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#mum of quetta
thecreaturecodex · 1 year
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Lamia, Quettamum
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“Unknowable” © David Palumbo, accessed at ComicArtFans here
[The World Tour comes to Asia, and like with the previous stops in Europe and North America, it’s not as if the Creature Codex hasn’t already done a lot of Asian monsters. So I am going to be mixing it up between familiar mythoi (yokai, Filipino mythology, The Guideways Through Mountains and Seas) with some less familiar ones. Like the lore of Balochistan, one of the provinces of Pakistan. The Mum of Quetta is a local bogeyman with roots in the late 19th century, when Quetta became a site of British imperial attention. A statue of a sphinx erected in a graveyard became the focal point for stories of a man eating monster. Thanks to @abominationimperatrix​ for sharing this awesome story with me!]
Lamia, Quettamum CR 9 CE Magical Beast This great leonine creature has the head of a human woman, although her teeth are still quite sharp.
A quettamum is a particularly bestial offshoot of lamias. They are sometimes mistaken for sphinxes, which they closely resemble. Indeed, some sages believe that quettamums are hybrids of sphinxes and lamiae, although the quettamums deny this violently. Quettamums are cruel hunters, lurking around the margins of settlements in order to catch and eat children, their favorite food. A quettamum can use its senses through any statue with a face over surprising distances, and they use this to spy on their neighbors and look for victims. They are notorious bogeys in any area where they are known, and a town where all the statues have covered faces or are defaced may be in a quettamum’s territory.
A quettamum prefers to attack from ambush. If stalking prey, this may be a conventional surprise attack, but at their lairs, quettamums spend much of their time surveying their surroundings in statue form. They usually decorate their territory with other sphinx-like statues, making it confusing to determine which is the monster and which is just a statue. They typically cloak themselves in magical silence before pouncing, the better to conceal the screams of their victims. Quettamums dislike fair fights, and will typically try to run if they are not in a position of strength within a few rounds.
Other lamiae tend to have a mixed relationship with quettamums. The quettamum cannot change its shape or disguise itself magically as a humanoid, so they are rarely suitable for missions of corruption. But they are intelligent and magically gifted all the same, and make excellent spies. Some, especially lamia matriarchs, view quettamums with a sense of condescension, treating them as poor relations. Quettamums tend to get along well with cultists of Areshkagal, and fiendish and half-fiend quettamums can be found in the Abyssal layer of the Blood Clefts. 
Quettamum               CR 9 XP 6,400 CE Large magical beast Init +5; Senses darkvision 60 ft., low-light vision, Perception +13 Defense AC 23, touch 15, flat-footed 17 (-1 size, +5 Dex, +1 dodge, +8 natural) hp 114 (12d10+48) Fort +14, Ref +13, Will +10 Immune confusion and insanity effects; SR 20 Offense Speed 60 ft. Melee bite +17 (1d4+6 plus Wisdom drain), 2 claws +17 (1d6+6/19-20 plus grab) Space 10 ft.; Reach 5 ft. Special Attacks pounce, rake (2 claws +17, 1d6+6/19-20) Spell-like Abilities CL 12th, concentration +14 At will—stone shape 3/day—mirror image, quickened silence (DC 14), stone call 1/day—statue, stone tell, transmute rock to mud Statistics Str 22, Dex 20, Con 18, Int 15, Wis 19, Cha 15 Base Atk +12; CMB +19 (+23 grapple); CMD 35 (39 vs. trip) Feats Dodge, Great Fortitude, Improved Critical (claw), Iron Will, Mobility, Quicken SLA (silence) Skills Acrobatics +14 (+26 when jumping), Bluff +12, Climb +15, Craft (sculpture) +8, Intimidate +8, Perception +13, Stealth +14, Survival +13; Racial Modifiers +4 Bluff, +4 Stealth Languages Abyssal, Common, Sphinx SQ statue sight Ecology Environment temperate hills Organization solitary or pride (2-6) Treasure standard Special Abilities Statue Sight (Su) By concentrating, a quettamum can use its senses through any statue within 600 feet. This functions as an enter image spell (CL 12th), except that the quettamum can make Perception checks through any statue with a face, not just images of itself. A quettamum cannot animate an image or speak through it. Wisdom Drain (Su) A creature bitten by a quettamum takes 1d4 points of Wisdom drain (no save).
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shopperspk · 6 years
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New Post has been published on https://www.shopperspk.com/product/heinz-original-farleys-rusks-300grams/
Heinz Original Farleys Rusks 300grams in Pakistan
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thecreaturecodex · 1 year
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Kami, Manussiha
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Image © Ko Kyaw, accessed at his ArtStation here
[The manussiha is a Burmese architectural motif more than it is an actual monster; according to legend it was originally a statue built and blessed by Buddhist monks in order to scare off an invading army of rakshasas. I decided to make it a monster partially as a counterpoint to the Mum of Quetta; a leonine statue has very different connotations for different people.]
Kami, Manussiha CR 11 LN Outsider (extraplanar) This creature is a humanoid from the waist up, but below the waist splits into two leonine bodies. They wear regal garb and carry a spear.
The manussihas are spiritual creatures that protect royal palaces. Their primary concern is with supernatural threats, particularly with oni or rakshasas that would infiltrate a royal household to spread chaos or take power. Although a manussiha may step in for a mundane revolution or regicide, it does not always do so, and may even step in on the side of the revolutionaries for an exceptionally wicked or unreliable ruler. A manussiha protects the integrity of the palace itself and the health and safety of its staff and guests as much as it does any single royal family. In places where their legend is known, statues of manussihas are placed on walls or near doorways of many important buildings to serve a protective, if only psychological, function.
A manussiha springs into combat to defend its palace if necessary. A manussiha often opens combat with a roar, causing sonic damage and sending weak-hearted foes fleeing immediately. They typically use weapons such as spears, clubs or bows, but may simply fight with their clawed hands and grab and shred enemies with their talons. A single manussiha would rather retreat than fight to the death, in order to make sure that the palace is protected in the future, but a residence with multiple manussihas defending it might see some fighting to the death to cover their fellows’ escape.
Manussiha                                                                                       CR 11 XP 12,800 LN Large outsider (kami, native) Init +4; Senses darkvision 60 ft., Perception +21 Defense AC 25, touch 14, flat-footed 20 (-1 size, +4 Dex, +1 dodge, +2 armor, +9 natural) hp 147 (14d10+70) Fort +9, Ref +13, Will +13 DR 10/cold iron; Immune bleed, mind-influencing effects, petrifaction, polymorph; Resist acid 10, electricity 10, fire 10; SR 22 Offense Speed 50 ft. Melee +1 spear +19/+14/+9 (1d8+8/x3) or 2 claws +18 (1d4+5) Ranged masterwork shortbow +18/+13/+8 (1d6/x3) Space 10 ft.; Reach 5 ft. Special Attacks pierce DR, pounce, rake (4 claws +18, 1d4+5), roar Spell-like Abilities CL 14th, concentration +17 At will—aura sight, pierce disguise, sanctuary (DC 14), status 3/day—cure serious wounds (DC 16), magic circle vs. chaos (DC 16), remove fear 1/day—banishment (DC 19), circle of clarity, wall of force Statistics Str 20, Dex 18, Con 21, Int 15, Wis 19, Cha 16 Base Atk +14; CMB +20 (+24 grapple); CMD 35 Feats Alertness, Combat Expertise, Dodge, Improved Critical (claw), Improved Vital Strike, Step Up, Vital Strike Skills Acrobatics +17 (+25 when jumping), Climb +15, Diplomacy +16, Intimidate +16, Knowledge (history, local) +12, Knowledge (nobility, planes) +15, Perception +21, Sense Motive +21, Stealth +15 Languages Celestial, Common, Infernal, Senzar, telepathy 100 ft. SQ merge with ward, undersized weapons, ward (palace) Ecology Environment urban Organization solitary, pair or parade (3-8) Treasure standard (+1 spear, masterwork leather armor, masterwork shortbow with 20 arrows, other treasure) Special Abilities Pierce DR (Su) A manussiha’s natural weapons, as well as any weapons it wields, ignore the alignment component of any creature’s damage reduction. Roar (Su) Three times per day as a standard action, a manussiha may give a terrible roar. All creatures in a 60 foot cone take 14d6 points of sonic damage and are panicked for 1 minute. A successful DC 22 Fortitude save halves the damage, and a successful DC 22 Will save negates the panic. A manussiha must wait 1d4 rounds between uses of this ability. This is a sonic, fear effect, and the save DC is Charisma based.
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shopperspk · 7 years
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New Post has been published on https://www.shopperspk.com/product/fisher-price-comfort-curve-bouncer-102/
Fisher Price Comfort Curve Bouncer 102
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