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Thread: Critters II!

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    Default Re: Critters II!

    http://www.native-languages.org/swamp-woman.htm

    http://www.mythicalcreatureslist.com...ure/Pskegdemus


    Pskegdemus
    Medium Monstrous Humanoid (Aquatic)
    Hit Dice: 9d8+9 (49 hp)
    Initiative: +1
    Speed: 30 ft. (6 squares), Swim 30 ft.
    Armor Class: 17 (+1 Dex, +6 Natural), touch 11, flat-footed 16
    Base Attack/Grapple: +9/+11
    Attack: Slam +11 melee (1d4+2)
    Full Attack: 2 Slams +11 melee (1d4+2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Cry of Distress, Deadly Touch, Mental Hold, Frightful Moan
    Special Qualities: Darkvision 60 ft., Amphibious
    Saves: Fort +7, Ref +7, Will +4
    Abilities: Str 14, Dex 12, Con 12, Int 13, Wis 13, Cha 19
    Skills: Bluff +5, Concentration +5, Craft or Knowledge (any one) +5, Hide +5, Listen +5, Move Silently +5, Search +5, Spot +5, Swim +10
    Feats: Ability Focus (Deadly Touch), Greater Spell Focus (Enchantment), Spell Focus (Enchantment)
    Environment: Temperate Swamp
    Organization: Unique
    Challenge Rating: 9
    Treasure: Standard
    Alignment: Neutral (Neutral Evil if actively malevolent)
    Advancement: 10+ HD
    Level Adjustment: ---

    Cry of Distress (Su): As a Standard Action the Pskegdemus may sound a sorrowful wail, that sounds like a woman in great pain or distress. Any living Humanoid child or heterosexual male within 120' must make a DC 18 Willpower Save (Save DC is Wisdom based) or attempt to find and comfort the source of the wail. This is a Mind-Affecting Compulsion effect, which the potential victim must be able to hear. As it is a play upon sympathy, and has it's worst effects upon those who can feel empathy for a suffering being, Good-Aligned beings get a -2 Penalty on their Save. The affected will search until he finds the source of the cry, regardless of how dangerous the terrain becomes. This effect may be removed by Remove Curse, Dispel Magic, Miracle, Wish, or similar spells. Even if rescued the victim has a permanent -2 Penalty to Saves against future uses of the Cry (multiple failures do not cause penalties to stack). Men who suffer this penalty are obsessed with the Pskegdemus, and will never take a wife, still hoping to one day find her.

    Mental Hold (Su): Pskegdemus may cast spells as a Sorcerer whose Caster Level equals her Hit Dice, but only against those who have failed to Save against her Cry of Distress ability. In addition she is limited to spells from the Enchantment and Illusion schools (except for Level 0). Sample spell list as follows:

    0: (6/day, DC 15) Dancing Lights, Daze, Detect Magic, Ghost Sound, Prestidigitation, Touch of Fatigue, Unnerving Gaze (Book of Vile Darkness), Vengeful Mount (Dragon Magazine 326)
    1st: (7/day, DC 16)Dead End (Spell Compendium), Distract Assailant (Complete Adventurer), Serene Visage (Spell Compendium), Silent Image, Ventriloquism
    2nd: (7/day, DC 17)Delusions of Grandeur (Spell Compendium), Invisibility, Misdirection, Reflective Disguise (Spell Compendium)
    3rd: (7/day, DC 18) Major Image, Sensory Deprivation (Spell Compendium), Suggestion
    4th: (5/day, DC 19) Charm Monster, Hallucinatory Terrain

    Note that I chose the spells I felt were most thematically appropriate. If you do not have the books these spells are listed in or can't find online, substitute any spell of the appropriate Level from the Enchantment or Illusion schools.

    Frightful Moan (Su): Pskegdemus can emit a Frightful Moan as a Standard Action. All living creatures within a 30-foot spread must succeed on a DC 18 Willpower Save or become Panicked for 2d4 rounds (Save DC is Charisma based). This is a Sonic Mind-Affecting Fear Effect. A creature that successfully saves against the Moan cannot be affected by it for 24 hours.

    Deadly Touch (Su): Any child that touches, or is touched by, the Pskegdemus must make a DC 20 Willpower Save or die (Save DC is Charisma based). Even if the Save is successful they still take 3d6 damage. The child must make this Saving Throw each round they remain in contact with the Pskegdemus. A child is defined as any living Humanoid or Monstrous Humanoid that has not reached the age of Adulthood listed for it's race.


    Pskegdemus (ghost variant)
    Medium Undead (Incorporeal)
    Hit Dice: 9d12 (58 hp)
    Initiative: +3
    Speed: Fly 30 ft. (6 squares), Perfect
    Armor Class: 17 (+3 Dex, +4 Deflection), touch 17, flat-footed 14
    Base Attack/Grapple: +4/-
    Attack: Touch +7 melee touch (see below)
    Full Attack: Touch +7 melee touch (see below)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Cry of Distress, Deadly Touch, Mental Hold, Frightful Moan, Manifestation
    Special Qualities: Darkvision 60 ft., Rejuvenation, +4 Turn Resistance
    Saves: Fort +3, Ref +6, Will +7
    Abilities: Str -, Dex 16, Con -, Int 13, Wis 13, Cha 19
    Skills: Bluff +16, Concentration +13, Craft or Knowledge (any one) +13, Hide +13, Listen +13, Move Silently +13, Search +12, Spot +13
    Feats: Ability Focus (Deadly Touch), Greater Spell Focus (Enchantment), Spell Focus (Enchantment)
    Environment: Temperate Swamp
    Organization: Unique
    Challenge Rating: 9
    Treasure: Standard
    Alignment: Neutral (Neutral Evil if actively malevolent)
    Advancement: 10+HD
    Level Adjustment: ---

    Cry of Distress (Su): As a Standard Action the Pskegdemus may sound a sorrowful wail, that sounds like a woman in great pain or distress. Any living Humanoid child or heterosexual male within 120' must make a DC 18 Willpower Save (Save DC is Wisdom based) or attempt to find and comfort the source of the wail. This is a Mind-Affecting Compulsion effect, which the potential victim must be able to hear. As it is a play upon sympathy, and has it's worst effects upon those who can feel empathy for a suffering being, Good-Aligned beings get a -2 Penalty on their Save. The affected will search until he finds the source of the cry, regardless of how dangerous the terrain becomes. This effect may be removed by Remove Curse, Dispel Magic, Miracle, Wish, or similar spells. Even if rescued the victim has a permanent -2 Penalty to Saves against future uses of the Cry (multiple failures do not cause penalties to stack). Men who suffer this penalty are obsessed with the Pskegdemus, and will never take a wife, still hoping to one day find her.

    Mental Hold (Su): Pskegdemus may cast spells as a Sorcerer whose Caster Level equals her Hit Dice, but only against those who have failed to Save against her Cry of Distress ability. In addition she is limited to spells from the Enchantment and Illusion schools (except for Level 0). Sample spell list as follows:

    0: (6/day, DC 15) Dancing Lights, Daze, Detect Magic, Ghost Sound, Prestidigitation, Touch of Fatigue, Unnerving Gaze (Book of Vile Darkness), Vengeful Mount (Dragon Magazine 326)
    1st: (7/day, DC 16)Dead End (Spell Compendium), Distract Assailant (Complete Adventurer), Serene Visage (Spell Compendium), Silent Image, Ventriloquism
    2nd: (7/day, DC 17)Delusions of Grandeur (Spell Compendium), Invisibility, Misdirection, Reflective Disguise (Spell Compendium)
    3rd: (7/day, DC 18) Major Image, Sensory Deprivation (Spell Compendium), Suggestion
    4th: (5/day, DC 19) Charm Monster, Hallucinatory Terrain

    Note that I chose the spells I felt were most thematically appropriate. If you do not have the books these spells are listed in or can't find online, substitute any spell of the appropriate Level from the Enchantment or Illusion schools.

    Frightful Moan (Su): Pskegdemus can emit a Frightful Moan as a Standard Action. All living creatures within a 30-foot spread must succeed on a DC 18 Willpower Save or become Panicked for 2d4 rounds (Save DC is Charisma based). This is a Sonic Mind-Affecting Fear Effect. A creature that successfully saves against the Moan cannot be affected by it for 24 hours.

    Deadly Touch (Su): Any child that touches, or is touched by, the Pskegdemus must make a DC 20 Willpower Save or die (Save DC is Charisma based). Even if the Save is successful they still take 3d6 damage. The child must make this Saving Throw each round they remain in contact with the Pskegdemus. A child is defined as any living Humanoid or Monstrous Humanoid that has not reached the age of Adulthood listed for it's race.

    Manifestation (Su): Every ghost has this ability. A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon (see Ghostly Equipment, below). A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghostís incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.

    When a spellcasting ghost is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghost manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ghostís touch spells donít work on non-ethereal targets.

    A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered Extraplanar when on either of these planes.

    Rejuvenation (Ex): In most cases, itís difficult to destroy a ghost through simple combat: The "destroyed" spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghostís HD) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research. It is unknown what, if anything, would satisfy Pskegdemus. All she wants is a child, and her touch is invariably fatal to them.

    Maski-mon-gwe-zo-os
    Tiny Outsider (Evil, Native, Shapeshifter)
    Hit Dice: 9d8+18 (58 hp)
    Initiative: +2
    Speed: 20 ft. (4 squares), Swim 20 ft.
    Armor Class: 17 (+2 Size, +2 Dex, +3 Natural), touch 14, flat-footed 15
    Base Attack/Grapple: +9/-2
    Attack: -
    Full Attack: -
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Cry of Distress, Deadly Touch, Mental Hold, Frightful Moan
    Special Qualities: Darkvision 60 ft., Alternate Form, Amphibious
    Saves: Fort +8, Ref +8, Will +8
    Abilities: Str 4, Dex 14, Con 14, Int 14, Wis 14, Cha 20
    Skills: Bluff +12, Concentration +12, Craft or Knowledge (any three) +12, Hide +12, Listen +12, Move Silently +12, Search +12, Spot +12, Survival +15, Swim +15
    Feats: Ability Focus (Deadly Touch), Greater Spell Focus (Enchantment), Spell Focus (Enchantment)
    Environment: Temperate Swamp
    Organization: Unique
    Challenge Rating: 9
    Treasure: Standard
    Alignment: Neutral Evil
    Advancement: 10+ HD
    Level Adjustment: ---

    Cry of Distress (Su): As a Standard Action the Maski-mon-gwe-zo-os may sound a sorrowful wail, that sounds like a woman in great pain or distress. Any living Humanoid child or heterosexual male within 120' must make a DC 18 Willpower Save (Save DC is Wisdom based) or attempt to find and comfort the source of the wail. This is a Mind-Affecting Compulsion effect, which the potential victim must be able to hear. As it is a play upon sympathy, and has it's worst effects upon those who can feel empathy for a suffering being, Good-Aligned beings get a -2 Penalty on their Save. The affected will search until he finds the source of the cry, regardless of how dangerous the terrain becomes. This effect may be removed by Remove Curse, Dispel Magic, Miracle, Wish, or similar spells. Even if rescued the victim has a permanent -2 Penalty to Saves against future uses of the Cry (multiple failures do not cause penalties to stack). Men who suffer this penalty are obsessed with the Maski-mon-gwe-zo-os, and will never take a wife, still hoping to one day find her.

    Mental Hold (Su): Maski-mon-gwe-zo-os may cast spells as a Sorcerer whose Caster Level equals her Hit Dice, but only against those who have failed to Save against her Cry of Distress ability. In addition she is limited to spells from the Enchantment and Illusion schools (except for Level 0). Sample spell list as follows:

    0: (6/day, DC 16) Dancing Lights, Daze, Detect Magic, Ghost Sound, Prestidigitation, Touch of Fatigue, Unnerving Gaze (Book of Vile Darkness), Vengeful Mount (Dragon Magazine 326)
    1st: (8/day, DC 17)Dead End (Spell Compendium), Distract Assailant (Complete Adventurer), Serene Visage (Spell Compendium), Silent Image, Ventriloquism
    2nd: (7/day, DC 18)Delusions of Grandeur (Spell Compendium), Invisibility, Misdirection, Reflective Disguise (Spell Compendium)
    3rd: (7/day, DC 19) Major Image, Sensory Deprivation (Spell Compendium), Suggestion
    4th: (5/day, DC 20) Charm Monster, Hallucinatory Terrain

    Note that I chose the spells I felt were most thematically appropriate. If you do not have the books these spells are listed in or can't find online, substitute any spell of the appropriate Level from the Enchantment or Illusion schools.

    Frightful Moan (Su): Maski-mon-gwe-zo-os can emit a Frightful Moan as a Standard Action. All living creatures within a 30-foot spread must succeed on a DC 18 Willpower Save or become Panicked for 2d4 rounds (Save DC is Charisma based). This is a Sonic Mind-Affecting Fear Effect. A creature that successfully saves against the Moan cannot be affected by it for 24 hours.

    Deadly Touch (Su): Any child that touches, or is touched by, the Maski-mon-gwe-zo-os must make a DC 20 Willpower Save or die (Save DC is Charisma based). Even if the Save is successful they still take 3d6 damage. The child must make this Saving Throw each round they remain in contact with the Maski-mon-gwe-zo-os. A child is defined as any living Humanoid or Monstrous Humanoid that has not reached the age of Adulthood listed for it's race.

    Alternate Form (Ex): This works like the ability listed in the Monster Manual, but unlike normal the Maski-mon-gwe-zo-os can only appear as a Partridge (Diminutive or Tiny bird) or a Medium Sized Humanoid female.


    The Pskegdemus is a hard creature to pin down. It is either a hag, or a ghost, or a demonic woman who haunts the Abenaki (who call her M-ska-gwe-demoos) and Penobscot peoples (also known as Skwakowtemus among the Passamaquody). She dresses in moss and bark, and makes mournful cries from the nearby swamps. While these cries seem to have no effect on women, men are attracted to them. Should a man show or feel any sympathy towards these cries he will wander the swamp till he dies looking for Pskegdemus until he dies. Even if rescued, he will never marry or take a human woman, as they can never meet his supernatural ideal. He will have to be restrained from pursuing the demon the rest of his life. Children of both genders are susceptible to her cries as well (indeed, they are the main target). In some stories the Pskegdemus is well intentioned and lonely, and in some it is a purposeful murderer of children. Either way, the lured child dies the moment her hands touch it.

    She is also known to the Abenaki as Maski-mon-gwe-zo-os, a toad spirit who seduces men and children, and appears as a partridge or a woman dressed in moss and bark.


    Combat: Regardless of which version you use, the swamp Woman's primary motivation is to lure children to herself, whether she is desperate for one to hold, or simply wishes to eat them. Either way, given her touch they all die the same. in legends in which she is also a seductress, she will call men to their deaths, or perhaps in hopes that one may conceive a child with her (which will likely be stillborn). as she has no real offensive powers she uses misdirection after gaining a mental hold upon someone to lure him into his death in the swamp. Against those she cannot bring under her spell (which pretty much includes all women0 she simply runs and hides.
    Last edited by Bhu; 2015-01-27 at 07:50 PM.
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