Huge Dragon (Aquatic) Hit Dice: 12d12+72 (150 hp) Initiative: +10
Speed: 50 ft. (10 squares), fly 120 ft. (perfect), swim 80 ft.
Armor Class: 30 (-2 size, +10 Dex, +12 natural), touch 18, flat footed 20
Base Attack/Grapple: +12/+27
Attack: Gore +17 melee (3d8+7) or claw +15 melee (2d6+3) or bite +15 melee (2d8+3)
Full Attack: Gore +17 melee (3d8+7) and 2 claws +15 melee (2d6+3) and bite +15 melee (2d8+3) and sting +15 melee (1d8+3 plus poison)
Space/Reach: 15ft./10ft.
Special Attacks: Breath weapon, constrict 2d8+7, improved grab, poison, spell-like abilities
Special Qualities: Damage reduction 10/magic, dark-vision 60 ft., geomantic jewel, immunity to cold, sleep and paralysis effects, low-light vision, SR 24, water breathing
Saves: Fort +14, Ref +18, Will +12
Abilities: Str 25, Dex 30, Con 22, Int 14, Wis 19, Cha 17 Skills: Bluff +7, Concentration +14, Diplomacy +13, Disguise +11, Escape Artist +18, Handle Animal +7, Hide +12, Intimidate +7, Knowledge (geomancy) +6, Listen +12, Move Silently +18, Search +10, Sense Motive +12, Spellcraft +10, Spot +14, Survival +8 (+10 following tracks), Swim +20*
Feats: Awesome Blow, Improved Bull Rush, Improved Natural Attack (gore), Multi attack, Power Attack Environment: Rivers and lakes
Organization: Solitary Challenge Rating: 15 Treasure: Double standard Alignment: Usually lawful neutral
Advancement: 12 - 21 HD (Huge), 22 –36 (Gargantuan)
Level adjustment:
-This enormous serpentine creature has horns like a deer, talons like an eagle, long moustaches, and a bright jewel under its broad chin. Majestic and breathtaking, this sinuous creature’s yellow-white scales shimmer end-lessly.
Most dragons cannot be roused from their decades-long naps, and even when they waken few deign to travel to the land of mortals. The Dragon King, however, requires that his kindred journey to Kitsunemori fre-quently on errands of divine importance.
The traditional chromatic and metallic dragons found in CRB III do not appear in the Kitsunemori setting as they are products of occidental folk-loric traditions.
River dragons are the emissaries and messengers of the Dragon King. They swim the rivers and lakes of Kitsunemori, doing the bidding of their master.
Capable and cunning, river dragons often pass through the provinces with no one the wiser. On occasion, river dragons will reveal themselves to human followers of the Dragon King, and even bestow their blessings.
All river dragons possess and carry always a jewel beneath their chins. Many foolhardy adventurers have attempted to best a river dragon and steal their jewel.
Few have succeeded. The jewel confers on the wearer great acumen and power.
The habits of dragons are much speculated upon, but little understood. River dragons are intentionally reclusive, and are only seen when they wish it. While river dragons spend the bulk of their time in water, and are excellent swimmers, they are just as competent on land or in the sky.
River dragons range in coloration from a deep, bur-nished ochre to pale white with all variations in between. They vary in length from 22 to 32 feet in length and weigh well in excess of 10 tons.
River dragons speak draconic and spirit.
COMBAT
Dragons are tremendously powerful beings, and are quite aware of their potency. Unless enraged or in great peril, they will use only as much force as is necessary to diffuse a conflict.
When called upon to fight, the river dragons will use their breath weapon to great effect, separating allies in clouds of smoldering ash. They will tear, lash, bite and sting as needed, careful not to use more strength than required. River dragons see most mortals as exceedingly fragile, and so are cautious not to decimate them unless absolutely necessary.
However, creatures it perceives as an enemy will meet with the full fury of a river dragon.
Breath weapon (Su): The breath of a river dragon is a miasma of fire, smoke and ash. As a standard action that does provoke an attack of opportunity, a river dragon can breathe a 50 foot cone of burning ash.
Creatures caught in the path of the breath weapon can make a Reflex save (DC 22) for half damage and to avoid the hindering effects of the burning ash.
Creatures fail their saving throw take 8d6 points of fire damage and suffer additional effects. A cloud of
cloying ash remains after the dragon breathes, hanging in the air for 2d6 rounds.
Any creature who fails their saving throw is caught in the cloud has all sight obscured, including darkvision, beyond 5 feet. A creature five feet away has conceal-ment (20% miss chance) while creatures farther away have total concealment (50% miss chance and attack-ers cannot use sight to locate the target). Additionally the sticky ash is easily inhaled and clings to lungs, making breathing difficult. Creatures in the cloud also suffer ability damage at the rate of 1 point of Constitution per round inside the cloud, unless they hold their breath (rules for suffocation apply). Moving outside the cloud requires a successful Survival or Wisdom check (DC 22) to intuit the way out.
Any creature that makes its Reflex save takes only half damage and is able to dodge clear of the lingering cloud of ash.
A river dragon, after using its breath weapon, cannot do so again for another 1d4 rounds following.
Constrict (Ex): A river dragon can wrap its coils around an opponent and crush it to death. After a successful grapple check, a river dragon automatically envelops its opponent and deals 2d8+7 points of bludgeoning damage. Used in conjunction with the river dragons improved grab ability, it can deal constriction damage in addition to claw damage when initiating a grapple into a constrict.
Improved Grab (Ex): If a river dragon hits a Huge or smaller creature with a claw attack, it can attempt to start a grapple as a free action without provoking an attack of opportunity.
Poison (Ex): The sting of a river dragon’s tail carries with it an insidious poison. Any creature struck by the dragons sting must succeed on a DC 22 Fortitude save or suffer 1d6 points of Dexterity damage. One minute later, the creature must succeed on another DC 22 Fortitude save or suffer 1d6 points of secondary Dexterity damage.
Spell-like abilities (Su): At will – invisibility, misdi-rection, see invisibility, tongues; 1/day – polymorph, summon monster I. Caster level 9th.
Geomantic Jewel (Su): Under the chin of every river dragon, one will find an exceptional many-faceted jewel. If a river dragon is slain, the jewel can be removed easily, but is inseparable from the dragon’s body as long as it lives. Jewels run the gamut of colors, and come in a variety of shapes. The jewel grants its holder (or wearer) a +2 bonus to Wisdom and Dexterity as well as the ability to fly and polymorph once per day (Caster level 9th).
Water Breathing (Ex): A river dragon can breathe underwater indefinitely and can freely use all of its abilities while submerged except its breath weapon.
Skills: River dragons receive a +5 racial bonus to all Swim checks.
Kitsunemori and the surrounding provinces are rife with hauntings and spirits. Ghosts arise for a variety of reasons, and each is uniquely terrifying. While ghosts are certain to be found at sites of ancient and bloody battles and burial mounds, the spirits of the dead abound throughout Kitsunemori. Some spirits, the souls of venerated ancestors, serve as clan
protec-tors in some villages, but the vast majority of ghosts in Kitsunemori are those that refuse to leave this plane out of rancor, bitterness or a burning desire for revenge. A few spirits, punished for their mortal misdeeds and severed from the Great Wheel of Existence, have even been cursed to roam the land of the living.
GAKI
Medium Undead (Incorporeal) Hit Dice: 3d12 (19 hp)
Initiative: +6
Speed: Fly 40 ft. (good) (8 squares)
Armor Class: 15 (+2 Dex, +3 deflection bonus), touch 15, flat footed 13
Base Attack/Grapple:
+1/-Attack: Incorporeal touch +3 melee (1d4 plus touch of the famished)
Full Attack: Incorporeal touch +3 melee (1d4 plus touch of the famished)
Space/Reach: 5ft./5ft.
Special Attacks: Horrifying appearance, spell-like abilities, touch of the famished
Special Qualities: Darkvision 60 ft., greed, incorporeal traits, treasure sense, undead traits
Saves: Fort +1, Ref +3, Will +3
Abilities: Str -, Dex 15, Con -, Int 14, Wis 11, Cha 16 Skills: Appraise +6, Concentration +5, Hide +7, Intimidate +8, Listen +4, Search +4, Sense Motive +4, Spot +4
Feats: Blindfight, Improved Initiative Environment: Any
Organization: Solitary Challenge Rating: 4
Treasure: Triple standard (if guarding a horde) Alignment: Always chaotic evil
Advancement: 4 – 12 HD (Medium) Level adjustment:
-This ghostly creature appears as an emaciated human with a distended stomach, bulging eyes. The most unset-tling aspect of the creature is their inhumanly small mouths and throats.
The ghosts detailed here are not standard ghosts as described in CRB III, though ghosts of that ilk can be found in the form of ancestral spirits.
Game Masters should feel free to create additional ghosts and are encouraged to generate ancestral spirits using the ghost template in CRB III for use in their Kitsunemori campaigns.
Gaki are hungry ghosts, the undead spirits of tremen-dously jealous and greedy people. As punishment for their mortal vices, they are cursed with a ravenous hunger for gold and treasure.
Driven by their insatiable desire for riches, gaki wander in search of great treasure troves and the estates of the wealthy. Once they have discovered a place of great wealth, they will lay claim to it. Every night, the gaki will attempt in vain to gulp down the riches. The futile effort is met with always met with failure, as the gaki’s intangible hands pass through all that it touches.
So, each night the gaki’s hunger increases, hoping that the next night they will finally be able to satisfy their burning hunger, and slowly they are driven mad. Their madness manifests in how they frighten and torment all humans who dare to approach their claimed domain.
Gaki will not leave their haunting unless driven out or if the riches are somehow removed. If the haunting is robbed of its wealth or if the gaki is driven from the area, it will seek out another trove and lay claim to it.
Gaki speak common.
COMBAT
Gaki jealously guard and defend their treasure hordes.
They will attack anyone attempting to approach or steal from their riches. They will try to frighten, trick and confuse all intruders. If trespassers in their ter-ritory do not desist despite the gaki’s efforts to scare them away, the gaki will attempt to kill them rather than lose its precious fortune.
Horrifying Appearance (Ex): The gaki’s countenance is grotesque and appalling. All those within 30 feet who look at the gaki must succeed on a DC 14 Will save or be frightened for 3d6 rounds. This ability is constantly in effect, but the gaki’s actual appearance can be disguised or concealed by illusions, which temporarily inhibits the operation of the ability as only the gaki’s natural appearance inspires fear. The save DC is Charisma-based.
Spell-like abilities (Su): 3/day – disguise self, invis-ibility, minor image (DC 15), mirror image, ventriloquism (DC 14); 1/day – major image (DC 16). Caster level 7th.
Save DC’s are Charisma based.
Touch of the Famished (Su): Living creatures hit by a gaki’s incorporeal touch attack must succeed on a DC 14 Fortitude save or become famished and
overwhelmed with hunger for 1d6 rounds.
Famished creatures can think of only one thing: food. Any famished creature are driven
to find sustenance, and will frenziedly eat anything that is edible (and palatable to their dietary require-ments) for the duration of the effect. They will devour their rations (should they have any), steal food from companions, eat surrounding foliage, and so on. They will take no other action except to feed their voracious hunger. If they are threatened, they will defend themselves, but will make every effort to extricate themselves from combat to search for food. If there is no food to be found in the area, famished creatures will then move elsewhere in a frantic hunt for something edible. Famished creatures will not eat anything that they know to be poisonous, but may unintentionally eat something poisonous to their physiology in their need to satiate their endless hunger. Only creatures that need to eat to survive are affected by the gaki’s touch of the famished (i.e. outsiders do not need to eat, and are thus impervious to the touch of the famished). The save DC is Charisma based.
Greed (Ex): Gaki are irresistibly driven to possess and attempt to eat gold and treasure. If they are presented with wealth superior to their horde, they will follow it recklessly in the hopes that they might eat it. They will pursue and attempt to take possession of the wealth, using all abilities in their arsenal to do so. However, in this maddened state, the gaki’s judgement is seriously impaired. The gaki suffers a -2 penalty to its Dexterity and Wisdom scores as it heedlessly chases the riches.
Additionally, the gaki suffers a -2 penalty to attack rolls and skill checks. Both effects last for 1d4 hours, and the gaki will continue to pursue the object of its desire until it either obtains it or is presented with wealth of equal or greater value.
Treasure sense (Su): The gaki’s desire for riches is so pervasive that is has affected the spirits very nature. As a free action, a gaki can sense the direction, distance, and gold piece value of any coins, object or collection of objects within 120 feet. The gaki’s treasure sense can penetrate barriers, but it can be blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or three feet of wood or dirt.
ONRYOU
Medium Undead (Incorporeal) Hit Dice: 8d12 (52 hp)
Initiative: +3
Speed: Fly 20 ft. (poor) (4 squares)
Armor Class: 18 (+3 Dex, +5 Deflection bonus), touch 18, flat footed 15
Base Attack/Grapple:
+4/-Attack: Incorporeal touch +7 melee (2d4 plus steal breath)
Full Attack: Incorporeal touch +7 melee (2d4 plus steal breath)
Space/Reach: 5ft./5ft.
Special Attacks: Create spawn, steal breath, urami aura
Special Qualities: Darkvision 60 ft., haunting, incor-poreal traits, +4 turn resistance, undead traits
Saves: Fort +2, Ref +5, Will +9
Abilities: Str -, Dex 16, Con -, Int 14, Wis 17, Cha 21 Skills: Bluff +16, Hide +14, Intimidate +18, Listen +11, Search +9, Sense Motive +10, Spot +14
Feats: Ability Focus (Steal Breath), Blindfight, Improved Natural Attack
Environment: Any
Organization: Solitary, pair or army (3 or more) Challenge Rating: 8
Treasure: None
Alignment: Always lawful evil Advancement: 4 – 12 HD (Medium) Level adjustment:
-Pale, translucent creatures of little physical substance, these strange ghosts exude an almost overwhelming aura of hatred and anger.
Onryou are vengeful ghosts created when a person is cruelly murdered. Their grudge against their killers, and their anger over the untimely theft of their life, is so powerful that they rise from the dead to exact their revenge. Onryou are utterly unable to let go of their “urami”, or grudge, against the injustice of their murder. They kill all they see, and those they kill rise again as an onryou as well. These pitiless ghosts exist to create other onryou to share in the suffering of their eternal torment.
The movements of an onryou are slow and spastic, making them somewhat easier to evade.
Onryou speak common and spirit.
COMBAT
Onryou exist to spread their suffering. They are relentlessly bent on revenge, and attempt to obtain it by killing all they see. They are resentful spirits blindly lashing out, reduced to little more than their all-consuming “urami” or grudge. Onryou kill without remorse or caution, and no amount of diplomacy or coercion will avert their murderous fury.
Create Spawn (Su): Any humanoid slain by an onryou becomes an onryou within 1d4 rounds.
The body of the slain humanoid remains intact
and inert, but its spirit is ripped from its body and perverted through the onryou’s hate and transforms into another onryou. Spawn are under the control of the onryou that created them and remain enslaved for all of eternity. Onryu spawned in this way do not retain any of the abilities they had in life.
Steal Breath (Su): Living creatures hit by the onryou’s melee touch attack must succeed on a DC 16 Fortitude save or begin to suffocate. Creatures that fail their saving throw have their breath stolen by the onryou. They cannot breathe, and may soon die to rise again as an onryou themselves. When the creature fails its saving throw, she begins to suffocate, falling immediately unconscious (0 hit points). The next round, the creature is allowed another DC 16 Fortitude save. If it succeeds, the creature is able to gasp for breath, but is still unconscious and at 0 hit points. If it fails, the creature drops to -1 hit points and is dying. In the final round, the creature is allowed a final DC 16 Fortitude save. If it succeeds, it is able to breath but is still unconscious and at –1 hit points. If it fails, the creature suffocates and dies. The save DC is Constitution-based.
Urami Aura (Su): As a free action, the onryou can radiate its Urami Aura, bathing creatures in the area in an overwhelming assault of crushing hatred and anger. Creatures within 30 feet of the onryou are affected, and must succeed on a DC 19 Will save or be overcome with irrational emotions for 3d6 rounds.
Creatures who fail their save are amazingly angry and filled with hate, severely impairing their judgment. For the duration of the effect, and as long as the affected creature remains within 30 feet of the onryou, they suffer a -2 penalty to AC, Wisdom and Charisma scores.
The save DC is Charisma-based.
Haunting (Ex): Onryou are bound to a specific site;
the location of their murder. They are unable to pass beyond the boundary of their haunting, which encompasses an area of 30 feet per Hit Dice of the onryou. Creatures attempting to force the onryou beyond the edge of its haunting will find that it is impossible to remove the onryouo through any means except its destruction.
Turn Resistance (Ex): An onryou has a +4 turn resis-tance.