The settlements and towns of the west have always been weird. The supposedly more natural things out there? They are far weirder. While the natives are not overly inclined to disclose much about the local wildlife and mythic beings, any information that can be gathered will save your life. You’ve already heard about a fair bit of some of the strange critters in prior lessons and briefings, but there’s a fair bit more to behold.
– a snippet from The Cactus Sting Rangers’ Handbook
There is tons of fascinating mysteries and legends that are indigenous to these regions, much like the people who have long since lived here. Some of the natives know these secrets quite well and most prefer to keep them hidden from outsiders. Whether out of a mutual sense of racism or a fear of what might be done with such knowledge, it remains as strange as the creatures that dwell just beyond one’s vision.
Author’s Note: While a lot of classic monsters are punted around all willy-nilly, a lot of awesome creatures from various native nations often got left in the wayside. While not exact adaptations, I wanted to highlight a few creatures that might appear in a Weird Western type game (or regions a little outside of that, which I started to do with some creatures that have origins in Mexico, the Appalachian mountains, the northern states/Canada and then some). And what better creatures to show up than the folklore and stories of the Americas? For the time being, this will close out the “Weird Western” theme I’ve been doing, at least in terms of monsters. I might be up for crafting magic items or doing something else, but we’ll see. See the previous post for the Wendigo.
An unliving skeletal terror from the northern lands. These howling creatures lay siege to foes with its frightening calls and seemingly unlimited tainted arrows. Its strange and gangly proportions actually help it as a superior hunter.
Medium undead, neutral evil
Armor Class 15
Hit Points: 75 (10d8 + 30)
Speed 30ft., fly 40ft.
STR 18 (+4) DEX 20 (+5) CON 17 (+3) INT 11 (+0) WIS 12 (+1) CHA 13 (+1)
Saving Throws Dexterity +8, Intelligence +3, Wisdom +4, Charisma +4
Skills Intimidation +4, Perception +7, stealth +8
Damage Immunities poison
Condition Immunities charmed, frightened, poisoned
Senses Darkvision 60ft., passive Perception 17
Challenge 5 (1,800 XP)
Conjure Dread Arrows. The baykok has the ability to gather a supply arrows made of dark energy. As a bonus action, the baykok summons 1d4 + 1 arrows, which it may use for its attacks. These arrows can only be used by the baykok and disappear when too far away or if the baykok is slain. They count as +1 magical ammunition. This is factored into the attacks.
Raking Swipe. If the baykok hits twice with its claw attacks, it may use a bonus action to attack again with its claws.
Multiattack. The baykok may attack twice either unholy bow, twice with claws or a combination of bone club and claws.
Bone Club. Melee Weapon Attack: +7 to hit, reach 5ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage plus 7ggg (2d6) necrotic damage.
Claws. Melee Weapon Attack: +8 to hit, reach 5ft., one creature. Hit: 12 (2d6 + 5) slashing damage.
Unholy Bow. Ranged Weapon Attack: +8 to hit, range 120ft./400ft., one creature. Hit: 10 (1d10 +5) piercing damage. With Dread Arrows, it becomes +9 to hit and deals 11 (1d10 +6) piercing damage plus 7 (2d6) necrotic damage instead.
Bone-Chilling Howl (Recharge 6). All creatures within 30ft. of the baykok, that are capable of hearing, must make a (DC 16) Wisdom saving throw. Upon failure, the targets are frightened and paralyzed until the end of their next turn.
A dreadful horned serpent, said to be nearly invulnerable. These creatures are capable of rending the mind by simply staring at a victim in addition to devouring them with ease. Far stranger, their blood from their fiery heart burns whatever it touches.
Huge monstrosity, neutral evil
Armor Class 16 (natural armor)
Hit Points 110 (13d12 + 26)
Speed 40ft., swim 80ft.
STR 22 (+6) DEX 19 (+4g) CON 14 (+2) INT 13 (+1) WIS 18 (+4) CHA 9 (-1)
Skills Intimidate +7 Perception +12
Damage Resistance cold, fire
Damage Immunities poison, bludgeoning/piercing/slashing from non-magical weapons
Condition Immunities poisoned
Senses Blindsight 60ft., passive Perception 22
Languages Common, Infernal, Abyssal, Undercommon
Challenge 9 (5,000 XP)
Maddening Visage. When a creature first enters within 20ft. of the Unhcegila, it must make a (DC 16) Wisdom saving throw. Upon failure, the target suffers one of the effects of “Unhcegila Madness” (Shadowfell Despair, Dungeon Master’s Guide, Page 52; roll a “1d3”, one for each option).
Multiattack. The Unhcegila may attack twice per round with its tail slam.
Bite. Melee Weapon Attack :+10 to hit, reach 10ft., one creature. Hit: 15 (2d8 + 6) piercing damage plus 7 (2d6) poison damage. A huge or large creature must also make a (DC 18) Strength saving throw or be grabbed, while a medium or smaller creature is grabbed.
Tail Slam. Melee Weapon Attack :+10 to hit, reach 10ft., one creature. Hit: 11 (1d12 + 6) bludgeoning damage. Hit creatures must also make a (DC 18) Strength saving throw or be pushed back up to 15ft..
Serpent’s Rebuke. When hit with an attack, the Unhcegila may use a reaction to unleash a wave of burning blood. All creatures within a 15ft. cone of it must make a (DC 16) Dexterity saving throw. Those who fail take 7 (2d6) fire damage. If the Unhcegila is brought to 0 HP, it may still use this ability and increase the damage to 14 (4d6) fire damage instead.
A wicked trickster, devoted to preying upon the lecherous, especially lecherous men. This beautiful creature passes off as a wandering woman, save for the hooves she hides underneath a long and flowing dress. When her victim is significantly distracted, she tramples the poor fool to death.
Medium fey, neutral evil
Armor Class 14
Hit Points 54
STR 15 (+2) DEX 19 (+4) CON 16 (+3) INT 16 (+3) WIS 15 (+2) CHA 20 (+5)
Saving Throw Strength+6, Dexterity +6
Skills Acrobatics+6, Deception +9, Perception +6, Persuasion +7
Senses Darkvision 60ft., passive Perception 16
Challenge 3 (700 XP)
Secret Weaknesses. The deer woman averts heading towards any place with lit tobacco, if possible. Also, she will try to flee from a situation if her hooves are exposed too early.
Multiattack. The deer woman may either make a tripping kick and up to two tramples or three trample attacks.
Tripping Kick. Melee Weapon Attack: +# to hit, reach 5ft, one creature. Hit: 9 (2d4 + 4) bludgeoning damage. The target must make a (DC ##) Dexterity saving throw or fall prone.
Trample. Melee Weapon Attack: +# to hit, reach 5ft., one creature. Hit: 9 (1d10 + 4) bludgeoning damage. If the target is prone, they take an additional 6gg (1d10) damage from this attack.
Charm. The Deer Woman uses her charms to sway wayward and foolish men. The deer woman can attempt to charm a male creature within 60ft. of her, causing them to make a (DC 15). She can only maintain one charm at a time. Non-heterosexual males, as well as females, aren’t affected by this charm.
Wanna shake the creature and lore up a bit? It doesn’t have to be female. Likewise, the charm can affect more than just males, despite the creature’s origins as a cautionary tale to promiscuous men. But hey, the Cheerful Stalker doesn’t have to be male either or whatever.
NOTE: More content is on the way, everything else will be tackled in a separate post at a later time! STAY TUNED!
IMAGE CREDIT: Wendigo – Paizo (Pathfinder), Alphabestiary – Baykok – garylaibart, Unhcegila – Omny87, Charm of the Deer Woman – Roy Boney Jr.
Pathfinder Wendigo is owned by Paizo. Created by Doctor Necrotic, for Doctor Necrotic Media. All rights and copyrights belong to respective owners.