Undead Cannibal Pygmies
OK.
So here's a little monster I asked Adam Daigle to make me. See, I felt
Razor Coast lacked one thing: undead cannibal pygmies. That one missing
thing left Razor Coast less than perfect. I had a concept, but my hands
were full; so, I asked Adam to help. In addition to the monsters, he
created magic items: an artifact cookpot, a septum fetish and a shrunken
head. All magical. Here's some of what he invented for Razor Coast. ~Lou Agresta
ANTHROPOPHAGI (FAH-JEE)
“Do we dare grant them humanity, these shrunken fiends who devour man’s flesh, by calling them cannibals?” – Alexandre Grevo
Though more civilized races call these foul creatures anthropophagi,
most of the Razor Coast knows and fears them by their shortened moniker –
the fah-jee. As Grevo translated, fah-jee self-identify as “People Who
Beat the Grave”.
Some sages claim cannibal tribes feasting on
undead flesh gave rise to the first fah-jee by dark happenstance, while
other experts claim the existence of complex and wicked incantations
that transform entire aboriginal tribes into these savage undead
abominations. Whatever the original cause, today’s fah-jee populate –
and often swiftly depopulate – isolated jungle islands, particularly
among the Pearl Eye Atoll, the Darkols and other archipelagos of the
Razor. Always a threat to ships taking shelter in their jungle-lined
bays, fah-jee also leave these island sanctuaries to raid neighboring
peoples for fresh bodies to twist, modify and induct into their undead
community. Recent whispers tell tales of humans who seek out the
anthropophagi to learn their secret rituals of undeath and transform
themselves into fah-jee. If the fah-jee do not simply eat them, these
converts become respected additions to the tribe and the fah-jee hunas
(shamans) claim them as omens from the whispering gods.
Fah-jee
pride themselves on their undeath, often performing strange rites of
passage wherein they prove their ability to live chained to the bottom
of the sea, consume foul poisons or fast for eternity. Anthropophagus
hunas – the chiefs of the tribes – claim the passage into undeath is the
surest way to escape the grave. To create its tribe, the fah-jee hunas
butchers living creatures, boils them in a necromantic iron cooking pot
and stitches the shrunken pieces back together, mixing dozens of
different parts throughout individual bodies. Sages who have studied the
fah-jee and escaped with their lives claim the hunas regard this mixing
of body parts as a religious sacrament representing the essential
equality and unity of undeath.
Fah-jee
Short in stature and
long in savagery, this small primitive humanoid reeks of death. A
too-wide mouth, choked with filed teeth, splits the creature’s face.
FAH-JEE CR 3
XP 800
NE Small undead
Init +2; Senses darkvision 60 ft.; Perception +8
DEFENSE
AC 16, touch 13, flat-footed 14 (+2 Dex, +3 natural, +1 size)
hp 30 (4d8+12)
Fort +4, Ref +3, Will +5
Immune undead traits
OFFENSE
Speed 30 ft.
Melee bite +7 (1d6+3 plus latch), slam +6 (1d3+2)
Special Attacks latch
STATISTICS
Str 14, Dex 15, Con —, Int 11, Wis 13, Cha 16
Base Atk +3; CMB +5 (+9 grapple); CMD 18 (22 vs. grapple)
Feats Defensive Combat Training, Weapon Focus (bite)
Skills Acrobatics +5, Climb +8, Intimidate +8, Perception +8, Stealth +13
Languages Common, Tulita
SQ savage bite
ECOLOGY
Environment jungle
Organization solitary, pair, band (3–10), or tribe (12–24 plus one Fah-jee hunas)
Treasure standard
SPECIAL ABILITIES
Latch (Ex) With its oversized, detachable jaws, a fah-jee can lock
itself onto a foe and grapple the victim. The fah-jee receives a +4
bonus on checks to grapple an opponent and a +4 bonus to its Combat
Maneuver Defense when the victim attempts to break the grapple. In
addition, when fah-jee assist in a grapple, they provide a +4 bonus
(instead of the normal +2) to the fah-jee who first initiated the
grapple. Finally, fah-jee grapple as though they were one size category
larger than they actually are.
Savage Bite (Ex) A fah-jee’s jaws are
powerful and deadly, and as such, the creature’s bite damage is
increased as if it were one size larger. In addition, the fah-jee can
latch onto its victim as a swift action on a successful bite attack.
Tactics: Fah-jee always hunt in packs, swarming along the jungle under
its darkened canopy, raiding nearby villages or defending their
territory from aggressors. Considering their small size, fah-jee use
numbers to their advantage and know their chieftains can always add to
those numbers by creating new members of the tribe. Fah-jee in combat
are fast and headstrong, fully confident they can take down any
opponent. The strongest fah-jee in the group attacks first, using its
latch ability. As soon as it is grappling the opponent with its strong
jaws, other fah-jee join the struggle. The creatures remain latched onto
their victim until the creature expires.
Fah-jee stand just under 3 feet tall. Withered and dry, their compact bodies weigh between 20 and 40 pounds.
Fah-jee Huna
A tattered headdress adorns the skull of this withered humanoid. Teeth
filed to points fill a wide mouth stretching from ear to ear. Festooned
in animal bones, dangling bits of dried flesh and vine, it is hard to
tell where the creature’s dead skin ends and its foul jewelry begins.
FAH-JEE HUNAS CR 5
XP 1,600
NE Small undead
Init +2; Senses darkvision 60 ft.; Perception +15
DEFENSE
AC 18, touch 13, flat-footed 16 (+2 Dex, +5 natural, +1 size)
hp 59 (7d8+28)
Fort +6, Ref +4, Will +8
Immune undead traits
OFFENSE
Speed 30 ft.
Melee bite +8 (1d6+1 plus bleed and latch), slam +7 (1d3+1)
Special Attacks bleed (1d4), latch
Spell-Like Abilities (CL 8th; concentration +12)
At will⎯bleed (DC 14), cause fear (DC 14), detect magic, inflict light wounds (DC 14), message, pass without trace
3/day⎯greater magic fang, inflict moderate wounds (DC 16), shield, speak with dead (DC 17), spectral hand, vampiric touch
1/day⎯bestow curse (DC 17), desecrate, poison (DC 18), tiny hut
STATISTICS
Str 13, Dex 15, Con —, Int 15, Wis 16, Cha 18
Base Atk +5; CMB +6 (+10 grapple); CMD 20 (24 vs. grapple)
Feats Alertness, Combat Casting, Defensive Combat Training, Weapon Focus (bite)
Skills Acrobatics +7, Climb +8, Intimidate +14, Perception +15, Sense Motive +13, Spellcraft +12, Stealth +16
Languages Abyssal, Common, Tulita
SQ create spawn, savage bite
ECOLOGY
Environment jungle
Organization solitary or pair
Treasure standard
SPECIAL ABILITIES
Create Spawn (Su) When a fah-jee hunas kills a living humanoid of
Medium size or smaller with its bite attack (or when using its latch
ability), it may prepare the body to be transformed into a fah-jee. A
fah-jee hunas must begin the process within 1d4 days of killing its
victim. While some suspect other forms exist, a fah-jee hunas can create
either a fah-jee, a fah-jee hunas, or a fah-jee totem warrior. A
fah-jee hunas can create up to 4 Hit Dice of fah-jee undead each day;
each Hit Dice worth of a creature created takes one hour of butchering,
boiling and reassembling the pieces to suit the desired form. Any
creation must be finished within a week’s time or the hunas’s effort
collapses in a pile of putrescence. Once finished, the newly created
fah-jee can act on its own accord, yet created fah-jee show great
reverence to their creator and often form tribes around the fah-jee
hunas.
Latch (Ex) With its oversized, detachable jaws, a fah-jee can
lock itself onto a foe and grapple the victim. The fah-jee receives a
+4 bonus on checks to grapple an opponent and a +4 bonus to its Combat
Maneuver Defense when the victim attempts to break the grapple. In
addition, when fah-jee assist in a grapple, they provide a +4 bonus
(instead of the normal +2) to the fah-jee who first initiated the
grapple. Finally, fah-jee grapple as though they were one size category
larger than they actually are.
Savage Bite (Ex) A fah-jee’s jaws are
powerful and deadly, as such, the creature’s bite damage is increased
as if it were one size larger. In addition, the fah-jee can latch onto
its victim as a swift action.
Notes: Fah-jee hunas hold sway
over their tribe not only as leaders and tyrants, but also as their
creators. Ordinary fah-jee tribesmen see their creator, in the flesh,
every day. Without the fah-jee hunas, the tribe would not be. Fah-jee
hunas use their ability to manufacture undead and their powerful
cookpots to expand the tribe, spawning more fah-jee hunas and forging
fah-jee totem warriors or other variants. As a rule Hunas despise the
creation of mindless undead, but if forced to it they will raise
zombies, skeletons, and the like in defense of their tribe. Once the
threat passes, the entire fah-jee tribe turns on their undead assistants
and slaughters them.
Fah-jee hunas claim to hear the dead
whispering from the night sky, often claiming atmospheric disturbances
and weather patterns reflect the mood of the dead. The hunas follow the
movements of the stars and other celestial bodies closely, interpreting
heavenly perorations as messages from their alien gods beyond the stars –
messages the dead alone hear before whispering them to the hunas. When
sky-listening, fah-jee hunas enter a form of trance divination,
sometimes abetted by chewing the hallucinogenic residue that cakes their
unwashed cook pots. The hunas claim this trance opens them to the
whispering spirits. Later, minds awash in the incoherent and
inconceivable ramblings of their trances, the hunas interpret and relate
the whispers to the tribe. Some sages report that fah-jee hunas blame
any failures in the predictive value of the sky whispers on the failure
of the dead to properly carry the word of the star gods.
While
under trance, the strongest warrior in the tribe wears the huna’s
headdress and acts in its stead. Fah-jee hunas claim that during the
trance ritual a portion of their psyche leaves their body and transfers
to the warrior, temporarily transforming the warrior into a true huna.
True or not, reports indicate the chosen warriors act as if they were
true hunas, and Grevo reports witnessing elevated warriors employing
hunas abilities. A tribe usually supports only one huna, though Grevo
also reports an obscene alliance of husband and wife hunas leading his
study group. Of course, since Grevo vanished into the Pearl Eye Atolls
with the avowed intent of becoming a fah-jee, his testimony remains
suspect.
Fah-jee hunas stand just under 3 feet tall and their withered frame weighs between 20 and 40 pounds.
Fah-jee Totem Warrior
This tower of body parts reeks of death, the stench filling the jungle.
A massive stack of arms, legs, torsos, and dangling viscera looms
above. Embedded within this tower of flesh, at least three stacked heads
rotate wetly in place, eye different foes, gnash pointed teeth or shout
battle cries. The totem warrior waves its amalgam of stitched arms,
slamming opponents and bathing them in gore.
FAH-JEE TOTEM WARRIOR CR 9
XP 6,400
NE Large undead
Init -1; Senses darkvision 60 ft.; Perception +20
DEFENSE
AC 16, touch 8, flat-footed 16 (-1 Dex, +8 natural, -1 size)
hp 110 (13d8+52)
Fort +8, Ref +3, Will +9
DR 10/good; Immune undead traits; SR 20
OFFENSE
Speed 20 ft.
Melee 4 slams +13 (1d8+5 plus grab)
Ranged fling +7 (1d6+5 plus disease)
Space 10 ft.; Reach 10 ft.
Special Attacks bathed in blood, disease, fling
STATISTICS
Str 20, Dex 9, Con —, Int 2, Wis 13, Cha 18
Base Atk +9; CMB +15; CMD 24
Feats Alertness, Blind-Fight, Improved Bull Rush, Improved Overrun, Point–Blank Shot, Power Attack, Precise Shot
Skills Intimidate +8, Perception +20
ECOLOGY
Environment jungle
Organization solitary
Treasure none
SPECIAL ABILITIES
Bathed in Blood (Ex) A regularly fed fah-jee totem warrior stores blood
and other mortal juices within its massive body. Every 1d4 rounds, as a
standard action a fah-jee totem warrior can erupt in a fountain of
blood, bathing all creatures within 15 feet in slippery red ichor. Any
creatures in this area must succeed on a DC 17 Reflex save or fall
prone. This spray of gore remains slick afterwards, requiring affected
creatures to make a DC 15 Acrobatics check every round to move normally
within the area. Affected creatures can spend a full-round action to
clean themselves off, drawing an attack of opportunity but permitting
them to move normally within the area thereafter. Fah-jee totem warriors
are unaffected by their own ability, but other fah-jee remain
vulnerable to the slick, gruesome mess. The save DC is Dexterity–based
Disease (Ex) Fah-jee rot: Fling—injury; save Fort DC 20; onset 1d2
days; frequency 1/day; effect 1d6 Con and 1d6 Cha damage; cure 4
consecutive saves. The save DC is Charisma-based.
Fling (Ex) A
fah-jee totem warrior can rend rotten parts from its body – wriggling
arms, kicking legs, mummified heads, and other viscera – and throw them
at its enemies as weapons. As a full-round action, a fah-jee totem
warrior can make three ranged touch attacks at a range of 90 feet with
no range increment. Each attack deals 1d6+5 points of damage and the
creature struck risks contracting fah-jee rot.
Notes: This
horrid creation serves as both a revered member of the fah-jee tribe and
its best protection. Fah-jee totem warriors are only found at the
center of a fah-jee tribe’s village. Composed of dozens, sometimes
hundreds, of different body parts, fah-jee totem warriors represent the
pinnacle of tribe’s passage into the unity of undeath. Fah-jee totem
warriors reek of slaughter and rot. Their scent blows through the trees
near fah-jee villages, warning living creatures away lest they end up in
a fah-jee cookpot.
Tactics: Slow to move, fah-jee totem
warriors usually let their enemies come to them. They rely on their many
slam attacks to bludgeon and grapple foes and enjoy ripping enemies
apart if possible. Against clever foes who keep their distance, fah-jee
totem warriors tear their own limbs and non-functional heads from their
towering body and pelt invaders. Fah-jee totem warriors display a basic
animal intelligence. They follow the orders of their fah-jee hunas with
unswerving dedication, though the hunas must be extremely clear in its
commands.
Leaking gore and glaring down on all who surround
them, fah-jee totem warriors are twice as easy to detect by scent as a
standard fah-jee. Fah-jee totem warriors stand 12 feet tall and weigh
upwards of 1,500 pounds.
Fah-jee Variants
Fah-jee possess
an impressive understanding of their undead bodies and frequently
perform modification rituals to enhance their dead flesh with parts from
non-human creatures. Apply the following two variants to ordinary
fah-jee and fah-jee hunas only, as the fah-jee totem warrior is itself a
modification.
Aquatic Fah-jee Flippers from a sea turtle or
the sweeping fins of a shark replace arms or legs in this mash-up of
humanoid body parts and chunks of whichever creatures swim near fah-jee
infested islands. To make an aquatic fah-jee, give the creature a swim
speed of 40 ft. The fah-jee gains the aquatic subtype. This modification
does not increase the base creature’s CR.
Brachiating Fah-jee
Using the long arms of monkeys and apes, fah-jee hunas modify some
members of their tribes to better hunt the jungle canopy. To make a
brachiating fah-jee, give the creature a climb speed equal to its
current land speed. If ape arms are used, increase the damage for the
creature’s slam attack to 1d4. This modification does not increase the
base creature’s CR.
In addition to these two common
modifications, GMs may create more aggressive modifications by using the
giant simple template or the advanced simple template. This method
works best for a quick variant, but fah-jee typically advance by taking
class levels, with warrior NPC levels the most common. Fah-jee hunas
never allow fah-jee tribesmen to pursue spellcasting classes, and
fah-jee tribesmen who do follow that path face death, their bodies torn
apart and embedded in totem warriors or other abominations.
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