[As Edo Japan had very strong gender roles, an obsession with sex and with policing it, it's not a surprise that brothel yokai are a whole subgenre. The last time I wrote one was the kerakera-onna way back during the original Year of Yokai, and my interpretation was much more sympathetic than the original. The taka-onna goes the other direction, from spooky-but-harmless into actively malicious. Baseless harassment campaigns have been on my mind lately; can't imagine why.
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Taka-onna
CR 4 NE Undead
This woman has grayish skin and snaggly teeth, but appears otherwise unremarkable until her torso extends, tripling her height.
Shame is a powerful emotion, and women that die in the throes of deep shame may rise as a taka-onna. Having felt small in life, they can grow to great heights in their unlife, and use this ability primarily to peer through windows and over walls to watch people. They haunt bars, brothels, gambling halls and other places where vice and secrets go hand in hand. This voyeurism is not just to indulge the taka-onna’s curiosity—a taka-onna ferrets out dirty secrets in order to inflict shame on others. The initial shock and disgust at having been found out is only the first course to a banquet of shame, as the taka-onna then goes on to share what they’ve learned while disguised as a mundane person. A victim’s life can fall apart rapidly and dramatically upon having their hidden lusts and fears revealed. And if a taka-onna chooses a victim who hasn’t actually done anything wrong? Then she makes something up and spreads rumors about it anyway.
Taka-onna have sharp teeth and nails, but their strongest weapon is shame itself. Those that meet a taka-onna’s eyes can have their deepest shame magnified in their mind, reliving it for hours and leaving them distracted and flailing. Taka-onna typically use their look of shame against the strongest-looking combatant, then flee, using their ability to extend and contract their bodies to clamber over rooftops and walls. Taka-onna are much more likely to stay and fight if they’re in groups, and more than one poor fool has attempted to pickpocket from a gaggle of gossiping women only to be torn to pieces by a gang of taka-onna in disguise.
Taka-onna remember their lives before undeath, and often make their still-living enemies their first choice of victims. If a taka-onna has a fondness for a living friend or relative, that manifests even more cruelly—a taka-onna will often harass them to the point of suicide, hoping that they die with sufficient shame to rise as a taka-onna themselves. Many taka-onna go out of their way to seek out others of their own kind, giving them a perfect opportunity to vent their grudges and stoke each other’s bitterness. In groups, taka-onna are more likely to dream big, turning their individual inflicting of weaponized shame into harassment campaigns that can take over whole communities. The form of undeath that creates a taka-onna manifests most frequently among those who suffer prejudice from the society where they live. Unfortunately, this does not make them any more sympathetic to the living victims of prejudice, instead seeing them as a pool of victims about whom revealing secrets and spreading scurrilous rumors are likely to do more damage. Male taka-onna, called taka-otoko, are also possible and more common than taka-onna in certain societies.
Taka-onna CR 4
XP 1,200
NE Medium undead
Init +2; Senses darkvision 60 ft., Perception +9
Defense
AC 17, touch 13, flat-footed 14 (+2 Dex, +1 dodge, +4 natural)
hp 39 (6d8+12)
Fort +4, Ref +6, Will +6
Immune undead traits; SR 19 (divinations only)
Offense
Speed 30 ft.
Melee bite +6 (1d4+2), 2 claws +6 (1d4+2)
Special Attacks look of shame
Spell-like Abilities CL 4th, concentration +6
Constant—nondetection (self only)
3/day—detect anxieties (DC 14), paranoia (DC 14), rumormonger
Statistics
Str 14, Dex 15, Con -, Int 13, Wis 13, Cha 14
Base Atk +4; CMB +6; CMD 19
Feats Deceitful, Dodge, Lightning Reflexes, Lunge (B)
Skills Bluff +9, Diplomacy +7, Disguise +12, Intimidate +10, Perception +9, Stealth +10
Languages Common, Necril
SQ extensible body
Ecology
Environment urban
Organization solitary or clutch (2-6)
Treasure standard
Special Abilities
Extensible Body (Su) A taka-onna can extend her body up to a height of fifteen feet. This allows her to climb obstacles of 15 feet or lower without making Climb checks, as she can pull herself up or down them easily; a taka onna treats these obstacles as difficult terrain. She also gains Lunge as a bonus feat, and can choose to grant herself an additional 5 feet of reach in exchange for an additional -2 to AC.
Look of Shame (Su) As a standard action, a taka-onna can look into a creature’s eyes within 30 feet to inflict deep shame on them. A creature targeted can resist this effect with a successful DC 15 Will save, and can avert its eyes as if this was a gaze attack. A creature that fails its save suffers a -2 penalty to attack rolls, saving throws and any skill or ability checks that rely on Intelligence, Wisdom or Charisma for 6 hours. During that time, any time it rolls a 1 on an attack roll, saving throw, skill or ability check, it becomes overwhelmed with shame and is dazed for 1 round. A creature that succeeds this save cannot be affected by that taka-onna’s look of shame for the next 24 hours. This is an emotion, mind-influencing effect, and the save DC is Charisma based.
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[The European fascination with the undead has always had a sexual component. The first vampire fiction, "The Vampyre" by John Polidori, posits the vampire as a rake who seduces women and murders them after marriage. So many ghost stories are about tragedies befalling beautiful women. Mummy fiction started as an erotic fantasy about "exotic" princesses returning from death; the image of mummy as shambling murderer was a Code-Era Hollywood creation. And speaking of Hollywood, both the first voodoo zombie movie (White Zombie) and the best (I Walked With a Zombie) take the premise of "what if a pretty white lady got turned into a zombie?"
So the lack of any seductive or even just beautiful undead in original D&D is a little strange in light of greater trends. I suspect Gary Gygax himself didn't like the trope: for all the succubi and weretiger sideboob in the Monster Manuals, even the vampire is profoundly chaste (note that classic D&D vampires punch people to drain their life, and blood drinking is decidedly secondary). On the other hand, casual sexualization of the undead is common in modern pop culture; I'm thinking of the female forsaken in Warcraft, who are gray to purple and maybe have some cosmetic rot on their faces, but universally have great cleavage. So I wanted to course correct; write an undead about sex rather than sexy-as-default and I wanted to take it seriously.
The name "crypt concubine" has been rattling around in my head for a while, inspired by tales of women immured with their husbands on death that are found throughout the world. They're part of my recent push to make monsters linked to their living selves in an explicit and horrific way. The mechanics are inspired by Legend of the Eight Samurai, a Japanese fantasy movie I saw recently thanks to @bowelfly. I can't fully recommend it (our "heroic" lead tries to rape our heroine multiple times before they become love interests), but the many monsters and sword fights are fun. The villains of the piece are an undead empress who stays young by bathing in blood, and her undead son who stays young by grafting skin to his own. Once they're done with the parts, they animate their victims as undead vishkanya, who despite having being bled and skinned just look like pretty women. Incidentally, the normal appearance and severe toxicity, plus the connection to royal malfeasance, makes the crypt concubine a more legend accurate vishkanya than Pathfinder's snake people. The idea that they enhance the senses of the undead comes from @coolclaytony, who suggested it on the Patreon.
Speaking of... if you want to support smart writing about monsters, come check out the Creature Codex Patreon! If you're interested in the stuff mentioned in the first paragraph, might I suggest the essay I wrote for Halloween: Strahd, Vampires and the Reincarnated Love Trope]
Crypt Concubine
CR 5 LE Undead
This woman is beautiful and voluptuous; the only sign of anything unusual is in her blank eyes and the black stains under her pale skin.
One of the most infamous cruelties inflicted by tyrants is taking their household with them when they die. Slaves, servants, wives and concubines are ritually killed to serve their lord in the afterlife, or worse left alive to slowly die of suffocation or thirst. In lands where necromancy is common and tyrants rule beyond the grave, an even worse fate awaits some of their “favorite” lovers—animation into a crypt concubine, an undead creature that combines eternal beauty with dark and deadly powers. Crypt concubines are rarely found alone, instead serving a mummy lord, lich or other powerful undead. A crypt concubine's very presence enriches the senses of the undead, allowing them to experience smell, taste and touch as if they were alive.
A crypt concubine radiates unholy power—other undead are invigorated just by staying near her. Crypt concubines can attack with their bare hands, but usually carry small weapons that are easily concealed, such as daggers or darts. Her saliva and other fluids contain a lethal toxin derived from black lotus extract, and even a kiss from a crypt concubine can cause severe internal bleeding. Crypt concubines typically lick their weapons between uses. When a crypt concubine is slain, the crypt lotus poison is released in a burst, rupturing from beneath her skin for one last deadly surprise.
To all appearances, a crypt concubine is still a vital living person, usually but not always female. Only by touching her does the chill of death and the necrotic energy flowing in her veins instead of blood become apparent. Crypt concubines are charming and deceptive, and may claim to be living prisoners or sacrifices in order to lure enemies into a sense of false security. They may even leave the crypts of their masters as diplomats, spies or assassins. The status of a crypt concubine within an undead court depends on her master; some are trusted lieutenants, whereas others are little more than animate decorations. Most crypt concubines are unflinchingly loyal, as devoted as the most faithful spouse or lover could be. If their master is especially cruel or neglectful, however, crypt concubines have been known to turn on them, even recruiting adventurers into doing the dirty work.
A crypt concubine can be created with a create undead spell at caster level 15th, but a dose of black lotus extract must be used as an additional material component.
Crypt Concubine CR 5
XP 1,600
LE Medium undead
Init +3; Senses darkvision 60 ft., Perception +11
Aura desecration (30 ft.)
Defense
AC 17, flat-footed 13, touch 15 (+3 Dex, +1 dodge, +3 natural)
hp 68 (8d8+32)
Fort +6, Ref +6, Will +7
DR 5/slashing and magic; Immune cold, undead traits
Offense
Speed 30 ft.
Melee masterwork dagger +11/+6 (1d4+2/19-20), slam +5 (1d4) or 2 slams +9 (1d4+1)
Special Attacks death throes, poison
Statistics
Str 13, Dex 16, Con -, Int 15, Wis 14, Cha 16
Base Atk +6; CMB +7; CMD 21
Feats Deceitful, Dodge, Intoxicating Flattery, Weapon Finesse
Skills Bluff +11, Diplomacy +9, Disguise +14 (+22 as living self), Knowledge (religion) +11, Perception +11, Sense Motive +11, Sleight of Hand +9, Stealth +12
Languages Common, Necril, one regional or historic
SQ appearance of life
Ecology
Environment any land or underground
Organization solitary, pair or harem (3-24)
Treasure standard (masterwork dagger, other treasure)
Special Abilities
Appearance of Life (Su) A crypt concubine is perpetually shrouded in the illusion of the person she used to be. She gains a +8 bonus on Disguise checks to appear as an idealized form of her living self, and detect undead and similar spells must succeed a DC 17 caster level check to determine that she is undead. A creature that comes into contact with a crypt concubine can disbelieve the illusion with a successful DC 17 Will save. The save DC is Charisma based.
Aura of Desecration (Su) A crypt concubine radiates a 30 foot aura that functions as a desecrate spell. The crypt concubine is considered to have been created inside her own aura. The effects of the spell are included in the crypt concubine’s statistics. Undead within the aura, including the crypt concubine, can experience sensations through smell, taste and touch as if they were alive.
Death Throes (Ex) When a crypt concubine is slain, all creatures in a 5 foot radius are affected by her poison.
Poison (Ex) Anyone coming into intimate contact with a crypt concubine is exposed to her poison. A crypt concubine can force a grappled creature to kiss her with a successful grapple check made to pin. In addition, a crypt concubine can spend a move action to apply her poison to a weapon.
Crypt Lotus Poison—contact or inhaled; save Fort DC 17; duration 1/round for 4 rounds; effect 1d6 Con damage; cure 1 save. The save DC is Constitution based.
[Commissioned by @cupofsorrows. The trick with finding art for Gengar is I wanted something more realistic than the official game art, but still maintaining the basics of the design. There are various attempts to do a Gengar as a real animal (a weasel or a flightless bat, etc.), but I wanted it to maintain being a weird grinning blob.
Also, I know that in the anime, Gengars typically want to play and make friends, even while being scary. But the Pokedex entries, especially in more recent editions, make it clear that a Gengar will straight up murder you if it gets the chance. Hence it being CE. If you want a friendlier, CN Gengar, that’s totally your prerogative. It’s like Slimer from the Ghostbusters movie versus The Real Ghostbusters]
Gengar
CR 14 CE Undead
This creature appears to be a fat purple-black humanoid composed of pure shadow. Its head and torso seem to be the same piece, with triangular ears, red eyes and a huge leering grin.
When fey die, they are typically reborn somewhere in the First World, albeit in perhaps a diminished state. If the soul of a fey gets misdirected and enters the Plane of Shadow by mistake, it can incarnate as a sinister undead being, a gengar. Also known as feyshadows, gengars are malicious and mischievous, going out of their way to vex and torment mortals and feed on their panic. Fey creatures with a relationship to fear, such as bogeymen and brollachans, are most likely to manifest in this fashion.
A gengar is a thing of shadow, capable of distorting its form. Its favorite prank is to follow a mortal disguised as its shadow, before splitting away and either attacking the poor dope or simply giving them a good scare. They feed on the mental energy of sleeping creatures, and delight in inflicting nightmares, which they then savor using their dream eater ability. All gengars know a variety of debilitating curses. It is said that the only way to be sure of a gengar’s presence is to notice the air cooling around it—but this has led to lots of sleepless nights in areas with a light draft. Gengars find various rumors for how to detect them or ward them off hilarious, and often spread them.
Although gengars are typically evil, they are usually negatively disposed to other undead, and kill those that they cannot bully or cajole into service. All gengars maintains some of their fey whimsy, and some even are known to befriend mortals who are able to keep up with their jokes and amuse them. These relationships can be fractious, as gengars will hex even their allies if they are feeling bored or puckish.
[Sponsored by @mbg159. The hullathoin is a monster from the 3.0 Fiend Folio, and is actually one of two different huge undead that have acid attacks and fight alongside their spawn that appear in that book. The second is the ulgurstasta. I honestly preferred the ulgurstasta when I ran 3.x, because it's simpler to use compared to the odd ecology of the hullathoin. The hullathoin produces bloodfiend locusts, which have a separate statblock in that book, and those locusts cause their victims to rise as vampire spawn. This chain of events makes a CR 15 hullathoin difficult to use at a level where the CR 5 vampire spawn and CR 8 locusts actually make a difference in combat. Although to be fair, the stat block is a higher CR than I actually think it's worth. I lowered the CR of my version to 12, so that the spawn and locusts, while still not being major threats, could conceivably have an affect on the battle. I also modified its attacks to be based on the art; as written, the hullathoin has two tentacles growing from its shoulders, but Wayne Reynolds didn't get that memo. So, prehensile tail it is. And yes, this means there's two monsters for the price of one here: the "bloodfiend" locusts have been renamed to Abaddon locusts, and they're so mechanically simple and low on flavor text that I decided to just throw them in instead of giving them their own entry. Another thing that bugged me about the hullathoin/locust/vampire spawn scenario was the ambiguity about whether these vampire spawn could rejuvenate or not. After all, they don't have coffins. So I made that explicit, and used it as an excuse for just a little bit more body horror.
While pondering how to make the hullathoin fit into Pathfinder, and especially my version of Pathfinder, I realized that the art had been influencing me subconsciously for a long time. Deceid has been one of my favorite of the daemonic harbingers for a long time despite his obscurity: I used him in my RPG Superstar encounter entry, and one of the reasons I lost was because the judges didn't recognize him! He's described as a "rotting primordial lizard", and I have always pictured him as looking something like the hullathoin art. So, Deceid gets to be associated with hullathoins now.
If you'd like to support what I do, check out the Creature Codex Patreon here]
Hullathoin
CR 12 NE Undead
This creature resembles a rotting lizard the size of a house. Grey scaly skin has sloughed off from its skull, revealing a long snout with jagged teeth, and a pinpoint of white light in its eye sockets. Its body is coated with oversized boils, some of which erupt in pus, and the squirming of insects can be seen underneath its scales.
The hullathoin is an undead horror created as an engine of ecological destruction. They were created by the collaboration of three horrible demigods—the Vermilion Mother, Deceid and Briarpatch—and are shaped in Deceid’s image as a tribute to his vanity. Each hullathoin was once a dragon, tortured to death by strange botanical poisons and the ravenous jaws of Abaddon locusts. The process of creating a hullathoin causes the dragon’s wings to melt away into foul corruption, and the whole body of the creature seeps with disgusting and deadly fluids. Despite their bestial appearances, hullathoins are intelligent, and completely devoted to mass death.
A hullathoin’s body is an ever-shifting mass of putrescence, and they are capable of surprising speed despite their lurching gait. They usually begin combat by causing their sores to burst, spraying their toxic, acidic pus in all directions. They target those that succumb fully to weakness and nausea, tearing into them with savage natural weapons, grasping them in their prehensile tails, and warping their flesh in excruciating ways. A hullathoin can cause its body to erupt with Abbadon locusts, which drain the life force from their enemies. Hullathoins enjoy directing their locusts to finish off weakened foes in order to transform them into fiendish vampire spawn. After a winning battle, a hullathoin will linger on the battlefield, gathering up the fallen and producing accessory bones, oblong slabs of ribs and vertebrae with hollows in order to provide their new vampire spawn with a safe “coffin” to rest in.
A hullathoin is typically surrounded by a mob of miscellaneous undead, including the vampire spawn it creates, those controlled by its channeled energy and free-willed undead who respect its power and serve it willingly. As if by a memory of their draconic lives, hullathoins prefer to lair underground in caves and dungeons, emerging periodically to clear their territories of pesky life. As a hullathoin passes through an area, animal life flees, humanoids are warped into undead monsters, and plants are left virtually untouched. Hullathoins ignore plant monsters on their rampages, and the areas they haunt are often home to strange mutant plants as well as the walking dead.
Hullathoin CR 12
XP 19,200
NE Huge undead
Init +3; Senses blindsight 60 ft., darkvision 60 ft., Perception +20, scent
Defense
AC 27, touch 7, flat-footed 27 (-2 size, -1 Dex, +20 natural)
hp 152 (16d8+80); fast healing 8
Fort +12, Ref +6, Will +13; channel resistance +4
DR 15/magic and silver; Immune cold, electricity, undead traits; Resist fire 10, sonic 10; SR 23
Defensive Abilities fortification (50%)
Offense
Speed 60 ft.
Melee bite +20 (2d6+10/19-20 plus poison), 2 claws +20 (1d8+10), tail slap +18 (1d12+5 plus grab)
Space 15 ft.; Reach 10 ft. (15 ft. with tail slap)
Special Attacks channel negative energy (8/day, 6d6, DC 23), constrict (1d12+15 plus deform), co-opt spawn, exude swarm, multigrab, spray of pus
Statistics
Str 30, Dex 9, Con -, Int 13, Wis 16, Cha 21
Base Atk +12; CMB +24 (+28 grapple); CMD 33 (37 vs. trip)
Feats Bleeding Critical, Command Undead (B), Critical Focus, Great Fortitude, Improved Critical (bite), Improved Initiative, Lightning Reflexes, Multiattack, Power Attack
Skills Climb +26, Intimidate +21, Knowledge (religion) +17, Perception +20, Sense Motive +20, Swim +23
Languages Common, Daemonic, Draconic
Ecology
Environment any land or underground
Organization solitary
Treasure standard
Special Abilities
Channel Negative Energy (Su) A hullathoin can channel negative energy as a 12th level cleric, and gains Command Undead as a bonus feat.
Co-opt Spawn (Su) Any fiendish vampire spawn created by a bloodfiend locust swarm controlled by a hullathoin is under the hullathoin’s control instead of being free-willed. The hullathoin can secrete an oversized bone that can serve as a coffin for the fiendish vampire spawn it designates by concentrating for 1 minute.
Deform (Su) A creature affected by a hullathoin’s constrict attack must succeed a DC 23 Fortitude save or be affected as if by an excruciating deformation spell for 1 round. The save DC is Charisma based.
Exude Swarm (Ex) As a standard action three times per day, a hullathoin can create an Abbadon locust swarm from its own tissue. Doing so deals 16 points of damage to the hullathoin. The bloodfiend locust swarm appears in squares adjacent to the hullathoin, acts on the hullathoin’s turn and follows its commands unerringly. A swarm created in this way survives for 1 hour if not slain in combat.
Multigrab (Ex) A hullathoin can grapple creatures with its tail only and not be treated as having the grappled condition if it takes a -10 to its CMB checks instead of the usual -20.
Poison (Ex) Bite or spray of pus—injury; save Fort DC 23; duration 1/round for 4 rounds; effect 1d6 Str damage and nauseated 1 round; cure 1 save. The save DC is Charisma based.
Spray of Pus (Su) As a standard action once per day, a hullathoin can cause pus to erupt from its skin. All creatures in a 30 foot radius take 6d10 acid damage (Reflex DC 23 half) and are exposed to the hullathoin’s poison. The save DC is Charisma based.
Abaddon Locust Swarm CR 8
XP 4,800
NE Fine undead (extraplanar, swarm)
Init +4; Senses darkvision 60 ft., Perception +1
Defense
AC 22, touch 22, flat-footed 18 (+8 size, +4 Dex)
hp 104 (16d8+32)
Fort +7, Ref +9, Will +11; channel resistance +2
Immune undead traits, weapon damage; Resist cold 15, fire 15; SR 13
Defensive Abilities swarm traits; Weakness vulnerable to area of effects
Offense
Speed 20 ft., climb 20 ft., fly 30 ft. (good)
Melee swarm (4d6 plus energy drain)
Space 10 ft.; Reach 0 ft.
Special Attacks create spawn, energy drain (1 level, DC 20)
Statistics
Str 1, Dex 18, Con -, Int -, Wis 13, Cha 14
Base Atk +12; CMB -; CMD 3
Skills Climb +3, Fly +16
Ecology
Environment any land or underground (Abaddon)
Organization solitary or plague (2-40 swarms)
Treasure none
Special Abilities
Create Spawn (Su) A humanoid or monstrous humanoid killed by a bloodfiend locust swarm’s energy drain rises as a free-willed fiendish vampire spawn 2d6 hours later. These creatures are not born with a coffin, and as such must create or claim their own in order to be able to rejuvenate.
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Nah, just like how autotune is a tool designed to be used by singers and the like. It's just using the tools and resources at your disposal to try and achieve a higher quality, yk?
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Yesterday my little brother told me something very sweet and touching, that when he was a kid and had nightmares about monsters chasing him or whatever he would be able to end the nightmare by finding me in the dream and I would protect him by fighting off the zombies, or carrying him away. This is adorable, and makes me feel like the greatest older sibling in the world, but the hilarious thing is that when I was a kid I had nightmares of needing to save him from zombies and such. so many dreams where he was in trouble and I needed to save him. Like my nightmares began where his ended. Low key I think he mastered the ability to psychically transfer his nightmare to me as a child and I'm kind of annoyed with him.