View Full Version : [MONSTER] Capu-capu conglomerate

2005-09-20, 09:24 PM
Size/Type: Small Monstrous Humanoid
Hit Dice: 2d8+4 (12 hp)
Initiative: -1
Speed: 20 ft. (4 squares)
Armor Class: 11 (+1 size, -1 Dex, +1 natural), touch 9, flat-footed 11
Base Attack/Grapple: +2/-2
Attack: Claw +3 melee (1d3) or javelin +2 ranged (1d4)
Full Attack: 2 claws +3 melee (1d3); or javelin +2 ranged (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Bane, Impale, Quill Defense
Special Qualities: Armor Enfeeblement
Saves: Fort +4, Ref +2, Will +4
Abilities: Str 10, Dex 8, Con 14, Int 8, Wis 12, Cha 10
Skills: Climb +1, Spot +3, Bluff or Diplomacy or Intimidate +9*
Feats: Great Fortitude
Environment: Temperate and warm forest
Organization: Solitary, pair, pack (3-5) or tribe (6-50)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: By character class
Level Adjustment: +2

*Includes +8 racial bonus to either Bluff, Diplomacy or Intimidate – see CAPU-CAPUS AS CHARACTERS

Capu-capus speak Goblin.

"In no world but a fallen one could such monstrosities exist." – Janos Bergerac

Capu-capus – better known as Skullmasks amongst civilised and pretentious sages alike who cannot lower themselves to utter something as base and awkward as "capu-capu" – are short, squat bipeds, whose near-entire bodies (save their face, hands and feet) are covered by a dense coat of sharp, triangular quills. They have wide, immovable heads that run the equal breadth of their entire bodies. Their shoulders are set abreast of their head, but their arms are so monstrously long that they are often forced to brutishly drag their claws. Though bizarre, their strange anatomy still does not outshine their nightmarish visage: their faces are but their skulls peering through an elliptical gap in their quill coats. Worse yet, every capu-capus’ skull-face bears an unearthly resemblance to a singular, fixed and distinctly humanoid expression.

The entire race has recently been stricken with an unknown disease that has left the entire people sterile; they are essentially a dying race. Their master, Hoodwink, who they worship fervently, has taken responsibility for the disease and has since promised that it will end the suffering if the capu-capus continue to serve it unerringly. Unfortunately, Hoodwink does not hold the power necessary to end their plight, nor does it have plans to ever find the resources necessary.


Capu-capus rarely initiate combat, unless it is demanded: usually if someone fails to leave their territory after a single warning, or if their master, Hoodwink, commands it. If combat is necessary, they are content to impair foes with their bane ability – occasionally inflicting the necessary wound themselves – and then follow up with grappling, typically with multiple capu-capus relentlessly focusing on a single foe.

However, if they face opponents who are larger than themselves, and are therefore almost assuredly superior grapplers, capu-capus are wise enough to still begin combat with their bane ability, but merely follow up with claw or spear attacks instead of grappling.

They use glumtons only as a last resort, to paralyse their foes, so that they can make a speedy retreat.

Armor Enfeeblement (Ex): When a capu-capu wears armor, it loses its Impale and Quill Defense extraordinary abilities, as its quills are now inaccessible underneath the armor. Furthermore, the capu-capu’s Bane ability has its radius reduced to 10 feet as the capu-capu’s bane is unable to jet and spread properly into the air. A capu-capu can still improve its AC with spells and magical items like Bracers of Armor, which do not interfere with its extraordinary abilities.

Bane (Ex): Once a day, when a capu-capu is injured by a piercing or slashing weapon, the capu-capu may, as a free action, will its gelatinous, foul-smelling bane to violently spray from the wound. All living creatures (except capu-capus) within 30 feet of the capu-capu must succeed on a DC 13 Fortitude save or be sickened for 10 rounds. The save DC is Constitution-based.

The capu-capu must wilfully choose to use this ability during its turn, after being injured by a piercing or slashing weapon immediately prior to its turn; the bane will not reflexively jet forth on any injury caused by a piercing or slashing weapon, so the capu-capu may save this ability for opponents of its choice. The stench persists for a number of rounds equal to 3 + Constitution Modifier of the capu-capu (always a minimum of 1), with the capu-capu acting as the center of the stench. Therefore, if another living creature moves within 30 feet of the capu-capu during this time -- or vice versa -- the living creature must make a saving throw or be sickened for 10 rounds.

Creatures that successfully save cannot be affected by the same capu-capu’s stench for 24 hours, although a standard capu-capu can only use its bane ability once a day. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.

Impale (Ex): A capu-capu can deal 2d2 + 1 ½ x Strength Modifier points of piercing damage to a grabbed opponent with a successful grapple check. A capu-capu may instead substitute this impaling damage with the damage from an unarmed attack, as per standard grappling rules.

Quill Defense (Ex): Any creature striking a capu-capu with handheld weapons or natural weapons takes d2 + Strength Modifier points of piercing and slashing damage from the capu-capu’s quills. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way.

Skills: Capu-capus have a +8 to one of their following checks: Bluff, Diplomacy or Intimidate.

· -2 Dexterity, +4 Constitution, -2 Intelligence, +2 Wisdom: Capu-capus have an animalistic insight and can take a surprising amount of physical punishment, but they have awkward forms and are naturally obtuse.
· Small: As Small creatures, capu-capus gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, a +4 size bonus on Hide checks, and a –4 penalty on grapple checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are ¾ of those of Medium-size characters.
· Capu-capu base speed is 20 feet.
· Racial Hit Dice: A capu-capu begins with two levels of monstrous humanoid, which provide 2d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +0, Ref +3, and Will +3.
· Racial Skills: A capu-capu’s monstrous humanoid levels give it skill points equal to 5 x (2 + Int modifier, minimum 1). Its class skills are Bluff, Climb, Diplomacy, Intimidate, Spot, and Survival.
· A capu-capu’s monstrous humanoid levels give it one feat.
· Favored Class: Barbarian. Capu-capus take advantage of the formidable Hit Dice and damage reduction afforded by the Barbarian class in order to use their quills with great potency.
· Choose a +8 racial bonus for Bluff, Diplomacy or Intimidate checks: A capu-capu’s fixed face saves it from making unwanted or self-defeating facial expressions, naturally making them skilled at the art of bluffing, diplomacy, or intimidation.
· -4 racial penalty on Listen checks: A capu-capu’s thick quill coat covers its ear holes and drastically dampens noise.
· -4 to Language-Based skills: As capu-capus have difficulty speaking, since they lack lips to help them with proper enunciation, they suffer a holistic penalty to any Language-Based skills. These can include: Bluff, Diplomacy, Gather Information, Intimidate, Perform (oratory), and others. If it is possible for the capu-capu to communicate via only gestures, this penalty is not included. Nevertheless, depending on the situation, limiting communication to only a series of gestures may confer a similar penalty.
· Capu-capus do not sleep.
· Automatic Languages: Goblin. Bonus Languages: Common, Draconic, Giant.
· Capu-capus can make two claw attacks. Claw attacks deal 1d3 points of damage plus Strength modifier.
· Natural Armor: A Capu-capu has +1 natural armor.
· Special Attacks (see above): Bane, Impale (2d2 + 1 ½ Str modifier), Quill Defense (1d2 + Str modifier).
· Special Qualities (see above): Armor Enfeeblement.
· Level Adjustment: +2.

2005-09-20, 09:25 PM
Size/Type: Small Outsider (Native)
Hit Dice: 2d8+8 (16 hp)
Initiative: +2
Speed: 10 ft. (2 squares)
Armor Class: 11 (+1 size), touch 11, flat-footed 11
Base Attack/Grapple: +2/-2
Attack: Slam +2 melee (1d4 plus paralysis)
Full Attack: Slam +2 melee (1d4 plus paralysis)
Space/Reach: 5 ft./5 ft.
Special Attacks: Paralysis
Special Qualities: Blindsight 30ft., Regeneration 5, Telepathy 100 ft.
Saves: Fort +8, Ref +3, Will +4
Abilities: Str 10, Dex 10, Con 20, Int 5, Wis 12, Cha 6
Skills: Escape Artist +5, Hide +6, Listen +6, Sense Motive +4, Spot +6
Feats: Improved Initiative
Environment: Temperate and warm forest
Organization: Domesticated or solitary
Challenge Rating: 1
Treasure: None
Alignment: Always chaotic neutral
Advancement: 3-4 HD (Small); 5-6 HD (Medium)
Level Adjustment: -

Glumtons do not speak, but can communicate telepathically with anyone who speaks Goblin.

Glumtons are, seemingly, anthropomorphic vegetables of great size; their dark faces, which they have no control over, seem to express a permanent state of shock. Nevertheless, they are Outsiders, borne from the Chaos Tree, Hoodwink, the unquestioned leader of capu-capu society.

They move via a series of inflatable internal bladders which they can adjust with great skill – their movement only seems erratic to those first encountering them. Capu-capus typically take a glumton or two for missions that take them away from Hoodwink, so that the glumtons may paralyse their foes if retreat becomes necessary. Their superior listening skills, combined with their telepathy, also enable capu-capus to noiselessly avoid potential combatants, or to even set up an ambush.


When a glumton is called into service, they will attack its opponent relentlessly, without any regard for itself – they are creatures born for servitude. If a glumton manages to paralyse all of its masters’ foes, it is not irregular for it to contact the capu-capus via its telepathy, so that the capu-capus themselves can exact a deadly revenge.

Paralysis (Ex): A glumton secretes an anesthetizing essence. A target hit by a glumton’s melee attack must succeed on a DC 16 Fortitude save or be paralysed for 3d6 rounds. Furthermore, opponents must make the same DC 16 Fortitude save if they successfully strike a glumton with either an unarmed strike or a natural weapon. Capu-capus have immunity to this paralysis. The save DC is Constitution-based.

Regeneration (Ex): Fire and acid deal normal damage to a glumton.

Telepathy (Su): Glumtons can communicate telepathically with creatures within 100 feet that speak Goblin.

2005-09-20, 09:25 PM
Size/Type: Gargantuan Outsider (Native)
Hit Dice: 20d8 + 100 (180 hp)
Initiative: +6
Speed: 40 ft. (8 squares)
Armor Class: 23 (-4 size, +2 Dex , +15 natural), touch 8, flat-footed 21
Base Attack/Grapple: +20/+32
Attack: Slam +30 melee (3d8 + 10)
Full Attack: 4 slams +30 melee (3d8 + 10)
Space/Reach: 20 ft./20 ft.
Special Attacks: Bear Glumton, Improved Grab, Paralysis, Rock Throwing, Trample (3d8 + 15)
Special Qualities: Regeneration 5, Resistance to fire 5, Rock Catching, Telepathy 100 ft.
Saves: Fort +22, Ref +14, Will +14
Abilities: Str 30, Dex 14, Con 30, Int 12, Wis 14, Cha 20
Skills: Appraise +24, Bluff +33, Craft (weaponsmithing) +10, Diplomacy +37, Heal +25, Intimidate +35, Listen +25, Perform (act) +33, Sense Motive +25, Spot +25
Feats: Ability Focus (paralysis), Awesome Blow, Cleave, Improved Bull Rush, Improved Initiative, Improved Natural Attack (slam), Power Attack
Environment: Temperate and warm forest
Organization: Solitary or tribe (self plus 6-50 capu-capus)
Challenge Rating: 12
Treasure: Double standard
Alignment: Always chaotic neutral
Advancement: 21-40 HD (Gargantuan); 41+ HD (Colossal)
Level Adjustment: -

Hoodwink speaks Abyssal and Goblin.

Hoodwink resembles a fiendish treant of the greatest proportions, and it fosters this lie so that its potential foes may wrongly assume its abilities and weaknesses. Besides the four arms that separate it from the treants it otherwise so closely resembles, Hoodwink is vastly different from its “cousins” in mindset: It is easily intoxicated with power, and will mercilessly work to achieve even the slightest semblance of power with an alien hunger.

It has achieved a kind of godlike status among the capu-capus merely through an unlucky combination of its own charm, and the naivety of the capu-capu race. Hoodwink manipulates its worshippers through promises that it will end the capu-capus’ sudden and all-encompassing disease of sterility if they continue to keep it appeased.

Though Hoodwink is not outright cruel to capu-capus, it is not uncommon for it to send them on fools’ errands from which they will not likely return, merely because it wields such power.


Hoodwink seems to delight in combat, though it rarely seeks it out, instead more satisfied to see the fruits of its machinations – capu-capus giving their lives for its protection and happiness. If forced into combat, it will attempt to grab its foes and toss them at each other, or high into the air, often repeatedly if they become paralysed by its essence. Combatants that keep outside of Hoodwink’s natural reach are still faced with the threat of the great boulders it hurls with a horrific grace. When rocks fail Hoodwink, it may bear glumtons, with the intention that its spawn may paralyse its foes, making them all the more vulnerable to its missiles.

Bear Glumton (Ex): As a move action, Hoodwink can spend 2d8 + 8 hit points to create a glumton; the damage taken by this action is equivalent to the newly created glumton’s hit points. The new glumton is created in any space adjacent to Hoodwink. This ability can be used 3 times per day.

Improved Grab (Ex): To use this ability, Hoodwink must hit with a slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Paralysis (Ex): Hoodwink secretes an anesthetizing essence. A target hit by any of Hoodwink’s slam attacks must succeed on a DC 32 Fortitude save or be paralysed for 3d6 rounds. Furthermore, opponents must make the same DC 32 Fortitude save if they successfully strike Hoodwink with either an unarmed strike or a natural weapon. Even capu-capus can be affected by this paralysis. The save DC is Constitution-based.

Regeneration (Ex): Acid deals normal damage to Hoodwink.

Rock Throwing (Ex): In lieu of one slam attack, Hoodwink can hurl a rock weighing 40 to 50 pounds (Small objects), a rock weighing 60 to 80 pounds (Medium objects), or a rock weighing 90 to 100 pounds (Large objects). Furthermore, in lieu of two slam attacks, Hoodwink can hurl a rock weighing 110 to 120 pounds (Huge objects). Hoodwink may sacrifice up to all of its slam attacks to use this ability, either throwing a maximum of four Small/Medium/Large objects, or two Huge objects. All types can be thrown up to five range increments. The range increment is 120 feet.

Rock Size/Damage
Small / 2d6 + 10
Medium / 2d8 + 10
Large / 3d6 + 10
Huge / 3d8 + 10

Rock Catching (Ex): Hoodwink can catch Small, Medium, Large, or Huge rocks (or projectiles of similar shape).

Once per round, if Hoodwink would normally be hit by a rock, Hoodwink can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, 25 for a Large one, and 30 for a Huge one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) Hoodwink must be ready for and aware of the attack in order to make a rock catching attempt.

Telepathy (Su): Hoodwink can communicate telepathically with creatures within 100 feet that speak Abyssal or Goblin.

Trample (Ex): Reflex half DC 30. The save DC is Strength-based.

2005-09-20, 09:32 PM
Your criticism is greatly appreciated.

I am looking for specific help with the following:
Capu-capu level adjustment - is +2 fair?
Hoodwink's rock throwing damage - are the damage amounts for Large and Huge rocks correct?
Of course, feel free to comment beyond that -- especially if I have, y'know, huge errors. ::)


2005-09-20, 11:17 PM
Hoodwink is an awesome concept, I may just use it in a campaign.

The Vorpal Tribble
2005-09-22, 01:09 PM
These are some really weird but pretty cool creatures. Sounds oddly like something out of a horror novel of some type.

I think the Capu's LA is fine, specially when it has levels in monsterous humanoid, though I'm not sure how one calculates the rock throwing damage. No glaring errors to any of them that I can see.

Good job 8)