Mikoshi
This hulking giant wears the simple robes of a traveler, under which grows a layer of coarse hair. Its bald head is mostly human, save for the two rows of razor sharp teeth. Its neck stretches impossibly far, allowing it to loom ominously.
Source Demiurge113
Originally posted on Probing the Membrane of Science
It is said that if one looks up at a mikoshi, it will grow forever taller until the observer’s heart stops with terror. Although this is not quite accurate, this legend encapsulates the hideous aspects of these wicked humanoids, using their incredible necks and supernatural mastery over fear, mikoshi leave ruin in their paths.
Most mikoshi are solitary creatures, wandering through country roads in the guise of mortals, the better to take travelers by surprise for robbery, torture and consumption. They are consummate shapeshifters, however, and may assume the guise of a mortal in order to delight in pleasures of the flesh or lead a gang of human bandits to greater heights of depravity. A mikoshi may string on a group of bandits for months or even years, savoring the trust and respect of his men before inevitably turning on them in an orgy of violence.
All mikoshi are male and their means of reproduction is unknown. They are carnivores by preference, but delight in rich foods and alcohol of all kinds. A drunken mikoshi may reveal tales of hidden treasures and ancient secrets, but surviving a mikoshi’s company for long enough for him to become drunk is risky business indeed. A mikoshi’s neck can retract into its body like a fishing reel, giving it ogre-like proportions, or it can stretch up to twenty feet in length.
Mikoshi CR 13 |
XP 25,600 CE Large monstrous humanoid Init +10; Senses darkvision 60 ft., Perception +22 |
DEFENSE |
AC 28, touch 23, flat-footed 21 (-1 size, +6 Dexterity, +1 Dodge, +7 deflection, +5 natural) hp 178 (17d10+85); fast healing 5 Fort +10, Ref +16, Will +12 Defensive Abilities terror field; SR 24 |
OFFENSE |
Speed 40 ft. Melee bite +22 (2d6+6 plus bleed), 2 claws +22 (1d6+6) Space 10 ft.; Reach 10 ft. (20 ft. with bite) Special Attacks bleed (2d6), fear pulse, prostration gaze, sneak attack +3d6 |
STATISTICS |
Strength 23, Dexterity 22, Constitution 20, Intelligence 14, Wisdom 15, Charisma 19 Base Atk +17; CMB +24; CMD 48 Feats Combat Expertise, Combat Reflexes, Dodge, Improved Critical (bite), Improved Initiative, Mobility, Spring Attack, Stand Still, Whirlwind Attack Skills Climb +17, Disguise +21, Intimidate +24, Perception +22, Sense Motive +19, Stealth +22, Swim +18 SQ change shape (Medium or Small humanoid, alter self), exploit fear |
ECOLOGY |
Environment temperate hills Organization solitary or gang (1 plus 3-12 humanoids) Treasure double standard |
SPECIAL ABILITIES |
Exploit Fear (Ex) A mikoshi can use its sneak attack on any creature affected by a fear effect. Fear Pulse (Su) Any time a mikoshi renders a living creature unconscious, all creatures within 30 feet of the mikoshi must succeed a DC 22 Will save or be panicked for 5 rounds. This is a mind-influencing fear effect. The save DC is Charisma based. Prostration Gaze (Su) Cower for 1 round, range 60 feet, Will DC 22 negates. This is a mind-influencing fear effect. The save DC is Charisma based. Terror Field (Su) A mikoshi gains a deflection bonus to Armor Class equal to 3 + its Charisma modifier. This is included in the statistics above. Creatures immune to fear ignore this effect. |