Obly99
Hero
With the release of PF2 the Gumiho also came out (href.li) and with it its conversion to PF1 (https://thecreaturecodex (removethis).tumblr.com/post/687801749550039040/gumiho) but its version has quite disappointed me. Here is a predator from the Korean Peninsula, the malevolent Gumiho / Kumiho. Currently I also have Tamamo no Mae in the pipeline.
A gumiho is a legendary nine-tailed fox creature. They are often confused for kitsune, as they are also shapechangers and tricksters. Whereas a kitsune may be of any alignment, gumiho are almost universally evil, as they have an insatiable hunger for the livers of humanoids, and will stop at nothing to get them. A gumiho is supernaturally charming, and uses its abilities to lure travelers to an out of the way place where it can slaughter them.
Legend states that if a gumiho resists this temptation and refrains from eating liver for a hundrea years, it can assume its humanoid form permanently and becomes enlightened and goodly in nature. Perhaps kitsune are the descendents of such a progenitor gumiho.
The reality is less "imaginative" but more practical: if it resists for a long period of time from eating the liver of humanoids, a hundred years is only an indicative time, the compulsion to do so, which is purely psychological and almost more like a drug addiction, stops appearing. Many gumiho, after having re-tasted the humanoid liver after a prolonged period of abstinence but without having finished the "period of cure" often fall into the most total depravity due to the taste that gives them to the head and become psychotic monsters unable to think about anything other than killing and devouring humanoids. Shunned by the other gumiohs as well, often only death can free them from their miserable existence at that point. (see livers addiction).
Gumiho combine their magic and physical might in combat. Their claws and teeth do remarkable damage for their small size, but its precise strikes are even more deadly. A gumiho will often use repulsion to keep allies from reaching a befuddled victim, and then kill them and tear out their liver in a gory display before fleeing with their prize. Gumiho value their long lives, and never fight extended battles if they can help it.
Although gumiho do keep treasure, often beautiful clothing or jewels to add to their humanoid form’s allure, their most prized possession is the fox marble. A gumiho keeps a backup of all of their memories in the fox marble, allowing them to recall events from hundreds of years ago. A creature that steals a fox marble, or takes it once the gumiho is slain, can likewise sift through all of the gumiho’s memories, and gains the ability to make all Knowledge checks untrained and gains a competence bonus to Knowledge checks equal to ½ its Hit Dice. A fox marble is a major magic item, occupied the neck slot and can be sell for 70.000 gp. A gumiho will stop at nothing to get its fox marble back if it is somehow lost or stolen.
CE Medium magical beast (shapechanger)
Init +12; Senses darkvision 60 ft., low-light vision, scent, true seeing; Perception +40
Aura frightful presence (30 ft., DC 30)
AC 32, touch 27, flat-footed 24 (+9 deflection, +8 Dex, +5 natural)
hp 356 hp (23d10+230) regeneration 15 (cold iron)
Fort +26, Ref +30, Will +31
Defensive Abilities eldritch shield, freedom of movement; DR 15/cold iron and lawful; Immune charm, compulsion, mind-affecting effects; Resistance all elements 20; SR 33; 37 vs. divination
Weakness livers dependence
Speed 40 ft.
Melee bite +31 (1d12+4/18-20x4 plus energy drain), 2 claws +31 (1d8+4)
Ranged foxfire +31 touch (23d6)
Special Attacks energy drain (2 levels, DC 30), foxfire (23d6, DC 30), guileful charm (DC 30), sapping critical, sneak attack +5d6
Spell-Like Abilities (CL 23th, concentration +32)
Constant—freedom of movement, nondetection (self only), true seeing
At will—dimension door, dominate person (DC 24), invisibility, greater dispel magic, triggered suggestion (DC 23)
3/day—insanity (DC 26), mass suggestion (DC 25), quickened greater invisibility, project image (DC 26), repulsion (DC 25)
2/day—disguise self, charm person (DC 20), misdirection, invisibility, suggestion (DC 22), displacement, confusion (DC 23), dominate person (DC 24)
1/day—dominate monster (DC 28), greater teleport, overwhelming presence (DC 28)
1/week—soul dominion [E] (DC 29)
Sorcerer Spells Known (CL 23th; concentration +32)
11th (1/day)—
10th (2/day)—
9th (7/day)—energy drain (DC 28), greater create demiplane, mage’s disjuntion (DC 28), time stop, wish
8th (7/day)—death clutch (DC 27), greater possession (DC 27), mind blank, polymorph any object (DC 27), prismatic wall (DC 27)
7th (7/day)—create greater mindscape (DC 26), mage’s magnificent mansion, plane shift (DC 26), prismatic spray (DC 26), sequester
6th (7/day)—antimagic field, disintegrate (DC 25), flesh to stone (DC 25), programmed image (DC 25), stone to flesh
5th (8/day)—cone of cold (DC 24), dream, feeblemind (DC 24), mind fog (DC 24), mirage arcana (DC 24), sending
4th (8/day)—dimension door, dimensional anchor, emergency force sphere, greater invisibility, illusory wall (DC 23), mindscape door (DC 23), stoneskin
3rd (8/day)—displacement, fly, gaseous form, hold person (DC 22), matchmaker (DC 22), sepia snake sigil (DC 22)
2nd (8/day)—blur, disguise other, glitterdust (DC 21), hidden presence (DC 21), hideous laughter (DC 21), mirror image, quick change
1st (9/day)—alarm, detect secret doors, grease (DC 20), keep watch, mage armor, shield, ventriloquism
0 (at will)—arcane mark, dancing lights, detect magic, ghost sound, mage hand, mending, open/close, prestidigitation, read magic, resistance, stabilize
Str 18, Dex 26, Con 30, Int 26, Wis 23, Cha 29
Base Atk +23; CMB +27; CMD 54 (58 vs. trip)
Feats Combat Expertise, Combat Reflexes, Eschew Materials, Greater Feint, Greater Vital Strike, Improved Feint, Improved Initiative, Improved Vital Strike, Magical TailB x8, Quicken SLA (greater invisibility), Sorcerer’s Gift, Vital Strike, Weapon Finesse
Skills Acrobatics +34, Bluff +43, Climb +30, Diplomacy +35, Disguise +43, Escape Artist +31, Fly +34, Heal +29, Intimidate +35, Knowledge (all) +19, Perception +40, Sense Motive +32, Sleight of Hand +34, Spellcraft +31, Stealth +34, Swim +30, Survival +32, Use Magic Device +32; Racial Modifiers +8 Bluff, Disguise and Perception
Languages Abyssal, Celestial, Common, Elven, Infernal, Sylvan; telepathy 30 ft.
SQ change shape (any humanoid or fox, alter self or beast shape II), fox marble, gumiho magic, primal hunter, strength of the ages, trickster
Gear fox marble, diamond worth 25.000 gp (for wish)
Change Shape (Su)
A gumiho when assume a humanoid form retains its claw attacks. It always has at least one of its tails while in its humanoid form (can decide to keep them up to all 9 but never 0) and the fox ears, but can hide it with Disguise checks as usual. When assume the fox form it can chose to keep more than one tail but in that case it loses the Disguise bonus given by the polymorph effect. Otherwise this ability works like the normal Change Shape.
Eldritch Shield (Su)
A gumiho gains its Charisma modifier as a deflection bonus to AC and CMD and as a racial bonus to all saving throw.
Energy Drain (Su)
A gumiho has energy drain (2 levels) on its bite attack. In case of a critical hit the negative levels are only doubled not quadrupled.
Foxfire (Su)
A gumiho can fire a bolt of supernatural flame as a standard action with a ranged attack within 60 ft. The attack deals 1d6 damage per HD of the gumiho on a successful hit, half damage is fire when the other half is supernatural in origin and is therefore not subject to being reduced by fire resistance. Any target that takes damage from foxfire must succeed a Will save or be illuminated, as the spell faerie fire, for a number of rounds equal to the HD of the gumiho. The save DC is Charisma-based.
Fox Marble (Su)
A gumiho’s fox marble it’s a magic item that occupies the neck slot and allows the creature to make all Knowledge checks untrained, and gives it a competence bonus on Knowledge checks equal to ½ its Hit Dice. A gumiho cannot use its energy drain, foxfire and sapping critical abilities and lose its eldritch shield and guileful charm abilities if it is not wearing its fox marble. The fox marble not meld into the gumiho body when it use a polymorph effect, no matter what form it takes, and remains prominently visible on its chest unless it hides it with external means (such as with clothes when in human form).
Guileful Charm (Su)
Any creature conversing with a gumiho for an uninterrupted minute must succeed a DC 30 Will save or be charmed by the gumiho for one hour. A creature that succeeds this save is immune to this effect for the next 24 hours, but does not realize that the gumiho tried to charm him. This is a charm, mind-affecting effect. The save DC is Charisma-based.
Gumiho Magic (Su)
A gumiho casts spells as a sorcerer of its HD.
Livers Dependence (Ex)
A gumiho has a severe addiction to humanoid livers. For each day it doesn't eat a humanoid liver it must make a DC 20 Fortitude and Will saving throw. If it fails the Fortitude save, it takes -2 on all attack roll, saving throws and skill checks until it feeds on a humanoid liver. If it fails the Will save, it’s shaken until it feeds on a humanoid liver. For each day without eating humanoid livers, the DC of the addiction saving throw increases by +1. If it fails multiple Fortitude saving throws, the penalties are cumulative (up to a maximum equal to the HD of the gumiho). If it fails the Will save against addiction when already shaken by this effect, for 10 minutes it loses control and begins hunting humanoids for devour their liver, regardless of friend or foe. After 10 minutes, each round it can re-roll the Will saving throw. If successful, this compulsion ends (at least until the next day when the saving throws against addiction must be redone). If it manages not to eat humanoid livers voluntarily for a number of days equal to its HD (23 for many gumihos), all the penalties (the shaken and the penalties to attack, save and skill if it had failed any of the save during the "period of cure") are immediately removed and it loses the Livers Dependence trait and will never suffer from it again for the rest of its life. The alleviate addiction spell has no effect for this addiction while a wish or miracle spell reduces the remaining days by 1 and removes the need for saving throws for 1 day. A mythic wish spell reduces the remaining days of a number equal to the caster's mythic tier (minimum 2) (this delay does not count for the daily increase of the DC). The "redemption" takes place only if, however, it is the gumiho who wants it in the first place. A gumiho left without eating human livers against its will only obtains the penalties listed above without redeeming itself regardless of how long it takes. If for any reason it feeds on humanoid liver during the "cleansing" period, all penalties are removed but the addiction remains and the treatment must be started over again. Many gumiho, after having re-tasted the humanoid liver after a prolonged period of abstinence but without having finished the "period of cure" often fall into the most total depravity due to the taste that gives them to the head: if it feeds on humanoid liver after more than 15 days of abstinence but before the "period of cure" is completed, it must immediately make a Will save DC 40 or take the greater madness Psychosis with immediate onset. The DC of the saving throw for suppressing this madness each day is 45. The only way to remove this madness is a miracle spell cast by a worshiper of a good deity.
Primal Hunter (Su)
A gumiho gains a number of skill ranks in the Survival skill equal to its racial HD. Whenever a gumiho eats the liver of a humanoid creature with an Intelligence score of at least 3, they do not age for one day. This effect is cumulative.
Sapping Critical (Su)
Whenever a gumiho confirms a critical hit against a living creature, it heals damage equal to the damage dealt.
Strength of the Ages (Ex)
A gumiho gains Magical Tail as a bonus feat x8. Additionally, a gumiho can choose to use thought and emotional components instead of verbal and somatic components when casting its sorcerer spells (this allow it to cast spell in base and fox form). Although these thought and emotional components function as outlined in the psychic magic section of Occult Adventure, a gumiho’s spells still count as arcane spells while using thought and emotion components.
Trickster (Ex)
A gumiho gains Bluff, Diplomacy, Disguise, Intimidate, Sense Motive, Sleight of Hand, and Stealth as class skills. A gumiho unlike other magical beast have poor Fortitude save, good Reflex and Will save and use its Charisma bonus with Will saving throws in place of Wisdom. A gumiho gains 8 + Int skill points per racial HD (as a rogue) instead of 2 + Int like other magical beast.
Gumiho CR 22
A gumiho is a legendary nine-tailed fox creature. They are often confused for kitsune, as they are also shapechangers and tricksters. Whereas a kitsune may be of any alignment, gumiho are almost universally evil, as they have an insatiable hunger for the livers of humanoids, and will stop at nothing to get them. A gumiho is supernaturally charming, and uses its abilities to lure travelers to an out of the way place where it can slaughter them.
Legend states that if a gumiho resists this temptation and refrains from eating liver for a hundrea years, it can assume its humanoid form permanently and becomes enlightened and goodly in nature. Perhaps kitsune are the descendents of such a progenitor gumiho.
The reality is less "imaginative" but more practical: if it resists for a long period of time from eating the liver of humanoids, a hundred years is only an indicative time, the compulsion to do so, which is purely psychological and almost more like a drug addiction, stops appearing. Many gumiho, after having re-tasted the humanoid liver after a prolonged period of abstinence but without having finished the "period of cure" often fall into the most total depravity due to the taste that gives them to the head and become psychotic monsters unable to think about anything other than killing and devouring humanoids. Shunned by the other gumiohs as well, often only death can free them from their miserable existence at that point. (see livers addiction).
Gumiho combine their magic and physical might in combat. Their claws and teeth do remarkable damage for their small size, but its precise strikes are even more deadly. A gumiho will often use repulsion to keep allies from reaching a befuddled victim, and then kill them and tear out their liver in a gory display before fleeing with their prize. Gumiho value their long lives, and never fight extended battles if they can help it.
Although gumiho do keep treasure, often beautiful clothing or jewels to add to their humanoid form’s allure, their most prized possession is the fox marble. A gumiho keeps a backup of all of their memories in the fox marble, allowing them to recall events from hundreds of years ago. A creature that steals a fox marble, or takes it once the gumiho is slain, can likewise sift through all of the gumiho’s memories, and gains the ability to make all Knowledge checks untrained and gains a competence bonus to Knowledge checks equal to ½ its Hit Dice. A fox marble is a major magic item, occupied the neck slot and can be sell for 70.000 gp. A gumiho will stop at nothing to get its fox marble back if it is somehow lost or stolen.
CE Medium magical beast (shapechanger)
Init +12; Senses darkvision 60 ft., low-light vision, scent, true seeing; Perception +40
Aura frightful presence (30 ft., DC 30)
AC 32, touch 27, flat-footed 24 (+9 deflection, +8 Dex, +5 natural)
hp 356 hp (23d10+230) regeneration 15 (cold iron)
Fort +26, Ref +30, Will +31
Defensive Abilities eldritch shield, freedom of movement; DR 15/cold iron and lawful; Immune charm, compulsion, mind-affecting effects; Resistance all elements 20; SR 33; 37 vs. divination
Weakness livers dependence
Speed 40 ft.
Melee bite +31 (1d12+4/18-20x4 plus energy drain), 2 claws +31 (1d8+4)
Ranged foxfire +31 touch (23d6)
Special Attacks energy drain (2 levels, DC 30), foxfire (23d6, DC 30), guileful charm (DC 30), sapping critical, sneak attack +5d6
Spell-Like Abilities (CL 23th, concentration +32)
Constant—freedom of movement, nondetection (self only), true seeing
At will—dimension door, dominate person (DC 24), invisibility, greater dispel magic, triggered suggestion (DC 23)
3/day—insanity (DC 26), mass suggestion (DC 25), quickened greater invisibility, project image (DC 26), repulsion (DC 25)
2/day—disguise self, charm person (DC 20), misdirection, invisibility, suggestion (DC 22), displacement, confusion (DC 23), dominate person (DC 24)
1/day—dominate monster (DC 28), greater teleport, overwhelming presence (DC 28)
1/week—soul dominion [E] (DC 29)
Sorcerer Spells Known (CL 23th; concentration +32)
11th (1/day)—
10th (2/day)—
9th (7/day)—energy drain (DC 28), greater create demiplane, mage’s disjuntion (DC 28), time stop, wish
8th (7/day)—death clutch (DC 27), greater possession (DC 27), mind blank, polymorph any object (DC 27), prismatic wall (DC 27)
7th (7/day)—create greater mindscape (DC 26), mage’s magnificent mansion, plane shift (DC 26), prismatic spray (DC 26), sequester
6th (7/day)—antimagic field, disintegrate (DC 25), flesh to stone (DC 25), programmed image (DC 25), stone to flesh
5th (8/day)—cone of cold (DC 24), dream, feeblemind (DC 24), mind fog (DC 24), mirage arcana (DC 24), sending
4th (8/day)—dimension door, dimensional anchor, emergency force sphere, greater invisibility, illusory wall (DC 23), mindscape door (DC 23), stoneskin
3rd (8/day)—displacement, fly, gaseous form, hold person (DC 22), matchmaker (DC 22), sepia snake sigil (DC 22)
2nd (8/day)—blur, disguise other, glitterdust (DC 21), hidden presence (DC 21), hideous laughter (DC 21), mirror image, quick change
1st (9/day)—alarm, detect secret doors, grease (DC 20), keep watch, mage armor, shield, ventriloquism
0 (at will)—arcane mark, dancing lights, detect magic, ghost sound, mage hand, mending, open/close, prestidigitation, read magic, resistance, stabilize
Str 18, Dex 26, Con 30, Int 26, Wis 23, Cha 29
Base Atk +23; CMB +27; CMD 54 (58 vs. trip)
Feats Combat Expertise, Combat Reflexes, Eschew Materials, Greater Feint, Greater Vital Strike, Improved Feint, Improved Initiative, Improved Vital Strike, Magical TailB x8, Quicken SLA (greater invisibility), Sorcerer’s Gift, Vital Strike, Weapon Finesse
Skills Acrobatics +34, Bluff +43, Climb +30, Diplomacy +35, Disguise +43, Escape Artist +31, Fly +34, Heal +29, Intimidate +35, Knowledge (all) +19, Perception +40, Sense Motive +32, Sleight of Hand +34, Spellcraft +31, Stealth +34, Swim +30, Survival +32, Use Magic Device +32; Racial Modifiers +8 Bluff, Disguise and Perception
Languages Abyssal, Celestial, Common, Elven, Infernal, Sylvan; telepathy 30 ft.
SQ change shape (any humanoid or fox, alter self or beast shape II), fox marble, gumiho magic, primal hunter, strength of the ages, trickster
Gear fox marble, diamond worth 25.000 gp (for wish)
Change Shape (Su)
A gumiho when assume a humanoid form retains its claw attacks. It always has at least one of its tails while in its humanoid form (can decide to keep them up to all 9 but never 0) and the fox ears, but can hide it with Disguise checks as usual. When assume the fox form it can chose to keep more than one tail but in that case it loses the Disguise bonus given by the polymorph effect. Otherwise this ability works like the normal Change Shape.
Eldritch Shield (Su)
A gumiho gains its Charisma modifier as a deflection bonus to AC and CMD and as a racial bonus to all saving throw.
Energy Drain (Su)
A gumiho has energy drain (2 levels) on its bite attack. In case of a critical hit the negative levels are only doubled not quadrupled.
Foxfire (Su)
A gumiho can fire a bolt of supernatural flame as a standard action with a ranged attack within 60 ft. The attack deals 1d6 damage per HD of the gumiho on a successful hit, half damage is fire when the other half is supernatural in origin and is therefore not subject to being reduced by fire resistance. Any target that takes damage from foxfire must succeed a Will save or be illuminated, as the spell faerie fire, for a number of rounds equal to the HD of the gumiho. The save DC is Charisma-based.
Fox Marble (Su)
A gumiho’s fox marble it’s a magic item that occupies the neck slot and allows the creature to make all Knowledge checks untrained, and gives it a competence bonus on Knowledge checks equal to ½ its Hit Dice. A gumiho cannot use its energy drain, foxfire and sapping critical abilities and lose its eldritch shield and guileful charm abilities if it is not wearing its fox marble. The fox marble not meld into the gumiho body when it use a polymorph effect, no matter what form it takes, and remains prominently visible on its chest unless it hides it with external means (such as with clothes when in human form).
Guileful Charm (Su)
Any creature conversing with a gumiho for an uninterrupted minute must succeed a DC 30 Will save or be charmed by the gumiho for one hour. A creature that succeeds this save is immune to this effect for the next 24 hours, but does not realize that the gumiho tried to charm him. This is a charm, mind-affecting effect. The save DC is Charisma-based.
Gumiho Magic (Su)
A gumiho casts spells as a sorcerer of its HD.
Livers Dependence (Ex)
A gumiho has a severe addiction to humanoid livers. For each day it doesn't eat a humanoid liver it must make a DC 20 Fortitude and Will saving throw. If it fails the Fortitude save, it takes -2 on all attack roll, saving throws and skill checks until it feeds on a humanoid liver. If it fails the Will save, it’s shaken until it feeds on a humanoid liver. For each day without eating humanoid livers, the DC of the addiction saving throw increases by +1. If it fails multiple Fortitude saving throws, the penalties are cumulative (up to a maximum equal to the HD of the gumiho). If it fails the Will save against addiction when already shaken by this effect, for 10 minutes it loses control and begins hunting humanoids for devour their liver, regardless of friend or foe. After 10 minutes, each round it can re-roll the Will saving throw. If successful, this compulsion ends (at least until the next day when the saving throws against addiction must be redone). If it manages not to eat humanoid livers voluntarily for a number of days equal to its HD (23 for many gumihos), all the penalties (the shaken and the penalties to attack, save and skill if it had failed any of the save during the "period of cure") are immediately removed and it loses the Livers Dependence trait and will never suffer from it again for the rest of its life. The alleviate addiction spell has no effect for this addiction while a wish or miracle spell reduces the remaining days by 1 and removes the need for saving throws for 1 day. A mythic wish spell reduces the remaining days of a number equal to the caster's mythic tier (minimum 2) (this delay does not count for the daily increase of the DC). The "redemption" takes place only if, however, it is the gumiho who wants it in the first place. A gumiho left without eating human livers against its will only obtains the penalties listed above without redeeming itself regardless of how long it takes. If for any reason it feeds on humanoid liver during the "cleansing" period, all penalties are removed but the addiction remains and the treatment must be started over again. Many gumiho, after having re-tasted the humanoid liver after a prolonged period of abstinence but without having finished the "period of cure" often fall into the most total depravity due to the taste that gives them to the head: if it feeds on humanoid liver after more than 15 days of abstinence but before the "period of cure" is completed, it must immediately make a Will save DC 40 or take the greater madness Psychosis with immediate onset. The DC of the saving throw for suppressing this madness each day is 45. The only way to remove this madness is a miracle spell cast by a worshiper of a good deity.
Primal Hunter (Su)
A gumiho gains a number of skill ranks in the Survival skill equal to its racial HD. Whenever a gumiho eats the liver of a humanoid creature with an Intelligence score of at least 3, they do not age for one day. This effect is cumulative.
Sapping Critical (Su)
Whenever a gumiho confirms a critical hit against a living creature, it heals damage equal to the damage dealt.
Strength of the Ages (Ex)
A gumiho gains Magical Tail as a bonus feat x8. Additionally, a gumiho can choose to use thought and emotional components instead of verbal and somatic components when casting its sorcerer spells (this allow it to cast spell in base and fox form). Although these thought and emotional components function as outlined in the psychic magic section of Occult Adventure, a gumiho’s spells still count as arcane spells while using thought and emotion components.
Trickster (Ex)
A gumiho gains Bluff, Diplomacy, Disguise, Intimidate, Sense Motive, Sleight of Hand, and Stealth as class skills. A gumiho unlike other magical beast have poor Fortitude save, good Reflex and Will save and use its Charisma bonus with Will saving throws in place of Wisdom. A gumiho gains 8 + Int skill points per racial HD (as a rogue) instead of 2 + Int like other magical beast.
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