Brazilian mythology is a fascinating combination of a variety of sources, all mixed together to create a truly diverse set of legends, with a wide range of amusing (and sometimes terrifying) characters! From the Portuguese settlers that came to South America, the lore and religions of the African slaves who were brought to work the plantations, the traditions of the saints in Roman Catholicism and the vast array of stories, beasts and legends that exist within the cultures of the many native groups that inhabit the Amazonian jungles that make up the country, a rich tapestry of stories has emerged![Mr. P's Mythopedia]
This document attempts to bring some examples of this rich and different mythology to D&D form. It's important to note though that due to brazilian cultural plurality, hardly one of its myths has a single form, and various different interpretations and descriptions may be found across the history and in different regions.
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Table Of Contents
Boitata
'Remember Boitata; May have his two forms; With its flame it burns; Those who burn the forest; Protecting the jungle; From this foolish man; Stop now your shoes; If someday you find him; Do not breath, do not move; Close your eyes without thinking; If you run; Boitata will catch you.' ~ Boitata Myth
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Boitata
Huge undead, neutral
Fiery Body. A creature that touches Boitata or hits it with a melee attack while within 5 ft. of it takes 10 (3d6) fire damage. Beasts and plants aren't affected by this fire unless Boitata chooses so.
Actions
Bite.Melee Weapon Attack: +10 to hit, reach 10 feet, one target. Hit: 36 (7d8 + 5) piercing damage plus 10 (3d6) fire damage
Constrict.Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 43 (7d10 + 5) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained and have three-quarters cover against opponents other than Boitata and Boitata can't constrict another target, but may move and attack freely.
Terrifying Gaze. Boitata may use its gaze forcing a creature within 30 ft. that can see it to make a DC 16 Wisdom saving throw. On a failed save, the creature takes 10 (3d6) psychic damage and becomes frightened for 1 minute. On a successful save, the target takes half as much damage and isn't frightened. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Boitata was an old serpent of a forgotten past, when the sun was blocked and rain poured over the world day and night. During this catastrophic times, several animals died and their corpses float on the water. That serpent saw the eyes of the dead animals and was fascinated by them, as their glow remember it the long gone sun. It started to eat only those dead animals' eyes, and ate so many of them, that it grew and its body itself begun to glow. After a while, eyes weren't enough for its sheer size and the serpent died.
The sun reapered between the clouds and heated up the serpents huge body. It heated so much that the serpent woke once more, not dead nor alive, but moved by the heat of the sun and the glow of all the souls inside its guts. Its glowing body now ablaze with flames and only rivalized by the sun-like intense glowing of its eyes.
Boitata is a huge semi-corporeal undead serpent covered in flames. Its spirit vagues around lakes and jungles punishing, burning and eating the eyes of those who burn the nature.
It is said that the Boitata own eyes are so bright that it can't actually see, thus is suggested that to avoid a fatal encounter with the mighty serpent, one should stop moving or breathing. Is also advised those who have the misfortune of crossing paths with it, to close their eyes, as a simple gaze in the creatures eye's may drive any person mad with fear.
Despite being a huge flaming serpent, it doesn't have any specific vulnerability to water, as an unfortunate adventurer will probably discover. Sometimes Boitata may even hide or dwell deep in lakes and rivers, heating the waters and giving them an eerie glow.
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Caipora
Caipora is a dark-skinned, small humanoid, naked and covered in dark fur, very mischievous and almost always smoking a cigar. It is a protector of the forests and animals, similar in purpose and often confused with the curupira due to its subterfurge tactics.
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It will scare preys during someones hunt, hide animal tracks, make fake tracks and make noises to deceive hunters, possibily making them lost. Kind of a leader of animals, he can even instigate them to turn against unaware hunters who don't respect the 'fair-play' and are abusive while hunting.
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caipora usually mounts a peccary or a boar to patrol and move quickly through the jungle.
Some say caipora is afraid of fire and thus will protect themselves with a firebrand if they think they may be targeted. Also it is known that it likes to smoke so much, that before a hunt, fearful natives will make an offering of tobacco or other smoking herbs by the trunk of a tree and say 'Here you go Caipora and let me leave!'.
Caipora
Small fey, neutral
Cunning Action On each of its turns, the caipora can use a bonus action to take the Dash, Disengage, or Hide action.
Speak with Beasts. The caipora can communicate with beasts as if they shared a language.
Forest Children. (Recharges after a Short or Long Rest) The caipora can spend its action to call for the help of animals to attack enemies or distract them while it retreats. Roll a d4 and after the end of caiporas next turn, beast creatures on the vicinity with a combined challenge rating equal to or less than a quarter of the number rolled appear to aid the caipora.
Actions
Quarterstaff.Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage.
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Peccary
Small beast, unaligned
Charge. If the peccary moves at least 20 feet straight toward a creature and then hits it with a slam attack on the same turn, the target takes an extra 3 (1d6) bludgeoning damage and must succeed on a DC 11 Strength saving throw or be knocked prone.
Actions
Slam.Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
Curupira
'It is known and by everyone's mouth runs that there are these demons, named Curupira, that happen many times to the indians in the jungle, flog them, hurt them and kill them. Its testimony are our brothers, that sometimes are the ones killed by them.' ~ José de Anchieta (1560)
This creature has bright red hair (some even say it is of fire) and resembles a small humanoid like a halfling or a dwarf with its feet turned backwards. It is known as a jungle spirit and protector of the animals.
It lives in the jungles, normally alone and is rarely seen. They avoid making direct contact with its preys, prefering to use their backward feet to create footprints that lead to its starting point, thus making his preys confused. Besides that, it can also create illusions and produce a sound that's like a high pitched whistle, in order to scare and drive its victims to natural traps, territories with dangerous creatures or simply drive them mad.
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A curupira will prey on poachers and hunters that take more than they need of the forest, cut down trees without care and hunt animals during their breeding seasons. Jungle natives who know its tales usually suggest to leave trinkets like feathers earings and arrows across the forest hoping to distract the curupira with the gifts.
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Curupira
Small fey, neutral
Cunning Action. On each of its turns, a Curupira can use a bonus action to take the Dash, Disengage, or Hide action.
Backwards Feet. A DC 20 Wisdom (Survival) check is needed to successfully track the curupira. Failure on the check leads to a dead end, possibly making the tracker lost.
Mimicry. The curupira can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.
Innate Spellcasting. The curupira can innately cast minor illusion, requiring no material components. Its innate spellcasting ability is Wisdom.
Actions
Javelin.Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
ConFusion
Despite curupira and caipora being different creatures their similarities clearly indicate common roots and, depending on the region, they are often confused or mixed giving ones traces and characteristics to the other on most tales.
Curupira is often described and/or drawn smoking a cigar and riding a collared pecarry while is common to see caipora with the former backwards feet.
Saci
These creatures are one-legged dark-skinned humanoid youngsters with holes in the palms of their hands who smokes a pipe and wears a magical red cap.
Is said that the sacis live up to 77 years and are originated from the bamboo. After 7 years of gestation he leaves the bamboo for a life of pranks and when it dies, it turns into ear-shaped poisonous mushrooms.
A major prankster similar to the satyrs, a saci lives to create chaos on the commoner lives. He hides children's toys, sets farm animals loose, teases dogs, curses chicken eggs. If he sees a nail lying on the ground, he turn the point up. In short, when a saci is close, everything goes wrong.
A saci is terrified and unnable to use any of his powers to cross a stream of running water.
Their red hat is the source of their powers, without which they are completely vulnerable and powerless. They will do anything requested to retrieve their hat. They are not bounded to do anything once their hat is retrieved, but depending on the kindness they were treated by their 'masters', they may concede a wish within his powers. One should be careful making wishes for a compulsory prankster though.
Saci
Medium fiend (shapechanger), chaotic neutral
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Shapechanger. The saci can use its action to polymorph into a Tiny bird (Matita Pereira) or back into its true form. While in bird form, saci can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does (except by its hat). It reverts to its true form if it dies.
Dust Devil. If the saci is in its true form, it can use its action to become invisible and create a dust devil around it. In this form, his movement doesn't provoke opportunity attacks and attacks against it have disadvantage. This form lasts until saci's concentration ends (as if concentrating on a spell).
Weaknesses. The saci has the following flaws:
Spellcasting. (Fiend Form Only) The saci can cast spells as a 3rd level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The Saci can cast misty step and invisibility at will and has the following spells:
Actions
Multiattack. The saci makes two attacks.
Dagger. (Fiend Form Only)Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Whirlwind. (Dust Devil Form Only)Attack: +5 to hit, reach 5 ft., each target within reach. Hit: 5 (1d4 + 3) slashing damage.
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