[The ungumani is a legend from the Piedmont region of Italy, said to be created by the shed evils of pilgrims traveling to a shrine in Lerma. This plays in nicely to some of the stuff I've written before about alignments acting like bioaccumulation. But it wasn't until a recent screening of Razorback by my friend @bowelfly that the gears on this entry started turning. One of the most stylish monster movies of the 80s, and the titular Razorback in the movie does seem to be as much an incarnation of violence as much as it is an actual animal. The stats themselves are intended to be easy to use in encounter building with boars (CR 2), dire boars (CR 4) and my own feral hog troop (CR 8).]
Ungumani
CR 8 CE Outsider (native)
This bestial humanoid has the bristly hide and head of a giant boar. Its shoulders are stooped, but it still stands taller than a man. Its tusks are curved and it has blade-like teeth in its too-long jaws, and its beady red eyes gleam with malevolence.
Ungumani are horrible creatures that combine aspects of humanoid and boar, and are the culmination of a complex life cycle born of sin. When a powerful evil soul atones for its sins before death, the sin itself is expelled but still seeks quintessence to bind to and drag towards the ravenous Abyss. Possibly because of their omnivorous scavenging, and possibly because of their association with uncleanliness, pigs are some of the best receptacles for this loose sin. A pig exposed to such sins mutates into an enormous, carnivorous boar (use statistics for a dire boar with the man eating template), and after consuming enough sapient, and thus sinful, life, metamorphoses again. The back of the boar splits open like the skin of a dragonfly nymph, and an ungumani emerges.
All ungumani are the epitome of wickedness, and all of them seek to indulge their sins and prey on sapient creatures. Each ungumani is tied to one of the seven deadly sins, and each ungumani has a variety of magical gifts it can use to protect itself, hurt its victims, or go undetected. These spell-like abilities are tied to the schools of sin magic practiced by Thassilonian wizards, and some sages speculate that the ungumani’s origins date back to that wicked empire. As such, different ungumani may have radically different tactics depending on their spells. Slothful ungumani are the only ones likely to withdraw from even a losing battle; the other sins typically fight until slain.
Ungumani still feel affinity for their porcine origins, and so often keep boars and dire boars as livestock and hunting companions. When seeking the company of others of their kind, some are drawn to members of their own sinful lineage, whereas others (especially envious or greedy ungumani) seek out those of other sins to broaden the skills of the band. Ungumani cannot breed among themselves but are disgustingly cross fertile with boars. The children of such unions are born as man eating dire boars, each one an ungumani “larva”.
Statistics for adult and larval ungumani are below the cut.
Ungumani CR 8
XP 4,800
CE Large outsider (native)
Init +5; Senses darkvision 60 ft., low light vision, Perception +16, scent, sin-scent
Defense
AC 20, touch 10, flat-footed 19 (-1 size, +1 Dex, +10 natural)
hp 103 (9d10+54)
Fort +11, Ref +7, Will +7
DR 5/slashing and good
Defensive Abilities ferocity
Offense
Speed 40 ft.
Melee gore +15 (2d6+7), bite +15 (1d8+10)
Space 10 ft.; Reach 10 ft.
Special Attacks powerful blows (bite)
Spell-like Abilities CL 9th, concentration +12(+16 casting defensively)
3/day—scorching ray, sound burst (DC 15)
1/day—fire shield
Statistics
Str 25, Dex 12, Con 21, Int 10, Wis 19, Cha 16
Base Atk +9; CMB +17 (+19 overrun); CMD 28 (30 vs. overrun)
Feats Combat Casting, Dazzling Display (B), Improved Overrun (B), Improved Initiative, Intimidating Prowess, Power Attack, Toughness
Skills Acrobatics +10 (+14 jumping), Climb +16, Intimidate +19, Perception +13, Stealth +6, Survival +13 (+17 following tracks); Racial Modifiers +4 Survival following tracks
Languages Abyssal, Common
SQ porcine empathy +12, sinful soul (wrath)
Ecology
Environment temperate or tropical land
Organization solitary, pair or band (1-6 plus 2-4 man eating dire boars and 0-2 feral hog troops)
Treasure standard
Special Abilities
Porcine Empathy (Ex) An ungumani can influence the attitudes of porcine animals and magical beasts, as per the druid wild empathy class ability, except that this can affect any such creatures with an Intelligence score below the ungumani’s.
Sin Scent (Su) An ungumani can detect and pinpoint creatures through scent at double their usual range if those creatures are prone to the sin of the ungumani’s sinful soul (GM’s discretion).
Sinful Soul (Ex/Sp) Each ungumani gains a bonus feat and spell-like abilities based on the sin from which its line originated. Two of the spell-like abilities are 2nd level spells usable three times per day, and the third is a 4th level spell usable once per day. The abilities granted by each sin are as follows:
Envy—Improved Disarm as a bonus feat; resist energy and thought shield I 3/day; freedom of movement 1/day
Greed—Improved Steal as a bonus feat; alter self and disfiguring touch (DC 15) 3/day; strong jaw 1/day
Gluttony—Great Fortitude as a bonus feat; command undead (DC 15) and pox pustules (DC 15) 3/day; enervation 1/day
Lust—Persuasive as a bonus feat; rage and unnatural lust (DC 15) 3/day; charm monster (DC 17) 1/day
Pride—Lightning Reflexes as a bonus feat; blur and paranoia (DC 15) 3/day; rainbow pattern (DC 17) 1/day
Sloth—Iron Will as a bonus feat; glitterdust (DC 15) and swipe 3/day; dimension door 1/day
Wrath—Improved Overrun as a bonus feat; scorching ray and sound burst (DC 15) 3/day; fire shield 1/day
Ungumani Larva CR 6
XP 2,400
Man eating dire boar
CE Large magical beast (augmented animal)
Init +4; Senses darkvision 60 ft., low-light vision, Perception +12, scent
Defense
AC 17, touch 9, flat-footed 15 (-1 size, +8 natural)
hp 57 (5d10+30)
Fort +9, Ref +4, Will +4
DR 5/slashing
Defensive Abilities ferocity
Offense
Speed 40 ft.
Melee gore +10 (2d6+6), bite +10 (1d8+9)
Space 10 ft.; Reach 5 ft.
Special Attacks powerful blows (bite)
Statistics
Str 23, Dex 10, Con 21, Int 4, Wis 17, Cha 12
Base Atk +5; CMB +12; CMD 22
Feats Improved Initiative, Skill Focus (Perception), Toughness
Skills Perception +12, Survival +8 (+12 following tracks); Racial Modifiers +4 Survival following tracks
Languages Abyssal,Common (cannot speak)
Ecology
Environment temperate or tropical land
Organization solitary, pair, or herd (3–8)
Treasure none