Out of curiosity do you think that Golarion's Caliban and hagspawn from 3.5 ed could coexist in the same setting or would they prove to be redundant?
Yes! I wrote the caliban, so I should know. At least, I mostly wrote the caliban. It was an RPG Superstar entry I wrote, and then a lot of the content from that year ended up in Tears at Bitter Manor. The gorget of living whispers was mine too, and they ended up giving it to the final boss!
My original flavor text had nothing to do with hags. I wanted the calibans to be the children of parents who were "blessed"
by Lamashtu. The inspiration was various hybrid cryptids from the mid-to-late 20th century, like the Lake Worth Monster, Honey Island Swamp Monster and the Goatman (hence the axe). In the original stat block, the caliban's share deformity ability could also affect mental ability scores (so you could have a scholarly caliban parasitizing his intellectual rivals, or one who wants to be beautiful stealing abilities from pretty faces). The third flavor change that Paizo made was making them all male; again, as a way of making them relate more to hags than Lamashtu.
The art is perfect, though. No notes.
For a "mutant child created by hags", I would use my invunche statistics or 3.5 hagspawn, and use calibans for more general monstrous mutants.
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Hi! You seem to know a lot about Constantine comics so of you could help me?
I started from Hellblazer issue one and they reference Invunche as a past thing. Should I go back and read other comics or will it be explained in Hellblazer? Also Astra, does she always appear as a flashback or was there an issue in a different comic where it was happening real time? Like, was there ever issues where John is actually young and learning this stuff or are they all flashbacks?
Ohhhh the Invunche is covered in Swamp Thing, where John originates! I recommend issues 37-50, but they’re specifically referenced in issue 48-49. And Astra is further explained in the Newcastle arc written by Delano, but otherwise they don’t spend a lot of time unpacking her specifically. She pops up down the line in Ennis and Jenkins.
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Stsil
A Bao A Qu
Aatxe
- Khalkotauroi
Abaia
Abere
Abuhuku
Adaro
- Zitiron
Adze
Afanc
Agrippa
Agropelter
Ahuizotl
- Ugjuknarpak
Airavata
Ajaju
Ajatar
Akaname
Akashita
Akheilos
- Isonade
Akhlut (Amarok)
Alp-Luachra
Amhuluk
Amikuk
Ammut
Amphisbaena
- Ouroboros
Anggitay
Aniwye
Aproxis
Apshait
Asanbosam
Asdeev
Aswang (Manananggal)
Awd Goggie
Banaspati
- Soucouyant
Banshee
- Limos
- Pesta
- Nemain
Barghest (Cadejo)
- Cu Sith
- Cwn Annwn
- Osschaert (Pesanta)
Bauk (Nalusa Falaya)
- Gaueko
Baykok
Berberoka
Berserker
- Einherjar
Binaye Ahani
Boitata
Boobrie
- Hverafugl
Bruch
Bubak (Tatty Boggle)
Buckrider
Buggane
Bukavac
Bulgasari
Bunyip
- Dingonek
Burach Bhadi
Burrunjor
- Kasai Rex
Butatsch
Byakko
Cactus Cat
Cacus
- Belacko
Caladrius
- Zhenniao
- Alicanto
Caleuche
Camulatz
Carbuncle
- Arkan Sonney
- Cagrino
Caspilly
Catoblepas
Cherufe
Chipfalamfula
Chochin-Obake
- Aoandon
Chon-Chon
Chupacabra
- Nadubi
Cipactli
Cockatrice
- Basilisk
- Codrille
- Aitvaras (Pukis)
Cuca
Cuero
- Rumptifusel
Curuara
- Inulpamahuida
Cyclops
- Papinijuwari
- Tartalo
Dijiang
- Hundun
Dire Boar (Erymanthian Boar)
- Bonguru
- Babi Ngepet
- Ao-Ao
- Cuchivilu
Djieien
Djinn
Doppelganger
- Fetch
- Frittening
Dorotabo
- Landvaettir
- Ahi At-Trab (Seitaad)
- Tsenagahi (Planctae)
Drop Bear
Dryad
- Radande
- Batibat
- Askafroa
- Yanagi-Baba
- Mandremonte
Dullahan
- Ankou
Ebajalg
- Hala
Echeneis
Egregore
- Ewah
Eintykara
Enenra
Erote
Fachen
Fad Felen
Fafnir
- Pixiu
Fomorian
Fossegrim (Nokken)
- Encantado (Boto)
Fulad-Zereh
Gaasyendietha
Gardinel
Garei
Gargoyle
Garmr
- Orthrus
- Cerberus
Gegenees
Girtablilu
Globster
Gloson
Goblin
- Nuno (Trenti)
- Kobold
- Grindylow
- Curupira
- Ijiraq
- Spriggan
- Pukwudgie
- Eloko (Chaneque)
- Likho
- Dactyl
- Bilwis
- Bugbear
Gold-Digging Ant
Golem
- Invunche
- Wulgaru
- Celedon
- Terra-Cotta
Griffon
- Sak
- Hieracosphinx
Grootslang
Gulon
- Rompo
- Taotie
Haietlik
Hantu Bulan
Harpy
- Siren
- Erinyes (Fury)
- Alkonost
- Lechuza
Heikegani
Hinnagami
- Jenglot
Hinqumemen (Engulfer)
- Umibozu
Hrimpursar
Hyakume
Hydra
- Orochi
- Ladon
- Nyuvwira
Ichneumon
Ikuchi (Ayakashi)
Imp
- Incubus
- Scarbo
- Bushyasta
- Skrzak
- Galtzagorriak
Intulo
Ipetam
Issitoq
- Aghash
- Aten
Itqiirpak
Ittan-Momen
Jba Fofi
- Tsuchigumo
- Aasivak
Jinmenju
- Wak-Wak
- Zaqqum
- Lunantishee
Jinshin Mushi
Jorogumo
Jubokko
Juggernaut
Kamaitachi
Kameosa
Kampe
Kappa
- Suiko
Karkadann
Karkinos
- Saratan
Kelpie (Each Uisge)
- Each Tened
- Helhest
- Apaosha
- Ceffyl Dwr
- Skinfaxi
Kerit
Keukegen
- Otoroshi
Kholkikos
Kikimora
Kirin (Qilin)
Kitsune
- Kumiho
Kongamato
- Ropen
Kurage-No-Hinotama
Lakuma
- Charybdis
Lamia
- Echidna
- Gorgon
Lavellan
Leprechaun
- Gancanagh
- Clurichaun
- Far Darrig
- Amadan Dubh
- Domovoi
Leshy
- Bies
- Anhanga (Waldgeist)
Leucrotta
Libelula Diablu
Longgui
Lou Carcolh
Lusca
- Iku-Turso
- Migas (Tree Octopus)
- Kraken
- Rogo-Tumu-Here
Makalala (Tuyango)
- Colorobetch
Makhai
Mandarangkal
- Empusa
Mandragora (Tiyanak)
- Davalpa
Manticore
- Sphinx
- Piasa
- Lammasu
Mapinguari
Marool
Minotaur
- Erchitu
- Sarangay
Miraj
Mishibizhiw
Mngwa
Morgawr
- Mamlambo
- Mokele-Mbembe
Moskitto (Xan)
Muhuru
- Mbielu-Mbielu
Muirdris
Musca Macedda
- Druj Nasu
Muscaliet
Muse
- Leanan Sidhe
Myrmecoleon
Nakshatra Meenu
Namazu
Nekomata (Cat Sith)
- Kasha (Ovinnik)
Nereid
- Rusalka
Ngoubou
- Odontotyrannus
Nidhogg
Nocnitsa (Mara)
Nosoi
Nuckelavee
Nue
Nurikabe
Olgoi-Khorkhoi (Death Worm)
Olitiau
- Popobawa
- Camazotz
- Guiafairo
Omukade
- Ek-Chapat
- Con Rit
- Kugdlughiak
Oread
- Lampad
Otso
Pard
Penchapechi
Peuchen
- Haemorrhois
- Seps
Piskie (Sprite)
- Ishigaq
- Phooka (Puck)
- Attercroppe
- Tooth Fairy
Polong
Poltergeist
- Dybbuk
- Isogashi
Poludnica (Lady Midday)
Psoglav
Qalupalik
Qinyuan
Qiuniu
Rahara
Raiju
Ramidreju
Rat King
Rawhead (Bloody Bones)
- Stuhac
Redcap
- Ly Erg
Roc (Ziz)
- Minokawa
- Thunderbird (Impundulu)
- Phoenix (Rarog)
- Psonen
- Tsenahale
- Nachtkrapp
- Naujakuksualuk
Rock Bolter
Roperite
Salamander
Salawa (Sha)
Satyr (Faun)
- Shurale (Mahaha)
Sazae-Oni
Scarab
- Khepri
Scorpios
- Sandwalker
Scylla
Sermilik
Shadhawar
Shen
Shinchu
Sianach
- Delgeth
Sigbin
Skinwalker
- Rougarou
- Selkie
- Bouda (Kishi)
Skolex
Sluagh
- Hidarugami
Spartoi
- Gashadokuro
- Tupilaq
- Mekurabe
- Ahkiyyini
Stella
Stray Sod
- Hungry Grass
Succarath
Tarasque
Tesso
Tiddalik
Tlanusi
Troll
- Kayeri
- Kapre
- Porotai
- Aigamuxa
- Yehwe Zogbanu
- Shellycoat
Trolual
- Raudkembingur
- Bakekujira
Umdhlebi
Valkyrie
Valravn
Veela (Sylph)
Velue (Peluda)
Vish Kanya
Vodyanoi
- Bagiennik
- Arzhavennik
- Bolotnik
- Cmuch
Wanyudo
- Ophanim
Water Leaper
Wendigo
Will o Wisp (Luz Mala)
Wyvern (Vouivre)
- Cuelebre
- Tizheruk
- Scitalis
- Knucker
- Suileach
- Caorthannach
Xhumpedzkin (Ix-Hunpedzkin)
Xiao
- Ahool
Xing Tian
Ya-Te-Veo
Yale
Yara-Ma-Yha-Who
Yowie
- Yeti
- Fear Liath
- Hidebehind
Yuki-Onna
Ziphius
Zirnitra
Zlatorog
Zmey
- Azi Dahaka
Zombie
- Draugr
- Mummy
- Topielec
- Corpo-Seco
- Gaki
- Aerico
Cat Sith / Pyrausta / Impundulu / Ninki Nanka / Khodumodumo / Minhocao / Marabbecca / Metminwi / Qupqugiaq / Myling / Moroi / Bloody Bones / Rokurokubi / Ifrit / Ghul / Ghawwas / Tiyanak / Mara / Acheri / Tikbalang / Baku / Calopus / Mahaha / Trollgadda / Tetragnathon / Vatnsandi / Ungaikyo / Naglfar / Oniate / Petsuchos / Sessho-Seki / Waldgeist / Tienlong / Tiamat / Asag / Hongaek / Ga-Gorib / Dalaketnon / Dobhar-Chu / Gbahali / Zheng / Antaeus / Maenad / Green Knight / Tulpa / Hiiden Hirvi /
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© GENZOMAN
1-. Fayla
3-. Golden dragon
4-. Haomaru Makoto
5-. Happy Halloween I no
6-. Ilina sisters
7-. Invunche
8-. Jeanne d'Arc
9-. New Luchi Shugenja
10-. Land of beast
11-. Leviathan
12-. Max the Monk
13-. Moon Witch
14-. Okenuth
15-. Pepper and Wanda
16-. Quetzalcoatl
17-. Red de Plata
18-. Ryujin
19-. Sir Constantine
20-. Summoners
21-. Therion
22-. Tsukuyomi
23-. Vitalia
24-. Xanochoy
25-. Yoko
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I’ve been DMing, session 22
LEVEL FIVE! I wasn’t originally going to give it to them until the end of of this story arc, maybe one or two more sessions, but they started making coherent plans (and sticking to them) and using strategy to take down enemies so that seemed like a pretty big milestone. And we’re also nearing the point when I hand over the DM chair and become a regular player for a while.
So down in the cavern beneath the watch tower most of the party was squaring off against the magma mephits while a few others searched for the enchanted object that kept summoning the little pests. Kainos caught a glimpse of something and sent Amnon (the new winged tielfing guy) and Eimir to investigate. They found a Drow sorceress who offered up a trade. She chain lightninged the remaining mephits and held out the item- a porcelain doll with a lovely dress covered in summoning and control runes. In exchange for her destroying it before the next batch of mephits appeared she wanted the party to promise they’d clear a path for her to the top of the tower. She needed something from there but wouldn’t say what. She explained that her particular bloodline was highly vulnerable to sunlight as well as the enchantment that were keeping the mephits in their respective summoning areas. She didn’t care about anything else, she just needed that one thing. There was a lot of initial mistrust and couple of failed attacks on her by the more trigger happy members but eventually the party agreed.
Retracing their steps they made it back up to the stairs leading to the third floor of the tower, which was heavily obscured by smoke. The party used magic to open the windows then sent up their stealthy sharp shooters to pick off the smoke mephits. The searchers quickly found the object - a humanoid skull with bizarre proportions, the runes were carved into the backs of the teeth- while the fighters dealt with the new mephits that were summoned.
The next floor up was clear so the party repeated their strategy - the flier took up position outside while the stealthy fighters moved to engage the ice mephits. The top floor was a lot more open, more like a light house. The mephits had killed another guard and iced him up inside the chamber where signal fires were lit. The strategy worked again and the rest of the party moved up to search the top floor. A few new mephits popped up but didn’t last long. One of the banners flying on the balcony was the item that summoned them.
The sun was going down but they couldn’t find anything that seemed like something a Drow magic user might want so they spread out and got ready for her to show up. When she finally did there was another highly mistrustful conversation. When she was asked what exactly she was looking for she laughed and said “All of you,” and revealed her true form - MAW-MAW SUGAR, the green hag who cursed the windmill farm where the first adventure happened!
They party tried to get off attacks on her but they were just attacking an illusion. Several giant hornets flew up from the forest and landed on the balcony around the top floor, trapping the party inside. Maw-Maw Sugar pulled out three crude looking dolls resembling Nora, Glim and Valik and made them start walking out to the waiting bees. She stopped and said she had a trade to offer and since the party owed her anyway, for destroying her artwork, they should listen or the bees were getting a meal.
She said that she had been visiting warmer areas, making new art, when she felt the party destroy her masterpiece. The tragedy and haunting of the farm was a tableau that would have stood the test of time, she said, and she was very cross about the party setting the ghosts free. She sent the nightmares to them as a promise of what was coming. But when she returned to the area she discovered that a large bandit gang had invaded her home in the nearby swamp and were using her magics to gain power that was rightfully hers. The items in the tower that summoned the mephits where hers. The bandits tricked one of the guards into thinking the mephits would do his bidding and make life easier at the tower. Think Fantasia and the Sorcerer’s Apprentice. The real goal was to clear out the tower so the bandits could move through that area of the forest and river unimpeded. Their main base, Maw-Maw Sugar’s home, was in the swamp upriver from the town. Closer to the mountains, which was something of another problem, she said.
The earthquakes that had been happening in the region (seemingly minor details from the first few sessions) and massive storm that swept down out of the mountains that caused all the flooding were because a dragon cult had attempted to summon Tiamat, the evil five-headed dragon goddess.
The cult was attacked and destroyed before that happened (another minor detail from early on was all the roads into the mountains were blocked by the military so the party’s caravan had to go through the long valley). The black dragon that was being used to make part of the new body for Tiamat managed to escape but the bandits used some more of Maw-Maw’s magic to “catch” it and bring it to the swamp. They are planning to twist it to their will somehow. But what they don’t know is that there is a piece of a god stuck inside the dragon. A god that isn’t from this world. If the bandits succeed, or the godling manifests, then this world is in big trouble, but more importantly to Maw-Maw Sugar, she won’t be able to make her art as easily as she used to. And at the very least the bandit’s need to punished their regulars crimes, not the least of which was breaking and entering into Maw-Maw’s house.
So, if the party agrees to handle the bandits Maw-Maw will consider the debt she thinks the party owes her to be paid. If they fail, well, saves her the trouble of killing them all, fun though it’d be. The party had a short debate and decided to agree. Maw-Maw put away the three dolls but not before revealing that she had one for each party member. She dismissed the bees and moved out tot he balcony. The invunche, who had been lurking on the floor below followed her. She summoned a giant flying shoe, they all three got in and flew off into the night, leaving the party where they stood.
The party made its way back to Midvale and collected the reward for freeing the watch tower. It was late so no shopping could happen but drinking definitely did. Nora attempted to give her bard friend, Morrisey, a note but Amnon and Titus got their hands on it instead. Kainos took Spider-Lan (the former aasimar druid, Lancoren, who is now cursed to be a drider) into the woods and attempted to commune with Lolth. Lolth didn’t appreciate that but she let him live since he is in a unique position to be useful. Brude decided to leave altogether and rode his panther off into the night. And that’s where we stopped.
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In the mythology of Chiloé Island, southern Chile, the imbunche is a creature described as a stunted and deformed human with a backwards-facing head and twisted limbs. It walks on one foot, with its other leg fused to the back of its neck. It cannot speak, communicating only in guttural sounds.
Legend states that the imbunche was a first-born son who was kidnapped by (or sold to) a warlock. The warlock broke the infant's leg and twisted it over his back. When the child was three months old, the warlock forked his tongue, feeding him black cat's milk and goat's flesh, before moving onto human flesh stolen from graves. When it comes of age, the imbunche is used to guard the warlock's cave, or to exact revenge on the warlock's enemies.
Image source.
Monster master list.
Suggest a spook.
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Invunche
Image © GENZOMAN, accessed at his deviantArt page here
[The invunche is more famous than most South American folkloric monsters, as it featured in the Swamp Thing comics. The CR and abilities were designed for synergy with hags. Incidentally, a hocus, a pocus and an invunche make for a CR 8 encounter--perfect for a gang of goons serving a hag coven.]
Invunche
Shambling forth is a twisted humanoid form, tears forming in its skin exposing muscle and bone. Its hair is wild and it bears a maddened expression. It moves in a strange hopping gait with its arms and a single leg, as one of its legs has been twisted over its back and fused to its neck.
Invunches are grotesque creatures created by hags to act as familiars and guardians. Their bodies are hideously twisted, but they are capable of surprising speed in their hunched way, moving similarly to a man on crutches. They have little society except for that of their hag controllers, and an invunche typically follows a hag’s commands without question. They rarely wear clothes unless provided for them, and are content with whatever scraps of treasure are spared for them. Their one exception is food—invunches are ravenously hungry for milk and meat, and an improperly fed invunche may wander from a hag’s lair to find a decent meal.
In combat, invunches are straightforward combatants, using their fists and jagged teeth to pummel foes. The very sight of an invunche panics animals and fills humanoids with a bizarre madness, causing them to eventually lose all track of reality and fall comatose. If fighting in concert with a hag coven, invunches remain close in order to defend their charges and help empower their magic.
An invunche is created from a newborn humanoid baby between 0-3 months old. As part of the ritual, one of the legs is sewn to the back of the head and neck, magical ointments and tinctures are rubbed on the infant and its tongue is slit with an enchanted knife. Once this is complete, the monster grows to full size in a matter of weeks, although it is particularly ravenous during this time.
Invunche CR 5
XP 1,600
CE Medium aberration
Init +0; Senses darkvision 60 ft., mistsight, Perception +15
Aura unnatural (30 ft.)
Defense
AC 17, touch 10, flat-footed 17 (+7 natural)
hp 59 (7d8+28)
Fort +8, Ref +2, Will +8
DR 5/cold iron and magic; Immune curse effects, disease, pain effects; SR 16
Offense
Speed 30 ft.
Melee 2 slams +10 (1d4+4), bite +9 (1d4+4)
Special Attacks dissociation gaze
Statistics
Str 18, Dex 11, Con 19, Int 11, Wis 16, Cha 14
Base Atk +5; CMB +9 (+11 bull rush); CMD 19 (21 vs. bull rush and trip)
Feats Alertness, Dazzling Display, Great Fortitude, Weapon Focus (slam)
Skills Intimidate +12, Knowledge (arcana) +10, Perception +15, Sense Motive +17
Languages Aklo, Common, Giant
SQ hagfriend
Ecology
Environment any land or underground
Organization solitary, pair or coven (1-2 plus 3 hags)
Treasure incidental
Special Attacks
Dissociation Gaze (Su) 1d4 Wis damage, 30 ft., Will DC 15 negates. This effect only works on humanoid creatures.
Hagfriend (Ex/Su) All attacks made against a hag take a -2 penalty when that hag is adjacent to an invunche. In addition, when a coven of hags uses its coven spell-like abilities, an invunche can use its full round action instead of that of one of the hags. The invunche must be within 10 feet of the hags in question, and the coven still requires three hags to use its coven spell-like abilities. When an invunche uses its action in this fashion, it can deliver a touch spell used by the coven.
Unnatural Aura (Su) Animals, whether wild or domesticated, can sense the unnatural presence of a spectre at a distance of 30 feet. They do not willingly approach nearer than that and panic if forced to do so unless a master succeeds at a DC 25 Handle Animal, Ride, or wild empathy check. A panicked animal remains so as long as it is within 30 feet of the invunche.
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Over the centuries, all sorts of methods have been used to govern people. And while some have been just and humane — such as most modern legal systems — others have been more unusual. Social fear, religious tyranny, and military might. However, few examples stand out as much as the events that took place over a century ago on a small island off the coast of Chile.
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Invunche - II Ferocious Black Punk from the Netherlands. Coming from the same vein as Ildjarn, & Bone Awl. #Invunche #dutchblackmetal #rawblackmetal #blackpunk https://www.instagram.com/p/B33IBt8ll5m/?igshid=1363o761ux8bw
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