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Post by joatmoniac on Aug 7, 2015 7:46:38 GMT
Did I totally space on doing the DM-Nastics this week? Indeed I did! Apparently when everyone else in my department goes on vacation at the same time I get bust and distracted. Time to prank all of their desks! ... Enough of all that though. For this week I was thinking about trying to tackle the specific races that were presented in a collaborative way (as those have been by favorite DM-Nastics by far) but didn't come up with a method for that that I liked. Also, given that the Eldrazi and Nephilim would be epic/mythic/tarrasque-esque I figured something different could do the trick. There was talk of a crazy raccoon with a beak or something like that named the Montauk Monster that #MagicMark totally believes is very real! So with that I figured we could make them a little more real by stating out some of the wonderful monsters from Cryptozoology! Grab a monster and stat that beast out!
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Deleted
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Post by Deleted on Aug 7, 2015 17:49:18 GMT
I live in Oregon, so here's Caddy! (and I'd never even heard of him before... but then, crytozoology is for crazy people)
(argh, f#$ me... my stat block didn't save, I'll post something later)
The cadborosaurus, often called Caddy "Is said by witnesses to resemble a serpent with vertical coils or humps in tandem behind the horse-like head and long neck, with a pair of small elevating front flippers, and either a pair of hind flippers, or a pair of large webbed hind flippers fused to form a large fan-like tail region that provides powerful forward propulsion." (Wikipedia)
The creature lives in deep ocean waters in temperate zones, though occasionally surfaces near coastal regions. It hunts small whales and other large marine animals in the deeps, and will also prey on seals and walrus in coastal areas, using its echolocation to hone in on prey. It usually ignores objects and creatures half it's size or larger, and is not normally aggressive. However, it has been known to attack small fishing boats it mistakes for its usual prey.
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Samuel Wise
Demigod
Ready to Help...
Posts: 989
Favorite D&D Class: Warlock
Favorite D&D Race: Mousefolk
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Post by Samuel Wise on Aug 7, 2015 19:33:44 GMT
I live in Oregon, so here's Caddy! (and I'd never even heard of him before... but then, crytozoology is for crazy people) You stole my monster! That's all right, I've always wanted to know what a Pukwudgie was anyway...
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Post by Deleted on Aug 8, 2015 4:57:10 GMT
Jersey Devil actually looks like the most fun. I've heard the name before, but know nothing of the actual myths. I'm just going to refuse to investigate and hope someone stats it out for me
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Post by Vulash on Aug 10, 2015 19:31:07 GMT
I'm from WV (originally) so I'll try to tackle the Moth Man:
The Mothman is a lonely creature found in temperate hills and forests that is cursed to bring ill-fortune and sorrow where ever it goes. Unfortunately for this solitary beast, few of their kind exist, and few other creatures will allow them to remain around due to their bad luck. The Mothman's sole purpose seems to be finding companionship, but due to it's cursed nature, they never seem to quite cross paths with one of their own kind (no one is quite sure how, or if, they mate). Other creatures will run off, or outright kill, a Mothman due to the bad omens, ill-fortune, and doom that follows in it's wake.
The Mothman is a large, vaguely humanoid creatures with a 7-10 ft. wingspan. The most remarkable feature is it's massive red, glowing, eyes, and dark feathers.
Ill-Fortune: A Mothman creates ill-fortune in a roughly 5-mile radius. When one is near, bridges fail, crops seem to die, old buildings collapse, etc. Unfortunately, at this scale the effect is subtle, and it's not obvious what is happening. The bridge may have had a faulty support, the building may have been near collapse anyway, and a blight may have taken hold on the crops. In combat this ability is less subtle. Critical fumbles now happen on a roll of 1-2, and all rolls made within sight of a Mothman have disadvantage (or equivalent for a different edition from 5th).
Mothman: Neutral Large magical beast Armor Class: 14 (+2 dex, +2 natural armor) Hit Points: 60 (8d6 + 24) Speed: 30ft Fly: 30 ft.
Str: 16 Dex: 14 Con: 16 Int: 6 Wis: 8 Cha: 3
Skills: Perception +2 Stealth + 4 Senses: Darkvision 120 ft.
Uncomprehendable Language: The Mothman is unable to communicate with other intelligent creatures, even via spells.
Psychic Noise: The Mothman can emit a strong sound in the minds of any creature within 60 ft of it. The noise manifests as a loud, debilitating, white noise or buzzing sound. A creature must make a wisdom save DC 13 or be confused until the end of each round. Once a target successfully saves against this ability, it can no longer be affected during that encounter.
Ill-Fortune: See above.
Actions: Multiattack. The Mothman can attack twice with it's claws, but tries to avoid combat, choosing to flee when it can. It will prefer use it's psychic noise to allow it to escape.
Claws: Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 11 (2d8 + 2)
CR: 4?
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Post by Vulash on Aug 11, 2015 4:48:19 GMT
DM Perspective: I think this could be a lot of fun as a DM to throw in a campaign. This poor creature just wants companionship, but bad things happen where ever it goes, and no one can communicate with it. What's worse, it's not an evil creature. Do the PCs kill it? Drive it off? Do they drive it off to bother their enemies, or is that evil? How do they get it to go away from civilization when they can't communicate with it?
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Post by DMC on Aug 11, 2015 14:54:56 GMT
Jersey Devil actually looks like the most fun. I've heard the name before, but know nothing of the actual myths. I'm just going to refuse to investigate and hope someone stats it out for me I read some stuff on the JD when I was a kid. Totally spooked me out. Looks like the scariest thing we have in SoCal are liberals. #Trololo!
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Post by kjmagle on Aug 11, 2015 15:21:59 GMT
Jersey Devil actually looks like the most fun. I've heard the name before, but know nothing of the actual myths. I'm just going to refuse to investigate and hope someone stats it out for me The jersey devil has to be Puddy!
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Post by joatmoniac on Aug 12, 2015 8:49:29 GMT
There have been a rash of dead livestock in the area, and it is assumed that there is a large animal, like a bear or lion, with some sort of affliction killing them. However, the kills have been abnormally gruesome and frequent to fit with it only being a deranged animal. Instead, the farmers believe that it is none other than the Jersey Devil that has been murdering their livestock with reckless abandon. These rumors have existed for many generations, and the origin story of the monster varies from telling to telling. Most claim that a local woman was bearing her 13th child and having a very difficult labor when she shouted “Oh, the devil take this babe!” Some say the child was more deformed, and others claim that it was born a normal child and transformed later. Regardless of the origin story the physical description seems to remain the same. The Jersey Devil is described as a bipedal, humanoid creature. It has short arms like those of a kangaroo, bat-like wings covered with small feathers or scales, and a head like a horse. Its legs are powerful and its feet are cloven. The creature is most often described as between 8 and 10 feet tall. Jersey DevilLarge (aberration), chaotic neutral TACTICSBefore Combat: The Jersey Devil enjoys causing fear in its targets, and often lets its targets catch a glimpse before attacking. The Jersey Devil uses its piercing howl ability before closing in to use its other attacks. Morale: The Jersey Devil flees if reduced to one-quarter or fewer of its normal hit points. Armor Class 18 (natural armor) Hit Points 114 (12d8+60) Speed 25ft., fly 40 ft. STR 20, DEX 14, CON 20, INT 4, WIS 14, CHA 15 Skills Athletics +6, Perception +4, Intimidation +4 Damage Resistances bludgeoning, piercing, and slashing from non-silvered weapons Damage Immunities poison Condition Immunities poisoned Senses Darkvision 60 ft. Challenge 9 (5,000XP) Magic Resistance. The Jersey Devil has advantage on saving throws against spells and other magical effects. ACTIONSMultiattack. The Jersey Devil makes two melee attacks and a bite, or it makes one melee attack and Disengage using its wings. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage. If two claw attacks hit in one round the Jersey Devil can rend its target for 12 (2d6 + 5) additional slashing damage. Bite. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 7 (2d4 + 2) piercing damage. Unearthly Howl: Once per minute, the Jersey Devil can let out a high pitched screeching noise that unnerves all living creatures and can be heard up to a half-mile away. Living creatures within 120 ft. of the Jersey Devil must succeed a DC 16 Wisdom check or be stunned for one round, then frightened for 1d4 rounds. On a successful save, the target is immune to this ability for 24 hours.
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Post by 00dlez on Aug 22, 2018 18:08:39 GMT
A lot of overlap with the pic in the OP, but here's another group of crypo-creatures
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Post by 00dlez on Sept 17, 2019 16:26:56 GMT
From our South American friends to the south, we have the terrifying Mapinguari!
It seems anywhere there’s a forest, there are also tales of a large, bipedal animal lurking around. In North America, it’s Sasquatch, and in the Himalayas, it’s called the Yeti. But in the Amazon, it’s known as Mapinguari.
There are other differences between the Mapinguari and similar big-footed creatures. For one, it’s a heck of a lot scarier: It aggressively pursues human hunters—instead of running and hiding. Furthermore, descriptions of him are quite bizarre, including backward armadillo feet, a single eye, and a gaping mouth in his stomach. While there’s some disagreement about his appearance, all agree that he’s tall, smells like death and garlic, and has thick fur over his impenetrable skin.
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