Fort and Reflex, 2 ranks per HD – Int mod).
9 Lives A haint o'nine tails must be appeased, typically by the death or suffering of those responsible for it, or destroyed 9 times. If destroyed, it typically reforms within 24 hours. It will have one extra tail when it does so, though its appearance is unchanged unless viewed ethereally, where they can each be seen waving menacingly. Even attempts to capture or trap its energy or essence seem unable to contain it for longer than 24 hours.
Tails A haint o'nine tails gets drastically more powerful based on the number of tails it possesses. Its HD and natural armor are equal to 1/2 its number of tails and it gains bonus hit points equal to them. Its DR and resistance to all energy (including positive energy, negative energy heals them) equal its number of tails. It gains a +1 damage to its claw and bite natural attacks for each additional tail. It does not gain any additional tail attacks, but the DC to resist its energy drain or fear effect increases by 1 per additional tail. It receives a +1 bonus to all saves, skill checks, and to its CMB and CMD modifiers for each additional tail.
When gaining feats for HD advancement, haints o'nine tails typically choose from Ability Focus (energy drain), Dodge, or Toughness (GM's discretion).
Energy drain (Su) A creature struck by the haint o'nine tail's tail attack must succeed at a Fort save (DC 10) to avoid gaining a negative level. This only applies to creatures responsible for the haint o'nine tail's existence. Others are only affected by the fear. A creature can gain no more negative levels than the haint o'nine tails has tails, though if they fail their save after 24 hours and the loss becomes permanent, they can gain more. The save DC is Charisma based and affected by the number of tails.
Fear (Su) A creature struck by the haint o'nine tail's tail attack must make a Will save (DC 10) or be shaken for 1 minute. A successful save does not prevent further hits from affecting the target. This fear stacks with other sources, but not itself.
Ethereal Jaunt (Su) A haint o'nine tails can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move action (or as part of a move action). It cannot do this while observed by a creature (except animals or constructs), but can appear (and disappear from) inside closets, cupboards, chests, behind objects or from blind spots, such as behind a creature that's looking elsewhere. The ability is otherwise identical to ethereal jaunt (CL 15th).
Ethereal Ambush (Ex) A haint o'nine tails that attacks foes on the Material Plane in a surprise round can take a full round of actions if it begins the combat by phasing into the Material Plane from the Ethereal Plane. A haint o-nine tail's attack is so sudden that only those ready for it (typically if they can see invisible or ethereal) or those with uncanny dodge and Combat Reflexes can react in time to take attacks of opportunity that round.
Ambush Trip The haint o'nine tails normal ethereal ambush attack is a charge involving a tail attack and simultaneous trip (or it can opt for a full round of other actions). If this trip attack is successful, targets without uncanny dodge receive a –2 penalty to their CMD to resist (as well as any penalties from energy drain or being shaken). If tripped, the haint o'nine tails can choose to have the target fall into a feasible adjacent square (ie. down a stair, into a busy street, but not up a staircase). A haint o'nine tails can trip a creature of up to Large size with this ability (a normal trip is still restricted to creatures up to one size larger).
Ecology
Environment Any where cats can be found
Organization Solitary or pack (3–12 common cats)
Treasure none

Haints O'Nine Tails typically weigh as much as a normal cat (5–15 lbs) and have black hair. They sometimes have physical resemblance to the cat that spawned them, but they are not necessarily the same creature nor will they have any connection to that cat's life (ie, a caring owner might not be remembered nor would it be lured by that cat's favorite toy or food).

When a common cat is badly and maliciously harmed and killed, a spirit may be brought into existence to balance out the injustice and cruelty (through punishment that may resemble further cruelty upon the perpetrators). This need not be a single creature or only the one that did the injury or killing. It could be each member of a gang, or the uncaring passenger or noble of a speeding carriage as well as the driver, though typically not the horses or ordinary creatures with little control. Once summoned, the spirit will seek punishment (typically death) from each of those involved.

At first, it is little stronger or more dangerous than an ordinary cat and it will usually be spotted prowling, watching, or observing its targets. It has an inherent link and, despite its seeming animal intelligence, can recognize friends, enemies, allies, or family or loved ones of its tormentors. It is a patient entity and tends to stalk and wait for opportunities rather than just assault outright. It may spend several nights lurking on window-sills, howling or meowing from fences, or using ghost-sound to make cat sounds near the target. It almost never outright attacks anyone, but can startle targets or attempt to trip them up to where they injure themselves. Haints o-nine tails can attract small packs of other cats, but these aren't under any control.

After a period of watching, being spotted, and disturbing their chosen target, a haint o-nine tails typical manner of attack is to lurk invisibly and ethereally until their target is in a compromising position, such as on a balcony, at the top of stairs, about to leap a pit, or stepping on a street curb as a cart or wagon is passing, and then darting out and making a trip attempt. If successful the target will almost always fall into a dangerous position, down the stairs, into the street and possibly into the path of a cart, of the ledge or balcony (though a railing may provide a bonus to prevent this or chance to grab hold of it). They typically make a tail attack simultaneously to potentially cause energy drain or shaken penalties to their target's saves or checks to resist the trip. Many low-level targets may die from the drain rather than the tumble or fall and investigators may assume it was injury or even heart-attack from shock in some instances.

Against powerful tormentors or those that have destroyed it often, it gets more cunning and ruthless (typically around 5 or 6 tails) and it will go after friends, family, and allies of the target, even those innocent of its death, including children and spouses. At least one is known to have slain a loved one and worked its way inside the body to clawed forth when its target found the body and fell down in grief, to attack them. In some cases, it might be satisfied with great injury, such as being crippled from a fall, but if it seemed to be temporary, like they'll get healed at a temple, the spirit won't relent. Targets being returned to life later do not seem to have this effect once a haint o'nine tails vanishes, but if it's still around, such as going after co-tormentors, when the slain target returns, it will come back for them.
----------------------------------------


Sample Haint O'Nine tails (6 tails):
---------------------------------
As 1-tailed except:
CR 4
AC 18, touch 15, flat-footed 15 (+2 Dex, +2 size, +3 natural, +1 Dodge)
hp 19 (3d8+6)
Fort[b] +8, [b]Ref +10, Will +6
DR 6/good, resistances all energy types (including positive) 6
Melee 2 claws +6 (1d2+1), bite +6 (1d3+1) and tail +6 touch (energy drain and fear)
Base Atk +2, CMB +7, CMD +14 (+18 vs. trip) [+1 from Dodge]
Feats Weapon Finesse, Dodge
Skills Climb +11, Perception +10, Stealth +21 [Placing all ranks into Stealth]
Energy drain Fort save (DC 16) [10 + 1/2 HD + Cha mod + additional tails]
Fear Will save (DC 16)
----------------------------------

Sample Haint O'Nine tails (9 tails):
---------------------------------
As 1-tailed except:
CR 5
AC 20, touch 16, flat-footed 16 (+3 Dex, +2 size, +4 natural, +1 Dodge)
hp 27 (4d8+9)
Fort +12, Ref +15, Will +10
DR 9/holy or blessed, resistances all energy types (including positive) 9
Melee 2 claws +8 (1d2+4), bite +8 (1d3+4) and tail +8 touch (energy drain and fear)
Dex 16
Base Atk +3, CMB +12, CMD +18 (+22 vs. trip) [+1 from Dodge]
Feats Weapon Finesse, Dodge
Skills Climb +14, Perception +13, Stealth +26 [Placing all ranks into Stealth]
Energy drain Fort save (DC 20) [10 + 1/2 HD + Cha mod + additional tails]
Fear Will save (DC 20)
----------------------------------

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Goth's Freakshow All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules