American Mythicals [Archive] - Wizards Community

Post/Author/DateTimePost
The Vorpal Tribble

11-27-04, 02:04 AM
I'm thinking of starting an ancient american-based campaign sometime in the future. I'll probably only use creatures who are native to the americas, plus related creatures and mythological ones.

Current mythological/unexplained ones I've come across are:

Chupacabra
Mothmen (giant crows/ravens)
Jackalopes
Rods
Sasquatch (bigfeet!)

Any more ideas?
The Vorpal Tribble

11-27-04, 02:08 AM
Heres this little beastie that terrorizes the central americas, mexico and even southwest USA, hows it look?

---

Chupacabra

Small Monstrous Humanoid
Hit Dice: 2d8+2 (14 hp)
Initiative: +3
Speed: 40 ft. (8 squares), climb 30 ft.
AC: 18 (+2 dex, +5 natural, +1 size), flat-footed 14, touch 13
BAB/Grapple: +2/+1 (+4 racial bonus)
Attack: Bite +6 melee (1d8-1)
Full Attacks: Bite +6 melee (1d8-1), 2 claws +4 melee (1d6-1)
Special Attacks: Blood Drain, Improved Grab, Pounce
Special Qualities: Camouflage, Cunning, Darkvision 60 ft., Low-light vision, Scent
Saves: Fort +1, Ref +5, Will +4
Abilities: Str 9, Dex 16, Con 12, Int 2, Wis 15, Cha 8
Skills: Balance +9, Climb +7, Hide +11, Listen +6, Move Silently +8, Spot +6, Survival +2*
Feats: Multiattack, Weapon Finesse(B)
Environment: Temporate or warm forest
Organization: Solitary or pair
CR: 3
Treasure: None
Alignment: Always Neutral
Advancement: --
Level Adjustment: --

This creature appears ferally humanoid, with a hunched, lithe body covered in thick, horny plates similiar to an armadillo's. Starting at the base of the neck and running down to the tailess rump are backward curving, boney spines about two fingers long, extending from each vertebrae of the creature's spine. The head is small and rounded with large jaws of edged teeth and four very long, pronounced canines jutting from the upper and lower lips. The slanted, albino-red eyes are nocturnally large and wild. Supporting the body are two thick, springy hindlegs with long, prehensile toes. The two arms are shorter and slightly thinner, with grasping fingers and retractible claws, which look to double as forelegs if needed.

An elusive beast of legend and lore, tales tell of how the chupacabra prowls the forests, some coming out at night when ahungered to feed on the blood of livestock and their keepers. But this is only when food runs scarce in the woods, where they will not hesitate to leap upon creatures many times their size.

They are quiet and wary beasts, few seeing them before they leap. They are almost always only seen while retreating from a recent feed, while sated and unhostile.

Combat:
A chupacabra prowls about the low branches of trees, searching for prey below. When it spots such prey it leaps down and latches onto its victim's neck with its powerful jaws and digs in with its claws. It then starts to tear into the throat, drawing blood upon which it feeds.

They only attack the unwary and alone, though if its prey is weak it will hazard to attack a small group of three or less, and only at night

Camouflage (Ex): A chupacabra's natural coloring give it a +4 bonus to hide checks.

Cunning (Ex): A chupacabra is never caught flat-footed.

Improved Grab (Ex): To use this ability, a Chupacabra must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can use the Blood Drain ability.

Pounce (Ex): If a chupacabra charges a foe, it can make a full attack.

Blood Drain (Ex): A chupacabra drains blood for 1 point of Constitution damage each round it remains attached.

Skills:
A chupacabra gains a +4 racial bonus on Listen, Move Silently, and Spot checks and a +6 bonus on Balance checks. Chupacabra's use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks, and can always choose to take 10 on Climb checks, even if rushed or threatened.

*Chupacabra's have a +4 racial bonus on Survival checks when tracking by scent.
Talisman

11-27-04, 11:31 AM
If you're looking for native American monsters, you MUST include the wendigo. This is the ultimate Amerindian ogre/demon/spirit/monster, easily equal to the European dragon. The "wendigo" template presented in FF (I think...may be MM2) is pathetic by comparison. Check out some decent Amerindian mythology books and see what I mean.

Other cool Amerindian monsters include the Great Heads (flying, man-eating 8-foot-tall heads), giant leeches, were-wolverines, uktenas (rattlesnake-monsters, see one and you're cursed), Uncegila (the mother of all lake serpents--literally!) and, of course, the mighty Thunderbird (shoots lightning from his eyes and does battle with Uncegila).
Melpomene

11-27-04, 11:40 AM
Unceglia (sp?) is, to Lovecraftian theories, also in ties with Yig, father of serpants. Yig also spawned the Quatl, which could easily make into an American setting. Combine with a rattle variety of Yun-Ti, and you have some strong startings. Also, lizardmen, in a Games Workshop sense, are Aztec and other central and south American natives. Adding weres and anthros which are american-based is also good. Also, bison, dinosaurs, and the like...
The Happy Gank

11-27-04, 11:45 AM
Don't forget the various sea serpents/lake monsters that pop-up throughout North America. Other possibilities include giant snakes (anacondas roughly 100 feet long) or living giant ground sloths.
The Quotation Box

11-27-04, 02:05 PM
Don't forget skinwalkers. Very freaky buggers. Maybe I'll try to whip up some stats for them.
Haldstaff_Dundragon

11-27-04, 03:06 PM
Well, you don't have to create all of the monsters yourself. With a little creativity, you could fit just about any monster into any setting but these are particularly well suited to an Americas game.
MM: Coatl (Mexico), Dire Animals, Giant Eagle, Giant Owl, and Ghosts and Giants in general.
MM2: Forest Sloth (Northwest America), Grizzly Mastadon (Canada), Ixitxachitl (Mexico), Legendary Animals, Spirit of the Land, and Titanic Creatures.
FF:Ahuizotl (Mexico), Crawling Head (Northeast America), Megatherium (Canada), and Wendigo (Canada).
Witches (evel spellcasters in general, not necessarily female) are a big cultural fear amongst Southwestern tribes, and could be easily represented as sorcerers with a heavy dose of necromancy spells.
SinisterSeraph

11-27-04, 06:23 PM
Hags could fit. I remember a story of an old twisted hag with one long finger who was always on the lookout for unattended children. The long finger was used to remove the liver, which was her favorite delicacy. I wanna say the myth was Cherokee, but I won't swear by that. I know she was given a workup in White-Wolf's Werewolf: The Apocalypse. That game may be a good place for you to look for Amerindian inspiration as well. A lot of the Native American myth's in WW:tA have been kinda mistranslated, but the basics are there.
The Vorpal Tribble

11-28-04, 02:25 AM
Got some cool critters mentioned here, thanks :D


I'm working on the Rod and going to make it an air/explanar vermin, a sort of controlled scout or spy. Thought this appropriate since most seem to think it has something to do with aliens and UFO's *shrugs*

Giving it a flight speed of 500 (perfect) with control of wind directly around it (found tapes of these supposed rods flying in and out of tornadoes without difficulty) and was wondering how I should work this into any who'd try to kill it? If something on its turn can be far out of your attack range in the blink of an eye is it possible to fight or cast upon it?
Seductress

11-28-04, 03:03 AM
Consider "Champy" (sometimes called just "Champ") from Lake Champlain. For one link, click here. (http://www.lclt.org/Champ.htm) :coolcthul :dragon:
The Vorpal Tribble

11-28-04, 03:25 AM
Rod

Tiny Outsider (Air, extraplanar vermin)
HD: 1d8 +4
Init: +10
Speed: 500 ft. fly (perfect)
AC: 24 (+4 size, +10 dex)
BAB/Grapple: +1/-7
Attack: -
Full attack: -
Special Attacks: -
Special Qualities: Air Control, Blindsight, Extraplanar Traits, Extreme Velocity, Natural Shifting, Vermin Traits
Saves: Fort +1, Ref +11, Will +4
Abilities: Str 1, Dex 30, Con 18, Int -, Wis 16, Cha -
Skills: -
Feats: -
________________________
Environment: Any air
Organization: Solitary or swarm 1-15
CR: 3
Alignment: Neutral
Treasure: None
Advancement: Tiny 1-4 HD, Small 5-7 HD

This creature is only seen as a long blur unless during a rare state of hovering or somehow entrapped. Its name comes from its foot-long, cylindrical shape covered in a thin, slightly reflective integument. Going completely along each of its sides are wide, rippled flaps of membrane that aid in its lightning-fast flitting. Each end of the rod has a small orifice. Though very vaguely insectoid a rod has much more in common with a protozoa and is in fact a macrobe, a large single-celled organism.

Rods are seen in nearly every plane in existence, flitting about at awesome speeds and then later disapearing, sometimes never to be seen again. Some say they hail from the Elemental Plane of Air, others pinpoint it down to Pandemonium, but neither are known for certain. They are used by their enigmatic masters as spies or scouts mentally linked so as to be their distant eyes and ears. Little more is known as it is nigh impossible to keep up with them across the planes.

Blindsight (Ex):
A rod can sense all things within 600 feet by the changes in air pressure to which it is phenomenally sensitive.

Extreme Velocity (Ex):
A rod's speed is so great that it is difficult to notice one moving at full speed. A spot check DC (18) must be made every round to notice the creature, and even then it is but a brief blur. True Seeing and similiar spells are powerless to aid in this as the rod is perfectly visible. Those with blindsight or echolocation suffer no penalty.

Natural Shifting (Su):
A rod can use the plane shift ability in reguards to itself at will, allowing it to travel back to the realm from whence it was sent or to others entirely.

Wind Immunity (Su):
A rod is immune to even the roughest of winds as it reflexively changes the air pressure about itself so that it flies in a near vaccuum (which is also what allows for its phenomenal speeds). This permits it to ignore even air-based spells and telekinetic powers such as Tornado Blast and Control Air.
Arcen

11-28-04, 03:33 AM
One thing about the Chupacabra is that witnesses reported feeling quite sick, sometimes throwing up or becoming unable to move when near the beast. Maybe Fort save against paralysis, making the save results in nausea.

South Carolina has had lizard men sightings. The Greyman of Charleston. Not really a creature but the Devil's Trampling Ground.
The_Dark_One

11-28-04, 03:49 AM
Have you thought of using the Jersey Devil? It may be a recent myth, but it could be adapted

Oh, if its set in the Americas, you can't forget good old voodood. Some zombies would fit in perfectly.


Yay, my 1,000th post.


:bigeyes: :cloud9: :clap: :w00t: :cheer: :dancin: :clap: :pile:

Celebrate good times, come on!!!! :dancin: :pile:
The Vorpal Tribble

11-28-04, 03:53 AM
I'll look up the Jersey Devil since never heard of it. However, I'm pretty sure voodoo iis mainly haitian? Bahama island area and such. Not exactly American per se ;)


*also throws a large gelatinous cube at you to get you to stop dancing*

http://my.photosleeve.com/TheVorpalTribble-albums/album03/aac.gif
Demon Lightfoot

11-28-04, 04:06 AM
Here are a few legendary American critters:

Jersey Devil (http://www.strangemag.com/jerseydevil1.html).

(Crap, took too long typing)

Piasa Bird (http://www.piasanet.com/piasalegnd.htm).

Plus a page on American Indian myths, which may be helpful:

EarthBow (http://www.earthbow.com/native/contents.htm)
The_Dark_One

11-28-04, 04:14 AM
I'll look up the Jersey Devil since never heard of it. However, I'm pretty sure voodoo iis mainly haitian? Bahama island area and such. Not exactly American per se Well, it did make it to that cajun state who's name I can't spell.
The Happy Gank

11-28-04, 09:27 AM
The Skunk Ape is another possibility...imagine a Bigfoot with a horrible case of body odor.

There's actually rumors of Megatherium (the giant ground sloth) being sighted in the modern South American rainforests.
Mithral Icesilver

11-28-04, 10:46 AM
The three biggest monsters in American Mythology I can think of are:
the Thunderbird. Occasionally, people still report sightings of these things. Usually pilots who were surprised when they saw the plane following them flap its wings.
Ogopogo. Ogopogo has a whole family of monsters in lakes surrounding his own (and at least one of the lakes has several monsters of the same kind in it).
"Champ" (the Lake Champlain monster). This guy's ANCIENT. Either he's related to turtles, or there's a whole family of monsters in that lake (which wouldn't really be too hard; Lake Champlain is rather deep).
Maybe start with a Roc for a thunderbird (maybe something smaller; it's only the size of a small airplane, which might make it only huge), and something resembling a Sea Drake for Champ and the 'Pogo clan. But less intelligent. Champ and the 'Pogos never exhibited any particularly unusual qualities, as I recall.
By the way, names for big-feet include:
Bigfoot
Sasquatch
Momo (the Missouri Monster)
the Skunk Ape (only the Southeast, I think; Florida especially)
the Yeti (which I think is in Oriental Adventures)
the Abominable Snowman
One thing that's very interesting is the fact that many lake monsters of Native American mythology are described as serpentlike or sluglike. By tribes living as far apart as Ontario, Vermont, and the White River Valley. And they mostly live in typical "monster lakes": narrow, murky, deep, and with steeply banked sides (much like Loch Ness, in fact).

But then, I'm the sort of person who only doesn't believe in alien abductions because the aliens wouldn't need to keep doing it over and over and ...

To quote Magnum Opus, "Alas, I cannot prove a word." Happy monster-making! :dragon:
The Happy Gank

11-28-04, 11:37 AM
Well, from what I remember, the Skunk Ape has been reported as far north as Missouri. Could be mistaken, though...
Melpomene

11-28-04, 01:38 PM
Also, one of my favourite Native American legands has to do with a very large swarm of butterflies that enrapture and kill. A shimmer or rapture locus swarm is a good transfer.

Also, if chupacabra has stench and paralysis, you could just use the ghoul as the base creature. It isn't too much of a stretch.
Arilou_skiff

11-28-04, 04:32 PM
What about the Jersey Devil?
Scaer_Vieliss

11-28-04, 04:48 PM
The Chupacabra doesn't have stench or paralysis; all it does is make people sick by staring at them so it can get away.
Also, some of the monsters listed in the OP can be found in the Urban Arcana and Menace Manual SRDs.
The Vorpal Tribble

11-28-04, 06:31 PM
Jackolope

http://www.thedowntrunks.com/eyecandy/noyce/Jackalope.jpg

Tiny Animal
HD: 1/2 d8 (2 HP)
Init: +2
Speed: +40, +10 burrow
AC: 14 (+4 size)
BAB/Grapple:
Attack: Gore -2 melee (1d4–3)
Full attack: Gore -2 melee (1d4–3)
Special Attacks: -
Special Qualities: Low-light vision, Scent
Saves: Fort +1, Ref +2, Will +2
Abilities: Str 3, Dex 15, Con 16, Int 2, Wis 14, Cha 8
Skills: Jump +7, Listen +6, Spot +6, Survival +2
Feats: *Improved Feint, Run
________________________
Environment: Any warm or moderate forest, hills or plains
Organization: Solitary 1, pair 2, family 3-10
CR: 1/3
Alignment: Neutral
Treasure: None
Advancement: -

* Racial feat

This odd creature appears as a large, lithe hare covered in sandy brown or grey fur and paler undersides. Its head is small with a set of large, pale ears on either side of a pair of hard antlers.

Attack:
A jackalope is a flighty creatures like other hares, but if cornered it'll show a very unrabbit-like ornery streak by lowering its head and charging at the legs of its persuer. Normally this is enough to startle away most predators, allowing it to escape.

Skills:
A jackolope gets a +6 racial bonus on bluff, listen and spot checks and a +2 racial bonus on survival checks.
Quarterstaff

11-28-04, 07:50 PM
if i may put in a little local stuff for southern wisconsin in lake koshkonon the really old lake monster oshkosh

almost no chance it exists because the lake is like 6-9 feet deep every where but still this is dnd
Grausherra The Dynast

11-28-04, 08:25 PM
Have you thought of using the Jersey Devil? It may be a recent myth, but it could be adapted
Huh? What do mean it's a recent myth? That myth is over 100 years old, althought the nature of the monster has changed over time.

If you want more ideas I suggest that you try and find some of the wackiest Cryptozoology sites you can, and then start reading about the "cryptids" like the North American Gnome and Mothman.
Melpomene

11-28-04, 11:31 PM
There's also the mound people. They were a race of giants who gave benevolant aid to primitive cultures (supposidly). They were buried in massive burial mounds across the midwest.
Vix Damnul v2

11-28-04, 11:51 PM
God, that's the worst misinterpretation of the mound builders i've ever heard, topping even atlanteans. Besides, everyone knows it wasn't giants who built the mounds... it was spaaaaaaaaaaaace aaaaaaaaaaaliens!

If you want a ton of amerindian monsters, check out the Deadlands rpg, d20 version, which requires the dnd core books. If not all are exactly out of myth, at least most work well in the context of north american monsters.
The Vorpal Tribble

11-29-04, 01:01 AM
Had alot of fun with this one, what do you think? True to the legend?

-=-=-=-=-=-=-=-=-

Skinwalker

Medium Humanoid
HD: 4d8 +2
Init: +1
Speed: 40 ft.
AC: 11 (+1 dex)
BAB/Grapple: +3/+6
Attack: Natural Attacks
Full attack: Natural Attacks
Special Attacks: Powder of Paralysis, Rabid Bite, Skinwalk
Special Qualities: Druidical, Telepathic
Saves: Fort +6, Ref +2, Will +5
Abilities: Str 17, Dex 12, Con 14, Int 13, Wis 16, Cha 12
Skills: Concentration 2, Craft (alchemy) 5, Diplomacy 2, Handle Animal 6, Heal 8, Knowledge (nature) 10, Listen 8, Spot 2, Survival 7, and Swim 2
Feats: Improved Initiative, Natural Spell
________________________
Environment: Any land
Organization: Solitary
CR: 7-8
Alignment: Any
Treasure: Powder of Paralysis, and an assortment of large, wearable skins.
Advancement: -


A skinwalker appears as an elderly woman with a wise expression and regal bearing. The woman's eyes are large and bright, but hard. Her clothing is a robe of furs or skins of a single type of animal.

A druidic witch of the forests, a skinwalker can be a hermit of the wilderness, or a guardian and teacher of a village. Those that live as hermits are usually evil, or chaotic neutral, and prey upon travelers and lords over the other animals of the woods. A village skinwalker is usually good or lawful neutral, protecting those within and healing their ailments and diseases.

Attack:
A Skinwalker chooses her fur garments carefully before entering into a hostile situation. For a strength-based battle she'll normally don a bearskin. A coyote skin is usually for speed, accurate sense of smell, and agility. A mountain lion skin for its climbing and stalking abilities. A boar or wolverine skin for its toughness.


Powder of Paralysis (Ex):
A skinwalker while in human form keeps on her person at all times a bag of powder made from toadstools and mixed with snake venom. Those who inhale the stuff must make a DC 15 Fortitude save or be paralyzed for 1d4+1 rounds. The save DC is Charisma-based. A handful produces a cloud 20 ft./20 ft. A Skinwalker is immune to her own powder.


Rabid Bite (Ex):
A bite from a Skinwalker in animal form infects the victim with rabies if failing a DC 20 Fortitude save. Unless healed by a disease-removing spell a victim becomes easily disoriented, and loses a point of intelligence and wisdom every day until at Int 2 the victim becomes permanently insane. While insane a Skinwalker will not drink any liquid and dies five days later. Anyone bitten by a victim while insane contracts the disease as well.

Skinwalk (Su):
A skinwalker has the ability to take the form of any non-magic animal of small to large size that it has skinned a pelt or hide from. To prepare the skin the witch must rub one (temporary) constitution point worth of her own blood into the skin and eat a meal of the meat from the beast that the skin was taken. Only one skin may be prepared per day.

The Skinwalker takes all the base creature's physical stats and its intimidate, listen, spot and swim skills, and any other extraordinary abilities, though no supernatural ones. It can also use all natural attacks.

A skinwalker can turn between its animal shape and human form at will, though removing and donning a new skin takes two rounds and allows attacks of opportunity.

Telepathy (Su):
A Skinwalker can communicate telepathically with any creature in a 60 foot radius.

--

Special Qualities -

Druidical:
A Skinwalker has all the special abilities and spells of a fourth level druid.
malykoth

11-29-04, 01:19 AM
How about the Blair Witch? I know it's not an "authentic" legend, just something made up for the movie, but it was given a very interesting back story. In D&D terms, what do you think it was? Some kind of angry fey or outsider? Maybe a crazy spellcasting hag?

Oh...and albino sewer gators!...ridden by albino mutant fetuses! Not really "ancient america", but still...
malykoth

11-29-04, 01:27 AM
Isn't there a native american version of the gnome? I seem to recall reading about fey-like beings that lived in the woods...they looked just like ordinary humans, but were like one foot tall. I think they could walk up trees as if they had spiderclimb.
The Vorpal Tribble

11-29-04, 01:35 AM
What the bloody...

Someone suggested to me sewer alligators and the blair witch, but they were being sarcastic. Are you being sarcastic, Malykoth?

If not, you need :help:
malykoth

11-29-04, 08:11 AM
What the bloody...

Someone suggested to me sewer alligators and the blair witch, but they were being sarcastic. Are you being sarcastic, Malykoth?

If not, you need :help:
:D
I definitely wasn't being too serious! :P
The Vorpal Tribble

12-01-04, 02:57 AM
By request I also made the Skinwalker into a PrC (http://boards1.wizards.com/showthread.php?t=345165)
Arae'Kol Da'Ato

02-15-05, 12:27 AM
The Skunk Ape is another possibility...imagine a Bigfoot with a horrible case of body odor.

There's actually rumors of Megatherium (the giant ground sloth) being sighted in the modern South American rainforests.


Yep and in some cases it was reported as having one eye and a horrid stench that could probalbly kill 10 Trogs. I think they have Megatherium stats in FF but I'm not sure.......
hiryuu

02-15-05, 04:43 AM
You sure you should make the mothman a giant raven? Here I thought it was a shadowy beast (7 feet tall) with glowing red eyes that predicted the future. Last time I checked, ravens didn't have glowing red eyes. Or radiate instense, palpable fear.

Sounds like some sort of psionic creature (from the plane of shadow maybe) that has a fear aura.

d20 Menace Manual (for d20 Modern) has some rod stats (they're okay, but rods seem to be just bugs on camera, anyway). It also has "mothfolk," but they're lame and don't do what they're supposed to do.
Arae'Kol Da'Ato

02-15-05, 11:40 AM
You sure you should make the mothman a giant raven? Here I thought it was a shadowy beast (7 feet tall) with glowing red eyes that predicted the future. Last time I checked, ravens didn't have glowing red eyes. Or radiate instense, palpable fear.

Sounds like some sort of psionic creature (from the plane of shadow maybe) that has a fear aura.

d20 Menace Manual (for d20 Modern) has some rod stats (they're okay, but rods seem to be just bugs on camera, anyway). It also has "mothfolk," but they're lame and don't do what they're supposed to do.



Wait. Just use Thri-Kreen with a fear effect, winged template and a few levels of Seer(Psion). I mean now it's winged-insect-like, can blend in the shadows via chameleon and can predict the future. I'll start on the stats.
jesterjeff

02-15-05, 12:23 PM
These two links go to photos of the Mothman statue in Point Pleasant, West Virginia.

A good segment of AmerIndian myths follow animals with human form....easily lycanthropes or just anthro animals...
Giants, fey, ghosts, undead and anything reptile works easily.
MY favorite legend is the Bell Witch, the Bell witch is the origin of the blair witch. A Tennessean witchwoman in the early 1800's who'se land was stolen and was then murdered. Her ghost returned to Haunt the Bell family, releasing a murderous demon as well.

I honestly suggest using a few movie monsters as well.......the demon from the Pumkinhead movies, aggressive with near invulnerability. summoned for vengance, as it kills the one who seeks vengence is turned into anther copy of the demon as well, to stop him the vengence seeker must be killed before his conversion is complete.


http://www.coasttocoastam.com/gen/page625.html

http://www.coasttocoastam.com/gen/page826.html
Hammerhead

02-15-05, 01:53 PM
Alot of these guys are in the menace manual..
Punkyojimbo

02-15-05, 02:37 PM
You could adapt some of the guardinals to represent the animal spirits in native american myths
True Archon

02-16-05, 06:50 AM
Here's some from this website:
http://www.americanmonsters.com/home.php

Batsquatch
Flitterbick
Big Bird
Agropelter
Devil Monkeys
Adlet
Bessie
Pressie



Of course, these were already mentioned:

Thunderbird
Mothman
Skunk Ape
Wendigo



Here's a site with some Native American monsters:
http://users.aol.com/purging/ptp2/northame.htm



Of course, you could also go with some movie-type monsters:

Jeepers Creepers
Tremors
jasper

02-16-05, 09:11 AM
Wheel snake suppose to bite it tail and roll after you. Just add higher movement rate you your favorite snake.
Big Foot = yeti with summer coat
Corn snake looks like a stalk of corn fallen on the ground.
Rotipher

02-16-05, 10:57 AM
IIRC, one "theory" about the jackalope -- not really a mythic creature BTW, just a running gag people agree to pretend is real, like parents collectively conspiring to make little kids believe in the Tooth Fairy -- is that it can make people lose their way and get lost. Allegedly, this is why people who spot one "in the wild" can never find their way back to the animal's location and thus prove it exists. ;-)
hiryuu

02-16-05, 08:38 PM
Wait. Just use Thri-Kreen with a fear effect, winged template and a few levels of Seer(Psion). I mean now it's winged-insect-like, can blend in the shadows via chameleon and can predict the future. I'll start on the stats.

But it doesn't really look like a bug, or like the statue.....

http://www.qsl.net/w5www/mothman.jpg is the best picture I found, drawn by someone who claims to have seen the creature.

Current skeptical thought is that the mothman was a barnowl. I find it odd people who live in an area their whole lives where such a creature is common or native have trouble confusing it with a 7-foot tall glowing red-eyed beast that taps on windows. Not saying I believe it's a creature from beyond, may have been mass hysteria or pranking kids or heck, maybe old man Gruber was trying to scare folks away from the tnt dumps because he found oil or something. Or probably something equally mundane. Or maybe it really was a creature from beyond. We'll never really know.
Wickerbull

02-16-05, 09:55 PM
Did anyone say couatl? Dinosaurs would fit in, too. I think I remember seeing a gold-based golem somewhere. It was a pile of gold pieces. Those would all go nicely with an American themed game, if you choose to take it to South America.

I've seen mentioned awakened animals or other ways to represent animal spirits, but don't forget awakened trees, and even rocks.

You could use the galeb duhr for rock spirits, as long as the name was changed to make it more "American".

You could use treants or woodling creatures to represent plant spirits.

Zombies. If you plan on having your campaign stretch as far south as Haiti.
Arae'Kol Da'Ato

02-16-05, 10:26 PM
But it doesn't really look like a bug, or like the statue.....

http://www.qsl.net/w5www/mothman.jpg is the best picture I found, drawn by someone who claims to have seen the creature.

Current skeptical thought is that the mothman was a barnowl. I find it odd people who live in an area their whole lives where such a creature is common or native have trouble confusing it with a 7-foot tall glowing red-eyed beast that taps on windows. Not saying I believe it's a creature from beyond, may have been mass hysteria or pranking kids or heck, maybe old man Gruber was trying to scare folks away from the tnt dumps because he found oil or something. Or probably something equally mundane. Or maybe it really was a creature from beyond. We'll never really know.

Good point................................... ..............
Prak, the Mad

08-18-05, 11:36 PM
if anyone plays werewolf, check out the Book of the Wyld, won't help as far as stats go, but it will help with ideas(I think it's got a few mythicals, and some other stuff is good for nature spirits, like the rocks with teeth)
Melpomene

08-18-05, 11:48 PM
Shimerling Swarms (in a butterfly form) are part of a Native American myth.
Ront Iron-Roar

08-19-05, 01:06 AM
What about Goatman
Or Elfers?

Basically, their a bunch of evil Satyr-things with no musical talent. Just terrorize and butcher people. At least Goatman.
Elfers throw rocks at cars and such.

I believe Skunk Ape is in one of the Modern books.

But, if all else fails with the Predator its not a myth, but, sure as hell gives abit more flavor to alien things. The Yautja seem to influence mythology alot from what the comic books depict.

But, you could always use A Swordwraith or Death Knight with Blindsight as a Headless Horseman.

Oh, and I believe that family of lakes monsters out in the west where Icythiosaurs, I believe their found in the Stormwrack book.
MythMage

08-19-05, 01:10 AM
I know this isn't a NATIVE american myth (it's from the conquistadors), but how about the Carbuncle?

Some Conquistadors claimed to have witnessed this small animal in their conquest of South America. Its single eye is a vibrant red jewel. The legends say that he who obtains this jewel is destined for wealth and happiness.
OamuTheMonk

08-19-05, 01:45 AM
...But there was an infamous axe-murderer that terrorized New Orleans ( I think...maybe Baton Rouge) back in the thirties. He sent a letter to the papers saying that he would not kill anyone "..in whose house the jazz was played," (I'm paraphrasing). This lead to the creation of a song in his honor, known as the Axeman's Jazz. People played loud jazz music all night long in order to keep him from breaking into their house and hacking them to pieces with his axe. That's pretty good grist for a creepy undead of some sort.

EDIT: Aha. It was New Orleans. It was the late teens, not the thirties. Heres the letter he wrote:

Hell, March 13, 1919

Esteemed Mortal:

They have never caught me and they never will. They have never seen me, for I am invisible, even as the ether that surrounds your earth. I am not a human being, but a spirit and a demon from the hottest hell. I am what you Orleanians and your foolish police call the Axeman.

When I see fit, I shall come and claim other victims. I alone know whom they shall be. I shall leave no clue except my bloody axe, besmeared with blood and brains of he whom I have sent below to keep me company.

If you wish you may tell the police to be careful not to rile me. Of course, I am a reasonable spirit. I take no offense at the way they have conducted their investigations in the past. In fact, they have been so utterly stupid as to not only amuse me, but His Satanic Majesty, Francis Josef, etc. But tell them to beware. Let them not try to discover what I am, for it were better that they were never born than to incur the wrath of the Axeman. I don‘t think there is any need of such a warning, for I feel sure the police will always dodge me, as they have in the past. They are wise and know how to keep away from all harm.

Undoubtedly, you Orleanians think of me as a most horrible murderer, which I am, but I could be much worse if I wanted to. If I wished, I could pay a visit to your city every night. At will I could slay thousands of your best citizens, for I am in close relationship with the Angel of Death.

Now, to be exact, at 12:15 (earthly time) on next Tuesday night, I am going to pass over New Orleans. In my infinite mercy, I am going to make a little proposition to you people. Here it is:

I am very fond of jazz music, and I swear by all the devils in the nether regions that every person shall be spared in whose home a jazz band is in full swing at the time I have just mentioned. If everyone has a jazz band going, well, then, so much the better for you people. One thing is certain and that is that some of your people who do not jazz it on Tuesday night (if there be any) will get the axe.

Well, as I am cold and crave the warmth of my native Tartarus, and it is about time I leave your earthly home, I will cease my discourse. Hoping that thou wilt publish this, that it may go well with thee, I have been, am and will be the worst spirit that ever existed either in fact or realm of fancy.

The Axeman

And here's (http://www.prairieghosts.com/axeman.html) the site where I found it.
savant_warlord13

11-12-05, 02:00 PM
Heres this little beastie that terrorizes the central americas, mexico and even southwest USA, hows it look?

---

Chupacabra

Small Monstrous Humanoid
Hit Dice: 2d8+2 (14 hp)
Initiative: +3
Speed: 40 ft. (8 squares), climb 30 ft.
AC: 18 (+2 dex, +5 natural, +1 size), flat-footed 14, touch 13
BAB/Grapple: +2/+1 (+4 racial bonus)
Attack: Bite +6 melee (1d8-1)
Full Attacks: Bite +6 melee (1d8-1), 2 claws +4 melee (1d6-1)
Special Attacks: Blood Drain, Improved Grab, Pounce
Special Qualities: Camouflage, Cunning, Darkvision 60 ft., Low-light vision, Scent
Saves: Fort +1, Ref +5, Will +4
Abilities: Str 9, Dex 16, Con 12, Int 2, Wis 15, Cha 8
Skills: Balance +9, Climb +7, Hide +11, Listen +6, Move Silently +8, Spot +6, Survival +2*
Feats: Multiattack, Weapon Finesse(B)
Environment: Temporate or warm forest
Organization: Solitary or pair
CR: 3
Treasure: None
Alignment: Always Neutral
Advancement: --
Level Adjustment: --

This creature appears ferally humanoid, with a hunched, lithe body covered in thick, horny plates similiar to an armadillo's. Starting at the base of the neck and running down to the tailess rump are backward curving, boney spines about two fingers long, extending from each vertebrae of the creature's spine. The head is small and rounded with large jaws of edged teeth and four very long, pronounced canines jutting from the upper and lower lips. The slanted, albino-red eyes are nocturnally large and wild. Supporting the body are two thick, springy hindlegs with long, prehensile toes. The two arms are shorter and slightly thinner, with grasping fingers and retractible claws, which look to double as forelegs if needed.

An elusive beast of legend and lore, tales tell of how the chupacabra prowls the forests, some coming out at night when ahungered to feed on the blood of livestock and their keepers. But this is only when food runs scarce in the woods, where they will not hesitate to leap upon creatures many times their size.

They are quiet and wary beasts, few seeing them before they leap. They are almost always only seen while retreating from a recent feed, while sated and unhostile.

Combat:
A chupacabra prowls about the low branches of trees, searching for prey below. When it spots such prey it leaps down and latches onto its victim's neck with its powerful jaws and digs in with its claws. It then starts to tear into the throat, drawing blood upon which it feeds.

They only attack the unwary and alone, though if its prey is weak it will hazard to attack a small group of three or less, and only at night

Camouflage (Ex): A chupacabra's natural coloring give it a +4 bonus to hide checks.

Cunning (Ex): A chupacabra is never caught flat-footed.

Improved Grab (Ex): To use this ability, a Chupacabra must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can use the Blood Drain ability.

Pounce (Ex): If a chupacabra charges a foe, it can make a full attack.

Blood Drain (Ex): A chupacabra drains blood for 1 point of Constitution damage each round it remains attached.

Skills:
A chupacabra gains a +4 racial bonus on Listen, Move Silently, and Spot checks and a +6 bonus on Balance checks. Chupacabra's use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks, and can always choose to take 10 on Climb checks, even if rushed or threatened.

*Chupacabra's have a +4 racial bonus on Survival checks when tracking by scent.

In Chupacabra reports, chupacabras showeed considerable intelligence. Besides, monstrous humanoids always have an intelligence score of 3 or more
LordofNightmares

11-12-05, 02:23 PM
I'll look up the Jersey Devil since never heard of it. However, I'm pretty sure voodoo iis mainly haitian? Bahama island area and such. Not exactly American per se ;)

That may be the Origina, but if you set it at anytime after the 1500's Voodoo would be quite usable in the southeastern US area.

And definatly use lesser undead. The fear of Zombies is one of the reasons why many cultures evolved burial or burnings as death rites.
Rinian2

11-12-05, 03:34 PM
Have you seen The Crow with Brandon Lee?

I'm not sure if the idea was based on Native American myth but, to me at least, it seemed to be very shamanistic in nature.

If you haven't seen it yet, check it out. It might give you some interesting notions!

If you have seen it, watch it again! Even if you don't get inspired, you will have watched a great movie!
MythMage

11-12-05, 07:29 PM
But, you could always use A Swordwraith or Death Knight with Blindsight as a Headless Horseman.
Actually, the headless horseman is based on the Celtic myth of Dullahan.
Raymond_Luxury_Yacht

11-12-05, 08:33 PM
Isn't there a native american version of the gnome? I seem to recall reading about fey-like beings that lived in the woods...they looked just like ordinary humans, but were like one foot tall. I think they could walk up trees as if they had spiderclimb.
Probably. Incidentally, you might want to try this site (http://www.geocities.com/z_mythica/ante.html) out. The creatures you mention are probably in there somewhere. Unfortunately, many of the links don't work.
Rake

11-15-05, 04:44 AM
Gremlins. You have to include gremlins. According to myth, they screw up machines and technology.