The Beast of Grunch Road
New Orleans, founded in 1718 by French colonists, has long been a melting pot of diverse cultures. Steeped in mystery and tales of the supernatural, the city has long been tolerant of the beliefs and practices of the people who live within its borders.
Save for one family whose rumored dark deeds were beyond that of which even the most understanding and accepting populace would allow... the Grunches.
This family, known widely for its predisposition for albinism and dwarfism, were said to carry out occult practices and dark rites so heinous that they were driven into the swamps outside of the city. Feared and persecuted by their neighbors, the Grunch family more often than not found themselves accused of crimes they had nothing to do with and hunted by those who judged them based on their appearance.
After decades of persecution, the Clan patriarch embraced the dark arts his family had been so long rumored to command. Blood sacrifices and pledges of service to diabolical creatures granted the arcane powers his family had long been rumored to command.
A pact was made and a beast was summoned to guard the family and protect its lands from those who would trespass against them. A tool for vengeance, a weapon of darkness to stand against the light of justice and the rule of law, the Beast of Grunch Road emerged from the swamp to carry out the bidding of its outcast masters.
A dark, roughly canine shape rises out of the swamp, dripping with mud and slime. Its long limbs end in vicious claws, and its skin is smooth and hairless. The creature's face is goat-like but its mouth resembles that of a lamprey.
The Beast of Grunch Road
CR: 5 Medium Fey*
HD: 5d6+10 plus 3 Hp: 33 hp
Init: +0 Spd: 50'
AC: 16 (+6 Natural), t: 10, ff: 16
Attacks: (BAB +2; Grap +4); +4 Bite: 1d6+2 and +2 2 Claws: 1d8+1
SA: Blood Drain, Improved Grab, Pounce, Smite Good (1/day)
SQ: Darkvision 60', DR5/cold iron and magic, Fast Healing 3, Low-Light Vision, Resistance to Cold and Fire 5, SR10
Align: CE Saves: Fort +3, Ref +4, Will +6
Str: 14, Dex: 11, Con: 14, Int: 8, Wis: 15, Cha: 13
Skills: Jump +10, Listen +12, Search +7, Spot +12, Survival +10
Feats: Alertness (b), Multiattack, Toughness, Track (b)
• Blood Drain (Ex): The Beast of Grunch Road drains blood, dealing 1d4 points of Constitution damage in any round when it begins its turn attached to a victim. Once it has dealt 6 points of Constitution damage, it hunger is sated.
• Improved Grab (Ex): If the Beast hits with a claw attack, it can start a grapple as a free action without provoking an attack of opportunity. If it succeeds on a Grapple check, it drains blood on its next turn.
• Pounce (Ex): If the Beast of Grunch Road charges its opponent, if can make a full attack.
• Smite Good (Su): 1/day, +5 damage vs Good-Aligned opponent
* The Beast of Grunch Road uses a Satyr as the base creature with the Fiendish and Feral templates applied (Fey do not normally qualify for the Feral template but I made an exception based on the general vibe I am getting from the monster). I exchanged the Satyr's head butt for a bite attack and used the Stirge's blood drinking ability to fit the lore.
Colonial Gothic stats
The Beast of Grunch Road
Might: 8, Nimble 11, Vigor 10, Reason 7, Resolution 9, Taint 45, Initiative 9 (plus/minus modifiers)
Skills: Athletics [+8], Brawl [+9], Stealth [+12], Track [+9]
Traits: Bite, Claws, Drain (bite drains 5 Vigor), Horrific Visage, Immunity (Physical), Light Sensitivity, Weakness (Double damage from Iron)
* Note: The Beast of Grunch Road was built as an "Above Average" level foe with 45 Creature Points, 25 Trait Points, 50 Skill Points, and a Maximum Ability Score of 12.
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