Hyosube
This dwarfish humanoid moves with unnatural speed. Its body is covered in a layer of matted, grimy hair and a sharp-toothed grin nearly splits its head in two.
Source Demiurge113
Originally posted on Probing the Membrane of Science
The stunted, vicious hyosube are a species of humanoid distantly related to the kappa, but they are destructive and violent where kappa are puckish and mercurial. Hyosube have given their bodies and souls over to the powers of darkness, granting them the magical ability to spread disease and misfortune wherever they go. They have a twisted sense of honor, however, and delight in leaving a beaten victim on the brink of death to spread tales of their power.
Although a hyosube’s body is covered in a thick pelt of greasy fur, its head bears only a fringe reminiscent of a balding mans hair. Males and females alike have patchy beards and ratty mustaches around their hideous, oversized mouths. Hyosube move with incredible speed despite their short legs, scuttling like humanoid crabs at odd angles and with bent knees.
Like their kappa kin, hyosube have a variety of weaknesses that can be exploited by a canny warrior. They are especially fond of the taste of eggplant, the pursuit of which lures them from their mountain lairs into the gardens and farms of unsuspecting people. Hyosube also enjoy a warm bath, and a tub of soapy water makes for an excellent ambush site for those hunting these monsters.
Hyosube CR 10 |
XP 9,600 CE Small monstrous humanoid Init +9; Senses darkvision 60 ft., Perception +20 Aura stench (10 ft., DC 21) |
DEFENSE |
AC 22, touch 16, flat-footed 22 (+1 size, +5 Dexterity, +6 natural) hp 133 (14d10+56); fast healing 5 Fort +8, Ref +14, Will +11 Immune curses, death effects, disease, poison; SR 21 Defensive Abilities negative energy affinity, uncanny Dodge |
OFFENSE |
Speed 50 ft., Climb 30 ft Melee 2 claws +20 (1d4+2), bite +20 melee (2d6+2/17-20×3 plus disease) Special Attacks augmented critical, mobile spellcasting, sneak attack +2d6 Spell-like Abilities CL 14th, concentration +18 At will –death knell (DC 16), ghoul touch (DC 16), grease (DC 15), inflict moderate wounds (DC 16) 3/day – bestow curse (DC 18), empowered contagion (DC 18) 1/day – cloudkill (DC 19), slay living (DC 19) |
STATISTICS |
Strength 15, Dexterity 21, Constitution 19, Intelligence 14, Wisdom 16, Charisma 18 Base Atk +14; CMB +15; CMD 30 Feats Dodge, Empower Spell-like Ability (contagion), Improved Critical (bite), Improved Initiative, Mobility, Spring Attack, Weapon Finesse Skills Acrobatics +19 (+27 jumping), Climb +27, Intimidate +21, Perception +20, Sense Motive +17, Stealth +27 Languages Common, Aquan, Terran |
ECOLOGY |
Environment temperate mountains Treasure standard Organization solitary, gang (2-5) or mob (6-11) |
SPECIAL ABILITIES |
Augmented Critical (Ex) A hyosube threatens a critical hit on a roll of 19-20 and deals x3 damage on a successful critical hit. Disease (Ex) Demon fever: Injury – bite; save DC 21 Fortitude; onset 1 day; frequency 1/day; effect 1d6 Constitution damage, target must succeed a second Fortitude save or 1 point of the damage is drain instead; cure 2 consecutive saves. Mobile Spellcasting (Ex) As a full round action, a hyosube may move up to its speed and cast a spell or use a spell-like ability at any point during its movement. If the spell or spell-like ability requires a touch attack, it can make this attack as a free action. The hyosube’s movement does not provoke attacks of opportunity, but the hyosube must cast defensively or provoke an attack of opportunity when it casts the spell, as per normal. |