Fearsome Critters- Monsters from American Folklore (3/5-Gallinipper added)

D.Shaffer

First Post
During the 19th century, lumberjacks in the American and Canadian forests told a variety of tall tales and legends. Many of these involved strange creatures, some amusing and some horrific. These creatures have come to be known as 'fearsome critters', and the term is often used to describe any 'impossible' creature that developed out of American/Canadian frontier folklore. While it's doubtfuly any but the gullible newcomer actually believed any of them, I've always been fascinated with the things. Since I've had some long stretches of free time at work, lately, I'm going to work on converting some of the more Fearsome varieties into 3.5 stats both to help exercise my monster making skills and stat checking, but also because I'd like to share some of my interpretations of the things.

In all cases, opinions, corrections, and your own interpretations are always welcome.

CR 1/2 - Gallinipper
CR 1 - Flitterbick
CR 2 - Cactus Cat, Hoop Snake
CR 3 - Cave Hodag
CR 4 - Hidebehind, Sliver Cat
CR 5 - Black Hodag, Gumberoo
CR 7 - Snoligoster

EDIT (3/5) Added the Gallinipper. After a long hiatus, I finally have a new entry, just in time for spring.
 
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Flitterbicks - CR 1 Magical Beasts

Flitterbick

The sound of a chittering squirrel calls out from trees. Seconds later, a fast moving blurr streaks out from the overhead canopy, colliding with you with great force. A large grey squirrel bounces away from the impact and heads toward the nearest tree.

Flitterbick CR 1
Always Neutral Diminutive Magical Beast
Init +3; Senses Darkvision 60 ft., low-light vision; Listen +13, Spot +5
Languages None
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AC 17, touch 17, flat-footed 14, Displacement
(+3 Dex, +4 size)
hp 5 (1 HD)
Fort +2, Ref +5, Will +3
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Speed 15 ft. (3 squares), Climb 15 ft. Glide 70 ft. (Clumsy), Enhanced Glide
Melee Slam +8 (1d3-4)
Atk Options Inertial Charge
Space 1 ft.; Reach 0 ft.
Base Atk +1; Grp -15
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Abilities Str 2, Dex 16, Con 10, Int 2, Wis 16, Cha 4
Feats Alertness, Weapon Finesse (B)
Skills* Balance +11, Climb +11, Jump +7, Hide +15, Listen +13, Spot +5
*Includes +8 racial bonus to Balance and Listen checks. Flitterbicks use their Dex modifier to determine their Jump and Climb scores, not their Str modifier.
Advancement 2-3 HD (Diminutive)
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Enhanced Glide (Ex, Su) A flitterbick can glide through the air using its skin flaps. This allows it to negate any damage from falling. A flitterbick can travel forward 20 ft. for every 5 ft. it decends. Additionally, a flitterbick's glide speed is magically enhanced. This is a supernatural ability that it can use at will. If, for any reason, this ability is repressed, the Flitterbick's glide speed is reduced down to 30 ft.
Inertial Charge (Ex) A flitterbick relies on its velocity more then its physical strength for combat. In any round that a Flitterbick moves more then 60 feet from its initial space, it may use its Dex modifier instead of its Str modifier to determine combat damage. It also may use its Dex modifier instead of its Str modifier when making an opposed check for the purposes of Bull Rushes or Tripping, and is considered a medium creature when determining who it may attack for these attacks.
Displacement (Su) At top speeds, a flitterbick becomes little more then a grey blurr. A flitterbick is effected by a displacement effect in any round that it ends its movement more then 60 ft from its initial square. It benefits from a 50% miss chance as if it had total concealment.
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A flitterbick is a fiercely territorial flying squirrel endowed with magically enhanced speed.

STRATEGIES AND TACTICS
Flitterbicks rely on simple tactics. They will give a verbal warning once before attacking, using their Inertial Charge abilities to inflict devestating impacts. They will then retreat into the nearest tree to repeat the pattern until the target stops moving or retreats to what the flitterbick considers a safe distance.

ECOLOGY
Flitterbicks are solitary mammals. They occupy nests created in the hollows of trees. While they are herbivores, they are viciously territorial and will attack any creature considered a threat. Flitterbicks typically mate in the fall with females giving birth to 4-6 pups in the spring.

Environment: Flitterbicks typically live in dense forests.
Typical Physical Characteristics:Flitterbicks resemble large, grey flying squirrels. They are typically 8 inches long with a tail of roughly the same length. A flitterbick's head is slightly larger then that of a normal squirrel, the result of a thicker skull. flitterbicks, like the flying squirrels they are decended from, have a flap of skin that stretches between its limbs.

TYPICAL TREASURE
Flitterbicks are attracted to small, shiny objects. They will often store these items in their nests.

FOR PLAYER CHARACTERS
Spellcasters with the Improved Familiar feat may take a Flitterbick as a familiar at level 7.

CREATURE LORE
Characters with ranks in Knowledge (Arcana) can learn more about flitterbicks. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

Knowledge (Arcana)
11 This is a flitterbick, a squirrel-like magical creature. This result reveals all Magical Beast traits.
16 The flitterbick's speed is magically enhanced and can move fast enough to leave after images behind it. This makes it tremendously difficult to hit.
21 The flitterbick relies on its speed to damage its foes. A flitterbick that can not move is no danger.
 
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Hidebehind - CR 4 Fey

The feeling of dread you have been experiencing for the last hour finally culminates as you hear a twig snap behind you. Whirling around, you see a large mass in a shape that could barely be called humanoid. It covers its piercing yellow eyes with large, clawed hands, keens sharply, and then seems to vanish into the forest itself.

Hidebehind CR 4
Usually CE Large (Tall) Fey
Init +3; Senses Low-Light Vision, Scent; Listen +10, Spot +10
Languages Sylvan
Aura Fear 60 ft. (DC 12)
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AC 15, touch 12, flat-footed 12
(+3 Dex, -1 size, +3 natural)
hp 27 (6 HD); fast healing 2; DR 5/cold iron
Resist Nondetection
Fort +3, Ref +8, Will +7
Weakness Cowardice
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Speed 40 ft. (8 squares), Woodland stride
Melee 2 Claws +6 each (1d6+4+Silence)
Atk Options Improved Grab
Spell-Like Abilities (CL 7)
At Will -- Nondetection (DC 18, self only), Pass without Trace (self only)
Space 10 ft.; Reach 10 ft.
Base Atk +3; Grp +11
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Abilities Str 19, Dex 16, Con 13, Int 8, Wis 14, Cha 11
SQ Forest's Protection, Hide in Plain Sight
Feats Forester*, Stealthy, Skill Focus (Hide)
* -- Feat from PGF: Page 39
Skills Climb +13, Hide +14 (+24 in Forests), Listen +12, Move Silently +15, Spot +12
Advancement By character class; Favored Class Rogue
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Forest's Protection (Su) Hidebehinds forge a particularly strong bond with the forests they inhabit. The forest itself seems to actively help the hidebehind avoid being detected. Hidebehinds gain a +8 bonus to hide checks when in forests.
Cowardice (Ex) If spotted by any individual who is not flatfooted or surprised, a hidebehind is immediately panicked.
Fear Aura (Su) Every 10 minutes spent within a hidebehind's aura provokes a saving throw. Those who fail the will save (DC 12) are immediately Shaken.
Hide in Plain Sight (Ex) While in any sort of natural terrain, a Hidebehind can use the Hide skill even while being observed as per the Ranger ability.
Silencing Strike (Sp) The claws of the hidebehind silence those they hit. Any creature struck by the claws of a hidebehind is effected as per the silence spell if they fail a will save. (DC 12) This effect lasts for 10 minutes per hit, however additional hits do not stack their duration.
Woodland Stride (Ex) A hidebehind may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment, as per the Ranger ability.
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Hidebehinds are sadistic fey who delight in picking off lone individuals who intrude in their forests. These murderous forest spirits enjoy the feeling of fear in their victims but are themselves cowards at heart.

STRATEGIES AND TACTICS
Hidebehinds are patient stalkers. They prefer to wait for individuals to seperate from a group before striking, but are not adverse to using their fear aura to scare party members into a blind panic. Party scouts and characters on watch during the night are favored victims as they are usually alone.

Typically, a hidebehind will attempt to sneak up behind its chosen victim, striking with surprise. It relies on its silencing strike ability to stifle any possibility of an outburst and its improved grapple to carry off a victim before anyone else notices. A hidebehind will use its spell like abilities intelligently, activating them to avoid detection and pursuit.

ECOLOGY
Hidebehinds see themselves as protectors of the forest, killing those who intrude. They are solitary beings, and even see other fey as potential threats. While they can be bargained with, hidebehinds are never reliable allies and have personalities that are often described as being similar to a spoiled child. Some druids believe they are spawned by ancient forests in response to intrusion.

Hidebehinds are carnivores, eating those that they kill. They have a marked preference for intelligent victims and will usually ignore animals and other unintelligent creatures. Hidebehinds delight in the feelings of panic they can cause, and will often delay killing their victims as they slowly hound them into exhaustion.

Environment: Hidebehinds only live in old, dense forests.
Typical Physical Characteristics:Hidebehinds tend to vary from individual to individual, but their are certain characteristics they all have in common. They are always humanoid in shape with arms that end in overly large hands and claws. They tend to be featureless with the exception of a large pair of eyes that tend to be bright red, yellow or orange.
Alignment: Due to their sadistic tendencies and murderous natures, hidebehinds are usually Chaotic Evil.

TYPICAL TREASURE
Hidebehinds have no use for most treasure, burying it with the remains of their victims. They do recognise that other creatures value it, and will often use treasure as bait.

CREATURE LORE
Characters with ranks in Knowledge (Nature) can learn more about hidebehinds. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

Knowledge (Nature)
14 This is a hidebehind, a malevolent forest spirit. This result reveals all traits of the fey subtype.
19 Hidebehinds are notorious cowards and will run away if spotted before they strike. Their skin shrugs off weapons not made of cold iron. They are known for their keen senses and skill at avoiding detection.
24 The panic that a hidebehind's presense inspires is not natural in origin. Additionally, the silence effect its claws inflict explain how it is able to pick off individuals without being detected.

EDIT: After thinking about it, I decided that bumping it up one more HD would make it more balanced for the CR I'm shooting for. Also clarified Silencing Strike a bit.
 
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Is there a save on the hidebehind's silence strike? And how long does it last?

Other than that, they both look good - I always loved tall tale monsters.

Demiurge out.
 

I love these and fully intend to younk them for "Homeland", my sort of rustic D&D campaign. Critters such as these fit well with the folksy feel of the campaign.
 

Cactus Cat -- CR 2 Magical beast

With a fierce scream resembling that of a pumas, a large beast weaves back and forth in front of you. Resembling a large mountain lion, it is covered with thick spines, especially around its ears. Its tail, branched and resembling a spine covered tree limb, twitches agitatedly back and forth as it gazes at you with unfocused eyes. It opens its foam covered mouth, gives another cry, and then leaps, slashing at you with a pair of large, boney talons.

Cactus Cat CR 2
Usually CN Medium magical beast
Init +6; Senses Darkvision 60 ft., Lowlight Vision, Scent; Listen +1, Spot +1
Languages Feline, Understand (But can not speak) Common
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AC 18, touch 16, flat-footed 12, Spines
(+6 Dex, +2 natural)
hp 28 (3 HD)
Immune Fueled Ferocity (See text below)
Fort +7, Ref +9, Will -1
Weakness Spells (See Fueled Ferocity text)
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Speed 40 ft. (8 squares)
Melee 2 Bone Talons +9 (1d6+5) and Bite +4 each (1d3+2)
Atk Options Rake (+6 melee attack, 1d3+2)
Special Actions Pounce
Space 5 ft.; Reach 5 ft.
Base Atk +3; Grp +8
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Abilities Str 20, Dex 23, Con 19, Int 1, Wis 6, Cha 6
Feats Endurance, Weapon Finesse
Skills* Balance +14, Hide +10, Jump +13, Listen +1, Move Silently +10, Spot +1
* -- Includes a +8 racial bonus to Balance and Jump checks. Also includes +4 racial bonus to Hide and Move silently checks.
Advancement 4-5 HD (Medium)
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Fueled Ferocity (Su) A cactus cat's metabolism is magically fueled by the poisons in the plant sap it eats, increasing its physical characteristics at the expense of its cognitive abilities. At any time that a cactus cat would be affected by poison, it instead enters a state similar to a barbarian's rage, gaining a +6 enhancement bonus to its Str, Dex, and Con scores, at the same time receiving a -6 penalty to its Int and Wis scores. While in this state, it is unable to distinguish friend from enemy and will attack anything its addled mind perceives as a threat. This effect lasts for 1 hour per dose of poison. Afterwards, the cactus cat is fatigued for an equivalent amount of time, 1 hour per dose of poison. A cactus cat may not end this state voluntarily. Any spell which delays or cures a poisoned state (Delay Poison, Neutralize Poison) will instantly end the effect of fueled ferocity as if its duration had ran out naturally (Fatigued for 1 hour per dose.)
Pounce (Ex) If a cactus cat charges a foe, it can make a full attack, including two rake attacks.
Rake (Ex) 2 claws, Attack bonus +6 melee, damage 1d3+2.
Spines (Ex) The cactus cat is covered with a thick layer of protective spines. Anyone striking a cactus cat with an unarmed strike or natural weapons, or who tries to grapple the cactus cat, takes 1d6 points of piercing damage.
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Fueled Ferocity The above stats are for the Cactus Cat when in its Fueled Ferocity state. When not in this state, it has the following, altered stats.
Senses Listen +4, Spot +4
AC 15, touch 13
(+3 Dex, +2 natural)
hp 19 (3 HD)
Fort +4, Ref +6, Will +2
Melee 2 Bone Talons +6 (1d6+2) and Bite +1 each (1d3+1)
Atk Options Rake (+6 melee attack, 1d3+1)
Grp +4
Abilities Str 14, Dex 17, Con 13, Int 7, Wis 12, Cha 6
Skills* Balance +11, Hide +7, Jump +10, Listen +4, Move Silently +7, Spot +4

A desert dwelling feline, the spike covered cactus cat is well known for both its plant milking as well as the destructive rages that often results. Due to the state this induces, local stories often picture it as inebriated, but in truth this is more a result of its magical metabolism.

STRATEGIES AND TACTICS
The cactus cat is actually fairly intelligent when 'sober' and prefers to avoid fighting whenever necessary, using its speed to move out of range of any attackers. When forced to fight, it uses its pounce ability to perform a series of hit and run attacks and tries to avoid attack of opportunity and flanking situations. If a ready source of poison is nearby, it will spend an action, if necessary, to be effected by it in order to use its fueled ferocity ability.

While using its Fueled Ferocity ability, the cactus cat fights in an essentially mindless manner. It attacks whoever is closest to it without regard to other opponents or its own condition. It will fight until dead or nothing around it is moving. A cat driven out of this state will retreat as soon as possible or surrender if this is not possible.

ECOLOGY
Cactus cats are omnivorous desert dwelling cats that principally feed on the plants in the area they live in. While they do prey on small animals, these are supplements to their main diet. Cactus cats use the large boney claws on their forearms to slash open the trunks of cacti or other succulent plants, milking them for their sap. While many of these plants are actually poisonous, the cactus cat's metabolism has adjusted to actually feed on these toxins, gaining a burst of enhanced vigor. Many cactus cats are actually addicted to these poisons, and will feed on nothing but poisonous plants if possible, relishing the feeling it induces.

Desert towns sometime form agreements with local cactus cats. They supply the cats with a wider variety of poisons (Typically in the form of alcohol), and the cats make sure they are far from the town and its trade routes when feeding. Less accommodating towns will hunt down marauding cactus cats when they are spotted due to the damage they can cause. Cactus cats generally do not have other predators due to their protective layer of spines as well as the bitter taste in their meat, a result of their poisonous diet.

Environment: Cactus cats live in the rocky deserts where the cacti they feed on usually grow.
Typical Physical Characteristics: Cactus cats are large cat like creatures, typically five to six feet long. They are named after the long spikes that cover them as well as the plants on which they typically feed. These spikes are made from modified hairs and especially dense around its ears. Its tail is usually around the same length as its body and multiply branched with short stump like growths. A pair of bony spurs juts out from its forearms, just above its paws.
Alignment: While individual cactus cats show a wide variety of alignments, the fact they are usually in a poison induced, mindless frenzy typically means they shift toward chaotic neutral regardless of original leanings.

TYPICAL TREASURE Cactus cats usually see little use for treasure. Any they do have will be in the form of poisons of various sorts, or bottled alcohol.

CREATURE LORE

Characters with ranks in Knowledge (arcane) or Knowledge (nature) can learn more about cactus cats. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

Knowledge (arcane)
12 This spine covered feline is a cactus cat. This result reveals all magical beast traits.
17 The spines on a cactus cat provide a prickly defense against natural weapons and unarmed strikes. Poison actually seems to increase its rage.
22 The drunken like state of a cactus cat is actually a result of its magical metabolism. Spells such as Neutralize poison will significantly weaken it.

Knowledge (nature)
14 Many of the plants these cats milk are actually highly toxic to most creatures.

Notes: OK, Fueled Ferocity is a bit...messy. If anyone want to suggest a rewrite that's LESS messy, I'd be willing to listen to it. :)
 
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Sliver Cat -- CR 4 Outsider (native)

A growl in a nearby tree alerts you to something watching you. Staring at you from an overhanging branch is a large, shadowy figure, its inky black flesh in the general shape of a large hunting cat. It's vertically aligned eyes narrow into little more then slivers of angry red before its long prehensile tail swings down. You can only catch a quick glimpse of cruel looking spikes studding the tail's surface before the knobby end impacts.

Sliver Cat CR 5
Usually Neutral Medium Outsider (Native)
Init +1; Senses Darkvision 60 ft., Lowlight Vision, Scent; Listen +10, Spot +10
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AC 17, touch 11, flat-footed 16
(+1 Dex, +6 natural)
Miss Chance 20% (Blur)
hp 37 (5 HD)
Immune Cold
Fort +7, Ref +5, Will +6
Weakness Light Sensitivity
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Speed 40 ft. (8 squares), Climb 20 ft.
Melee Tail Slap +13 (1d6+7/19-20) and Bite +7 (1d4+3) and 2 Claws +7 (1d4+3)
Atk Options Improved Grab (Tail Slap)
Special Actions Constrict 1d4+7 (Bludgeoning and Piercing)
Space 5 ft.; Reach 5 ft. (10 ft. with tail slap)
Base Atk +5; Grp +12
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Abilities Str 25, Dex 13, Con 17, Int 4, Wis 14, Cha 6
Feats Improved Critical (Tail Slap), Weapon Focus (Tail Slap)
Skills* Climb +15, Hide +13 (+17 in areas of shadowy illumination), Jump +15, Listen +10, Move Silent +13, Spot +10
Includes +4 racial bonus on Hide and Move Silently checks.
Advancement 6-7 HD (Medium), 8-9 (Large)
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Blur (Su) It is hard to make a hit against a sliver cat's semi-solid form. Any attacks against a sliver attack suffer a 20% miss chance as if the sliver cat had concealment. Treat this as the spell of the same name.
Hide in Plain Sight (Ex) A sliver cat can use the Hide skill even while being observed. As long as it is within 10 feet of some sort of shadow, a sliver cat can hide itself from view in the open without anything to actually hide behind. It cannot, however, hide in its own shadow.
Light Sensitivity (Ex) A sliver cat is dazzled in bright light, such as daylight or light spells.
Tail Slap (Ex) A Sliver Cat's tail slap deals bludgeoning and piercing damage.
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Originally from the plane of shadows, the sliver cat is a feline-like predator that has since adapted to living on the prime material plane. It is known for its long, prehensile tail which it uses to attack and constrict prey.

STRATEGIES AND TACTICS
Due to its vulnerability to light, the sliver cat tends to be nocturnal in nature. It uses its reach to its advantage, attacking from ambush in high, over head areas that make it hard for its prey to retaliate. The sliver cat has a marked preference for lone travelers and tends to leave groups alone. In the few cases it attacks a large group, it will concentrate on one character, hoping to finish it off quickly enough to make a get away with its prey in tow. Typically, a sliver cat will attack with its tail, initiate a grapple, and then constrict until its prey stops moving.

A sliver cat will not use its fangs or claws unless absolutely necessary as this increases the risk to itself. It will retreat if confronted with bright light or if it's clear it is being overwhelmed. While sliver cats are usually solitary, mating pairs will cooperate to bring down single opponents. Very rarely, a pair of sliver cats will assist their offspring as they learn to hunt. In these cases, the younger sliver cats will each pick their own targets while the parents stand by in case they get in over their heads.

ECOLOGY
While originally from the plane of shadows, sliver cats have since become natives of the material plane. They are strict carnivores, preying on the smaller creatures in the forest. Sliver cats mate for life, giving birth to two to three kittens every five years.

Sliver cats create comfortable blinds over game trails and tend to rest and devour their prey inside these hidden shelters.

Environment: Sliver cats prefer areas of dense forest where there are plenty of shadows to hide, and plenty of tree branches to stage ambushes.
Typical Physical Characteristics: Sliver cats are large hunting cats that look like they are partially composed of shadow. Their eyes are oriented vertically in their heads and look like nothing more then slivers of red light. Their tails are prehensile and extremely long, typically stretching up to 10 feet in length. A sliver cat's tail ends in a knobby club that it uses to strike its prey; the entire length of the tail is covered with long, needle sharp spikes.
Alignment: Sliver Cats are more interested in finding their next meal rather then following any moral or philosophical compass, so they tend to be neutral. Those that care enough to bother with an alignment tend toward chaos and evil. Sliver cats are very rarely good in alignment.

TYPICAL TREASURE Sliver cats very rarely collect treasure, seeing little use in it. They do like fabrics, silks and furs and will often line their hunting blinds with these materials. Considering the nature of their tails, these goods do not last long.

CREATURE LORE
Characters with ranks in Knowledge (the Planes) or knowledge (nature) can learn more about sliver cats. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

Knowledge (the planes)
14 This creature is a sliver cat, a creature originally from the plane of shadow, but since adapted to the material plane. This result gives all Outsider (native) traits.
19 The sliver cat attacks with its spike covered tail. Its tail ends in a large club which it uses to slam into a target, catching it on the vicious spikes. It is immune to cold.
24 Sliver cats are hard to hit due to their shadowy makeup, but retreat when confronted with bright light.

Knowledge (Nature)
17 Sliver cats look and act much like normal cats, but are clearly not natural. While they have teeth and claws like normal cats, they primarily attack with their spike covered tails.
 
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Black Hodag - CR 5 Magical Beast

A smell like that of dead vulture mixed with skunk musk overwhelms your senses as a strange, lizard-like creature crawls out of the bush. It is covered in short, black fur and its large head features a pair of bull-like horns and sharp fangs. Its squat feet are heavily muscled and feature large claws. A row of thick bodied spines run down the length of its back, with a single spine tipping the end of its whipping tail. It's face has an uncomfortable similarity with a smiling man's as it stares at you with green eyes. With a sudden snort from its nostrils, it charges at you.

Black Hodag CR 5
Usually Neutral Medium Magical beast
Init +0; Senses Darkvision 60 ft., Lowlight Vision, Scent; Listen +1, Spot +1
Aura Stench
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AC 20, touch 10, flat-footed 20
(+10 natural)
hp 51 (6 HD); DR 5/Magic
Fort +8, Ref +5, Will +3
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Speed 30 ft. (6 squares), Climb 10 ft. (2 squares)
Melee 2 Claws +11 each (2d6+5), Bite +9 (1d10+2), Gore +9 (1d8+2), and Tail Spike +9 (1d8+2)
Atk Options Rake +11 (2d6+2)
Special Actions Pounce, Powerful charge (Gore-2d8+2)
Space 5 ft.; Reach 5 ft. (10 ft. with Tail)
Base Atk +6; Grp +11
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Abilities Str 21, Dex 11, Con 16, Int 1, Wis 13, Cha 6
Feats* Endurance (B), Improved Natural Attack (Claws), Leap of the Heavens, Multi-Attack
Skills Climb +13, Jump +14 (+18 with running start), Listen +1, Spot +1
Advancement 7-9 HD (Large)
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Pounce (Ex) If a hodag charges a foe, it can make a full attack, including two rake attacks.
Powerful Charge (Ex) A hodag deals an extra 1d8 points of damage with its gore attack when it makes a charge
Rake (Ex) 2 Claws +7 melee each (2d6+2).
Stench (Ex) The powerful musk of a hodag in overwhelming at close range. Living creatures within 10 feet must succeed on a DC 16 Fortitude save or be sickened for 1d6+4 minutes. A creature that successfully saves cannot be affected again by the same ghast’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The save DC is Constitution-based.
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*Leap of the Heavens is a feat from Players Handbook 2. If this source in unavailable, you should replace the feat with Skill Focus (Jump). The following lines will replace those above.
Feats Endurance (B), Improved Natural Attack (Claws), Multi-Attack, Skill Focus (Jump)
Skills Climb +13, Jump +17, Listen +1, Spot +1

The hodag is a fierce forest predator that preys on anything that it can catch. It is notorious for its foul temper and even fouler smell. Locals fear it as the reincarnated spirit of a legendary ox and say it is the incarnation of all the curses and ill wishes tossed at it by irate lumberjacks and farmers. It is not known for being the most intelligent of beasts, but this hasn’t kept it from being dangerous.

STRATEGIES AND TACTICS
The hodag is a simple minded and uncreative attacker. It will jump into the middle of a group and target as many people as it has attacks in a greedy attempt to take as much prey as possible. It doesn’t appear to be concerned with its own health and will usually attack until dead. The hodag is afraid of fire and will back off if confronted with it.

It has a strange preference for dogs of all types and will concentrate on these first if they are present.

ECOLOGY
Hodags are forest predators and are often the top animal in the local food chain. They are gluttonous creatures and will kill even if full, storing the bodies in trees for later consumption. The hodag's thick hide and spines give it incredible protection. Combined with its supernatural ability to shrug off damage, fierce nature, and horrible smell, most creatures that could prey upon it chose not to. Hodags often depopulate their area of useable game and then migrate to fresh territory making them unpopular with most fey and druid.

Hodags mark their territory with their scent and are fiercely protective of it. Hodags mate every few years, this being the only occasion they can tolerate each others presence. Young hodags are born fully alert and are driven off after a few days.

Environment: Hodags prefer to live in thick forested area with lots of prey.
Typical Physical Characteristics: A hodag is a mammal with short black fur. Its shape is roughly like that of a squat lizard with a low lying body, four legs and a long, thick tail. It head seems large in proportion to its body and is topped with a pair of long bull horns. Its face resembles that of a human with a perpetual grin due to a mouth filled with oversized fangs. Its legs are wide and heavily muscled with each foot ending in foot long claws, 3 facing forward and 1 facing rear. A row of curved spikes, resembling bull horns, starts at its neck and ends at its tail. The tail tip has a single spine on the end.
Alignment: Hodags are too stupid to truly have an alignment.
TYPICAL TREASURE Hodags do not store treasure, although they have been known to contain gems and other hard to digest items in their gullets, the remains of past victims.

CREATURE LORE

Characters with ranks in Knowledge (Arcane), Knowledge (Nature) and Knowledge (Local) can learn more about the hodag. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

Knowledge (Arcane)
15 This foul smelling beast is a hodag, a fierce predator. This result reveals all magical beast traits.
20 The hodags defensive array of spines and thick hide make it hard to hit to begin with, but it seems to shrug off non magical damage.
25 The hodag's stink is enough to overpower the strongest individual, leaving them hard pressed to defend themselves from its devastating set of attacks. The hodag is afraid of fire, but nothing else will drive it off once it attacks.

Knowledge (nature)
18 This is a hodag, a supernatural animal that eats almost anything.
23 The hodag will destroy its territory's population of animals if left unchecked, making it unpopular with druids and nature loving creatures.

Knowledge (Local)
18 The legend of the hodag? They say the hodag is a fierce, smelly beast. It was born from the ashes of the funeral pyre of the meanest bull around, the living embodiment of all the curses and ill wishes tosses at it since it was born. The only thing the brute loved was its master, and it died when he did. They say they had to burn it because it was to smelly to bury, and it took 7 days for its corpse to burn away. Not that it helped as the ashes gave rise to the hodag. If we thought that bull was bad, that hodag is even worse! We kill hodags now and then, along with baby hodags, so I don’t put much belief in that story, but it's certainly a mean little beast.

NOTES
This took a lot longer to complete then I though it would, and I'm not completely happy with it but I find it passable at this point. It's dedicated to Wisconsinites everywhere. :)
 
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Cave Hodag - CR3 Magical Beast

Hodag, Cave

In the gloom of the cavern, you are surprised to see a small, faintly red light hovering over a boulder. After a few moments, it descends behind the rock. You hear the rustle of a few pebbles as a strange black creature, about the size of a large housecat, scampers out from behind the boulder and runs for a nearby side passage. It runs with a strange, rolling gait, each clawed leg seeming to stretch and compress as it makes its escape and there is the faintest wisp of a foul smelling odor emanating from its direction. It looks behind it once before disappearing down the passage, giving you a glimpse of 3 red eyes, horns and glistening fangs as vanishes in the darkness.

Cave Hodag CR 3
Often Neutral Tiny Magical beast
Init +2; Senses Darkvision 90 ft., Lowlight Vision, Scent; Listen +5, Spot +5
Languages Cave Hodag, Understands (But can not speak) Common
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AC 22, touch 14, flat-footed 20
(+2 Dex, +2 size, +8 natural)
hp 22 (3 HD); DR 5/Magic
Resistance Telescopic Legs (See Below)
Fort +5, Ref +5, Will +2
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Speed 30 ft. (6 squares), Climb 20 ft., Instinctive Balancing (See Below)
Melee 2 Claws +7 each (1d4+1), Bite +2 (1d6), Gore +2 (1d4), and Tail Spike +2 (1d4)
Atk Options Pounce, Rake
Space 2.5 ft.; Reach 2.5 ft. (5 ft. with tail)
Base Atk +3; Grp -4
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Abilities Str 13, Dex 15, Con 14, Int 10, Wis 13, Cha 8
SQ Roving Eye (See below)
Feats Endurance (B), Stealthy, Weapon Finesse
Skills Balance +2 (+10 on difficult terrain), Climb +10, Hide +14, Listen +5, Move Silent +9, Spot +5
Advancement 4-5 HD (Small)
Level Adjustment +2 (Cohort)
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Instinctive Balancing (Ex) The hodag is able to instinctively adjust its telescopic legs to keep itself level, allowing it to run across broken or uneven terrain. A cave hodag gains a +8 racial bonus to balance checks when dealing with difficult terrain. Additionally, it is never considering flat footed when making balance checks on this type of terrain. Cave Hodags also receive a +4 bonus to reflex saves to avoid being knocked prone due to traps or similar effects.
Pounce (Ex) If a hodag charges a foe, it can make a full attack, including two rake attacks.
Rake (Ex) 2 claw attacks, +5 melee (1d4+1)
Roving Eye (Su) The third eye of a cave hodag is actually detachable and able to move on its own. A hodag must concentrate to move its roving eye, but otherwise sees through it as normal. A hodag can not move its eye more then 100 feet away from it, and it can not cross dimensional boundaries. If the eye is forced beyond this distance, it remains inert until it once again enters range. If a hodag's roving eye is destroyed, the hodag is blinded for 2d4 rounds. A destroyed roving eye will regenerate after this time. Treat a hodag's roving eye as a Fine creature with AC 20, 5 hp, and flight 40 ft. (perfect maneuverability).
Telescopic Legs (Ex) The leg bones in a cave hodags legs are telescopic, sliding in and out of each other and allowing it to adjust its height. This allows it to act as a larger creature in certain circumstances. A cave hodag is treated as a creature two sizes larger when making jump checks or when vertical reach would otherwise be important. Since it can also use this ability to brace itself against certain attacks, it is also treated as two sizes larger when defending against Bull Rush, Overrun, and Trip attacks. The cave hodag never gains the improved reach or facing of a larger creature through the use of this ability.
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This strange, three eyed, subterranean creature is a distance relative of the ferocious black hodag. Smaller, more intelligent, and much less vicious then its cousin, the cave hodag is content to prey on the smaller creatures of the underdark. It generally prefers to avoid other intelligent races, but has a strange preference for kobold flesh. Its 3 eyes are faintly bioluminescent, and it is well known for its telescoping legs and detachable eye. Those who befriend a cave hodag quickly discover that it is fairly intelligent. Many communities near cave hodag nests will attempt to keep them nearby as they keep down the pest population and are not aggressive like many underdark species, considering this a fair trade off for the smell.

STRATEGIES AND TACTICS
While armed with considerable natural weaponry and armor, the cave hodag is a timid creature. Given any choice in the matter, it would prefer to avoid fighting; using its superior movement abilities and small size to escape through passages other species can not pass through. Cave Hodags mostly eat creatures their size or smaller, not attacking larger creatures unless cornered or defending their young.

If forced into a fight, or while hunting, cave hodags prefers to attack from ambush. If it can do so without provoking an Attack of Opportunity, it will open the attack with a pounce, using its vast array of natural attacks to finish off its prey as quickly as possible. Against larger targets, it will rely on its tail and stage a series of separate attacks, lashing out with its tail once before retreating to a new position. Due to the nature of its legs, it is able to run across terrain that would slow other creatures and will often incorporate this into its attacks.

A cave hodag will use its roving eye to scout ahead of it to minimize danger to itself, observe strangers, or seek out prey.

ECOLOGY AND SOCIETY
The strange cave hodag is a subterranean carnivore that is distantly related to the Black Hodag. While it resembles its large cousin in many ways, being a voracious eater and covered with protective spines and weapons, it is much smaller, smarter, and less aggressive. While it looks fearsome, it would much rather avoid fighting anything bigger then itself. The one exception appears to be with kobolds. Cave hodags adore kobold flesh, much in the same way their larger cousins enjoy dog meat, and will often attack these larger creatures if the odds seem favorable.

Besides its size and intelligence, the cave hodag has several other oddities that distinguish it from its larger cousin. The cave hodag's third eye is detachable and capable of moving through the air on its own. It uses this eye to hunt, scout territory, and to avoid predators. Additionally, all the eyes of a hodag are naturally bioluminescent, glowing with a faint red light when emotionally upset. It can turn this effect on and off, and does not require it to see. The other odd feature involves its telescopic legs. The legs of a hodag are made up of separate segments that can slide and out of one another allowing it to close to quadruple its natural height, provide level footing, or brace against other objects.

Cave Hodags live in small packs consisting of several family members and their mates, creating nests in easily defendable caves and niches. Cave Hodags mate for life, with young cave hodags being born every 10-11 years. Young cave hodags are completely helpless for the first couple years of life and are protected by the entire pack. While hodags tend to hunt individually, any kills are brought back to the nest and shared among its members. The entire pack will work together to defend the nest against larger predators or to take down a delicious kobold snack. In lean times, a pack will migrate to new territory, splitting into several smaller packs to better enhance their chance of survival. The cave hodag language is a mixture of vocal signals, leg and tail movements, and flashes of light from its eyes. A cave hodag secretes chemicals from its scent glands to mark its pack's territory, most creatures find this odor to be foul smelling.

Environment: While all cave hodags live in subterranean areas such as the underdark, they prefer cave complexes near the surface. Unlike many Underdark dwellers, they actually enjoy the occasional visit to the surface world and thus often come in contact with surface dwellers.
Typical Physical Characteristics: A cave hodag is a mammal with short black fur. Its shape is roughly like that of a squat lizard with a low lying body, four legs and a long tail. It head seems large in proportion to its body and is topped with a pair of horns. Its face resembles that of a human with a a third eye in the middle of its forehead and a perpetual toothy grin due to its large fangs. Its legs are splayed out and oddly segmented, each foot ending in claws, 3 facing forward and 1 facing rear. A row of curved spikes, resembling bull horns, starts at its neck and ends at its tail. The tail tip has a single spine on the end. The typical cave hodag is roughly 4 feet long, half of that being its tail. A cave hodag gives off an odor most humanoids find unpleasant.
Alignment: Most cave hodags are neutral, caring more for the survival of their extended family then any moral or philosophical code. Exceptions certainly exist, but due to their curious and non aggressive nature they are rarely evil.

TYPICAL TREASURE
Cave hodags do not seek out material wealth, but they are fond of comforts when they can get them. They will go to great lengths to gain tasty kobold flesh.

FOR PLAYER CHARACTERS
Wizards who can get used to the smell will sometime take a cave hodag as a familiar. A character with improved familiar can take a cave hodag as a familiar at level 7. Adventurous cave hodags occasionally form bonds of friendship with characters, allowing them to be taken as cohorts.

CREATURE LORE
Characters with ranks in Knowledge (Arcane) or Knowledge (Dungeoneering) can learn more about cave hodags. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

Knowledge (Arcane)
13 This weird creature is a cave hodag, a small predator of the Underdark with keen senses. This reveals all Magical beast type information.
18 The cave hodag has an impressive array of teeth and claws, but is harmless for the most part. Its skin will shrug off non magical weapons and they are known to cooperate and defend one another.
23 The cave hodag has many strange features. Its extending legs allow it firm purchase on many surfaces. It also has a detachable eye that it can use to observe from a distance.

knowledge (Dungeoneering)
16 This is a cave hodag. They are known among underdark dwellers to be fond of kobold meat, but are relatively harmless, if not beneficial.
20 Cave Hodags are intelligent creatures and form pack groups. If you see a group of cave hodags, you are most likely near their nest and should be wary less they deem you a threat.
 

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